scholarly journals Visual development process for automatic generation of digital games narrative content

Author(s):  
Maria Fernanda Caropreso ◽  
Diana Inkpen ◽  
Shahzad Khan ◽  
Fazel Keshtkar
Author(s):  
T. Lim ◽  
S. Louchart ◽  
N. Suttie ◽  
J.M. Ritchie ◽  
R.S. Aylett ◽  
...  

Digital technologies have increased the pace of knowledge creation, sharing, and the way in which learning is being undertaken. This chapter considers how Serious Games (SGs) as a digital technology endeavours to support effective lifelong learning. Three fundamental characteristics of the SG ecosystem, namely, game mechanics, interoperability, and assessment, are considered here as strategic elements that impact upon how SGs are to support learning, how they affect the learning environment, and ultimately, the SG development process. A prospective deconstruction of SGs into its pedagogical elements and its game mechanic nodes is presented to make aware the interoperability modus from which topical (domain) frameworks or architectures can be structured and assessed. To this end, the chapter explores the conceptual underpinnings through a case study on the eAdventure platform and argues that the key elements form the foundation for strategic development and implementation of SGs.


Author(s):  
Alexey Syschikov ◽  
Boris Sedov ◽  
Konstantin Nedovodeev ◽  
Vera Ivanova

The OpenVX standard has appeared as an answer from the computer vision community to the challenge of accelerating vision applications on embedded heterogeneous platforms. It is designed to leverage the computer vision hardware potential with functional and performance portability. As long as VIPE has a powerful model of computation, it can incorporate various other models. This allows to extend facilities of a language or framework that is based on the model to be incorporated with visual programming support and provide access to the existing performance analysis and deployment tools. The authors present OpenVX integration into the VIPE IDE. VIPE addresses the need to design OpenVX graphs in a natural visual form with automatic generation of a full-fledged program, shielding a programmer from writing a bunch of boilerplate code. To the best of the authors' knowledge, this is the first use of a graphical notation for OpenVX programming. Using VIPE to develop OpenVX programs also enables the performance analysis tools.


2016 ◽  
Vol 3 (1) ◽  
Author(s):  
Louise Møller ◽  
Poul Kyvsgaard Hansen

There are a large variety of serious games aimed at infusing knowledge into both teams and organizations. Some games aims at supporting the team in a given project or development process, whereas others aim at widening the knowledge, skills and competences in an organization on a more general level. In the serious game literature most focus and attention is given to the design and development of digital games. However in Denmark, at least, there has been a growing industry of analogue serious games and serious game facilitation, which give evidence to the fact that not all development in the area of serious games happens in terms of the digital versions. This paper investigate these new analog serious games and learning tools in the Danish market with focus on the drivers and influencing factors during their development and the effort of making a business out of the serious games. Empirically, the paper is based on close interaction and semi-structured interviews with some of the key serious game developers in Denmark (plus one in the US), some of them with a portfolio of up to ten serious games. Besides from uncovering some of the basic motivations to design and develop serious games, the paper will show, how the game developers’ interaction with the end-users and their different business strategies, influences the way the game is developed.


Author(s):  
Una Lee ◽  
Stephanie Fisher

<p>Digital games are becoming increasingly common knowledge transfer media. So-called "serious games" or "games for good" have attracted academic, industry, and mainstream attention through the proliferation of conferences, journals, blogs, and online communities. They offer what few other educational resources can in a single medium: interactive, user-led learning experiences based on discovery and experimentation, explorations of complex systems through skill development and decision making, and a personal connection with the content through role-playing (Bogost, 2007; Dahya, 2009; Gee, 2003; Kee &amp; Bachynski 2009). As digital games move out of the home and into public education, sharing experienced-based insights on how to navigate this new terrain is important and necessary to efficiently create media that is both informative and engaging. This field report reflects on the process of developing the educational game Food Quest, from conception to completion, including the challenges, surprises and lessons learned. After detailing the gameplay of Food Quest, we provide a chronological report on the design and development process, including origins and exploratory phases of the project, concerns around digital game-based learning, and the unanticipated obstacles that contributed to a lengthy development process. The report also provides preliminary evaluations and recommendations for others interested in create a similar digital resource to spread awareness about food security.</p>


2021 ◽  
Vol 1 (1) ◽  
pp. 36-47
Author(s):  
Andrianjaka Miary Rapatsalahy ◽  
Hajarisena Razafimahatratra ◽  
Thomas Mahatody ◽  
Mihaela Ilie ◽  
Sorin Ilie ◽  
...  

The final executable code should no longer be considered as a central element in a software development process but rather a naturally important component that results from a model transformation. The objective of the MDA (Model Driven Architecture) approach is to lift the lock of software development automation from the CIM (Computation Independent Model) requirements until the code of an application is obtained. Therefore, we have proposed in the framework of MDA an approach that consists of automatically generating object-oriented code from the CIM model represented by ReLEL (Restructuring extended Lexical Elaborate Language). ReLEL is a natural language-oriented model that represents both the client requirements and the conceptual level of a system. However, the MDA framework does not recommend the type of UML model that corresponds to each business activity. Consequently, automating the software development process from the CIM model specified by ReLEL becomes a complex task. Our strategy in this paper includes the instantiation of the ReLEL model in the Praxeme methodology, which models each of the company's concerns, grouped in a homogeneous whole, using the UML (Unified Modeling Language) and which considers the articulation of these aspects by adopting the MDA principle. To do this, we propose to automate the articulation that covers the intentional, semantic, logical, and software aspects of Praxeme. To validate our approach, we measure the coupling and cohesion of the UML class diagram obtained from the Java code generated from this article using the slicing technique. The results show that the coupling is weak, and the cohesion is strong. It can be deduced that the method proposed in this paper can produce a more reliable and efficient system. 


2021 ◽  
Vol 12 (1) ◽  
pp. 54-63
Author(s):  
Matthew Gaydos

Over the past 15 years, various government agencies in Singapore have supported educational game development and research, producing multiple digital games (e.g., Legends of Alkhemia, Statecraft X), and non-digital games (e.g., Green City Blues, Money Matters). Although these games had been successful as research tools used to investigate gamebased learning, their impact in schools has been limited by contextual factors including the school environment and culture (Chee et al., 2014). Further, little is documented regarding the details of designing educational games for these contexts. This paper describes the challenges I faced as a new researcher in Singapore tasked with designing new educational games that could simultaneously be used as research tools while also serving as effective, sustainable learning experiences in classrooms in Singapore. Although research-based educational games in Singapore and around the world have been created to instantiate and test theories of learning, these games have often been created without much attention given to classroom practicality and longer-term sustainability. This paper recounts this process and describes the constraints that were faced. By describing the conditions and constraints from the development process, the author hopes to inform and improve the design of future research/educational games that can have lasting and significant impact on Singapore student learning.


2018 ◽  
Author(s):  
Guilherme Afonso Melo Sousa Melo ◽  
Carlos de Salles Soares Neto

The Computer Science Course presents one of the highest dropouts rates among higher education courses in Brazil. Besides that, it’s known that the Algorithms discipline is the base of the knowledge learnt throughout the course and the first contact of students with computer programming. Having that said, the Ballgorithm was idealized to be a tool that includes a simple programming language and a ludical approach, making use of digital games visual elements. This paper aims to presente the development process of the Ballgorithm tool, the Ballcode language and the design decisions regarding to the system architecture.


2018 ◽  
Vol 12 (12) ◽  
pp. 54
Author(s):  
Letícia Paes Pereira ◽  
Haroldo Mamede Coutinho Simões

O presente trabalho tem por objetivo fornecer uma referência para o processo de desenvolvimento de jogos digitais (games), utilizando as boas práticas do guia PMBOK aliadas a um dos frameworks mais utilizados pelas empresas de Tecnologia da Informação, o Scrum. Apresentando um caminho no qual é possível extrair o melhor de cada abordagem e explanar como aplicar na criação e no desenvolvimento de games. Oferecendo, dessa forma, a oportunidade para os profissionais da área de produção de games criarem e aplicarem sua própria metodologia de acordo com a sua realidade, inerente ao tamanho da equipe ou empresa, na qual o principal foco é o sucesso do projeto, ou seja, entregar um produto com qualidade, dentro do prazo e orçamento previsto.Palavras-chave: Guia PMBOK. Scrum. Jogos. Abordagem.AbstractThis paper aims to provide a reference for the digital games development process using PMBOK’s Guide best practices allied to one of the frameworks most commonly used by In-formation Technology companies, Scrum. Presenting a path in which the best of each approach is extracted and explained how to apply in the games conception and development. Providing thus the opportunity for professionals in the games production area establish and implement their own methodology in accordance with their reality inherent to the team or company size , where the main focus is the project success that is, deliver a quality product, on time and within the budget.Keywords: PMBOK Guide. Scrum. Games. Approach.


2005 ◽  
Vol 47 (4) ◽  
pp. 276-280 ◽  
Author(s):  
Ashima Madan ◽  
James E Jan ◽  
William V Good

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