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Banff Centre New Media Institute Bodies in Play May 2005

Banff Centre New Media Institute Bodies in Play May 2005. Location Games overview Paul Poutanen P.Eng., President Blister Entertainment. AGENDA. Introduction Privacy Accuracy & Location Latency & Availability Multi-Player Considerations Costs Conclusions.

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Banff Centre New Media Institute Bodies in Play May 2005

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  1. Banff Centre New Media InstituteBodies in PlayMay 2005

  2. Location GamesoverviewPaul Poutanen P.Eng., PresidentBlister Entertainment

  3. AGENDA • Introduction • Privacy • Accuracy & Location • Latency & Availability • Multi-Player Considerations • Costs • Conclusions

  4. Putting the MOBILE in mobile entertainment.

  5. Blister Entertainment • Publisher of location-based entertainment products • First location-based GPS game in North America – Swordfish • Wholly-owned by KnowledgeWhere Corp. in Calgary, Canada • Xbox model – collaboration with developers and designers

  6. Blister Publishes Location-Based Entertainment Products • Single-Player Games • Multi-Player Games • Fitness & Lifestyle • Location-Based Events • Promotional Marketing

  7. Blister Single-Player Games • North America’s 1st GPS game on Bell Mobility • Million kilograms of virtual fish caught – since July ’04 • Award-winning application • 70 kbytes on handset

  8. Finalist in Global LBS Challenge

  9. KnowledgeWhere’s Location Application Platform

  10. 2. PRIVACY • Multi-player considerations • Legal issues in various countries • GPS vs. Cell Site-Sector considerations

  11. 3. ACCURACY & LOCATION Location-Based Services FACTS • 25 million subscribers around world have GPS handsets • 19% of Canadian subscribers have location-handsets • 6% of U.S. subscribers have location handsets (9 million) • U.S. Government FCC mandate – e911 capable by Dec.31/05 • 2005 – “The Year of Location”

  12. Various Location Technologies • GPS (Global Positioning System) • A-GPS (Assisted-GPS) • Network Triangulation • Cell site - sector

  13. Global Positioning System (GPS) STRENGTHS: • Fast • Stand-alone • Accuracy usually very good

  14. Global Positioning System (GPS) WEAKNESSES: • Battery life • Limited in urban canyons • Limited inside of buildings • Requires GPS chip on handset

  15. GPS Example

  16. Assisted-GPS • STRENGTHS • Easier on battery life on handset • Accuracy can be good • WEAKNESSES • Latency • Same urban canyon issues (blocked to the south) • Network costs • Requires A-GPS chipset on handset and network gear

  17. A-GPS Example Location Equipment

  18. Triangulation (AFLT, EOTD, Wi-Fi & TDOA) • STRENGTHS: • Low latency • Urban jungles work well • Good back-up to GPS • WEAKNESSES: • Accuracy not as good as GPS • Network and implementation costs

  19. Triangulation Example Location Equipment

  20. Cell Site Sector • STRENGTHS: • Fast • WEAKNESSES: • Accuracy problems • Difficult to design games i.e. multi-player shooting games only so far due to accuracy

  21. Cell Site – Sector Example

  22. 4. LATENCY & AVAILABILITY • Game design • Turn-based games • Single-player games (GPS) • Multi-player

  23. Cost Considerations • Subscription • Pay-per-play • Product bundles • Network traffic costs to end users • Maps

  24. 5. MULTI-PLAYER CONSIDERATIONS • Latency • Privacy • Accuracy • Availability • Game Play • Cost

  25. Conclusions • Research your market • Combine virtual world with real world • Be mindful of latency • Privacy • Accuracy

  26. Thank You www.blisterent.com www.knowledgewhere.ca paul.poutanen@blisterent.com 403-829-6083

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