Near Field Communication (NFC) gained more and more popularity over the past few years. As a result, the number of applications suitable for the daily usage increases continuously. With the gaming industry being one of the fastest growing markets nowadays, it was just a matter of time, until these two fields of research met.
This bachelor thesis hence gives an overview about the near field communication technology and further tries to enlighten the concept of NFC-based platforms in gaming. In order to give a concrete example for this, a technology called Amiibo is examined with the corresponding software project based on it.
Inhaltsverzeichnis (Table of Contents)
- 1 Introduction
- 1.1 Motivation
- 1.2 State of the art
- 1.2.1 Gamification
- 1.2.2 Mixed reality gaming
- 1.2.3 "Toy to life"-concept
- 2 Near field communication
- 2.1 Radio frequency identification (RFID)
- 2.1.1 Active RFID
- 2.1.2 Passive RFID
- 2.2 Near field communication (NFC)
- 2.2.1 Evolution of NFC
- 2.2.2 Functional principle
- 2.2.2.1 Power supply
- 2.2.2.2 Data transfer
- 2.2.2.3 Anti-collision
- 2.2.2.4 Signaling technologies
- 2.2.2.5 Communication modes
- 2.2.3 NFC Data Exchange Format (NDEF)
- 2.2.3.1 NDEF Record
- 2.2.3.2 NDEF Message
- 2.2.3.3 NFC Record Type Definition (RTD)
- 2.1 Radio frequency identification (RFID)
- 3 Reverse engineering Amiibo
- 3.1 NFC tag..
- 3.1.1 NFC Type 2 tags
- 3.1.1.1 Capability Container (CC)
- 3.1.1.2 TLV structure
- 3.1.1.3 Commands
- 3.1.2 Amiibo Data Page Table.
- 3.1.1 NFC Type 2 tags
- 3.2 Password
- 3.2.1 Elliptic curve cryptography
- 3.2.1.1 Definition of elliptic curves
- 3.2.1.2 Computing with elliptic curves
- 3.2.1.2.1 Key Exchange
- 3.2.1.2.2 Message Encryption
- 3.2.1.2.3 Message Decryption
- 3.2.1.3 Signatures
- 3.2.2 Elliptic curve cryptography and Amiibos
- 3.2.1 Elliptic curve cryptography
- 3.3 Communication protocol . .
- 3.3.1 Transmission protocol
- 3.3.2 Communication principle of Amiibos
- 3.4 Software project
- 3.4.1 Emulating Amiibos
- 3.4.2 Backing up Amiibos
- 3.4.2.1 Establishing a connection
- 3.4.2.2 Reading the Amiibo's data
- 3.4.2.3 Writing data to the Amiibo
- 3.1 NFC tag..
- 4 Conclusion
- 4.1 Conclusion
- 4.2 Future of NFC in gaming
Zielsetzung und Themenschwerpunkte (Objectives and Key Themes)
This bachelor thesis aims to provide a comprehensive overview of Near Field Communication (NFC) technology and its applications within the gaming industry. It explores the concept of NFC-based platforms in gaming, using the Amiibo technology as a concrete example. The thesis also delves into the reverse engineering of Amiibos and the creation of related software.
- Near Field Communication (NFC) technology and its functionalities.
- The application of NFC in gaming platforms.
- Reverse engineering of Amiibo technology.
- Development of software for interacting with Amiibos.
- Future potential of NFC in the gaming sector.
Zusammenfassung der Kapitel (Chapter Summaries)
1 Introduction: This introductory chapter sets the stage for the thesis by outlining the motivation behind exploring NFC in gaming. It establishes the relevance of the topic by discussing the growing popularity of NFC and the gaming industry's rapid expansion. The chapter also reviews existing literature on gamification, mixed reality gaming, and the "toy-to-life" concept, showcasing the existing intersection of these fields and highlighting the potential for NFC integration. The chapter provides context and establishes the groundwork for the subsequent technical exploration of NFC and its application in the Amiibo case study.
2 Near field communication: This chapter provides a detailed technical overview of Near Field Communication (NFC) technology. It begins by explaining the broader context of radio-frequency identification (RFID), differentiating between active and passive RFID systems. The core of the chapter focuses on NFC itself, covering its evolution, functional principles (including power supply, data transfer, anti-collision mechanisms, and signaling technologies), and communication modes. A significant portion is dedicated to the NFC Data Exchange Format (NDEF), explaining its structure and components (NDEF records, messages, and record type definitions). This chapter serves as a foundational technical resource for understanding the NFC technology underpinning the Amiibo analysis in later chapters.
3 Reverse engineering Amiibo: This chapter delves into the reverse engineering of Amiibo figures, focusing on the technical aspects of their NFC functionality. It starts by examining the NFC Type 2 tags within Amiibos, detailing their structure (including the Capability Container and TLV structure) and the commands used to interact with them. A substantial part of the chapter is dedicated to the security mechanisms employed by Amiibos, specifically explaining elliptic curve cryptography, its underlying mathematical principles, and its application in Amiibo's password protection. The chapter then describes the communication protocols used by Amiibos and details the software project undertaken to emulate and interact with these figures, covering aspects like establishing connections, reading and writing data. This detailed reverse engineering provides a complete understanding of how Amiibo figures work.
Schlüsselwörter (Keywords)
Near Field Communication (NFC), gaming, Amiibo, reverse engineering, RFID, elliptic curve cryptography, gamification, mixed reality gaming, "toy-to-life", software development, data transfer, communication protocols.
Frequently Asked Questions: A Comprehensive Language Preview on NFC in Gaming
What is the main topic of this document?
This document is a comprehensive language preview of a bachelor thesis that explores Near Field Communication (NFC) technology and its applications within the gaming industry, specifically using Nintendo Amiibos as a case study. It covers the technology behind NFC, the reverse engineering of Amiibos, and the creation of software to interact with them.
What are the key themes explored in the thesis?
The key themes include Near Field Communication (NFC) technology and its functionalities; the application of NFC in gaming platforms; reverse engineering of Amiibo technology; development of software for interacting with Amiibos; and the future potential of NFC in the gaming sector.
What does the thesis cover in terms of NFC technology?
The thesis provides a detailed technical overview of NFC, including its evolution, functional principles (power supply, data transfer, anti-collision, signaling technologies, and communication modes), and the NFC Data Exchange Format (NDEF). It also covers the broader context of radio-frequency identification (RFID), differentiating between active and passive systems.
How does the thesis discuss Amiibo technology?
The thesis delves into the reverse engineering of Amiibo figures, focusing on their NFC functionality. This includes examining NFC Type 2 tags, their structure (Capability Container and TLV structure), commands, and the elliptic curve cryptography used for security. It also details the communication protocols used by Amiibos.
What kind of software project is described in the thesis?
The thesis details a software project focused on emulating and interacting with Amiibos. This includes establishing connections, reading and writing data to the Amiibo figures. The project aims to demonstrate practical application of the reverse-engineered Amiibo technology.
What are the chapter summaries?
Chapter 1 provides an introduction and establishes the context of NFC in gaming. Chapter 2 offers a detailed technical overview of NFC technology. Chapter 3 delves into the reverse engineering of Amiibos, including their security mechanisms and communication protocols. Chapter 4 concludes the thesis with reflections on the findings and future potential of NFC in gaming.
What are the objectives of this thesis?
The main objective is to provide a comprehensive overview of NFC technology and its applications in gaming, using Amiibos as a concrete example. The thesis also aims to demonstrate the reverse engineering of Amiibos and the creation of related software.
What are the keywords associated with this thesis?
Near Field Communication (NFC), gaming, Amiibo, reverse engineering, RFID, elliptic curve cryptography, gamification, mixed reality gaming, "toy-to-life", software development, data transfer, communication protocols.
What is the target audience of this document?
This document is intended for academic use, allowing for analysis of themes related to NFC technology, reverse engineering, and gaming. It provides a structured and professional overview for researchers and students interested in these topics.
- Arbeit zitieren
- Thomas Petereder (Autor:in), 2015, NFC based platforms in gaming. Reverse engineering Nintendos "Amiibo", München, GRIN Verlag, https://www.grin.com/document/308306