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Received January 18, 2017, accepted February 3, 2017, date of publication April 24, 2017, date of current version June 28, 2017.
Digital Object Identifier 10.1109/ACCESS.2017.2696953
ABSTRACT Combining powerful sensors and near ubiquitous distribution, the smartphone has become an
irreplaceable part of modern day life. Using its pervasive sensing capabilities, the smart-phone guides us to
our destination with precise step-by-step directions, advises us on what to have for lunch, and improves our
photography skills through stabilizing our camera. Using the popular augmented reality (AR) smartphone
app Pokemon Go as a case study, we explore the world of pervasive sensing. In this paper, we show both the
current state of the art that enable applications such as Pokemon Go to thrive, as well as the limitations and
opportunities inherent in current pervasive sensing applications.
INDEX TERMS Pervasive sensors, cloud computing, augmented reality, video streaming, quality of
experience.
I. INTRODUCTION and dedicated GPUs but also a vast array of sensors for detect-
A new phenomenon is being noticed in public places ing their environments. Sensors including global positioning
around the world. The sight of someone following step- system (GPS), compasses, accelerometers, and gyro-scopes
by-step directions to their destination, checking restaurant have pushed the functionality of the devices in many new
reviews, or posting live videos of them themselves to social and innovative directions. In this paper we explore both the
media has become a nearly universal experience. All of these current success of these pervasive sensing devices as well
things were a near impossibility for the average person with- as many hot topics being explored in this domain. Through
out expensive and specialized equipment less than a decade this paper we will explore the real world deployment of an
ago, but are now as simple as downloading an app. The application that relies heavily on these advanced sensors,
smartphone has become a nearly indispensable part of life for namely the popular app Pokemon Go.
many around the world, and recent studies have placed smart- Combining augmented reality, edge computing, ubiquitous
phone ownership rates of over 68% in the world’s ‘‘advanced smartphone usage, and location based massively multi-player
economies’’ and 37% in the ‘‘emerging world’’.1 features, Pokemon Go (PKG) exploded onto smartphones in
The meteoric rise of this once luxury device to a ubiquitous the summer of 2016. It is estimated that at the peak of the
computing and communication platform has been astounding craze PKG was installed by over 10% of smart phone users
and has opened up a plethora of new applications and ser- in the USA.2 While one can not disregard the marketing
vices. Modern smartphone devices are being built not only and popularity of the Pokemon franchise when discussing its
with powerful processing abilities such as multi-core CPUs near meteoric rise to popularity, under the hood, it is many
technological advances, including the pervasive sensors on
1 http://www.pewglobal.org/2016/02/22/smartphone-ownership-and-
internet-usage-continues-to-climb-in-emerging-economies/ 2 https://www.similarweb.com/blog/pokemon-go-update
2169-3536
2017 IEEE. Translations and content mining are permitted for academic research only.
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R. Shea et al.: Location-Based AR With Pervasive Smartphone Sensors: Inside and Beyond Pokemon Go!
80% of the CPU cycles are being used by the function call Misc events were relatively high such as on July 26, it likely
UnityPlayer.nativeRender, which is responsible for process- indicates that server resources could have been better allo-
ing 3D objects for display. We conjecture that this function cated to cover these services. The extremely high incidence of
call is likely where the in-game and AR objects are composed RPC failures on July 28 stands out clearly from this pattern.
for viewing by the user, and that this task is extremely com- On this day, service disruptions due to massive increase in
putationally expensive. Of the approximatively 20% remain- players were reported throughout both east and west coasts
ing CPU time, the largest contributor is a function call to of North America, as well as Japan, related to issues with
the Android system’s ‘‘ContextService’’. The context service Google Login.6
is responsible for gathering data from the sensors such as In an effort to study the distribution of players on our
the GPS, accelerometer, and gyroscope. Pokemon Go makes University campus we created a simulated Pokemon Go user
heavy use of this service to feed data from the phones sensors which we directed to interact with Gym locations in the game
to the game engine to update the game world. In Section V, every 5 mins. By tracking the Experience level of the Gym as
we further explore these findings and propose power saving our user observed it, we were able to measure the number of
techniques. interactions occurring at each location. These interactions are
the sum of all the unique users who interact with that location
E. MOBILITY AND SCALABILITY POKEMON GO and multiple interactions from the same users, giving an
Next, we wanted to investigate the network scalability of overall picture of where and when users are playing. Figure 5
PKG during its initial deployment. It was widely reported that shows graphs of this interaction activity at 3 locations at and
many users had difficulties connecting to the server in order near Simon Fraser University on a weekday and on a weekend
to play, and we wanted to investigate which components of day, with some very interesting patterns emerging. Location 1
networking architecture was being overloaded. To that end is a gym located on a relatively remote hiking trail, so it is
we collected data of the failure events experienced by our not surprising that it has the fewest interactions. The users
user during gameplay. Presented in Figure 4, these anomalies observed at this location on the weekday are likely people
were grouped by type, and the number of events experienced using the trail to walk to and from work, and for leisure in the
on each day measured. When logging in failed, this was due evening. There are more interactions on the weekend, when
to a login server overload or a timeout event. A Remote more people have time to hike for leisure. Even at this remote
Procedure Call (RPC) fail occurred when too many users location in a forest, at least one user was playing at 2 am. The
were requesting entities at the edge server, resulting in a gym at location 2 is at the centre of the university campus
error message. The Misc fails were from unknown or invalid with the interactions representing the traffic that this busy
responses, essentially when the response received was unin- academic centre hosts, so it is not surprising that this location
telligible to our user. These results give us insight into the load is the busiest, with consistently high activity throughout the
experienced by the servers on different days, and beyond that, weekday. This academic centre is also within easy walking
they tell us when there were not enough resources allocated. distance to the residential area of campus and the nearby
For example, if failure events of all types were relatively community, which explains why the pattern of high activity
high on a day, such as occurred on July 22, we observe
that servers were overloaded but resources were fairly dis- 6 https://www.slashgear.com/today-pokemon-go-server-status-is-down-
tributed. However, if login failures were low but RPC and what-to-do-28449884/
FIGURE 5. Pokemon Go activity at SFU (July 21st and July 23rd). (a) GYM locations. (b) Trail Gym Weekday.
(c) Trail Gym Weekend. (d) Academic Quadrangle Weekday. (e) Academic Quadrangle Weekend.
(f) UniverCity Weekday. (g) UniverCity Weekend.
is maintained throughout the evening and into the night, and students and staff of the university with their families but also
why it is nearly as high on the weekend. Location 3 is in members of the community not affiliated with the university.
the residential development called UniverCity, inhabited by Because the number of interactions here is so much lower
III. QoE ENHANCEMENT WITH ACCELEROMETER FIGURE 6. CDF of people’s residence time in a large plaza and office.
FIGURE 7. The stars represent SPs. The circles are non SPs, e.g., the customers who just stay at the locations for minutes.
3) TARGET LOCALIZATION
To locate a target, we need a reliable ranging scheme.
Traditional RF (Radio Frequency) based TOA or Time-
Difference-of-Arrival (TDOA) [18] methods normally
require high precision synchronization, and signal strength-
based approaches [19] not only suffer from coarse ranging
accuracy but are also easily impaired by human obstruction.
Acoustic ranging schemes [9], [10], which have proven they
FIGURE 8. System overview. can be accurate to the range of centimeters, can largely
overcome these shortcomings.
Initially, when a target requests the localization service,
1) SP IDENTIFICATION it broadcasts a chirp signal [9], [10]. The surrounding SPs
The goal of SP Identification is to determine whether a person who receive this signal send a confirmation message to the
is relatively stationary or not. Using the accelerometer to remote server. Then, under the direction of the remote server,
identify SPs is a natural solution given that accelerometers an acoustic ranging method [10] is applied to estimate the
have been widely used to track people’s activities [13]–[16]. relative distance between SPs and the target. Finally, the tri-
Through analyzing SPs’ activities and the corresponding lateration method is applied to obtain the target’s location.
acceleration signals, we propose a practical and efficient Taken together, these localization strategies could help solve
method to identify SPs. We find that SP’s acceleration signals the issue of indoor localization for augmented reality applica-
either have low magnitude or low root mean square (RMS). tions, potentially expanding the range of locations available
Furthermore, the unbiased autocorrelation of the acceleration and improving QoE.
signals exhibits no repetitive pattern. These distinctive fea-
tures effectively help us identify SPs.
IV. QoE ENHANCEMENT WITH RFID SENSORS
We have also considered using RSSI, as RSSI signa-
Aside from the location information, AR applications often
tures are supposed to remain unchanged at a fixed location.
involve rich user activities such as sitting, standing, and
Yet it has been shown that RSSI is subject to temporal
walking; correctly identifying these activities could poten-
fluctuation [7]. Therefore, utilizing RSSI to identify SP is not
tially enhance the QoE of these applications. In its cur-
viable.
rent form, users in Pokemon Go interact with the AR
world by GPS geo-located movements and tactile interfaces
2) SP LOCALIZATION such as the touchscreen. These represent only a small frac-
To make the system lightweight and easy-to-deploy, we do tion of the movements humans perform on a daily basis.
not rely on any customized hardware or fine-grained physical Pervasive sensors in modern smartphones could help accu-
layer signatures; instead, we still use RSSI. Due to multi- rately measure our fine-scale movements such as sitting,
path fading, medium contention and other electromagnetic eating or talking, which could be integrated into increas-
noise, RSSI is inherently time-variant [17] and normally ingly rich AR worlds. For example, Disney has built a
incurs coarse localization accuracy [7]. To this end, for each RFID gaming system that can sense when the player is
FIGURE 12. Effect of video based offloading on Temperature. (a) Pokemon Go. (b) Offloading SW Decoder. (c) Offloading HW Decoder.
C. ACTIVITY RECOGNITION
Activity recognition solutions exploit the change of wireless
signals incurred by the human’s actions. RF-compass [52]
presents a state-of-the-art WiFi-based interface, yet it only
supports the detection and classification of a predefined
set of nine gestures. WiVi [53] utilizes WiFi signals to
detect users through walls and identify their gestures, which
focuses on tracking through dense walls such as concrete
by using MIMO interference nulling to eliminate reflec-
tions off static objects. RistQ [54] leverages the accelerations
from a wrist strap to detect and recognize smoking gestures.
RF-IDraw [28] can track human writing by tracking a pas-
sive RFID tag attached to his/her pen. E-eyes [55] is a
location-oriented activity identification system, which lever-
ages WiFi signals to recognize in-home human activities.
Ding et al. [26] developed FEMO that uses the frequency
shifts of the movements to determine what exercise a user is
performing.
VII. CONCLUSION
FIGURE 13. Image Quality. (a) PSNR 1080p. (b) SSIM 1080p. In this article, we explored pervasive sensing applications
through the deployment of the popular augmented reality
application Pokemon Go. We discussed real world limitations
relevant works. Li et al. [50] propose a multi-frequency based of the current systems, from scalability to energy consump-
ranging method for passive RFID tag localization. Using tion. Further, we discussed how to improve these sensing
phase measurement for distance ranging, theoretically, could applications by integrating advances such as indoor localiza-
achieve high localization accuracy. Due to the multipath tion, and enriching the AR environment by improving activity
effects, the phase measurement is not corresponding to the identification. Finally, because these pervasive sensing appli-
dominated path, and leads to high ranging error. Liu et al. [51] cation can have high power consumption, we investigate how
presents an RFID localization scheme by using multiple innovative cloud offloading platforms could enhance these
antennas to receive phase measurements from tags, where the applications.
hyperbolic positioning method is employed to correlate phase
measurements. ACKNOWLEDGMENT
The above methods are somewhat not applicable in mobile The findings achieved herein are solely the responsibility of
cases, and we focus on leveraging the changing mobility pro- the authors.
file for mobility detection. The intuition behind our design is
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positioning for RFID tags with high accuracy,’’ in Proc. IEEE Conf. from the Huazhong University of Science and
Comput. Commun. (INFOCOM), Apr./May 2014, pp. 379–387. Technology, China, in 2010, and the M.Sc. and
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object manipulation using RFIDs,’’ in Proc. 19th Annu. Int. Conf. Mobile Canada, in 2012 and 2015, respectively. He is cur-
Comput. Netw., 2013, pp. 3–14. rently with the Faculty of the Huazhong University
[53] F. Adib and D. Katabi, ‘‘See through walls with WiFi!’’ in Proc. ACM of Science as an Assistant Professor. His areas
SIGCOMM Conf. SIGCOMM (SIGCOMM), vol. 13. 2013, pp. 12–16.
of interest are wireless networks, social networks,
[54] A. Parate, M.-C. Chiu, C. Chadowitz, D. Ganesan, and E. Kalogerakis,
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[55] Y. Wang, J. Liu, Y. Chen, M. Gruteser, J. Yang, and H. Liu, ‘‘E-eyes:
Device-free location-oriented activity identification using fine-grained XIAOYI FAN (S’14) received the B.E. degree from
WiFi signatures,’’ in Proc. 20th Annu. Int. Conf. Mobile Comput. Netw., the Beijing University of Posts and Telecommu-
2014, pp. 617–628. nications, Beijing, China, in 2013, and the M.Sc.
degree from Simon Fraser University, Burnaby,
BC, Canada, in 2015. He is currently pursuing
RYAN SHEA (S’08–M’16) is currently a Univer- the Ph.D. degree with the School of Computing
sity Research Associate in big data systems at Science, Simon Fraser University. His areas of
Simon Fraser University. He received the PhD. interest are cloud computing, big data, and mobile
degree in computer science from Simon Fraser computing.
University, in 2016. His research interests include
computer and network virtualization, and perfor-
mance issues in cloud computing. As a student,
he received the Natural Sciences and Engineering
WEI GONG received the B.S. degree from the
Research Council of Canada Alexander Graham
Department of Computer Science and Technology,
Bell Canada Graduate Scholarship in 2013. He
Huazhong University of Science and Technology,
was a recipient of the Best Student Paper Award from the IEEE/ACM 21st
Wuhan, China, in 2003, and the M.S. and Ph.D.
International Workshop on Quality of Service for his paper ‘‘Understanding
degrees from the Department of Computer
the Impact of Denial of Service Attacks on Virtual Machines’’ in 2012. His
Science and Technology, School of Software,
publications include a point of view article in the Proceedings of the IEEE
Tsinghua University, in 2007 and 2012, respec-
titled ‘‘The Future of Cloud Gaming.’’
tively. His research interests include wireless
sensor networks, RFID applications, and mobile
DI FU (S’15) is currently pursuing the bachelor’s computing.
degree in dual degree program with Simon Fraser
University, Burnaby, BC, Canada, and Zhejiang
University, Hangzhou, China, and the master’s JIANGCHUAN LIU received the B.Eng. (cum
degree with Simon Fraser University under the laude) degree in computer science from Tsinghua
supervision of Prof. J. Liu. His research interests University, Beijing, China, in 1999, and the Ph.D.
include networking research, in particular, cloud degree in computer science from the Hong Kong
computing. He received several scholarships and University of Science and Technology in 2003.
awards, including the Elma Krbavac Undergrad- From 2003 to 2004, he was an Assistant Pro-
uate Scholarship in Computing Science in 2014, fessor at the Chinese University of Hong Kong.
the Mark and Nancy Brooks Computing Science Innovation Award in 2014, He is currently a University Professor with the
and the Sohpos Annual Computing Science Scholarship in 2013. School of Computing Science, Simon Fraser Uni-
versity, Burnaby, BC, Canada. He is also an
EMC-Endowed Visiting Chair Professor with Tsinghua University, Bei-
ANDY SUN is currently pursuing the bachelor’s
jing, China, and an Adjunct Professor with Tsinghua-Berkeley Shenzhen
degree with the School of Computing Science,
Institute. His research interests include multimedia systems and networks,
Simon Fraser University, Burnaby, BC, Canada.
cloud computing, social networking, online gaming, big data computing,
His research interests include energy consumption
wireless sensor networks, and peer-to-peer networks. He is an NSERC
in mobile devices and augmented reality.
E.W.R. Steacie Memorial Fellow. He was a co-recipient of the inau-
gural Test of the Time Paper Award from IEEE INFOCOM in 2015,
the ACM SIGMM TOMCCAP Nicolas D. Georganas Best Paper Award
in 2013, the ACM Multimedia Best Paper Award in 2012, the IEEE Globe-
com Best Paper Award in 2011, and the IEEE Communications Society
Best Paper Award on Multimedia Communications in 2009. His students
CHAO CAI is currently pursuing the Ph.D. degree received the Best Student Paper Award from IEEE/ACM IWQoS twice
with the School of Electronic Information and in 2008 and 2012. He is the Steering Committee Chair of IEEE/ACM IWQoS
Communications, Huazhong University of Sci- (2015–2017), and the TPC Co-Chair of IEEE IC2E’2017 and IEEE/ACM
ence and Technology, China. His current research IWQoS’2014. He serves as Area Chair of the IEEE INFOCOM, ACM Mul-
interests include mobile computing, backscatter timedia, and IEEE ICME. He has served on the editorial boards of the IEEE
communication, embedded system, digital signal TRANSACTIONS on BIG DATA, the IEEE TRANSACTIONS on MULTIMEDIA, IEEE
processing, and machine learning. COMMUNICATIONS SURVEYS and TUTORIALS, IEEE ACCESS, the IEEE INTERNET of
THINGS JOURNAL, Computer Communications, and Wireless Communications
and Mobile Computing.