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	<title>The Mobile Radicals &#187; game</title>
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	<link>http://www.mobileradicals.com</link>
	<description>Mobile Experience Design Research Group</description>
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		<title>Mobile Brain Interaction</title>
		<link>http://www.mobileradicals.com/mobile-brain-interaction</link>
		<comments>http://www.mobileradicals.com/mobile-brain-interaction#comments</comments>
		<pubDate>Wed, 05 May 2010 09:55:34 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Brain Mobile Interaction]]></category>
		<category><![CDATA[brain]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[maze]]></category>
		<category><![CDATA[mind]]></category>
		<category><![CDATA[mobile]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=108</guid>
		<description><![CDATA[<b>Brain Mobile Interaction</b> ]]></description>
			<content:encoded><![CDATA[<p>Leaving behind the &#8216;my touch screen is better than your touch screen&#8217;  rhetoric  lets set our sights on the Holy Grail of Human Computer  Interaction the brain computer interface. While I was at GDC last year I  came across the NeuroSky and their Mindset headset which allows you to  pick up signal from users brain activity. Very kindly they were able to  provide me headset and we have been working on a number of ideas. Brain  Maze is our first game which uses tilt and brain interaction. In  particular it requires users to adopt the appropriate mental state  (either medidtative or attentive) at certain points in the game to allow  them unlock brain controlled gates within the game</p>
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		</item>
		<item>
		<title>Mobile Digital Art</title>
		<link>http://www.mobileradicals.com/mobile-digital-art</link>
		<comments>http://www.mobileradicals.com/mobile-digital-art#comments</comments>
		<pubDate>Wed, 05 May 2010 09:54:30 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Mobile Digital Art]]></category>
		<category><![CDATA[anaglyph]]></category>
		<category><![CDATA[collaborative]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[Graffiti]]></category>
		<category><![CDATA[m3dcam]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[mobspray]]></category>
		<category><![CDATA[NFC]]></category>
		<category><![CDATA[photo]]></category>
		<category><![CDATA[playful]]></category>
		<category><![CDATA[Public Display]]></category>
		<category><![CDATA[RFID]]></category>
		<category><![CDATA[Roskilde]]></category>
		<category><![CDATA[serendipity]]></category>
		<category><![CDATA[txtbook]]></category>
		<category><![CDATA[UGC]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=106</guid>
		<description><![CDATA[<b>Mobile Digital Art</b> ]]></description>
			<content:encoded><![CDATA[<h2>m3Dcam</h2>
<p><span style="color: #ff6600;"><strong>WE ARE CURRENTLY MAKING CHANGES TO THE M3DCAM WEBSITE, IN THE MEANTIME KEEP UPLOADING YOUR 3D PHOTOS AND WE WILL BRING BACK THE PHOTO INTERFACE</strong></span></p>
<div>
<div><img src="http://www.mobileradicals.com/images/thumb/b/ba/Paul3D.jpg/300px-Paul3D.jpg" alt="Mystic Paul sporting a natty pair of Lava Girl glasses" longdesc="/index.php/Image:Paul3D.jpg" width="300" height="203" /></p>
<div>Mystic Paul sporting a natty pair of Lava Girl glasses</div>
</div>
</div>
<p>m3Dcam is an application that allows you to use your mobile phone camera to create 3-D anaglyph images.The 3D images can then be either viewed on phone screen (using suitable pair of 3D glasses) or saved to a <a title="http://www.m3dcam.com" href="http://www.m3dcam.com/" rel="nofollow">community website</a> .</p>
<p><object width="350" height="300" classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="src" value="http://www.youtube.com/v/-zl0htpdJqE" /><param name="wmode" value="transparent" /><embed width="350" height="300" type="application/x-shockwave-flash" src="http://www.youtube.com/v/-zl0htpdJqE" wmode="transparent" /></object></p>
<h2>Mobile SprayCan (www.mobspray.com)</h2>
<p>Since the first appearance of modern man one trait of human behaviour in our interaction with the physical environment appears to be an inherent desire to leave our mark on a particular object or space. ‘SprayCan’ graffiti that appeared in the 1970s is but a modern extension of this phenomenon, yet it divides communities and generations in terms of how it should be dealt with in terms of either complete acceptance or punitive action. In this project we have developed a system that tries to bridge the divide as it both provides writers with a means of tagging their environment, using mobile phones and RFID tags, whilst minimising the physical effects to the landscape for the communities where it resides. <a title="http://www.mobspray.com" href="http://www.mobspray.com/" rel="nofollow">Mobile SprayCan Project</a></p>
<div>
<div><img src="http://www.mobileradicals.com/images/thumb/5/5b/Postcard.jpg/180px-Postcard.jpg" alt="Mobile Spray can site marker" longdesc="/index.php/Image:Postcard.jpg" width="180" height="120" /></p>
<div>Mobile Spray can site marker</div>
</div>
</div>
<h2>TxT Books (www.thetxtbk.com)</h2>
<div>
<div><img src="http://www.mobileradicals.com/images/thumb/1/1c/Txtbook_web_screenshot.jpg/180px-Txtbook_web_screenshot.jpg" alt="Screenshot from www.thetxtbk.com homepage." longdesc="/index.php/Image:Txtbook_web_screenshot.jpg" width="180" height="142" /></p>
<div>Screenshot from www.thetxtbk.com homepage.</div>
</div>
</div>
<p>TxT Book is an open, collaborative storybook based upon the technique of &#8216;Exquisite Corpse&#8217; which was developed by surrealists in the 1920’s for creating accidental poetry. Users may only submit a maximum of 160 characters (standard SMS length) to the book at a time and they may only view the previous person’s entry when considering their own. In order to ensure some kind of (shallow) cohesiveness, when a user is submitting their entry, the database is locked-down to ensure that the entries follow on from each other (in a chain). Once a user has entered his/her story (or their allotted timeslot has expired), the database is unlocked to allow others to participate.</p>
<div><img src="http://www.mobileradicals.com/images/e/ec/Txtbook_wap_anim_small.gif" alt="Submitting to TxT Book via WAP" longdesc="/index.php/Image:Txtbook_wap_anim_small.gif" width="131" height="131" /></div>
<p>Users can submit entries to TxT Book via two different methods – from their PC or from their mobile phone. By allowing different methods of input, TxT Book seeks to compare the popularity of the two.</p>
<p>TxT Book will attempt to examine the spread of information in way which is not intrusive (this is not viral marketing!), free and, hopefully, quite fun. We will initially seed TxT Book by sending out an SMS to friends containing a link to the WAP submission page. Once a user submits an entry to TxT Book, they are then asked if they would like to forward the original SMS to a friend who might be interested in contributing.</p>
<p>On visiting the TxT Book’s homepage, users are automatically served content based upon the capability of their browser (WAP enabled browsers receive dynamically generated WML files, whilst PC users are delivered XHTML content). Users may also subscribe to an RSS feed of the story which contains the latest submissions.</p>
<p><a title="http://www.thetxtbk.com" href="http://www.thetxtbk.com/" rel="nofollow">TxT Book Website</a></p>
<p>A modified version of the thetxbk was created for the Spoken Word tent at Roskilde Rock Festival July 2007.</p>
<p><img src="http://www.mobileradicals.com/images/thumb/d/df/Txtbk_roskilde.jpg/400px-Txtbk_roskilde.jpg" alt="Roskilde TxT Book 2007." longdesc="/index.php/Image:Txtbk_roskilde.jpg" width="400" height="300" /></p>
<p>Roskilde TxT Book 2007</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Mobile Location Based Games</title>
		<link>http://www.mobileradicals.com/mobile-location-based-games</link>
		<comments>http://www.mobileradicals.com/mobile-location-based-games#comments</comments>
		<pubDate>Wed, 05 May 2010 09:33:24 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Augmented Reality]]></category>
		<category><![CDATA[Free All Monsters]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[magnetometer]]></category>
		<category><![CDATA[NFC]]></category>
		<category><![CDATA[pac-lan]]></category>
		<category><![CDATA[RFID]]></category>
		<category><![CDATA[UGC]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=76</guid>
		<description><![CDATA[<b>Mobile Location Based Games</b>]]></description>
			<content:encoded><![CDATA[<h2>PAC-LAN</h2>
<div>
<div>
<p><img class="float_right" longdesc="/index.php/Image:Paclan.jpg" src="http://www.mobileradicals.com/images/thumb/8/87/Paclan.jpg/300px-Paclan.jpg" alt="Running with the PAC!" width="300" height="225" /></p>
<div>Running with the PAC!</div>
</div>
</div>
<p>PAC-LAN is a novel version of the video game PACMAN in which human  players play the game on a maze based on Alexandra Park at <a title="http://www.lancs.ac.uk" rel="nofollow" href="http://www.lancs.ac.uk/">Lancaster University</a> campus. To play the game the PAC-LAN player collects pills using the  mobile which are in the form of colored plastic discs containing <a title="RFID" href="http://www.mobileradicals.com/index.php/RFID">RFID</a> tags placed around the maze. Four other players take the role of the  ghosts who attempt to hunt down the PAC-LAN. A Java application, running  on a mobile phone connects PAC-LAN and the Ghosts to a central game  server using <a title="GPRS" href="http://www.mobileradicals.com/index.php/GPRS">GPRS</a>.The server relays to PAC-LAN his current position  and that of the ghosts based on the pills he has collected. The pills  can also be used by the ghosts, not to gain points, but to obtain  PAC-LAN’s last known position which will only be updated when they  interact with another pill. The ghosts ‘kill’ PAC-LAN by detecting him  via RFID on his clothing (or costume). Similarly when PAC-LAN collects a  power pill he is then able to kill the ghosts using the same RFID  detection process. Dead ghosts must then return to the central point to  be reactivated into the game. Points are allocated on pills collected  and ghosts killed. The central point is controlled by the server and a  special RFID point to ensure ghosts remain immobile until released. <a title="http://www.pac-lan.com" rel="nofollow" href="http://www.pac-lan.com/">PAC-LAN The Game Site</a>.</p>
<h2 style="clear: both;">Big Game Huntr</h2>
<p>Big Game Huntr; a mobile location based game which encourages  emergent behaviour by allowing the general public to design their own  games around any subject to be played in a place of their own choosing.</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/mqPosstI4kU" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/mqPosstI4kU" wmode="transparent"></embed></object></p>
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<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/rcGZ6XWcBDM" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/rcGZ6XWcBDM" wmode="transparent"></embed></object></p>
<h2 style="clear: both;">Free Londons Monsters</h2>
<p>This is an interesting take on a location based game which  incorporates user generated content in the form of sketches of monsters.  It’s in collaboration between the Mobile Radicals and artist Andrew  Wilson who originally ran a workshop at Institute of Contemporary Arts  in London where people could sketch there idea of what the London’s  monsters might look like.  The Mobile Radicals have turned the sketches  into a mobile location based game called Free London&#8217;s Monsters to be  played around the actual locations where the monsters were envisaged.  Here is the first prototype which uses the phone camera as the Magic  Monstervision Machine (that’s an S60 phone to the uninitiated) to  capture monsters when the players enter their lair.</p>
<div>
<div><img class="float_right" longdesc="/index.php/Image:Monsters.gif" src="http://www.mobileradicals.com/images/d/d8/Monsters.gif" alt="First  full trial of FLM around Uni Campus" width="300" height="400" /></p>
</div>
</div>
<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/Y9t9aNRcdfU" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/Y9t9aNRcdfU" wmode="transparent"></embed></object></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/s13jNEv1yPQ" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/s13jNEv1yPQ" wmode="transparent"></embed></object></p>
<h2>MobHunt</h2>
<div>
<div>
<p><img longdesc="/index.php/Image:Infotour.jpg" src="http://www.mobileradicals.com/images/thumb/8/85/Infotour.jpg/300px-Infotour.jpg" alt="Example of a MobHunt for Infolab21!" width="300" height="225" /></p>
<div>
<p>Example of a MobHunt for  Infolab21!</p>
</div>
</div>
</div>
<p>The inspiration for Treasure hunt games arguably started with the  early stages of the development of archaeology as this arguably included  a significant aspect of treasure hunts and they certainly served to  capture public imagination. Treasure Hunt games  are either a single  player or a group of players trying to find hidden articles, locations  or places by using a series of clues. In the earliest versions of these  games the clues consisted of pieces of paper secreted at specific  location. A modern variant of this is Geocaching which is an outdoor  treasure-hunting game in which the participants use a Global Positioning  System (GPS) receiver or other navigational techniques to hide and seek  containers (called &#8220;geocaches&#8221; or &#8220;caches&#8221;) anywhere in the world. In  our version of treasure hunt for mobile phones, known as MobHunt,clues  are placed on RFID tags which can be read by a suitably equipped mobile  phone and information can be changed or added in real-time using the  data network.</p>
<h2>They Howl (Coming Soon)</h2>
<div>
<div>
<p><img longdesc="/index.php/Image:Theyhowl.jpg" src="http://www.mobileradicals.com/images/7/75/Theyhowl.jpg" alt="Splashscreen" width="176" height="208" /></p>
<div>
<p>Splashscreen</p>
</div>
</div>
</div>
<p>This is a location based game written in J2ME and utilises GPS to  obtain positional information. The GPS unit is not an integrated part of  the phone but rather we exploit the proliferation of GPS units that can  be accessed via Bluetooth is cheaper and more readily available than  integrated solutions.</p>
<p>The premise for the game itself builds on our experiences from PAC-LAN  where sounds were perceived to be the best form of feedback. The sounds  in this case are the howls of a wolf pack who are hunting down their  prey in a mixed reality landscape. The howls from the wolves enable them  to co-ordinate their efforts when following the virtual ‘scent’ trail  left by the prey as the flee from the approaching pack.</p>
<div>
<div>
<p><img longdesc="/index.php/Image:Theyhowl1.jpg" src="http://www.mobileradicals.com/images/4/47/Theyhowl1.jpg" alt="Screenshot for Red Wolf" width="176" height="208" /></p>
<div>
<p>Screenshot for Red Wolf</p>
</div>
</div>
</div>
<p>The prey leaves a trail of virtual scent markers which are automatically  generated every two minutes by the application. The wolves can detect a  marker by coming within 25 metres of the scent marker. Once a wolf has  found a scent marker they howl to the rest of the pack. They howl causes  the display on the other wolves’ phones to indicate the direction they  must travel to reach that scent marker which appears at the centre of  the screen. The wolves must then work together to find the next marker  and ultimately track down the prey. The prey also gets an update to his  display showing the position of the pack. The prey is caught if two or  more wolves come within 25 metres of the prey, having collected all the  scent markers, at which point they all let out a group howl indicating  their presence while the prey emits a death gurgle. The prey gains  points for the length of time within the game and the distance  travelled. Wolves gain points for both finding the scent markers and  capturing the prey.</p>
<p>Whereas PAC-LAN required a pre formed group to be present at a  specific location They Howl is designed for more spontaneous game play  that using location although is not tied to a specific location. To  facilitate this we have create a lobby system which will allow potential  players to gather in any location to play the game. The game area is  normally limited to 1 Km square and potential players can be anywhere  within that square. Once there are a least three players the game can  begin or they can wait for others to join up to a maximum of 10. The  game server random selects a player to act as prey whilst the remaining  players become wolves.</p>
]]></content:encoded>
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		<item>
		<title>Mobile Widgets</title>
		<link>http://www.mobileradicals.com/mobile-widgets</link>
		<comments>http://www.mobileradicals.com/mobile-widgets#comments</comments>
		<pubDate>Wed, 05 May 2010 09:30:45 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Uncategorized]]></category>
		<category><![CDATA[Bombus]]></category>
		<category><![CDATA[Boom]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[m-post]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[Nabazget]]></category>
		<category><![CDATA[Retro Ball]]></category>
		<category><![CDATA[widgets]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=71</guid>
		<description><![CDATA[<b>Mobile Widgets</b>]]></description>
			<content:encoded><![CDATA[<p><!-- start content -->Widgets are seen as one of the driver for Mobile Web 2.0 in that  the extole the main virtues associated with Web 2.0 that is:</p>
<ul>
<li> Data (often user derived) over software;</li>
<li> Collective intelligence for example group filtering;</li>
<li> Open standards “Above the Single Device”;</li>
<li> Niche markets or the Long Tail;</li>
<li> Use of context;</li>
<li> Emergence resulting in constant evolution (perpetual Beta).</li>
</ul>
<p>At present there are two main types of of mobile widgets these being  WidSets widgets and S60 Widgets (Web Run-Time).  WidSets Widgets is essentially a Java-based platform. Widgets can be  developed using the WidSets Studio, a very easy to use online visual  editor for developing simple widgets in a matter of minutes. However,  these widgets are essentially limited to picking up RSS feeds (for  displaying text and photos). To create custom functionality, developers  need to delve into Helium script, a ‘Java like’ language for controlling  all aspect of a widget’s behaviour.  S60 Widgets are lightweight mobile browser applications developed using  familiar, standards-based web technologies such as (x)HTML, CSS,  JavaScript, and even advanced AJAX. In order to run S60 Widgets, the  phone needs the run-time installed.</p>
<h2>Bombus</h2>
<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/aVQIUtLzZAg" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/aVQIUtLzZAg" wmode="transparent"></embed></object></p>
<ul>
<li><a title="http://www.widsets.com/addwidgets?0.  id=35454381" rel="nofollow" href="http://www.widsets.com/addwidgets?0._id=35454381"><img src="http://www.widsets.com/images/promote/large.gif" alt="large.gif" /></a> Bombus</li>
</ul>
<h2>Nabazget</h2>
<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/i72kwJrnL0A" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/i72kwJrnL0A" wmode="transparent"></embed></object></p>
<h2>M-Post</h2>
<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/OlPU0TadImc" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/OlPU0TadImc" wmode="transparent"></embed></object></p>
<h2>RetroBall</h2>
<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/A49r53yYPzI" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/A49r53yYPzI" wmode="transparent"></embed></object></p>
<ul>
<li><a title="http://www.widsets.com/addwidgets?0.  id=203670960" rel="nofollow" href="http://www.widsets.com/addwidgets?0._id=203670960"><img src="http://www.widsets.com/images/promote/large.gif" alt="large.gif" /></a> RetroBall</li>
</ul>
]]></content:encoded>
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		<item>
		<title>Mobile Games 2.0</title>
		<link>http://www.mobileradicals.com/mobile-games-2-0</link>
		<comments>http://www.mobileradicals.com/mobile-games-2-0#comments</comments>
		<pubDate>Wed, 05 May 2010 09:23:25 +0000</pubDate>
		<dc:creator>Mobile Radicals</dc:creator>
				<category><![CDATA[Mobile Games 2.0]]></category>
		<category><![CDATA[3D]]></category>
		<category><![CDATA[4-in-a-Row]]></category>
		<category><![CDATA[Bombus]]></category>
		<category><![CDATA[game]]></category>
		<category><![CDATA[mobile]]></category>
		<category><![CDATA[playful]]></category>
		<category><![CDATA[UGC]]></category>
		<category><![CDATA[web 2.0]]></category>
		<category><![CDATA[widgets]]></category>

		<guid isPermaLink="false">http://dcs-mobile.lancs.ac.uk/www/?p=56</guid>
		<description><![CDATA[<b>Mobile Games 2.0</b> ]]></description>
			<content:encoded><![CDATA[<p><!-- start content -->Before we can attempt to frame the concept of ‘Mobile Games 2.0’  let us first consider some of the principles that have come to  encompass the concepts of Web 2.0 and Mobile Web 2.0.  As with any  concept that is not tied to specific technologies, the field is open to  various interpretation but Mobile Web 2.0 services are generally seen to  harness:</p>
<ul>
<li>Data (often user derived) over software;</li>
<li>Collective intelligence (for example group filtering);</li>
<li>Open standards “Above the Single Device”;</li>
<li>Niche markets or the Long Tail;</li>
<li>Use of context;</li>
<li>Emergence resulting in constant evolution (perpetual Beta).</li>
</ul>
<p>Whilst some of these concepts might be alien to traditional console  games developers, the very nature of the mobile games environment and  the broad demographic of game players would appear to offer enormous  potential for this industry. However, if Mobile Games 2.0 is to become  more than a mere buzz phrase, we will need to overcome the current  fragmentation within the market and provide a platform that facilitates  the majority of these features. To achieve the principles of Web 2.0 in Mobile Game 2.0 it is worth  seeking inspiration for the by evaluating the solutions that have  evolved in that environment, ascertaining their relevance to mobile. In  this regard Widgets are seen as a primary enabler of Web 2.0 as they  utilise open standards, are easy to distribute, and have a mechanism for  continued evolution.  As Nokia has recently introduced two flavours of  Widgets for mobile, in this project we have explored:</p>
<ul>
<li>How Widgets address the concepts previously defined for Mobile  Web 2.0;</li>
<li>Potential mechanisms for social interaction;</li>
<li>Distribution mechanisms and possible revenue generation.</li>
</ul>
<h2>Boom!</h2>
<p>Widget investigating user generated content in games.</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/E5V3L_sVtF8" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/E5V3L_sVtF8" wmode="transparent"></embed></object></p>
<ul>
<li><a title="http://www.widsets.com/addwidgets?0.  id=175286488" rel="nofollow" href="http://www.widsets.com/addwidgets?0._id=175286488"><img src="http://www.widsets.com/images/promote/large.gif" alt="large.gif" /></a> BOOM!</li>
</ul>
<h2>4  in a row</h2>
<p>First multiplayer widget game using WidSets channel API.</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/3jKWS5KRPwM" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/3jKWS5KRPwM" wmode="transparent"></embed></object></p>
<ul>
<li><a title="http://www.widsets.com/addwidgets?0.  id=216885043" rel="nofollow" href="http://www.widsets.com/addwidgets?0._id=216885043"><img src="http://www.widsets.com/images/promote/large.gif" alt="large.gif" /></a> 4 in row</li>
</ul>
<h2>3D  Bombus</h2>
<p>First 3D widget game using WidSets</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/RSi-LndShE8" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/RSi-LndShE8" wmode="transparent"></embed></object></p>
]]></content:encoded>
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		<item>
		<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>
<p><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="350" height="300" 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/djT5z_57A5s" /><embed type="application/x-shockwave-flash" width="350" height="300" src="http://www.youtube.com/v/djT5z_57A5s" wmode="transparent"></embed></object></p>
<h2>Mobslinger (mobiles! we dont need no stinkin mobiles!)</h2>
<div>
<div>
<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>
<div>
<p>Mobslinger application</p>
</div>
</div>
</div>
<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>
<div>
<div>
<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>
<div>
<p>Mobslinger &#8216;Draw&#8217; screen</p>
</div>
</div>
</div>
]]></content:encoded>
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		<item>
		<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>
<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/XwuyuBWURQ0" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/XwuyuBWURQ0" wmode="transparent"></embed></object></p>
<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>
<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/yqYVJ0zpDx8" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/yqYVJ0zpDx8" wmode="transparent"></embed></object></p>
<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>
</div>
<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/Q6cVtkc3sV8" /><embed type="application/x-shockwave-flash" width="250" height="200" src="http://www.youtube.com/v/Q6cVtkc3sV8" wmode="transparent"></embed></object></p>
<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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