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Reuse is essential in modern software engineering, but limited in the context of MDE by the poor availability of reusable models. On the other hand, reusable code artifacts such as frameworks and libraries are abundant. This paper presents an approach to raise reusable code artifacts to the modelling level by modelling their API using concern-oriented techniques, thus enabling their use in the context...
Engineering students need complex skills to be effective in college and post-graduate employment. Beyond technical skills, the ability to integrate varied types of information is essential for competence in applying engineered solutions to real-life situations. While research shows that project-based learning favorably affects engineering student success and retention as well as recruitment of diverse...
Android provides native development kit through JNI for developing high-performance applications (or simply apps). Although recent years have witnessed a considerable increase in the number of apps employing native libraries, only a few systems can examine them. However, none of them scrutinizes the interactions through JNI in them. In this paper, we conduct a systematic study on tracking information...
This paper reviews peer-reviewed empirical studies on gamification. We create a framework for examining the effects of gamification by drawing from the definitions of gamification and the discussion on motivational affordances. The literature review covers results, independent variables (examined motivational affordances), dependent variables (examined psychological/behavioral outcomes from gamification),...
Apple's iPhone has opened the market of various smart devices and changed the way of computing in daily life. In traditional PCs, mouse and keyboard are representative input devices, but, in smart devices, touch screen and motion recognition become major input methods. Especially, in game applications, motion recognition is more important to dynamically interact with users. In this paper, we propose...
While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardized...
The Reference Model for an Open Archival Information System has been extraordinarily influential within the digital preservation community. The Preserving Virtual Worlds project explored the application of the OAIS Reference Model for the preservation of computer games, videogames and electronic literature within a research library setting. This paper identifies practical problems in determining the...
Aspect-oriented programming (AOP) is a technology that aims to tackle software modularisation problems. Despite the benefits that may be achieved with AOP, its mechanisms represent new potential source of faults that should be handled during the test phase. In this paper a structural integration testing approach for Object-Oriented (OO) and Aspect-Oriented (AO) programs with a configurable integration...
We study how to effectively integrate reinforcement learning (RL) and programming languages via adaptation-based programming, where programs can include non-deterministic structures that can be automatically optimized via RL. Prior work has optimized adaptive programs by defining an induced sequential decision process to which standard RL is applied. Here we show that the success of this approach...
In this article it is argued that the player's experience in playable spaces and game environments is related to his/her autonomy into the emergent platform in terms of narrative and fiction. Player's are able to experience multiple situations and to collaborate for the progress of the platform itself. This article presents some transmedia experiences such as Uncle Roy All Around You (Blast Theory,...
Existing approaches to procedural level generation in 2D platformer games are, with some notable exceptions, procedures designed to do the work of a human game designer. They offer the usual benefits and disadvantages of AI applied to a cognitive task: they can work much faster than a human level designer, and are in some cases able to explore the design space automatically to find levels with desirable...
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