Mobile Ortsbasierte Browserspiele

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Mobile Ortsbasierte Browserspiele Institut für Parallele und Verteilte Systeme Universität Stuttgart Universitätsstraße 38 D–70569 Stuttgart Diplomarbeit Nr. 2807 Mobile ortsbasierte Browserspiele Christoph Stach Studiengang: Informatik Prüfer: Prof. Dr.-Ing. habil. Bernhard Mitschang Betreuer: Dipl.-Inf. Andreas Brodt begonnen am: 14. Juli 2008 beendet am: 13. Januar 2009 CR-Klassifikation: H.5.1, H.5.2, K.8 Kurzfassung Das Spiel liegt in der Natur der menschlichen Psyche - sei es, um das Unbekannte zu erforschen, um andere nachzuahmen, um soziale Beziehungen zu pflegen oder aus Langeweile. Während früher Spiele in der realen Welt stattgefunden haben, so gewannen Computerspiele mit der stärkeren Verbreitung von Heimcomputern zu Beginn der 80er Jahre des 20. Jahrhunderts an Bedeutung. Mit dem Erscheinen und dem großen kommerziellen Erfolg von Handheld-Konsolen wie beispielsweise dem Game Boy wuchs das Interesse an mobilen Spielen. Die heutigen verfügbaren mobilen Computer mit Industriestandards, wie GPS oder Bluetooth, erlauben es dem Nutzer nicht nur jederzeit und überall Zugriff auf seine Spiele zu haben, sondern man kann zusätzlich die Umgebung des Nutzers in die virtuelle Welt einfließen lassen. Die sogenannten „Pervasive Games“ nutzen diese Techniken z.B. indem der Avatar nicht über ein Eingabegerät gesteuert wird, sondern durch eine physische Positionsänderung des Users. Die vorliegende Diplomarbeit versucht einen Überblick über die bislang bestehenden mobilen ortsba- sierten Spiele und Spielkonzepte zu geben. Des Weiteren setzt sie sich kritisch damit auseinander, in wie fern sich diese für das Nokia N810 Internet Tablet als Browserspiele umsetzten lassen. Dazu wird erörtert, welche Anforderungen an mobile ortsbasierte Browserspiele gestellt werden. In diesem Zusammenhang werden nicht nur benötigte technische Ressourcen betrachtet, sondern auch die Voraussetzungen, um einen möglichst hohes Spielvergnügen zu garantieren. Anhand dieser Anforde- rungen wurde ein Framework erstellt, mit dessen Hilfe ebenfalls ein exemplarischer Prototyp eines mobilen ortsbasierten Browserspieles implementiert wurde. Abschließend wurde dieser Prototyp anhand der im Vorfeld aufgestellten Anforderungen kritisch analysiert und bewertet. 3 Abstract Playing games lies within men’s nature - may it be to explore the unknown, to imitate the others, to network social relationships or against boredom. While in former times games took place in the real World, computer games gained in importance through the strong spread of home computers at the beginning of the 20th century’s 80s. By the emerge and huge commercial success of handheld-consoles like the game boy interest in mobile games rose. Nowadays available mobile computers featuring industry standards like GPS or Bluetooth give the user not only the possibility having access to his games anytime and anywhere, but it can also integrate the user’s environment in the virtual world. The so called „pervasive games“ use these technics e.g. by navigating the avatar not by a controller but by changing the user’s physical position. The thesis at hand overviews up to now existing mobile location based games and gaming concepts. In addition it censors whether those games can be converted into browser games running on the Nokia N810 Internet Tablet. For this reason it will be argued which requirements are defined against mobile location based browser games. In this coherence not only used technical resources are examined but also the premises to assure a game’s enjoyment as high as possible. A framework was build on the basis of these requirements and a mobile location based browser game’s prototype was implemented with its help. Finally, this prototype was critically analyzed and evaluated against the set up requirements in the beginning. 5 Inhaltsverzeichnis 1. Einleitung 15 1.1. Hintergrund............................................ 16 1.1.1. Das Spiel.......................................... 16 1.1.2. Die Nokia Internet Tablet Produktreihe........................ 18 1.2. Aufbau dieser Arbeit....................................... 19 1.3. Danksagung............................................ 19 2. Verwandte Arbeiten 21 2.1. Computerspiele.......................................... 21 2.1.1. Charakteristiken von Computerspielen........................ 21 2.1.2. Spezielle Charakteristiken von Pervasive Games................... 23 2.2. Begriffsabgrenzung........................................ 25 2.2.1. „Pervasive“ und „Ubiquitous“ Systeme........................ 25 2.2.2. „Virtual“ und „Augmented“ Reality.......................... 25 2.3. Mobile ortsbasierte Anwendungen............................... 27 2.3.1. Active Badge Location System............................. 27 2.3.2.ParcTab .......................................... 28 2.3.3. GUIDE........................................... 28 2.3.4. Navicore.......................................... 30 2.3.5. „Technology for Enabling Awareness“........................ 30 2.3.6. neXus ........................................... 31 2.3.7. Zusammenfassung.................................... 32 2.4. Mobile ortsbasierte Spiele.................................... 34 2.4.1. AR2 Hockey........................................ 35 2.4.2. ARQuake......................................... 36 2.4.3. Augmented Knight’s Castle............................... 37 2.4.4. Bot Fighters!........................................ 39 2.4.5. Can You See Me Now?.................................. 40 2.4.6. Epidemic Menace..................................... 41 2.4.7. Human Pacman...................................... 42 2.4.8. MOPET.......................................... 44 2.4.9. Pirates!........................................... 45 2.4.10. REXplorer......................................... 47 2.4.11. The Songs of North................................... 48 2.4.12. Uncle Roy All Around You............................... 49 2.4.13. Zusammenfassung.................................... 51 7 2.5. Browserspiele........................................... 51 2.5.1. Cedysworld........................................ 53 2.5.2. Comunio.......................................... 55 2.5.3. Dancestar Online..................................... 56 2.5.4. Travian........................................... 57 2.5.5. Travianer.......................................... 58 2.5.6. Yetisports......................................... 60 2.5.7. Zusammenfassung.................................... 61 3. Eingesetzte Technik 63 3.1. Drahtlose Kommunikation.................................... 63 3.1.1. Wireless LAN IEEE 802.11 ................................ 63 3.1.2. Bluetooth......................................... 64 3.1.3. Zusammenfassung.................................... 64 3.2. Positionsbestimmung....................................... 65 3.2.1. GPS............................................. 65 3.3. Webprogrammierung....................................... 66 3.3.1. AJAX............................................ 66 3.3.2. Google Web Toolkit................................... 71 3.3.3. Hibernate......................................... 72 3.3.4. Adobe Flash........................................ 73 3.3.5. Zusammenfassung.................................... 74 3.4. Delivery Context: Client Interfaces (DCCI).......................... 75 3.4.1. Telar DCCI und Telar GPS............................... 76 4. Anforderungen an ein Framework 77 4.1. Spielzustand............................................ 77 4.2. Bedingungen für den Spielstart................................. 77 4.2.1. Benutzerregistrierung.................................. 78 4.2.2. Authentifizierung..................................... 78 4.3. Bedingungen für das Spielende................................. 79 4.4. Benutzerprofil........................................... 79 4.5. Benutzerverwaltung....................................... 80 4.6. Verwaltung von geografischen Objekten............................ 81 4.7. Ressourcenverwaltung...................................... 81 4.7.1. Allgemeine Ressourcenverwaltung.......................... 81 4.7.2. Verwaltung von Ressourcen der virtuellen Welt................... 82 4.7.3. Verwaltung spielereigener Ressourcen......................... 82 4.8. Punktestand............................................ 83 4.9. Zeit................................................. 83 4.10. Teamverwaltung......................................... 84 4.10.1. Mitgliederverwaltung.................................. 84 4.10.2. Team-Ressourcenverwaltung.............................. 85 4.11. Zwischenspeicherung...................................... 85 4.11.1. Vollständige Speicherung................................ 86 4.11.2. Savepoint Speichersystem................................ 86 4.11.3. Kein Speichersystem................................... 86 4.12. Persistenz............................................. 87 4.13. Kommunikationsmöglichkeiten................................. 87 4.14. Spielfeldeditor........................................... 88 4.15. Positionsdatenermittlung.................................... 89 8 4.16. Koordinatensysteme....................................... 89 4.17. Interaktion mit verschiedenen Multimediaformaten..................... 90 4.18. Minispiele............................................. 90 4.18.1. Fragenkatalog....................................... 90 5. Das Framework 91 5.1. Die Schichtenarchitektur..................................... 91 5.2. Die Pakete des Frameworks................................... 94 5.2.1. Das client-Paket....................................
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