Battery-Free Game Boy

Battery-Free Game Boy
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无电池游戏机

DOI:
10.1145/3411839
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发表时间:
2020
期刊:
Wearable and Ubiquitous Technologies
影响因子:
--
通讯作者:
Pawełczak, Przemysław
Pawełczak, Przemysław
中科院分区:
--
文献类型:
--
作者:
de Winkel, Jasper;Kortbeek, Vito;Hester, Josiah;Pawełczak, Przemysław

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我们推出了ENGAGE,这是第一款无电池的个人移动游戏设备,由玩家的动作和阳光收集的能量供电。我们的设计实现了一个电源故障弹性的任天堂Game Boy模拟器,可以运行现成的经典Game Boy游戏,如俄罗斯方块或超级马里奥土地。该模拟器能够通过跟踪内存使用情况进行间歇操作,避免总是检查所有易失性内存的需要,并将游戏循环与用户界面机制分离,允许在电源故障后恢复。我们构建定制硬件,从玩家按下的按钮和阳光中收集能量,并利用混合波动内存架构来高效地间歇模拟游戏二进制文件。除了一个有趣的玩具之外,我们的设计代表了第一个无电池系统设计,尽管间歇性能量收集导致频繁的电源故障,但用户仍然可以持续关注。我们解决了间歇性计算交互的关键挑战,包括无缝显示和基于动态激励的能量收集游戏。这项工作为未来在更可持续的物联网中实现无电池移动游戏提供了参考实施和框架。
We present ENGAGE, the first battery-free, personal mobile gaming device powered by energy harvested from the gamer actions and sunlight. Our design implements a power failure resilient Nintendo Game Boy emulator that can run off-the-shelf classic Game Boy games like Tetris or Super Mario Land. This emulator is capable of intermittent operation by tracking memory usage, avoiding the need for always checkpointing all volatile memory, and decouples the game loop from user interface mechanics allowing for restoration after power failure. We build custom hardware that harvests energy from gamer button presses and sunlight, and leverages a mixed volatility memory architecture for efficient intermittent emulation of game binaries. Beyond a fun toy, our design represents the first battery-free system design for continuous user attention despite frequent power failures caused by intermittent energy harvesting. We tackle key challenges in intermittent computing for interaction including seamless displays and dynamic incentive-based gameplay for energy harvesting. This work provides a reference implementation and framework for a future of battery-free mobile gaming in a more sustainable Internet of Things.
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