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PAC-LAN: the human arcade

Published: 14 June 2006 Publication History

Abstract

PAC-LAN is a mixed reality game, which plays homage to the Namco classic Pacman, which utilises mobile phones equipped with in-built RFID readers. The game is played by 5 players around a suitable pedestrian area with their positions indicated on a graphical representation on their phone screen. Players use their mobile phone to interact with physical game pills (in the form of yellow plastic discs equipped with RFID tags and attached to lampposts) and opposing players (who have tags attached to their costumes). Whilst this is not the first game to play homage to Pacman the user experience shows that this technology is simple, easy to use, and allows the game to be played at very high speed over a large area with minimal setup. It is also the first that allows spectators to follow the action through an application running on any suitable Java enabled mobile phone. As current predictions estimate that half of mobile phones will be equipped with RFID capabilities by 2009 this project demonstrates an enormous potential for entertainment applications.

References

[1]
{8} RFID Journal "Developing RFID-Enabled Phones", RFID Journal, http://www.rfidjournal.com/article/articleview/1020/1/1/, July 2004.
[2]
Rashid, O., Bamford, W., Coulton, P., Edwards, R., and Scheibel, J. PAC-LAN: Mixed reality gaming with RFID enabled mobile phones Submitted to the ACM CIE magazine march 2006.

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    cover image ACM Conferences
    ACE '06: Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
    June 2006
    572 pages
    ISBN:1595933808
    DOI:10.1145/1178823
    Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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    New York, NY, United States

    Publication History

    Published: 14 June 2006

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    Author Tags

    1. RFID
    2. location based
    3. mixed reality
    4. mobile

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    Overall Acceptance Rate 36 of 90 submissions, 40%

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    Cited By

    View all
    • (2022)Making a Smart City LegibleMachine Learning and the City10.1002/9781119815075.ch33(453-465)Online publication date: 27-May-2022
    • (2016)NFC como alternativa para mejorar el desarrollo de videojuegos en dispositivos móvilesRevista Ingenierías Universidad de Medellín10.22395/rium.v15n28a815:28(151-172)Online publication date: 30-Jun-2016
    • (2015)Developing Understanding of Programming Principles using Flash ActionscriptInnovation in Teaching and Learning in Information and Computer Sciences10.11120/ital.2007.060400516:4(51-71)Online publication date: 15-Dec-2015
    • (2015)Providing the skills required for innovative mobile game development using industry/academic partnershipsInnovation in Teaching and Learning in Information and Computer Sciences10.11120/ital.2006.050300055:3(1-8)Online publication date: 15-Dec-2015
    • (2014)Gemini redux: Understanding player perception of accumulated context2014 IEEE Games Media Entertainment10.1109/GEM.2014.7048100(1-8)Online publication date: Oct-2014
    • (2013)Visual Analytics Tools – A Lens into Player’s Temporal Progression and BehaviorGame Analytics10.1007/978-1-4471-4769-5_19(435-470)Online publication date: 6-Mar-2013
    • (2009)SoundParkProceedings of the 9th IFIP WG 6.1 International Conference on Distributed Applications and Interoperable Systems10.1007/978-3-642-02164-0_12(157-170)Online publication date: 4-Jun-2009

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