Skip to main content

PacMap: Transferring PacMan to the Physical Realm

  • Conference paper
  • First Online:
Internet of Things. User-Centric IoT (IoT360 2014)

Abstract

This paper discusses the implementation of the pervasive game PacMap. Openness and portability have been the main design objectives for PacMap. We elaborate on programming techniques which may be applicable to a broad range of location-based games that involve the movement of virtual characters over map interfaces. In particular, we present techniques to execute shortest path algorithms on spatial environments bypassing the restrictions imposed by commercial mapping services. Last, we present ways to improve the movement and enhance the intelligence of virtual characters taking into consideration the actions and position of players in location-based games.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 39.99
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 54.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

Notes

  1. 1.

    https://play.google.com/store/apps/details?id=com.nianticproject.ingress.

  2. 2.

    https://play.goggle.com/store/apps/details?id=com.sixtostart.zombiesrun.

  3. 3.

    OpenStreetMap is an open-source mapping service, providing developers with useful crowdsourced topographical information. Data contributors may register geospatial elements such as nodes and POIs along the street network. Among others, the OpenStreetMap web services allow exporting the vertices of rectilinear parts, comprising a road network.

  4. 4.

    Dijkstra's algorithm is a graph search algorithm that solves the single-source shortest path problem for a graph with non-negative edge path costs, producing a shortest path tree.

References

  1. Montola, M.: Exploring the edge of the magic circle: defining pervasive games. In: Proceedings of DAC, p. 103 (2005)

    Google Scholar 

  2. Cheok, A.D., Goh, K.H., Liu, W., Farbiz, F., Fong, S.W., Teo, S.L., Li, Y., Yang, X.: Human Pacman: a mobile, wide-area entertainment system based on physical, social, and ubiquitous computing. Pers. Ubiquit. Comput. 8(2), 71–81 (2004)

    Article  Google Scholar 

  3. Jantke, K.P., Arnold, O., Spundflasch, S.: Aliens on the bus: a family of pervasive games. In: Proceedings of 2nd Global Conference on Consumer Electronics (GCCE), pp. 387–391 (2013)

    Google Scholar 

  4. Chen, L., Chen, G., Benford, S.: Your way your missions: a location-aware pervasive game exploiting the routes of players. Int. J. Hum. Comput. Interact. 29(2), 110–128 (2013)

    Article  Google Scholar 

  5. Kasapakis, V., Gavalas, D., Bubaris, N.: Addressing openness and portability in outdoor pervasive role-playing games. In: Proceedings of the 3rd International Conference on Communications and Information Technology (ICCIT 2013), pp. 93–97 (2013)

    Google Scholar 

  6. de Souza e silva, A.: Alien revolt (2005–2007): a case study of the first location-based mobile game in Brazil. IEEE Technol. Soc. Mag. 27(1), 18–28 (2008)

    Article  Google Scholar 

  7. Vincenty, T.: Direct and inverse solutions of geodesics on the ellipsoid with application of nested equations. Surv. Rev. 23(176), 88–93 (1975)

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Thomas Chatzidimitris .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2015 Institute for Computer Sciences, Social Informatics and Telecommunications Engineering

About this paper

Cite this paper

Chatzidimitris, T., Gavalas, D., Kasapakis, V. (2015). PacMap: Transferring PacMan to the Physical Realm. In: Giaffreda, R., et al. Internet of Things. User-Centric IoT. IoT360 2014. Lecture Notes of the Institute for Computer Sciences, Social Informatics and Telecommunications Engineering, vol 150. Springer, Cham. https://doi.org/10.1007/978-3-319-19656-5_20

Download citation

  • DOI: https://doi.org/10.1007/978-3-319-19656-5_20

  • Published:

  • Publisher Name: Springer, Cham

  • Print ISBN: 978-3-319-19655-8

  • Online ISBN: 978-3-319-19656-5

  • eBook Packages: Computer ScienceComputer Science (R0)

Publish with us

Policies and ethics