手游大小估算:COSMIC FSM规则,UML映射模型,Unity3D游戏引擎

N. Abdullah, Nur Ida Aniza Rusli, Mohd Faisal Ibrahim
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引用次数: 20

摘要

手机游戏应用是移动设备的一个重要功能。由于游戏环境、平台和上下文性能等的复杂性和参数,导致难以准确估计手机游戏应用的规模和工作量。此外,目前的软件工作和参数估计模型是在移动应用出现之前发明的。因此,现有的评估模型可能无法准确地评估基于移动应用程序需求和特征的开发工作量。因此,本文尝试采用COSMIC Functional Size Measurement (COSMIC FSM)作为估算手机游戏应用程序大小的替代方法,并使用Unity3D游戏引擎来代表手机游戏架构,因为它能够控制手机游戏应用程序开发的功能和组件。Unity3D组件图的创建是为了可视化常见手机游戏的需求,并捕获嵌入的功能过程。然后根据COSMIC FSM规则和UML映射模型对功能过程进行分析,并将其分类为不同类型的数据移动,以便进行进一步的估计。提出了基于功能尺寸测量方法的软件测量在手机游戏应用评估中的可能性。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Mobile game size estimation: COSMIC FSM rules, UML mapping model and Unity3D game engine
Mobile game application is a crucial feature in mobile devices. Due to the complexity and parameters like game environment, platform and context performance, it leads to the challenges to estimate accurately the size and effort of mobile game application. Furthermore, the current software effort and parametric estimation models invented before emergence of mobile application. Therefore, there is a possibility gap that existing estimation models cannot estimate accurately the development effort based on the mobile application requirements and characteristics. Hence, this paper attempts to adapt COSMIC Functional Size Measurement (COSMIC FSM) as an alternative to estimate the size of mobile game application and uses Unity3D game engine to represent the mobile game architecture as it is able to control the features and components for mobile game application development. The Unity3D component diagram is created to visualize the requirements of common mobile game and to capture the embedded functional processes. The functional processes are then analyzed and classified into different types of data movement for the further estimation according to the COSMIC FSM rules and UML mapping model. The proposed measurement suggests possibility of software measurement in estimating mobile game application based on functional size measurement method.
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