![]() ![]() A separate GUI allows the game supervisor to configure the motes, as outlined in Section 2.3. Figure 1 provides an example snapshot of the shared display, which includes current sensor readings and number of lives for each player, along with the amount of game time remaining the game supervisor can use the interactive elements of the display to start and stop the game, as well as use it to reset the status of individual players. The computer uses the in-game data to update the display in a best effort fashion, providing the contestants and general audience with an easy way to determine current game information. Data packets from the motes are recorded by the computer, which is used to drive the display. As the human-computer interface of the motes is minimal, the shared visual display, projected onto a wall or viewed on a large screen, complements it. In our implementation, we believe that the shared display has been particularly successful: without it the game would be much more difficult to play, and its use as a teaching aid would be greatly reduced. The human- computer interface of the motes is too restrictive to provide adequate feedback to participants. With this implementation we have tried to maintain simplicity and clarity over excessive "feature creep", and therefore ensure the underlying code remains readable and useful as an educational tool it is important however that this requirement doesn't make the game dull or hard to play. Simultaneously creating both a fun, and yet educational, game on a WSN is a challenging problem. Therefore, in the collaborative game, the base station can listen to the ranging messages to update the details shown on the shared display. The third radio packet type contains similar information to the data sent by the in-game packets used for the basic game. for each neighbour a list of their current sensor readings. a list of neighbours ordered by distance and 2. Two types of game may be played: a basic game or a collaborative game. The base station is connected to the PC via a serial link and is only used to passively receive sense data from the motes and update the GUI in a ‘best effort’ fashion. During the game each mote acts autonomously (individually or collaboratively with other motes) to calculate whether its players should lose a life. a non-player known as the supervisor, who manages the game configuration in software (via the GUI) and organises the players.a projector displaying the games graphical interface as described above and.a PC connected to a single mote known as the base station.Overall, the game environment consists of: On the right of each health bar are two indicators showing the current status of each players light sensor and accelerometer. The bars next to each players name indicate the amount of lives left. The graphical interface of Trove during a ten- player game.
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