The RAGE Software Asset Model and Metadata Model
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  • 关键词:Serious games ; Software assets ; Game assets ; Asset model ; Asset metadata model ; Metadata editor ; Gamification
  • 刊名:Lecture Notes in Computer Science
  • 出版年:2016
  • 出版时间:2016
  • 年:2016
  • 卷:9894
  • 期:1
  • 页码:191-203
  • 全文大小:1,667 KB
  • 参考文献:1.van der Vegt, G.W., Westera, W., Nyamsuren, N., Georgiev, A., Martinez Ortiz, I.: RAGE architecture for reusable serious gaming technology components. Int. J. Comput. Games Technol. 2016 (2016). http://​dx.​doi.​org/​10.​1155/​2016/​5680526
    2.van der Vegt, W., Nyamsuren, E., Westera, W.: RAGE reusable game software components and their integration into serious game engines. In: Kapitsaki, G., Santana de Almeida, E. (eds.) ICSR 2016. LNCS, vol. 9679, pp. 165–180. Springer, Heidelberg (2016). doi:10.​1007/​978-3-319-35122-3_​12 CrossRef
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    7.Arnab, S., Lim, T., Carvalho, M.B., Bellotti, F., de Freitas, S., Louchart, S., Suttie, N., Berta, R., De Gloria, A.: Mapping learning and game mechanics for serious games analysis. British J. Educ. Technol. Special Issue: Teacher-led Inquiry and Learning Design 46(2), 391–411 (2015)CrossRef
    8.Peeters, M., Van den Bosch, K., Meijer, J.-J.Ch., Neerincx, M.A.: An ontology for integrating didactics into a serious training game. In: Bocconi, S., Klamma, R., Bachvarova, Y.S. (eds) Proceedings of the 1st International Workshop on Pedagogically-Driven Serious Games (PDSG 2012). CEUR Workshop Proceedings, vol. 898, pp. 1–10. CEUR, Aachen (2012). ISSN 1613-0073
    9.Prensky, M.: Digital Game-Based Learning. McGraw-Hill, New York (2001)
    10.Björk, S., Holopainen, J.: Patterns in Game Design. Charles River Media, Boston (2004)
    11.Kiili, K.: Call for learning-game design patterns. In: Edvardsen, F., Kulle, H. (eds.) Educational Games: Design, Learning and Applications. Nova Publishers (2010)
    12.Kiili, K., Lainema, T., de Freitas, S., Arnab, S.: Flow framework for analyzing the quality of educational games. Entertainment Comput. 5(4), 367–377 (2014)CrossRef
    13.El Borji, Y., Khaldi, M.: An IEEE LOM application profile to describe serious games «SG-LOM». Int. J. Comput. Appl. 86(13), 1–8 (2014). doi:10.​5120/​15042-3404
    14.Hendrix, M., Protopsaltis, A., Rolland, C., Dunwell, I., de Freitas, S., Arnab, S., Petridis, P., et al.: Defining a metadata schema for serious games as learning objects. In: Proceedings of the Fourth International Conference on Mobile, Hybrid, and On-line Learning eLmL 2012, pp. 14–19 (2012)
    15.Torrente, J., Moreno-Ger, P., Martínez-Ortiz, I., Fernandez-Manjon, B.: Integration and deployment of educational games, in e-learning environments: the learning object model meets educational gaming. Educ. Technol. Soc. 12(4), 359–371 (2009)
    16.Ackerman, L., Elder, P., Busch, CV., Lopez-Mancisidor, A., Kimura, J., Balaji, N.A.: Strategic reuse with asset-based development. IBM RedBooks (2008)
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  • 作者单位:A. Georgiev (18)
    A. Grigorov (18) (23)
    B. Bontchev (18)
    P. Boytchev (18)
    K. Stefanov (18)
    K. Bahreini (19)
    E. Nyamsuren (19)
    W. van der Vegt (19)
    W. Westera (19)
    R. Prada (20)
    Paul Hollins (21)
    Pablo Moreno (22)

    18. Faculty of Mathematics and Informatics, Sofia University “St. Kliment Ohridski”, Sofia, Bulgaria
    23. Institute of Mathematics and Informatics, Bulgarian Academy of Sciences, Sofia, Bulgaria
    19. Open University of the Netherlands, Heerlen, The Netherlands
    20. University of Lisbon, Lisbon, Portugal
    21. The University of Bolton, Bolton, UK
    22. Universidad Complutense de Madrid, Madrid, Spain
  • 丛书名:Serious Games
  • ISBN:978-3-319-45841-0
  • 刊物类别:Computer Science
  • 刊物主题:Artificial Intelligence and Robotics
    Computer Communication Networks
    Software Engineering
    Data Encryption
    Database Management
    Computation by Abstract Devices
    Algorithm Analysis and Problem Complexity
  • 出版者:Springer Berlin / Heidelberg
  • ISSN:1611-3349
  • 卷排序:9894
文摘
Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.

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