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

Povzetek

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

Ključne besede

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

Podatki

Jezik: Angleški jezik
Leto izida:
Tipologija: 1.01 - Izvirni znanstveni članek
Organizacija: UM FERI - Fakulteta za elektrotehniko, računalništvo in informatiko
Založnik: MDPI
UDK: 004.4
COBISS: 232502531 Povezava se bo odprla v novem oknu
ISSN: 2076-3417
Št. ogledov: 0
Št. prenosov: 1
Ocena: 0 (0 glasov)
Metapodatki: JSON JSON-RDF JSON-LD TURTLE N-TRIPLES XML RDFA MICRODATA DC-XML DC-RDF RDF

Ostali podatki

Sekundarni jezik: Slovenski jezik
Sekundarne ključne besede: aktivne video igre;internet stvari;evolucijsko računanje;
Vrsta dela (COBISS): Članek v reviji
Strani: 21 str.
Letnik: ǂVol. ǂ15
Zvezek: ǂiss. ǂ8, [article no.] 4253
Čas izdaje: 2025
DOI: 10.3390/app15084253
ID: 26259701