Public Displays and Private Mobile Phone Displays in Multiplayer Games

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blic Displays and Private Mobile Phone Displays in Multiplayer Games Riku Suomela Nokia Research Center

description

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. - PowerPoint PPT Presentation

Transcript of Public Displays and Private Mobile Phone Displays in Multiplayer Games

Page 1: Public Displays and Private Mobile Phone Displays  in Multiplayer Games

Public Displays and Private Mobile Phone Displays in Multiplayer Games

Riku SuomelaNokia Research Center

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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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1. Multi-User Publishing Environment Application Platform

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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

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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

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2. MUPE Technology

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MUPE Application Platform Overview

Client MUPEServer

MUPECore

End-user devices:mobile phones

with J2ME

Middleware:connections

MUPE applicationfunctionality

Wireless network

Context

External producers

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MUPE in more detail

Client Manager

World ManagerClient

Client Client Client

MUPEServer

Context Manager

Context producer

Client ManagerClient Manager

Context producerContext producer

Wir

ele

ss c

onn

ect

ion

Inte

rnet

MUPEMUPEMUPE

Connection middleware

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MUPE Server Structure

RoomUser Service

Base

World

* 1

*

*

1

0..1

owne

d by

cont

ains

ContextManager

Parser

1

1

Group

Item

Grouping-

Service

MessageMessaging-

Service

AbstractWorld

BaseExtensions

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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

Java(J2SE)

DYNAMIC:Application

logic

XML

STATIC:UI &

Interaction

MUPE Application Programming

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Example client UI: Tilemap<tilemap ui='game_canvas' id='map' x='16' y='16'

rows='9' columns='9' tilewidth='16' tileheight='16'

bgcolor='white' opaque='true'><i_addtile resource='res_tile' />

<i_addtile resource='res_forest' />

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

</tilemap>

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MUPE game examples

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3. Motivation for public displays

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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.

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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.

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4. Public displays and MUPE

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Public displays in MUPE

Client MUPEServer

MUPECore

End-user devices:mobile phones

with J2ME

Middleware:connections

MUPE applicationfunctionality

Wireless network

Context

External producers

PublicDisplayClient

Public Display in

Server

Option #1 Option #2

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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.

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5. Games with Public Displays

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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.

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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.

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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.

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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.

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FirstStrike

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

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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?

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6. Conclusions

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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.

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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.

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Thank You

Contact: [email protected]

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