Kim J. L. Nevelsteen

2papers

2 Papers

CYApr 11, 2016
Distributed Technology-Sustained Pervasive Applications

Kim J. L. Nevelsteen

Technology-sustained pervasive games, contrary to technology-supported pervasive games, can be understood as computer games interfacing with the physical world. Pervasive games are known to make use of 'non-standard input devices' and with the rise of the Internet of Things (IoT), pervasive applications can be expected to move beyond games. This dissertation is requirements- and development-focused Design Science research for distributed technology-sustained pervasive applications, incorporating knowledge from the domains of Distributed Computing, Mixed Reality, Context-Aware Computing, Geographical Information Systems and IoT. Computer video games have existed for decades, with a reusable game engine to drive them. If pervasive games can be understood as computer games interfacing with the physical world, can computer game engines be used to stage pervasive games? Considering the use of non-standard input devices in pervasive games and the rise of IoT, how will this affect the architectures supporting the broader set of pervasive applications? The use of a game engine can be found in some existing pervasive game projects, but general research into how the domain of pervasive games overlaps with that of video games is lacking. When an engine is used, a discussion of, what type of engine is most suitable and what properties are being fulfilled by the engine, is often not part of the discourse. This dissertation uses multiple iterations of the method framework for Design Science for the design and development of three software system architectures. In the face of IoT, the problem of extending pervasive games into a fourth software architecture, accommodating a broader set of pervasive applications, is explicated. The requirements, for technology-sustained pervasive games, are verified through the design, development and demonstration of the three software system architectures. The ...

HCNov 26, 2015
Virtual World, Defined from a Technological Perspective, and Applied to Video Games, Mixed Reality and the Metaverse

Kim J. L. Nevelsteen

There is no generally accepted definition for a virtual world, with many complimentary terms and acronyms having emerged implying a virtual world. Advances in systems architecture techniques such as, host migration of instances, mobile ad-hoc networking, and distributed computing, bring in to question whether those architectures can actually support a virtual world. Without a concrete definition, controversy ensues and it is problematic to design an architecture for a virtual world. Several researchers provided a definition but aspects of each definition are still problematic and simply can not be applied to contemporary technologies. The approach of this article is to sample technologies using grounded theory, and obtain a definition for a `virtual world' that is directly applicable to technology. The obtained definition is compared with related work and used to classify advanced technologies, such as: a pseudo-persistent video game, a MANet, virtual and mixed reality, and the Metaverse. The results of this article include: a break down of which properties set apart the various technologies; a definition that is validated by comparing it with other definitions; an ontology showing the relation of the different complimentary terms and acronyms; and, the usage of pseudo-persistence to categories those technologies which only mimic persistence.