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BAN Gaming: Application Scenario & Requirements

This document explores the role of Body Area Networks (BANs) in gaming applications and discusses the requirements for BAN-based gaming. Use cases include game control with hand gestures, mobile body motion games, and ad-hoc gaming.

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BAN Gaming: Application Scenario & Requirements

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  1. Project: IEEE P802.15 Working Group for Wireless Personal Area Networks (WPANs) Submission Title: BAN game application scenario and its requirements Date Submitted: January 11, 2008 Source: Giriraj Goyal, Ranjeet Kumar Patro, Kiran Bynam, Arun Naniyat, Seung-Hoon Park, Noh-Gyoung Kang, Jaeseung Son, EunTae Won Contact: Giriraj Goyal, Samsung Electronics Voice: +91 80 41819999, E-Mail: giriraj.g@samsung.com Re: [] Abstract: BAN gaming application scenario and its requirements Purpose: To highlight the role of BAN for gaming application and allied requirements Notice: This document has been prepared to assist the IEEE P802.15. It is offered as a basis for discussion and is not binding on the contributing individual(s) or organization(s). The material in this document is subject to change in form and content after further study. The contributor(s) reserve(s) the right to add, amend or withdraw material contained herein. Release: The contributor acknowledges and accepts that this contribution becomes the property of IEEE and in January’08 it would be made publicly available by P802.15. Slide 1 Giriraj Goyal, Samsung

  2. Agenda • BAN usability for gaming application • Use-case I: Game control with hand gesture • Use-case II: Mobile body motion game • Use-case III: Ad-hoc gaming • Requirements Giriraj Goyal, Samsung

  3. BAN usability for gaming application • Game control interface • Hand gesture • Body motion • Ad-hoc gaming • Finding game partner according to game title, user profile, and etc. • Lucky encounter can happen in the range of BAN (about 3meter) Giriraj Goyal, Samsung

  4. Use-case I: Game control with hand gesture • Mobile motion game market is emerging. • Legacy • the motion-sensor embedded mobile phone • Gaming style is limited because the display and the sensor are in the same machine • BAN can make playing mobile motion game more convenient BAN Giriraj Goyal, Samsung

  5. Use-case II: Mobile body motion game • Display glasses and motion sensor drive mobile body motion game market • Mobile phone is the gateway for display glasses and sensors • BAN brings in more reality to the existing home body motion game + Emerging Display glasses Market Motion sensor technique Giriraj Goyal, Samsung

  6. Use-case II: Mobile body motion game • Wearable sensors, for example on wrist and feet which send out the changes in co-ordinates of the body parts to a data collector. • A sensor data collector collects co-ordinates movement of different parts of body and make movement of, for example tennis racket, football player et cetera on game display monitor. • A sensor data collector depicts the motion of body parts along with there speed of movement which will help in games like Table Tennis – to capture the intensity of hitting a ball. Giriraj Goyal, Samsung

  7. Use-Case III : Ad-hoc gaming • In the subway, BAN can match game partner for you. • “A” broadcasts a joining request with the user ID and profile • “B” receives the user ID and profile • “B” checks the match and makes an authentication process with user IDs through the game server • “A” and “B” start the game B A Giriraj Goyal, Samsung

  8. Summary • Highlighted role of the BAN in game application • BAN requirements for game application • Easy & fast connection setup • High and medium data rate • Scalable MAC • On body to external channel Giriraj Goyal, Samsung

  9. Thank You !!! Q & A Giriraj Goyal, Samsung

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