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Sökning: WFRF:(Cicchetti A.)

  • Resultat 1-10 av 37
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3.
  • Nagaraja, Ch., et al. (författare)
  • Opening remarks
  • 2016
  • Konferensbidrag (refereegranskat)
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4.
  • Bruneliere, H., et al. (författare)
  • AIDOaRt : AI-augmented Automation for DevOps, a model-based framework for continuous development in Cyber–Physical Systems
  • 2022
  • Ingår i: Microprocessors and microsystems. - : Elsevier B.V.. - 0141-9331 .- 1872-9436. ; 94
  • Tidskriftsartikel (refereegranskat)abstract
    • The advent of complex Cyber–Physical Systems (CPSs) creates the need for more efficient engineering processes. Recently, DevOps promoted the idea of considering a closer continuous integration between system development (including its design) and operational deployment. Despite their use being still currently limited, Artificial Intelligence (AI) techniques are suitable candidates for improving such system engineering activities (cf. AIOps). In this context, AIDOaRT is a large European collaborative project that aims at providing AI-augmented automation capabilities to better support the modeling, coding, testing, monitoring, and continuous development of CPSs. The project proposes to combine Model Driven Engineering principles and techniques with AI-enhanced methods and tools for engineering more trustable CPSs. The resulting framework will (1) enable the dynamic observation and analysis of system data collected at both runtime and design time and (2) provide dedicated AI-augmented solutions that will then be validated in concrete industrial cases. This paper describes the main research objectives and underlying paradigms of the AIDOaRt project. It also introduces the conceptual architecture and proposed approach of the AIDOaRt overall solution. Finally, it reports on the actual project practices and discusses the current results and future plans.
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5.
  • 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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6.
  • 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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7.
  • 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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8.
  • 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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9.
  • 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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10.
  • 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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