{"title":"MIGM:带有Motes的手机互动游戏","authors":"Yi Wang, Shyam Kapadia, B. Krishnamachari","doi":"10.1109/CCNC08.2007.186","DOIUrl":null,"url":null,"abstract":"We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.","PeriodicalId":183858,"journal":{"name":"2008 5th IEEE Consumer Communications and Networking Conference","volume":"78 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2008-02-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":"{\"title\":\"MIGM: Mobile Interaction Games with Motes\",\"authors\":\"Yi Wang, Shyam Kapadia, B. Krishnamachari\",\"doi\":\"10.1109/CCNC08.2007.186\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.\",\"PeriodicalId\":183858,\"journal\":{\"name\":\"2008 5th IEEE Consumer Communications and Networking Conference\",\"volume\":\"78 1\",\"pages\":\"0\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2008-02-01\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"1\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"2008 5th IEEE Consumer Communications and Networking Conference\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1109/CCNC08.2007.186\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"\",\"JCRName\":\"\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"2008 5th IEEE Consumer Communications and Networking Conference","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1109/CCNC08.2007.186","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
We propose the development of a broad range of exciting mobile interaction games using intermittently-connected wireless devices such as motes. As a concrete application, we describe the implementation of a random walk game, in which players each attempt to hold on to an otherwise itinerant token for as long as possible by running to evade other players in an open field. Besides obtaining the clear entertainment value, we argue that quantifying and analyzing key performance metrics recorded during the game can not only help people to evaluate player ability, but also provide some insights into adversarial behavior in both human and robotic settings. To this end, we present preliminary quantitative results and analysis for the random walk game obtained through real play evaluation.