2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS)

9-9 June 2012

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  • 2012 Second International Workshop on Games and Software Engineering: Realizing User Engagement with Game Engineering Techniques (GAS) - Proceedings [front matter]

    Publication Year: 2012, Page(s):i - ii
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    Freely Available from IEEE
  • Contents [breaker page]

    Publication Year: 2012, Page(s): 1
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    Freely Available from IEEE
  • Welcome to the 2nd International Games and Software Engineering workshop (GAS 2012)

    Publication Year: 2012, Page(s):iii - iv
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    Freely Available from IEEE
  • Learning software engineering processes through playing games

    Publication Year: 2012, Page(s):1 - 4
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (534 KB) | HTML iconHTML

    Software Processes belong to those knowledge areas of software engineering that are less suitable to be taught classically in lectures. Class projects which frequently complement lectures are limited by academic settings in various ways too. Simulation and digital game-based learning are considered to have great potential to extend the learning experiences beyond lectures and class projects, help ... View full abstract»

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  • It was a bit of a race: Gamification of version control

    Publication Year: 2012, Page(s):5 - 8
    Cited by:  Papers (19)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (393 KB) | HTML iconHTML

    The adoption of software engineering practices cannot always be achieved by education or processes. However, social software has the potential for supporting deliberate behavior change. We present preliminary results of an experiment in which we encouraged computer science students to make more frequent commits to version control by using a social software application. We provided a web-based news... View full abstract»

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  • Toward adopting self-organizing models for the gamification of context-aware user applications

    Publication Year: 2012, Page(s):9 - 15
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (912 KB) | HTML iconHTML

    Recent developments in the area of small and smart devices led to a massive spread of them, which, in some cases are replacing traditional computers for performing common activities such as web browsing. These devices are usually equipped with specialized hardware to sense and interact with the environment. In this context the use of self-organizing techniques has been widely used to provide adapt... View full abstract»

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  • Supporting seniors rehabilitation through videogame technology: A distributed approach

    Publication Year: 2012, Page(s):16 - 22
    Cited by:  Papers (4)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (1222 KB) | HTML iconHTML

    The current demographic ageing in Europe is the result of a relevant economic, social, and medical development. Nevertheless, this is also leading to an increase in the demand for Long Term Care (LTC) by seniors. In this paper we address this problem by designing a distributed software architecture exploiting intuitive and non-invasive off-the-shelf technology typically used for videogame consoles... View full abstract»

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  • Adaptive serious game development

    Publication Year: 2012, Page(s):23 - 26
    Cited by:  Papers (2)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (4067 KB) | HTML iconHTML

    Learning is a process that is associated with a lot of effort and perseverance. In learning theories, motivation can be observed as a key factor. In some cases learning can become playing if the learning experience is so intrinsically satisfying and rewarding that external pressures or rewards for learning are of secondary importance. Serious games are able to increase motivation for learning by r... View full abstract»

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  • Evaluation of user engagement and message comprehension in a pervasive software installation

    Publication Year: 2012, Page(s):27 - 30
    Cited by:  Papers (1)  |  Patents (2)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (250 KB) | HTML iconHTML

    The goal of this work is to explore the relationship between pervasive software and user engagement towards environmental issues. We study this relationship in the context of an art installation that concerns the water cycle in nature. The research question is: How can we design and evaluate software that becomes a medium to engage and inform the user? We have gathered empirical data during a two ... View full abstract»

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  • Creation of a game-based digital layer for increased museum engagement among digital natives

    Publication Year: 2012, Page(s):31 - 34
    Cited by:  Papers (3)
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (190 KB) | HTML iconHTML

    The combined hardships of economic downturn and a target audience that is increasingly defined by their affinity for active participation in their surroundings have left many nonprofit museums struggling to remain relevant in the 21st Century. We have partnered with Discovery Place, a hands-on science museum in Charlotte, North Carolina in order to create an easy-to-integrate software s... View full abstract»

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  • Reusable components for artificial intelligence in computer games

    Publication Year: 2012, Page(s):35 - 41
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (259 KB) | HTML iconHTML

    While component reuse is a common concept in software engineering, it does not yet have a strong foothold in Computer Game development, in particular the development of computer-controlled game characters. In this work, we take a modular Statechart-based game AI modelling approach and develop a reuse strategy to enable fast development of new AIs. This is aided through the creation of a standardiz... View full abstract»

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  • Feedback in low vs. high fidelity visuals for game prototypes

    Publication Year: 2012, Page(s):42 - 47
    Request permission for commercial reuse | Click to expandAbstract |PDF file iconPDF (1482 KB) | HTML iconHTML

    Prototypes have proven to be a good practice in different areas. In the gaming industry, they help identify usability and gameplay issues, among others. The earlier these issues are identified, the less effort is required fixing them. But game assets like graphics are often expensive and are available later on, or even after game functionality has been implemented. Game prototypes are in this case... View full abstract»

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