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Public Displays and Private Mobile Phone Displays in Multiplayer Games Riku Suomela Nokia Research Center. Presentation. Introduction To Multi-User Publishing Environment (MUPE) Public displays Public displays and MUPE Games made with a public display Conclusions.

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Presentation Transcript
slide1

Public Displays and Private Mobile Phone Displays

in Multiplayer Games

Riku SuomelaNokia Research Center

presentation
Presentation

Introduction To Multi-User Publishing Environment (MUPE)

Public displays

Public displays and MUPE

Games made with a public display

Conclusions

mupe multi user publishing environment
MUPE – Multi-User Publishing Environment

MUPE is an application platform for rapid development of (mobile) multi-user context-aware applications and services

All parts of MUPE are written in Java (J2ME in clients)

Everything is available under the Nokia Open Source license 1.0

MUPE server contains a virtual world, that is extended for each application

Scripted client UI script language – one client for all applications

Context information is added to the system from user clients, or from an external producer in the network

Links:

http://www.mupe.net

http://www.mupedev.org

key features
Key Features

Optimised for the wireless networks

Minimized network data traffic (data compression) – compulsory for services whose price depends of it

Optimised graphics (download at connection)

Dynamic content

Persistent content – all content is serialized

Only server side application programming needed – client is always the same.

Support for camera, sound, video with MMAPI

Public display support

Context-awareness both on client and server side

mupe application platform overview
MUPE Application Platform Overview

Wireless network

Client

MUPE

Core

MUPE

Server

End-user devices:mobile phoneswith J2ME

Middleware:connections

MUPE application

functionality

Context

External

producers

mupe in more detail
MUPE in more detail

Connection middleware

Client

Client

Manager

World

Manager

MUPE

Server

Client

Client

Manager

Client

Client

Manager

Client

Wireless connection

Internet

Context

Manager

MUPE

MUPE

MUPE

Context producer

Context producer

Context producer

mupe server structure
MUPE Server Structure

Parser

AbstractWorld

1

*

Base

contains

1

World

*

1

1

*

BaseExtensions

owned by

0..1

Room

Service

Item

User

Messaging-

Service

Grouping-

Service

Message

Group

ContextManager

ui is created with xml

MUPE Application Programming

Java(J2SE)

XML

DYNAMIC:

Application logic

STATIC:

UI & Interaction

UI is created with XML

Client functionality and UI are created with XML scripts

Only server side programming is needed, no J2ME programming

Server uses Java and XML files to create the mobile UI

Static XML files can be modified to change the UI at runtime

 A mobile UI can be created without recompilations

example client ui tilemap
Example client UI: Tilemap

<tilemapui='game_canvas'id='map'x='16'y='16'rows='9'columns='9'tilewidth='16'tileheight='16'bgcolor='white'opaque='true'><i_addtileresource='res_tile'/>

<i_addtileresource='res_forest'/>

<i_rowindex='0'data='0,0,0,_,_,_,0,0,0'/><i_rowindex='1'data='0,1,1,_,_,_,1,1,0'/><i_rowindex='2'data='0,1,1,_,_,_,1,1,0'/><i_rowindex='3'data='_,_,_,_,0,_,_,_,_'/> <i_rowindex='4'data='_,_,_,0,1,0,_,_,_'/> <i_rowindex='5'data='_,_,_,_,0,_,_,_,_'/> <i_rowindex='6'data='0,1,1,_,_,_,1,1,0'/> <i_rowindex='7'data='0,1,1,_,_,_,1,1,0'/> <i_rowindex='8'data='0,0,0,_,_,_,0,0,0'/></tilemap>

public displays are everywhere
Public displays are everywhere

Stations, shops, cafes, restaurants, sporting events, lobbies, etc. have public displays.

The displays provide information, entertainment, advertisements, etc.

These displays could be used to extend mobile applications in mobile phones.

IMPORTANT: Public displays are still viewed by spectators.

design for public display information distribution
Design for public display: information distribution

Main design drivers: public information and asymmetric information .

Mobile phones have private information.

Public displays serve all who are viewing.

The information is asymmetric.

public displays in mupe
Public displays in MUPE

Wireless network

Option #2

Option #1

Public

Display

Client

Client

MUPE

Core

MUPE

Server

Public

Display in

Server

End-user devices:mobile phoneswith J2ME

Middleware:connections

MUPE application

functionality

Context

External

producers

public display client is better
Public display client is better

If the public display is an extension to the server, the server needs to be connected to the display – only one display can be used easily.

In addition, each application requires its own server.

Public display client allows any number of displays to connect to the application they choose.

racing manager
Racing Manager

Mobile phone controls two cars:

2 petrol gauges, and 2 pit stop buttons.

Technology: single public display in MUPE server – game must be played at the server location.

key learnings
Key Learnings

This game was quite suitable for the public display.

Something was all the time happening on the public display (the continuous race).

The private screen also had relevant information, which had an effect on the user’s strategy.

Both the players and spectators were able to view the state of the game all the time.

The game did not require the players to constantly switch from the private screen to the public screen, so it was not too stressful to use.

BUT: No mobility – not a mobile game.

bizarre creatures
Bizarre Creatures

Mobile phone UI:

Select creature,

move it on screen,

select action

(text based)

Technology: single public display in MUPE server – game must be played at the server location.

key learnings23
Key Learnings

This game was found not to be suitable for the public display.

The public display is mainly meant for the players, and the spectators did not get too much out of the game.

The players are required to select creatures first by looking at the small display, and then at the large display, and a lot of switching between the screens was needed.

Slow paced.

IN ADDITION: No mobility – not a mobile game.

firststrike
FirstStrike

Technology: Public display a client, many public displays allowed – this game has been played in many locations.

key learnings25
Key Learnings

The game is suitable for public displays.

The interaction in this game is quite suitable for the public display, since there is not too much switching.

The game is fast paced, as a typical game lasts for approximately five minutes. The turns last for 10 seconds, so there is a lot of action going on in the screen.

This is a mobile game – the public display adds to the game, and is not a requirement.

Public display adds value: Game tactics change, player photos make the game more personal, more social interaction?

conclusions
Conclusions

Both displays should be used, and for different purposes. Public display is for all, private only for a player.

Switching between the two displays should be limited. If the players need to constantly switch between which of the two displays they are viewing, this becomes strenuous.

Spectators. If only the players know what is going on in the game, there is no real spectator value, and the public display only serves the players.

Make mobile games. Mobile phones require mobile games, the games should not require the public display.

future work
Future Work

FirstStrike has been evaluated, and the results are being published now.

New kinds of public display games are in production.

MUPE is being developed further in many areas.

thank you
Thank You

Contact: riku.suomela@nokia.com

MUPE website: http://www.mupe.net

MUPE developer forums: http://www.mupedev.org/

Nomadic Media: http://www.hitech-projects.com/euprojects/nomadic-media/index.htm

Contributors: Timo Nummenmaa, Eero Räsänen, Ari Koivisto, Jouka Mattila, Timo Koskinen, and many others