Abstract: "Mobile gaming is a big driver of app marketplaces. However,
few mobile games deliver truly distinctive gameplay experi-
ences for ad hoc collocated users. As an example of such an
experience, consider a sword ght dual between two users
facing each other where each user's phone simulates a sword.
With phone in hand, the users' thrusts and blocks translate
to attacks and counterattacks in the game. Such Phone-to-
Phone Mobile Motion Games (MMG) represent interesting
and novel gameplay for ad hoc users in the same location.
One enabler for anMMG game like sword ght is continuous,
accurate distance ranging. Existing ranging schemes cannot
meet the stringent requirements of MMG games: speed, ac-
curacy and noise robustness. In this work, we design FAR,
a new ranging scheme that can localize at 12Hz with 2cm
median error while withstanding up to 0dB noise, multipath
and Doppler eect issues. Our implementation runs on com-
modity smartphones and does not require any external in-
frastructure. Moreover, distance measurement accuracy is
comparable to that of Kinect, a xed-infrastructure motion
capture system. Evaluation on users playing two prototype
games indicate that FAR can fully support dynamic game
motion in real-time."
A father describes how, despite his efforts to the contrary, both his sons are deeply involved in video games, highly accomplished, and travel great distances and time to visit fellow players and participate in gaming events. Whether this is at the expense of social skills, interactions and real life is considered.