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Swordfight - Ubiquitous Softcombat Game based in wearable computing
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Transcript of Swordfight - Ubiquitous Softcombat Game based in wearable computing
SWORDFIGHT
ALBERTO SERNA MARTÍN
ANDREA URBANO CAYUELA
SERAPIO VÁZQUEZ CARMONA
Máster en Ingeniería de Telecomunicación
TABLE OF CONTENTS• Introduction.
• What is SwordFight?• Why should it be implemented?
• Scenario.
• Discovery.
• Smart Devices.
• Smart Environment.
• Smart Interactions.
• Activity Designer Scheme.
• Properties of our System.
• Expected Problems and Conclusions.
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INTRODUCTION• What is SwordFight?
• Is an ubiquitous multiplayer game system.• Melee weapons war game.
• It is uses wearable computing devices.
• Why should it be implemented?
• Interesting for touristic cities.• Really funny game.• Children would love it!
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SCENARIO
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SCENARIO
SwordFight - DSH - A. Serna, A. Urbano, S. Vázquez.
• The players get dressed and select a weapon.
• Armor, helm and shield.• Discovery.
• They get into the labyrinth and then they start to look for other players.
• A fight will start once they find one or more players.
• Healing points.
• They will get activated if a player is low on life.
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DISCOVERY• The player puts the smartphone inside the armor.
• A NFC tag will trigger the discovery.
• The smartphone connects to:• The wearable sensor network [Bluetooth]. • The audio wireless system [Bluetooth].• The game network [Wi-Fi].
• Everything takes place while the player is getting dressed.
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SMART DEVICES• Smartphones.
• Around a 73% of the inhabitants will have one in the next years.
• Zero cost.
• It can hold the computational load of our system.• No need of a central server.
• Interface user-system• Text-To-Speech• Wireless audio system.
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SMART DEVICES• Microcontroller.
• Very cheap platform.• Low energy consumption.• High integration.• Easily implementable.• High scalability.• Compatibility with lot of sensors.
• Piezoelectric triggers.• Embedded in the wearable parts.
• Heart rate sensor.
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SMART ENVIRONMENT• Triangulation.
• Using the mesh of routers.
• Virtual positioning.
• Special events.• Ambushes.• Healing points.
• Activation of IP light bulbs.
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SMART INTERACTIONS• Healing event.
• It will start if a player is low on life.• A light will be turned on to mark the healing point.• The player must be in <3m around the point for 3’.
• Triangulation.
• Ambush event [from the virtual scheme].
• It increases the damage dealt to the ambushed player.
• It takes place when a player gets close to an enemy from a distance>10m in few seconds and deals a hit.
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ACTIVITY DESIGNER SCHEME
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ACTIVITY DESIGNER SCHEME
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PROPERTIES• Our scenario is completely delimited and covered by
our system.
• It takes into account the position, the identity, the activity and the time to adapt the system.
• The system changes in order to adapt the environment to the player before they need it.
• It changes many parameters taking into account the user or the environments requirements.
• The players will not notice any of the devices part of the system.
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EXPECTED PROBLEMS• Recognition of false hits.
• When more than 2 players in the same point deal a hit at the same time.
• False start of events.
• When two players can start an ambush event.
• Connection weapon-Player ID.
• In advance stages of the system, a single player will be able to select a weapon from an arsenal.
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CONCLUSIONS• Our system can be implemented.
• Low cost.• High scalability.
• Interesting for a wide range public.
• Any age.• Any likes.
• Completely transparent and ubiquitous.
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Thanks for your attention
Take a weapon and
enjoy the fight!
SwordFight - DSH - A. Serna, A. Urbano, S. Vázquez.