TY - GEN
T1 - Alien vs. Mobile user game
T2 - 2014 6th International Conference on Mobile Computing, Applications and Services, MobiCASE 2014
AU - Talasila, Manoop
AU - Curtmola, Reza
AU - Borcea, Cristian
N1 - Publisher Copyright:
© 2014 The Institute for Computer Sciences, Social Informatics, and Telecommunications Engineering (ICST).
PY - 2015/1/28
Y1 - 2015/1/28
N2 - Mobile crowdsensing enables real-time sensing of the physical world. However, providing uniform sensing coverage of an entire area may prove difficult. It is possible to collect a disproportionate amount of data from very popular regions in the area, while the unpopular regions remain uncovered. To address this problem, we propose a model for collecting crowdsensing data based on incentivizing smart phone users to play sensing games, which provide in-game incentives to convince participants to cover all the regions of a target area. We designed and implemented a first person shooter sensing game, 'Alien vs. Mobile User', which employs techniques to attract users to unpopular regions. Our prototype Android game collects WiFi data to create a campus coverage map. The results from a user study show that mobile gaming ensures high coverage, and we observe that the proposed game design succeeds in achieving good player engagement. Furthermore, we compare three strategies for area coverage in terms of coverage time and coverage effort for users. The simulation results demonstrate that Progressive Movement is the best strategy because it manages to quickly entice users from popular regions to unpopular ones with a reasonable coverage effort.
AB - Mobile crowdsensing enables real-time sensing of the physical world. However, providing uniform sensing coverage of an entire area may prove difficult. It is possible to collect a disproportionate amount of data from very popular regions in the area, while the unpopular regions remain uncovered. To address this problem, we propose a model for collecting crowdsensing data based on incentivizing smart phone users to play sensing games, which provide in-game incentives to convince participants to cover all the regions of a target area. We designed and implemented a first person shooter sensing game, 'Alien vs. Mobile User', which employs techniques to attract users to unpopular regions. Our prototype Android game collects WiFi data to create a campus coverage map. The results from a user study show that mobile gaming ensures high coverage, and we observe that the proposed game design succeeds in achieving good player engagement. Furthermore, we compare three strategies for area coverage in terms of coverage time and coverage effort for users. The simulation results demonstrate that Progressive Movement is the best strategy because it manages to quickly entice users from popular regions to unpopular ones with a reasonable coverage effort.
UR - http://www.scopus.com/inward/record.url?scp=84924404255&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=84924404255&partnerID=8YFLogxK
U2 - 10.4108/icst.mobicase.2014.257779
DO - 10.4108/icst.mobicase.2014.257779
M3 - Conference contribution
AN - SCOPUS:84924404255
T3 - Proceedings of the 2014 6th International Conference on Mobile Computing, Applications and Services, MobiCASE 2014
SP - 65
EP - 74
BT - Proceedings of the 2014 6th International Conference on Mobile Computing, Applications and Services, MobiCASE 2014
PB - Institute of Electrical and Electronics Engineers Inc.
Y2 - 6 November 2014 through 7 November 2014
ER -