Swordfight - Ubiquitous Softcombat Game based in wearable computing

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Slides used to show the Project "Swordfight, an Ubiquitous Softcombat Game based in Wearable Computing" designed for the subject "Hardware System Design" from the Master in "Telecommunication Engineering" of the University of Extremadura. November of 2013.

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

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• 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!

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