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	<title>The Mobile Radicals &#187; Bluetooth</title>
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	<link>http://www.mobileradicals.com</link>
	<description>Mobile Experience Design Research Group</description>
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		<title>Mobile Proximity Games</title>
		<link>http://www.mobileradicals.com/mobile-proximity-games</link>
		<comments>http://www.mobileradicals.com/mobile-proximity-games#comments</comments>
		<pubDate>Wed, 05 May 2010 09:22:08 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Mobile Proximity Games]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Mobslinger]]></category>
		<category><![CDATA[NFC]]></category>
		<category><![CDATA[Pass the Bomb]]></category>
		<category><![CDATA[playful]]></category>
		<category><![CDATA[serendipity]]></category>
		<category><![CDATA[social]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=53</guid>
		<description><![CDATA[<b>Mobile Proximity Games</b> ]]></description>
			<content:encoded><![CDATA[<h2>Pass the Bomb!</h2>
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<h2>Mobslinger (mobiles! we dont need no stinkin mobiles!)</h2>
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<p><a title="Mobslinger application" href="http://www.mobileradicals.com/index.php/Image:Mobapp.jpg"><img longdesc="/index.php/Image:Mobapp.jpg" src="http://www.mobileradicals.com/images/thumb/a/aa/Mobapp.jpg/150px-Mobapp.jpg" alt="Mobslinger application" width="150" height="243" /></a></p>
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<p>Mobslinger application</p>
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<p>Mobslinger is a game that enables spontaneous stimulated social  interaction between mobile phone users by utilising proximity  information from Bluetooth. This innovative game takes the form of a  wild west, quick draw, ‘shoot-em-up’. Mobslinger runs as a background application on Symbian Series 60  smartphone which periodically scans for other users in the vicinity who  are also running the mobslinger application. Once detected, a countdown  timer is initiated on both phones which alerts the user by sounding an  alarm and vibrating the phone. The user then has to ‘draw’ their mobile  and enter the randomly generated number which has appeared on the screen  as quickly as possible. The person with the fastest time is the winner  and the loser is ‘killed’, which means their application is locked out  from game-play for a set period of time.  The game is playable in a  number of different modes that allow different numbers of players and  game play. The modes are Quick Draw, Bloodbath, Last Man Standing, and  Outlaws.</p>
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<p><a title="Mobslinger 'Draw' screen" href="http://www.mobileradicals.com/index.php/Image:Mobsplash.jpg"><img longdesc="/index.php/Image:Mobsplash.jpg" src="http://www.mobileradicals.com/images/thumb/3/36/Mobsplash.jpg/150px-Mobsplash.jpg" alt="Mobslinger 'Draw' screen" width="150" height="243" /></a></p>
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<p>Mobslinger &#8216;Draw&#8217; screen</p>
</div>
</div>
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		<title>Mobile Gesture Interaction</title>
		<link>http://www.mobileradicals.com/mobile-3-d-motion-games</link>
		<comments>http://www.mobileradicals.com/mobile-3-d-motion-games#comments</comments>
		<pubDate>Tue, 04 May 2010 22:35:30 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Mobile 3D]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[accelerometer]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Public Display]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=33</guid>
		<description><![CDATA[<b>Mobile Gesture Interaction</b> ]]></description>
			<content:encoded><![CDATA[<p><!-- start content -->Undoubtedly the biggest event in the recent history of game  development has been the launch of the Nintendo Wii and, in particular,  its most innovative attribute: the wireless controller or “Wiimote”. The  Wiimote can be used as a handheld pointing device, able to detect  motion and rotation in three dimensions which allows for very innovative  game play. Prior to the Wii launch, and with much less furor, Nokia  launched its 5500 model phone which contains 3-D motion sensors. Using  the Sensor API library available for the Symbian OS, this sensor data  can be used by developers to create interesting new control schemes for  mobile games.</p>
<h2>Mirage Space</h2>
<p>Motion controlled 3D multiplayer space combat game. Mirage Space uses  the same S60 Mirage-X API to create a motion controlled 3D space battle  game in which you compete with opponents via Bluetooth to save the  galaxy. As can be seen the video shows players first select their space  ship and then they must engage in a space dogfight shooting their  opponents as they appear on their screen.  The player movement is  controlled entirely through tilt but speed and fire are controlled via  the joypad using up and centre button respectively.</p>
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<h2>Mobi-Tron</h2>
<div>
<div><img longdesc="/index.php/Image:Lightrider.jpg" src="http://www.mobileradicals.com/images/thumb/9/9b/Lightrider.jpg/200px-Lightrider.jpg" alt="Mobi-Tron in action" width="200" height="267" /></p>
<div>Mobi-Tron in action</div>
</div>
</div>
<p>The game is based on the old arcade classic Tron which was first  released in 1982 to coincide with the Walt Disney picture of the same  name. Although the arcade game consisted of four sub-games: Light  Cycles; MCP Cone; Input/Output Tower; and Battle Tanks, it is the Light  Cycle game most often associated with the title.  The game requires the blue player to guide his light cycle around the  game arena meanwhile avoiding running into walls or the light trails  left by his or the opposing player’s yellow cycle.In the arcade game it  could be played as either a two-player game or against an Artificial  Intelligence (AI) opponent. Mobi-Tron basically employs the same game play, although there is  currently no option to play against the computer. However, it does allow  more than two players to be active in a game simultaneously. The  players’ names are displayed as their Bluetooth friendly names at the  top of the screen and each player starts from opposite corners of the  game board. The play continues until one player has either crossed their  own or opponents trail or runs into one of the side walls.</p>
<h2>Tilt Racer</h2>
<p>Tilt Racer is a novel multiplayer game running on a large public  display were the players cars are controlled using Nokia 5500 with their  in-built 3-D motion sensors via Bluetooth.</p>
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<h2>Tunnel Run</h2>
<p>In terms of games implemented using tilt on mobile phones there have  been numerous implementations using the camera and one for the Nokia  5500 using the accelerometers all of which have been based on the marble  type games previously described. Whilst these games are no doubt fun,  they are replicating the existing game input mechanic of the previous  games and in this research we wanted to explore tilt in relation to  other game genres. Therefore, for this project we decided to implement a  3D graphics first person driving game which has been called Tunnel Run.</p>
<div>
<div><img longdesc="/index.php/Image:Tunnelrun.jpg" src="http://www.mobileradicals.com/images/thumb/b/bf/Tunnelrun.jpg/250px-Tunnelrun.jpg" alt="" width="250" height="225" /></div>
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<h2>MIRAGE-X</h2>
<ul>
<li>Mirage Money Experience For Mobile HCI</li>
</ul>
<p>Since the advent of accelerometers on programmable mobile phones an  array of implementations have appeared from navigating through menus  without pressing buttons to creating Wii-like game controllers for games  running on large public screens as in Tilt Racer and Tunnel Run.  However, all of these controllers limited the interaction experience in  the 2-D visual plane. The MIRAGE-X API we present here allows the use of  the in-built accelerometers on mobile phones to maneuver in 3-D OpenGL  ES virtual or augmented reality (mixed reality) worlds with full 3-D  motion control. The API is currently implemented for the most prevalent  smart phone platform: the Symbian OS. It provides the user with a  first-person view which allows for instinctive navigation through the  3-D world by simply moving the phone in the direction the user wishes to  go to. According to that movement the relative view direction in the  3-D environments gets updated and displayed on screen.</p>
<p>The game MirageMoney has been developed as the first  demonstration of the capabilities MIRAGE-X API. The game is a  flight-simulation with the phone screen being the window to the virtual,  or augmented, world the player is flying through. The mission of the  player is to control his/her plane and ‘fly’ around in the 3-D world  collecting the floating silver and gold coins by colliding with them on  the screen.</p>
<p>This control is achieved by pitching the phone up or down and  rotating it clock-wise or counter clock-wise as in the pictures below.  Note that speed through the world is controlled by the joy-pad buttons:  up tp speed-up, down to slow-down.</p>
<p><img longdesc="/index.php/Image:Horiz.jpg" src="http://www.mobileradicals.com/images/c/cd/Horiz.jpg" alt="Phone in  horizontal position" width="240" height="137" /><img longdesc="/index.php/Image:Rollup.jpg" src="http://www.mobileradicals.com/images/0/06/Rollup.jpg" alt="Phone  moved up" width="240" height="137" /><img longdesc="/index.php/Image:Rolldown.jpg" src="http://www.mobileradicals.com/images/9/95/Rolldown.jpg" alt="Phone  moved down" width="240" height="136" /></p>
<p><img longdesc="/index.php/Image:Left.jpg" src="http://www.mobileradicals.com/images/e/e6/Left.jpg" alt="Phone  rotated left" width="300" height="225" /><img longdesc="/index.php/Image:Right.jpg" src="http://www.mobileradicals.com/images/8/8b/Right.jpg" alt="Phone  rotated right" width="300" height="236" /></p>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="250" height="200" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="wmode" value="transparent" /><param name="src" value="http://www.youtube.com/v/n2RxcxEPxq0" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/n2RxcxEPxq0" wmode="transparent"></embed></object><br />
<a title="http://mosh.nokia.com/user/FadiChehimi/uploads" rel="nofollow" href="http://mosh.nokia.com/user/FadiChehimi/uploads">Download Mirage Money application to your phone from MOSH</a></p>
<p><a title="http://www.mobileradicals.com/forum/viewforum.php?f=2" rel="nofollow" href="http://www.mobileradicals.com/forum/viewforum.php?f=2">Mirage Money Forum</a></p>
<h2>Poppet</h2>
<p>The system developed is part of a generic framework, which we have  termed Poppet , for utilizing on-board phone sensors such as cameras,  accelerometers, Radio Frequency Identification (RFID)/ Near Field  Communications (NFC), which can be linked to games running on large  public displays via Bluetooth.</p>
<div>
<div><img longdesc="/index.php/Image:Poppet.jpg" src="http://www.mobileradicals.com/images/thumb/7/72/Poppet.jpg/250px-Poppet.jpg" alt="Poppet public display controller framework" width="250" height="201" /></p>
<div>Poppet public display  controller framework</div>
</div>
</div>
<p>Although Poppet is capable of addressing a range of devices, in this  section, we specifically describe the design challenges involved in  producing a mobile client for the Nokia 5500 together with its on-board  accelerometers.</p>
<p>Accessing the 3-D motion sensors requires the use of the Symbian  Sensor API which is similar in function to J2ME’s Mobile Sensor API  (JSR-256). Both of these APIs provides the potential to access a wide  range of sensors such as accelerometers, thermometers, barometers, and  humidity monitors, in fact any type of sensor designed to be  incorporated in a mobile phone, or those accessible via Bluetooth.  Sensors need only be supported by the API library to be usable. The  Symbian Sensor API is available from Nokia and requires the use of the  Symbian S60 3rd Edition SDK. Whilst there is support for the Symbian  Sensor API on several mobile devices, there are currently no mobile  phones that include JSR-256. The general Poppet framework uses J2ME, as this is currently the most  widely deployed mobile platform. Although the sensor data is not  directly accessible from J2ME because of the lack of JSR-256 as  previously highlighted, the problem can be overcome by using a socket  connection on the mobile phone to allow access to native services. The  general solution for accessing native services from J2ME on Symbian S60  phones is by opening a low level socket connection in a Symbian C++  application then connecting to the defined port on the loop-back address  from the J2ME application. Thus the Symbian C++ application can  retrieve any information from the phone and then the data can be passed  to any other application that can process the received information. This  solution has been applied in our simple mobile client to allow J2ME  applications to access the 3-D sensor data.  The connection between the game client and server is based on Bluetooth,  which creates a reasonably high bandwidth (data rates can vary between 1  megabit and a few kilobits per second depending upon the type of  transfer mode initiated) between the devices. In order to allow a device  to become discoverable by others, it is necessary to advertise at least  one Bluetooth service. In the case of Poppet, the mobile client  implementation uses the official Java Bluetooth API (JSR-82) to  alleviate porting issues.</p>
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		</item>
		<item>
		<title>Mobile Advertising</title>
		<link>http://www.mobileradicals.com/mobile-advertising</link>
		<comments>http://www.mobileradicals.com/mobile-advertising#comments</comments>
		<pubDate>Tue, 04 May 2010 22:28:53 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Mobile Advertising]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[Bluetooth]]></category>
		<category><![CDATA[Public Display]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=24</guid>
		<description><![CDATA[<b>Mobile Advertising</b>]]></description>
			<content:encoded><![CDATA[<h1>Bluetooth Push System</h1>
<div>
<div><img longdesc="/index.php/Image:Bluetooth.jpg" src="http://www.mobileradicals.com/images/a/ae/Bluetooth.jpg" alt="Example annoucement to Infolab21 visitors" width="100" height="121" /></p>
<div>Example annoucement to  Infolab21 visitors</div>
</div>
</div>
<p>In the emerging world of m-commerce potential users consistently cite  location based services as a technology they would be interested in  using. However, solutions to obtaining the specific location of the user  predominately rely on the provision of additional hardware and/or  software within the mobile phone or the system infrastructure. These  techniques are often inappropriate for indoor and highly urban  environments where the line of sight to the location measurement unit is  often unavailable resulting in inaccurate and unreliable positional  information. In this project we developed a system that can be used with  any current mobile phone system to provide location based  information/advertisements to any mobile phone, equipped with Bluetooth  technology, without any necessity of installing client side software.  The system can be used to provide systems such as location based  information for tourist in cities or museums or location based  advertisements.</p>
<h2>3D Mobile Advertising</h2>
<div>
<div><img longdesc="/index.php/Image:M3DAd.jpg" src="http://www.mobileradicals.com/images/thumb/c/c5/M3DAd.jpg/180px-M3DAd.jpg" alt="Mobile 3D advert for a lovely vase" width="180" height="214" /></p>
<div>Mobile 3D advert for a  lovely vase</div>
</div>
</div>
<p>Providing advertising to mobile phones currently is limited to  either: commercial text messages; short-code text-back messages; two  dimensional (2D) images; or Wireless Access Protocol (WAP) clickable  push links. None of these traditional methods facilitate an advertising  approach were consumers can interact with prospective purchases. In this  project we have introduced a novel and highly interactive location- and  permission based advertising system that allows 3D product adverts to  be displayed on users’ mobile phones. With mobile phones and 3D  interactive tools, advertising becomes more engaging, rewarding and  entertaining and provides marketing executives with new means of  directing their campaigns to a more specific target audience.</p>
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