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Sökning: WFRF:(Wang Alf Inge)

  • Resultat 1-6 av 6
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1.
  • Guo, Hong, et al. (författare)
  • A Workflow for Model Driven Game Development
  • 2015
  • Ingår i: Proceedings of the 2015 IEEE 19th International Enterprise Distributed Object Computing Conference. - New York : IEEE. - 9781467392037 ; , s. 94-103
  • Konferensbidrag (refereegranskat)abstract
    • Software development faces challenges from high expectation of software qualities, complexity of software and long development cycle. While Domain Specific Modeling (DSM) is helping developers overcome many of these challenges in many domains, it is not generally applied in the computer game domain. DSM can be hard to apply in the computer game domain because of the complexity of computer game domain knowledge and the peculiarity of traditional computer game development process. Without fully understanding these issues and properly solving them, the strength of DSM approaches will be constrained and game developers will be reluctant to use DSM. In this article, we investigate the development process and explore the feasibility of fitting DSM tasks in traditional computer game development in a compact way to lower cost and improve software quality. We introduce the workflow and illustrate the usage of it by presenting a case study. Further, we discuss the benefits and costs of involving DSM solutions in computer game development. Finally, we present the limitations and future work.
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2.
  • Guo, Hong, et al. (författare)
  • An evaluation of ontology based domain analysis for model driven development
  • 2015
  • Ingår i: International Journal on Semantic Web and Information Systems. - : IGI Global. - 1552-6283 .- 1552-6291. ; 11:4, s. 41-63
  • Tidskriftsartikel (refereegranskat)abstract
    • Although Domain Analysis DA is important for Model Driven Development MDD, traditional DA methods are demanding and not practical in many situations. When computer games are developed, game design problem domain is usually decided in a gradual way within iterations where software prototypes are constructed and playtest are performed. In such a case, it is not practical to fit a heavyweight DA in the highly iterative process. Researchers indicated that vocabularies were expected to automate game design. Such vocabularies can be reused in another form in DA tasks. In this research, the authors developed an ontology and a DA procedure based on it. To evaluate them, theoretical analysis, case studies, and a user acceptance survey were used. The results indicated that the ontology met the general requirement as a domain vocabulary, and it enhanced the DA process in an expected way. Most of external potential users 46 in total considered the ontology useful and easy to use.
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3.
  • Guo, Hong, et al. (författare)
  • Lessons from Practicing an Adapted Model Driven Approach in Game Development
  • 2015
  • Ingår i: Entertainment Computing - ICEC 2015. - Cham : Springer. - 9783319245881 - 9783319245898 ; , s. 451-456
  • Bokkapitel (refereegranskat)abstract
    • Various authoring tools have been used to ease the game creation. However, these pre-defined tools may not be suitable for some emerging or special domains. We proposed an approach named Game Creation with Customized Tools (GCCT) to create tools for certain domains first, and then create games using these tools. GCCT is based on the widely applied Model Driven Development (MDD) approach. Despite the apparent appropriateness and benefits, MDD also has drawbacks. Among them, non-trivial cost for tools development is prominent. To address this, some enhancements were made in GCCT, and two case studies were performed to evaluate the cost and the productivity when involving GCCT. In this paper, we reported the results of the case studies as well as practical lessons we have learnt.
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4.
  • Guo, Hong, et al. (författare)
  • Ontology-Based Domain Analysis for Model Driven Pervasive Game Development
  • 2018
  • Ingår i: Information. - : MDPI. - 2078-2489. ; 9:5
  • Tidskriftsartikel (refereegranskat)abstract
    • Domain Analysis (DA) plays an important role in Model Driven Development (MDD) and Domain-Specific Modeling (DSM). However, most formal DA methods are heavy weight and not practical sometimes. For instance, when computer games are developed, the problem domain (game design) is decided gradually within numerous iterations. It is not practical to fit a heavy-weight DA in such an agile process. In this research, we propose a light-weight DA which can be embedded in the original game development process. The DA process is based on a game ontology which serves for both game design and domain analysis. In this paper, we introduce the ontology and demonstrate how to use it in the domain analysis process. We discuss the quality and evaluate the ontology with a user acceptance survey. The test result shows that most potential users considered the ontology useful and easy to use.
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5.
  • Guo, Hong, et al. (författare)
  • PerGO : An Ontology towards Model Driven Pervasive Game Development
  • 2014
  • Ingår i: On the Move to Meaningful Internet Systems: OTM 2014 Workshops. - Berlin, Heidelberg : Springer Berlin/Heidelberg. - 9783662455500 ; , s. 651-654
  • Bokkapitel (refereegranskat)abstract
    • Model Driven Software Development (MDSD) & Domain Specific Modeling (DSM) are means to overcome software development challenges like increased software complexity and shortened development cycle in many domains. However, in the computer game domain it is not widely and successfully applied yet since it is not easy to understand the complex domain knowledge and use the knowledge to develop qualified DSM solutions. These difficulties can be alleviated by a deep and thorough domain analysis. In our research, we proposed an ontology to structure and accelerate the domain analysis process. To make our work more concrete, we focus on the emerging pervasive (computer) game genre.
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6.
  • Guo, Hong, et al. (författare)
  • Realcoins : A case study of enhanced model driven development for pervasive games
  • 2015
  • Ingår i: International Journal of Multimedia and Ubiquitous Engineering. - : Science and Engineering Research Support Society. - 1975-0080. ; 10:5, s. 395-411
  • Tidskriftsartikel (refereegranskat)abstract
    • Model Driven Development (MDD) and Domain Specific Modeling (DSM) have been widely used in information system domains and achieved success in many open or in-house scenarios. But its application in the game domain is seldom and immature. In our research, we identified three issues that should be considered carefully in order to play the strength of MDD in the game development environment to a larger extend: 1) structured domain analysis should be done to assure the size and familiarity of the domain; 2) adapted process should be designed to save cost and support evolution; and 3) proper tools (especially language workbenches) should be evaluated and utilized to ease DSM tasks and accelerate iterations. In this paper, we explain these three issues and illustrate our solutions to them by presenting the development details (both technical and procedural) of one pervasive game case. We evaluate the gains and costs by involving MDD into the game development process. We reflect on the issues we have met, and discuss possible future works as well.
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  • Resultat 1-6 av 6

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