Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I

Research Article

PacMap: Transferring PacMan to the Physical Realm

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  • @INPROCEEDINGS{10.1007/978-3-319-19656-5_20,
        author={Thomas Chatzidimitris and Damianos Gavalas and Vlasios Kasapakis},
        title={PacMap: Transferring PacMan to the Physical Realm},
        proceedings={Internet of Things. User-Centric IoT. First International Summit, IoT360 2014, Rome, Italy, October 27-28, 2014, Revised Selected Papers, Part I},
        proceedings_a={IOT360},
        year={2015},
        month={7},
        keywords={Pacmap Pacman Pervasive games Location-based games Shortest path Dijkstra},
        doi={10.1007/978-3-319-19656-5_20}
    }
    
  • Thomas Chatzidimitris
    Damianos Gavalas
    Vlasios Kasapakis
    Year: 2015
    PacMap: Transferring PacMan to the Physical Realm
    IOT360
    Springer
    DOI: 10.1007/978-3-319-19656-5_20
Thomas Chatzidimitris1,*, Damianos Gavalas1,*, Vlasios Kasapakis1,*
  • 1: University of the Aegean
*Contact email: tchatz@aegean.gr, dgavalas@aegean.gr, v.kasapakis@aegean.gr

Abstract

This paper discusses the implementation of the pervasive game . 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.