Matej Črepinšek (Author), Tomaž Kosar (Author), Matej Moravec (Author), Miha Ravber (Author), Marjan Mernik (Author)

Abstract

This paper presents a grammarware-based approach to developing active video games (AVGs) for sensor-driven training systems. The GCGame domain-specific language (DSL) is introduced to define game logic, sensor interactions, and timing behavior formally. This approach ensures cross-platform consistency, supports real-time configurability, and simplifies the integration of optimization and visualization tools. The presented system, called GCBLE, serves as a case study, demonstrating how grammarware enhances modularity, maintainability, and adaptability in real-world physical interaction applications. The results highlight the potential of a DSL-driven design to bridge the gap between developers and domain experts in embedded interactive systems

Keywords

active video games;grammarware;internet of things;DSL;procedural level generation;evolutionary computation;game controllers;

Data

Language: English
Year of publishing:
Typology: 1.01 - Original Scientific Article
Organization: UM FERI - Faculty of Electrical Engineering and Computer Science
Publisher: MDPI
UDC: 004.4
COBISS: 232502531 Link will open in a new window
ISSN: 2076-3417
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Downloads: 1
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Metadata: JSON JSON-RDF JSON-LD TURTLE N-TRIPLES XML RDFA MICRODATA DC-XML DC-RDF RDF

Other data

Secondary language: Slovenian
Secondary keywords: aktivne video igre;internet stvari;evolucijsko računanje;
Type (COBISS): Article
Pages: 21 str.
Volume: ǂVol. ǂ15
Issue: ǂiss. ǂ8, [article no.] 4253
Chronology: 2025
DOI: 10.3390/app15084253
ID: 26259701