Models and mechanisms for implementing playful scenarios

Nada Aouadi, Philippe Pernelle, C. Amar, T. Carron, S. Talbot
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引用次数: 5

Abstract

Serious games are becoming an increasingly used alternative in technical/professional/academic fields. However, scenario development poses a challenging problem since it is an expensive task, only devoted to computer specialists (game developers, programmers…). The ultimate goal of our work is to propose a new scenario-building approach capable of ensuring a high degree of deployment and reusability. Thus, we will define in this paper a new generation mechanism. This mechanism is built upon a model driven architecture (MDA). We have started up by enriching the existing standards, which resulted in defining a new generic meta-model (CIM). The resulting meta-model is capable of describing and standardizing game scenarios. Then, we have laid down a new transformational mechanism in order to integrate the indexed game components into operational platforms (PSM). Finally, the effectiveness of our strategy was assessed under two separate contexts (target platforms) : the claroline-connect platform and the unity 3D environment.
实现有趣场景的模型和机制
严肃游戏正逐渐成为技术/专业/学术领域的替代选择。然而,场景开发是一个具有挑战性的问题,因为它是一项昂贵的任务,只适用于计算机专家(游戏开发者,程序员等)。我们工作的最终目标是提出一种新的场景构建方法,能够确保高度的部署和可重用性。因此,本文将定义一种新的生成机制。该机制建立在模型驱动的体系结构(MDA)之上。我们已经开始丰富现有的标准,这导致了定义一个新的通用元模型(CIM)。由此产生的元模型能够描述和标准化游戏场景。然后,我们制定了一个新的转换机制,以便将索引游戏组件集成到操作平台(PSM)中。最后,我们在两个不同的环境(目标平台)下评估了策略的有效性:claroline-connect平台和unity 3D环境。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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