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Sökning: WFRF:(Bucchiarone A.)

  • Resultat 1-10 av 17
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1.
  • Bucchiarone, A., et al. (författare)
  • What Is the Future of Modeling?
  • 2021
  • Ingår i: IEEE Software. - : IEEE Computer Society. - 0740-7459 .- 1937-4194. ; 38:2, s. 119-127
  • Tidskriftsartikel (refereegranskat)abstract
    • Modeling languages and frameworks have been the key technology for advancing model-driven engineering (MDE) methods and tools. Many industrial and research tools have been realized and are used across many domains. Hence, we think it is the right time to define what should be the future of modeling technologies, especially the requirements for the next generation of modeling frameworks and languages.
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2.
  • Bonetti, F., et al. (författare)
  • Challenging Models : Formalizing Quests in Gamified Systems for Behavioral Change
  • 2023
  • Ingår i: Proceedings - 2023 ACM/IEEE International Conference on Model Driven Engineering Languages and Systems Companion, MODELS-C 2023. - : Institute of Electrical and Electronics Engineers Inc.. - 9798350324983 ; , s. 747-756
  • Konferensbidrag (refereegranskat)abstract
    • Tasks performed by users in exchange for some reward, also known as quests or challenges, are one of the essential elements found in gamified systems, including systems for behavioral change. These elements can be tailored to specific players, according to their profile features and past performance, in order to deliver a more personalized and motivating experience. However, in order to automatically generate challenges, a formal, generalizable model of the essential building blocks of such game elements and their internal relations is needed. Although some work has been carried out in the past to define quests and challenges, a widely agreed-upon definition is still missing. Such an abstract definition should be employable across different application domains and scenarios and be flexible with respect to implementation details and human factors. In this work, we employ a model-driven approach to (1) propose a formal definition of quests and challenges in gamified systems, focusing on systems for behavioral change in the mobility domain, (2) model quests by means of a Domain-Specific Language implementing the proposed definition, and (3) take the first steps towards automatic rule generation by demonstrating a mapping between our model and Drools syntax compatible with an existing gamification engine. In particular, we illustrate how to ease the implementation of quests and challenges by using an example from an existing gamified system in the sustainable mobility domain. 
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3.
  • Bucchiarone, A., et al. (författare)
  • Engineering gameful applications with MPS
  • 2021
  • Ingår i: Domain-Specific Languages in Practice: With JetBrains MPS. - Cham : Springer International Publishing. - 9783030737580 - 9783030737573 ; , s. 227-258
  • Bokkapitel (övrigt vetenskapligt/konstnärligt)abstract
    • Gamification refers to approaches that apply gaming elements and mechanics into contexts where gaming is not the main business purpose. Gamification principles have proven to be very effective in motivating target users in keeping their engagement within everyday challenges, including dedication to education, use of public transportation, adoption of healthy habits, and so forth. The spread of gameful applications and the consequent growth of the user base are making their design and development complexity to increase, e.g., due to the need of more and more customized solutions. In this respect, current state-of-the-art development approaches are either too close to programming or completely prepackaged. In the former case, domain and gamification experts are confronted with the abstraction gap between the concepts they would like to use and the corresponding implementation through coding. In the latter situation, customization opportunities are remarkably limited or require again hand-tuning through coding. In both scenarios, programmer tasks are tedious and error-prone, given the intrinsic characteristics of gamified applications, which are sets of rules to be triggered as a consequence of specific events. This chapter illustrates the language engineering endeavor devoted to the creation of the Gamification Design Framework (GDF) through MPS. GDF is conceived by pursuing two main principles: correctness-by-construction and automation. The former aims at providing a language infrastructure conveying consistency between the different aspects of a gameful application in an intrinsic way. The latter aspires to maximize generative features in order to reduce coding needs. As a result, GDF is implemented by means of MPS as a set of three-layered domain-specific languages, where a lower-level language instantiates and extends the concepts defined from the language(s) above. Moreover, GDF is equipped with generators to automatically create gameful application structural components, behaviors, and deployment into a selected gamification engine.
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4.
  • Bucchiarone, A., et al. (författare)
  • Exploiting Multi-level Modelling for Designing and Deploying Gameful Systems
  • 2019
  • Ingår i: Proceedings - 2019 ACM/IEEE 22nd International Conference on Model Driven Engineering Languages and Systems, MODELS 2019. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728125350 ; , s. 34-44
  • Konferensbidrag (refereegranskat)abstract
    • Gamification is increasingly used to build solutions for driving the behaviour of target users' populations. Gameful systems are typically exploited to keep users' involvement in certain activities and/or to modify an initial behaviour through game-like elements, such as awarding points, submitting challenges and/or fostering competition and cooperation with other players. Gamification mechanisms are well-defined and composed of different ingredients that have to be correctly amalgamated together; among these we find single/multi-player challenges targeted to reach a certain goal and providing an adequate award for compensation. Since the current approaches are largely based on hand-coding/tuning, when the game grows in its complexity, keeping track of all the mechanisms and maintaining the implementation can become error-prone and tedious activities. In this paper, we describe a multi-level modelling approach for the definition of gamification mechanisms, from their design to their deployment and runtime adaptation. The approach is implemented by means of JetBrains MPS, a text-based meta-modelling framework, and validated using two gameful systems in the Education and Mobility domains. 
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5.
  • Bucchiarone, A., et al. (författare)
  • Gamified and Self-Adaptive Applications for the Common Good : Research Challenges Ahead
  • 2021
  • Ingår i: Proceedings - 2021 International Symposium on Software Engineering for Adaptive and Self-Managing Systems, SEAMS 2021. - : Institute of Electrical and Electronics Engineers Inc.. - 9781665402897 ; , s. 149-155
  • Konferensbidrag (refereegranskat)abstract
    • Motivational digital systems offer capabilities to engage and motivate end-users to foster behavioral changes towards a common goal. In general these systems use gamification principles in non-games contexts. Over the years, gamification has gained consensus among researchers and practitioners as a tool to motivate people to perform activities with the ultimate goal of promoting behavioural change, or engaging the users to perform activities that can offer relevant benefits but which can be seen as unrewarding and even tedious. There exists a plethora of heterogeneous application scenarios towards reaching the common good that can benefit from gamification. However, an open problem is how to effectively combine multiple motivational campaigns to maximise the degree of participation without exposing the system to counterproductive behaviours. We conceive motivational digital systems as multi-agent systems: self-adaptation is a feature of the overall system, while individual agents may self-adapt in order to leverage other agents' resources, functionalities and capabilities to perform tasks more efficiently and effectively. Consequently, multiple campaigns can be run and adapted to reach common good. At the same time, agents are grouped into micro-communities in which agents contribute with their own social capital and leverage others' capabilities to balance their weaknesses. In this paper we propose our vision on how the principles at the base of the autonomous and multi-agent systems can be exploited to design multi-challenge motivational systems to engage smart communities towards common goals. We present an initial version of a general framework based on the MAPE-K loop and a set of research challenges that characterise our research roadmap for the implementation of our vision.
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6.
  • Bucchiarone, A., et al. (författare)
  • Gamifying model-based engineering : the PapyGame experience
  • 2023
  • Ingår i: Software and Systems Modeling. - : Springer Science and Business Media Deutschland GmbH. - 1619-1366 .- 1619-1374.
  • Tidskriftsartikel (refereegranskat)abstract
    • Modeling is an essential and challenging activity in any engineering environment. It implies some hard-to-train skills such as abstraction and communication. Teachers, project leaders, and tool vendors have a hard time teaching or training their students, co-workers, or users. Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting behavioral changes, soliciting participation and engagement in activities, etc. We investigate the introduction of gaming mechanisms in modeling tasks with the primary goal of supporting learning/training. The result has been the realization of a gamified modeling environment named PapyGame. In this article, we present the approach adopted for PapyGame implementation, the details on the gamification elements involved, and the derived conceptual architecture required for applying gamification in any modeling environment. Moreover, to demonstrate the benefits of using PapyGame for learning/training modeling, a set of user experience evaluations have been conducted. Correspondingly, we report the obtained results together with a set of future challenges we consider as critical to make gamified modeling a more effective education/training approach. 
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7.
  • Bucchiarone, A., et al. (författare)
  • GDF : A gamification design framework powered by model-driven engineering
  • 2019
  • Ingår i: Proceedings - 2019 ACM/IEEE 22nd International Conference on Model Driven Engineering Languages and Systems Companion, MODELS-C 2019. - : Institute of Electrical and Electronics Engineers Inc.. - 9781728151250 ; , s. 753-758
  • Konferensbidrag (refereegranskat)abstract
    • Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting behavioural changes, soliciting participation and engagement in activities, and so forth. In this demo paper we present the Gamification Design Framework (GDF), a tool for designing gamified applications through model-driven engineering mechanisms. In particular, the framework is based on a set of well-defined modelling layers that start from the definition of the main gamification elements, followed by the specification on how those elements are composed to design games, and then progressively refined to reach concrete game implementation and execution. The layers are interconnected through specialization/generalization relationships such that to realize a multi-level modelling approach. The approach is implemented by means of JetBrains MPS, a language workbench based on projectional editing, and has been validated through two gameful systems in the Education and Mobility domains. A prototype implementation of GDF and related artefacts are available at the demo GitHub repository: https://github.com/antbucc/GDF.git, while an illustrative demo of the framework features and their exploitation for the case studies are shown in the following video: https://youtu.be/wxCe6CTeHXk. 
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8.
  • Bucchiarone, A., et al. (författare)
  • How to merge gamification efforts for programming and modelling : A tool implementation perspective
  • 2021
  • Ingår i: Companion Proceedings - 24th International Conference on Model-Driven Engineering Languages and Systems, MODELS-C 2021. - : IEEE. - 9781665424844 ; , s. 722-727
  • Konferensbidrag (refereegranskat)abstract
    • Gamification, that is the use of gaming elements into non-game contexts, has gained a lot of interests in all those settings where the engagement of target users needs to be stimulated. Education and training have been historically struggling with keeping 'students' motivated to pursue the completion of their learning paths. Lately these issues have been exacerbated by distance education: on the one hand, virtual participation to courses makes education far more accessible than requiring students to seat in the same classroom (and at the same time); on the other hand, the missing 'community building' conveyed by physically attending the same course remarkably reduces students' engagement. In this respect, gamification has been applied as an engagement tool, e.g. in programming courses, by introducing challenges, awards, leader boards, and so forth, with the aim of motivating the students in keeping their efforts for completing their studies.In this paper we describe and compare our experiences in gamification solutions for programming and modelling. In particular, we distinguish some desirable features to have in gamification solutions for modelling courses, and illustrate our experiences in realizing them concretely. Our observations testify that while in principle many of the gamification elements coming from programming courses could be suitable also to engage students in modelling, there exist still remarkable obstacles in realizing them in practice. 
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9.
  • Bucchiarone, A., et al. (författare)
  • Papyrus for gamers, let's play modeling
  • 2020
  • Ingår i: Proceedings - 23rd ACM/IEEE International Conference on Model Driven Engineering Languages and Systems, MODELS-C 2020 - Companion Proceedings. - New York, NY, USA : Association for Computing Machinery, Inc. - 9781450381352 ; , s. 21-25
  • Konferensbidrag (refereegranskat)abstract
    • Gamification refers to the exploitation of gaming mechanisms for serious purposes, like learning hard-to-train skills such as modeling. We present a gamified version of Papyrus, the well-known open source modeling tool. Instructors can use it to easily create new modeling games (including the tasks, solutions, levels, rewards...) to help students learning any specific modeling aspect. The evaluation of the game components is delegated to the GDF gamification framework that bidirectionally communicates with the Papyrus core via API calls. Our gamified Papyrus includes as well a game dashboard component implemented with HTML/CSS/Javascript and displayed thanks to the integration of a web browser embedded in an Eclipse view. 
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10.
  • Bucchiarone, A., et al. (författare)
  • POLYGLOT for Gamified Education : Mixing Modelling and Programming Exercises
  • 2021
  • Ingår i: Companion Proceedings - 24th International Conference on Model-Driven Engineering Languages and Systems, MODELS-C 2021. - : IEEE. - 9781665424844 ; , s. 606-610
  • Konferensbidrag (refereegranskat)abstract
    • Gamification refers to the employment of gaming mechanisms for non-gaming purposes. Its aim is promoting the engagement of target users in pursuing certain goals, e.g. completing education paths. In this paper we present POLYGLOT, a gamified notebook-like programming environment. The gamification extension was built to target programming languages education, and in this work we illustrate how the approach is adaptable to text-based modelling languages. In particular, we demonstrate the use of gamification tailored to SysML v2 modelling.Each exercise is defined as a sequence of steps framed into notebook cells. On each cell submission, the POLYGLOT extension for.NET interactive runs several analyzers to gain insights of the student code before invoking the gamification engine, which checks if the gathered data fits the teacher-defined expectations. Interestingly, since cell contents are language independent and exercise evaluations are delegated to the gamification engine, this solution enables the creation of heterogeneous narratives, that is gamification scenarios mixing languages in the proposed exercises. 
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