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: |
2025 |
| Tipologija: |
1.01 - Izvirni znanstveni članek |
| Organizacija: |
UM FERI - Fakulteta za elektrotehniko, računalništvo in informatiko |
| Založnik: |
MDPI |
| UDK: |
004.4 |
| COBISS: |
232502531
|
| ISSN: |
2076-3417 |
| Št. ogledov: |
0 |
| Št. prenosov: |
1 |
| Ocena: |
0 (0 glasov) |
| Metapodatki: |
|
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 |