SEMpIA From Mplayer Ubiquitous Games towards distributed systems for - - PowerPoint PPT Presentation

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SEMpIA From Mplayer Ubiquitous Games towards distributed systems for - - PowerPoint PPT Presentation

SEMpIA From Mplayer Ubiquitous Games towards distributed systems for U-cities Professor E. Gressier-Soudan CNAM, Paris, France CEDRIC Lab, Team SEMpIA Who Am I ? (Research) SEMpIA Head of Embedded and Mobile Systems for Ambiant


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SEMpIA From Mplayer Ubiquitous Games

towards distributed systems for U-cities

Professor E. Gressier-Soudan CNAM, Paris, France CEDRIC Lab, Team SEMpIA

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Who Am I ? (Research)

Head of Embedded and Mobile Systems for

Ambiant Intelligence (SEMpIA) research team at CEDRIC since 2008

Ubiquitous architectures for ubiquitous Mgames, Involved in Interactive Applications related to Musée des

Arts et Métiers (MAM) Paris

Head of the PLUG (PLay Ubiquitous Games and

play more) project, founded by the French National Research Agency ended march 2010 - 410K€/3labs/3companies

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Research profile of the team

Project driven research (found rising required) Application awareness Partnership based research

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Roadmap of the presentation

Mixed Reality Games Projects, Towards U-cities Conclusion

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SoundPark:

Towards Highly Collaborative Game Support in a Ubiquitous Computing Architecture

  • R. Pellerin1, N. Bouillot2, T. Pietkiewicz1, M. Wozniewski2,
  • Z. Settel3, E. Gressier-Soudan1, J. R. Cooperstock2

1CNAM-CEDRIC-SEMpIA, 2McGILL-CIM-SRH, 3University of Montréal

DAIS'2009, June 2009, Lisbon, Portugal

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SoundPark: a mixed reality ubiquitous game, audio based

The goal :

A team collects sounds spread in the Jane Mance park in Montreal The winner is the first team who gathers the complete assembling Have fun (researchers had fun !)

Two types of players :

Scouts are clue discoverers, Clues provide hints to get piece of sounds Hunters are sound catchers, guided by scout’ indications, they bring

sounds back to their home base

They play in a real world and evolve in a 3D audio virtual

world

Public is able to watch the game session as a 3D world on a PC

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Players’ devices

Audio 3D from virtual world (music from instruments)

hints

BlueTooth

WIFI

more hints

the panini the panini

HUNTER

(blind in the virtual world)

SCOUT

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Scout

BlueTooth

Mobile phone reads RFID clues

Nokia 6131NFC

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Video available from : http://www.audioscape.org/srewiki/bin/view/Audioscape/SoundPark

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Soft/Hard Architecture

Game logic

Inherit from OMA-Gaming Services specification

Sound Processing Same architecture used in the PLUG project

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uGASP Server : Service/Component Architecture

  • riented

uGASP server is SCA

compliant : OSGi based, that means it is implemented as a set of components

OSGi bundles can be

dynamically loaded using

Injected Plain Old Java Object brings

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uGASP components

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SoundPark project Conclusion

SoundPark has been issued in three months

Resources : 10,5 man.month full time

SoundPark is a proof of concept of :

what an ubiquitous computing architecture can be right now

using off-the-shelf components

what a mixed reality ubiquitous game can be today

Challenge : be a real game with hundreds of players

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PLUG PLay Ubiquitous Games and play more

(A government founded project by Agence Nationale de la Recherche)

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Musée des Arts et Métiers: History and Thematic Collections

Construction Scientific instrumentation Mechanics Communication Transport Energy

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The Musée des Arts et Métiers

Mission:

teach the history of science and innovations (edu team) promote science as a whole create a community of people around a scientific

heritage

Patrimony:

Historical artifacts that visitors can’t manipulate

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Goals of PLUG

To experiment ubiquitous games and their

architecture

To define new ways to interact with museums

and their content

To study acceptance of ubiquitous games and

associated technology 27 months, R&D project, started January 2008

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PLUG the Secret of the Museum

"RFID technology: fostering human interactions"

IADIS’2009, June 2009, Carvoeiro, Portugal

Annie Gentes, Camille Jutant, Aude Guyot, Michel Simatic

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Application Game design Content Museum Technology RFID (IoT, WSN) Users Visitors / Players/Citizens

Pervasive Computing applied to MAM

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PLUG: Reconsidering RFID

Challenge

To augment reality: add contents, create new links

between places, people, artifacts

To foster new forms of interactions between

people

To invent a new technical architecture

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Goals of the Game

Research contribution (experimented summer 2007 by SEMpIA)

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Some kind of geo-localized information system

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A fully ubiquitous Architecture…

Nokia 6131NFC

RFID powering & read/write 2.5G/3G+ mobile communications + Internet

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Conclusion

and visitors enjoyed… Ubiquitous passive RFID based architecture + NFC enabled devices + game strategy + specific context Revealing and fostering social interactions

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PLUG the Paris Overnight University

Main Features :

More teaching related to history of sciences and technologies (a

weakness of the first game… find the right tradeoff/balance with game)

Content centric Quest or Tresor Hunt oriented Non player characters to enhance immersion and provide atmosphere

(players are under cover agents)… Flow oriented approach vs magic circle approach

Gameplay is enriched with Affective Computing features Players are monitored (how they follow the game design rules and how

they can be helped)

i-Phone based and RFID based uGASP middleware based

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Immersion & non-player characters

Inspector/Guide degree exam Players/Infiltration Big Z, Prof Augustine Meulard, Students Advisor Becoming a real student of the secret Université Paris Nuit

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iPhone and RFID based

Object TAGS Room TAGS

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Affective Computing

Players' heart rate RF communications : ZigBee

based

Monitoring

DB and a monitoring Laptop Emotional states

20 40 60 80 100 120 140 Fréquence cardiaque Déplacement Joueur 1 Joueur 2

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Game states consider :

Socialization

Race condition

Progression

Physical and Emotional state

Game states

Approach : Define steady state values and thresholds – A priori – Monitor and ajust values Change Gameplay if needed, Change Game Design if required Graphic of how the player progress and value analysis

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Tracability of players' behavior

… sorry it is in french !

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Game master Interface

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Network Management (Nagios based)

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And U-cities ?

Lets present some more projects !

FireMen rescue inside buildings (SURPAT) Electric Car Recharging Cloud Computing for MMO (PLAYONLINE)

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SURPAT : Background - Application Context

Disasters show a great potential of destruction Lost of Lifes and Goods… potential Lost of

Rescuers

Fire in the lunneville Castle

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SURPAT : Background –Urgency Plan

An urgency plan is given to the firefighters

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Keys of our solution

WSN :

6lowpan over 802.15.4 Fault tolerant and adaptative routing Safe implementation Reliable & Trustable network Distributed Memory vs REST/SOA application layer

Localization/Identification of rescuers and goods : active

RFID based solution

Pervasive Information System All are building blocks of Ubiquitous Computing that can be

reused for U-cities

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Buildings are reduced town Same problems but you have to scale :

from thousands of sensors to millions of sensors From thousands of people to millions of people

More complex interactions Social Aspects have to be taken into account

From buildings to towns

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Cities from past to future

Luc Shuiten (proj 2100) Shanghai today Metropolis Fritzlang 1927 New Songdo City South Korea Las Vegas today

Films Brazil, Blade Runner…

REN Towers

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Smart user, smart car, smart house, smart office, smart city…

Mobility

Future life will lead to… U-Cities

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CS Research for U_cities

ATAWAD

Real Virtual SN

AnyTime AnyWhere AnyDevice

Mobile Networks Internet

iPh iPh

WN Middleware(REST/SOA) pervasive IS/DB I3D/IIHM Cloud Computing Mixed Reality

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The Age of The Pussyfoot by Frederik Pohl, 1965

Science Fiction Inventions and

Ideas : http://www.technovelgy.com/ct/Auth

  • rSpecAlphaList.asp?BkNum=287

Have a close look to the "Joymaker",

the ultimate smartphone

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…Groupe Archigram : Computer City

Denis Crompton 1964

"Speculative proposal for a computer system detecting and facilitating patterns of activity amongst a ‘city’ area of 100,000 people "

Social Interaction and digital ubiquity

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U-Songdo in south Korea ! (try U-songdo.com)

500 000 citizens : Every citizen is connected (thru handset/specific device) The Information System gathers data in a U-mediacenter

(centralized approach)

U-services, U-education, U-health, U-

Transportation…

U-Cities like U-Songdo are connected

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Conclusion (1) : "U-SU" project or the U-Stanford University

Stanford University is a reduced city All skills exist :

Computer Science research Electronics Humanities : Affordance/Acceptance Design New Energies

Leaders drive the business and the standards Downgrade the goals :

U-CSSU (U-Computer Science of Stanford U), a U-building project U-SFMOMA

Rise Foundings, how ?

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Conclusion (2) :

Research Skills of SEMpIA

  • Computing Model and Synchronous approach for embedded systems

(JF. Susini)

  • MANET Routing (S. Boumerdassi)
  • Fault Detection in WSN (F. Sailhan)
  • Indoor Localization (A. Wei, joining us in september)
  • Trust and Security in Smart Cards (S. Bouzefrane)
  • Verification (N. Trèves)
  • Scalability in Distributed Systems (we are recruting)