The RAGE Game Software Components Repository for Supporting Applied Game Development
DOI:
https://doi.org/10.17083/ijsg.v4i3.171Keywords:
software assets, serious games, asset repository, taxonomy tools, metadata editor, reuseAbstract
This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.References
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[2] Stewart, J., Bleumers, L., Van Looy, J., Mariën, I., All, A., Schurmans, D., Willaert, K., De Grove, F., Jacobs, A., Misuraca, G., The Potential of Digital Games for Empowerment and Social Inclusion of Groups at Risk of Social and Economic Exclusion: evidence and opportunity for policy. In Centeno C. (ed.) Joint Research Centre, European Commission, 2013
[3] “RAGE: Project Web site” http://www.rageproject.eu .
[4] Ackerman, L., Elder, P., Busch, C.V., Lopez-Mancisidor, A., Kimura, J., Balaji, N.A., Strategic reuse with asset-based development, IBM RedBooks, 2008
[5] Norfolk, D., Atego Asset Library, White Paper, Bloor research, June 2013
[6] Hong-min, R., Zhi-ying, Y., Jing-zhou, Z., “Design and Implementation of RAS-Based Open Source Software Repository”, in Proceedings of the Sixth International Conference on Fuzzy Systems and Knowledge Discovery, Vol.2, pp.219-223, 2009
[7] Moura, D. S., Software Profile RAS: estendendo a padronização do Reusable Asset Specification e construindo um repositório de ativos, Master’s thesis, Univ. Federal do Rio Grande do Sul, Brasil, 2013
[8] Hilliar, G., Developing Cross-Platform Mobile Apps with HTML5 and Intel XDK, Dr. Dobb's Journal, November 2014, UBM plc.
[9] Böhm, T., Klas, C.-P., Hemmje, M., “Supporting Collaborative Information Seeking and Searching in Distributed Environments”. In Proceedings of the LWA 2013 Conference, Bamberg, Germany, 2013
[10] Stefanov, K., Nikolov, R., Boytchev, P., Stefanova, E., Georgiev, A., Koychev, I., Nikolova, N., Grigorov, A., “Emerging Models and e-Infrastructures for Teacher Education”, in Proceedings of the 2011 International Conference on Information Technology Based Higher Education and Training ITHET 2011, IEEE Catalog Number: CFP11578-CDR, ISBN: 978-1-4577-1671-3, 2011 https://doi.org/10.1109/ITHET.2011.6018688
[11] Carvalho, M. B., Bellotti, F., Berta, R., De Gloria, A., Gazzarata, G., Hu, J., Kickmeier-Rust, M., A case study on Service-Oriented Architecture for Serious Games, Entertainment Computing, Vol. 6, January 2015, pp. 1-10, http://dx.doi.org/10.1016/j.entcom.2014.11.001
[12] De Gloria, A., Bellotti, F., Berta, R., and Lavagnino, E., Serious Games for Education and Training, International Journal of Serious Games, Vol. 1, No. 1, 2014 https://doi.org/10.17083/ijsg.v1i1.11
[13] Vegt, W. van der, Westera, W., Nyamsuren, E., Georgiev, A. and Martínez Ortiz, I., RAGE Architecture for Reusable Serious Gaming Technology Components. International Journal of Computer Games Technology, vol. 2016, Article ID 5680526, 2016, http://dx.doi.org/10.1155/2016/5680526
[14] Dekkers, M., Asset Description Metadata Schema (ADMS). W3C Working Group (2013)
[15] Vegt, W. van der, Nyamsuren, E., Westera, W., Martinez Ortiz, I., “RAGE Reusable Game Software Components and their Integration into Serious Game Engines”, in Kapitsaki G. & S. de Almeida E. (eds) Software reuse: Bridging the Social Awareness. ICSR 2016. LNCS Vol 9679, Springer, 2016
[16] Georgiev, A. Grigorov, B. Bontchev, P. Boytchev, K. Stefanov, K. Bahreini, E. Nyamsuren, W. van der Vegt, W. Westera, R. Prada, P. Hollins, P. Moreno, “The RAGE Software Asset Model and Metadata Model”, Serious Games, 2nd Joint International Conference, JCSG 2016, Lecture Notes in Computer Science, Vol. 9894, pp. 191-203, Springer, 2016
[17] Martin, J., Rapid Application Development, Macmillan, 1991
[18] Hollins, P. Westera,W. Manero Iglesias, B., “Amplifying applied game development and uptake”, In Proceedings of 9th European Conference on Game-Based Learning ECGBL 2015, pp. 234-241, Steinkjer, Norway, 2015
[19] Duval, E., Hodgins, W., Sutton, S., Weibel, S. L., Metadata principles and practicalities. D-lib Magazine, Vol 8, Nr 4, 2002, http://dx.doi.org/10.1045/april2002-weibel
[20] “Fedora 4.3 Documentation”, https://wiki.duraspace.org/display/FEDORA43/
[21] Broekstra, J., Kampman, A., van Harmelen, F., “Sesame: A Generic Architecture for Storing and Querying RDF and RDF Schema”. First International Semantic Web Conference, Lecture Notes in Computer Science, pp 54--68, Springer, 2002
[22] Smiley, D., Pugh, E., Parisa, K., Mitchell, M., Apache Solr 4 Enterprise Search Server, Packt Publishing, 2014
[23] Lagoze, C., Van de Sompel, H., The Open Archives Initiative Protocol for Metadata Harvesting, 2015
[24] SPARQL 1.1: SPARQL 1.1 Overview, W3C Recommendation, 2013
[25] JSON-LD 1.0: A JSON-based Serialization for Linked Data, W3C Recommendation, 2014
[26] SKOS: Simple Knowledge Organization System Reference, W3C Recommendation, 2009
[27] “GitHub API: GitHub Developer Guide”, 2016, https://developer.github.com/v3/
[28] Brooke, J., “SUS – A quick and dirty usability scale”. In Patrick W. Jordan, Bruce Thomas, Bernard A. Weerdmeester and Ian L. McLelland (eds.) Usability Evaluation in Industry, Taylor and Francis, 1996, pp. 189-194.
[29] Aeberhard, A., FUS-Form Usability Scale, Development of a Usability Measuring Tool for Online Forms. Master’s Thesis, University of Basel, Switzerland, 2011.
[30] Seckler, M., Heinz, S., Bargs-Avila, J.A., Opwis, K. & Tuch A.N., “Designing usable web forms: empirical evaluation of web form improvement guidelines”. In Proceedings of the 32nd annual ACM Conference on Human Factors in Computing Systems, ACM, 2014, pp. 1275-1284. https://doi.org/10.1145/2556288.2557265
[31] Finstad, K., The usability metric for user experience. Interacting with Computers, Vol 22 (5), 2010, pp. 323-327. https://doi.org/10.1016/j.intcom.2010.04.004
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2017-09-27
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The RAGE Game Software Components Repository for Supporting Applied Game Development. (2017). International Journal of Serious Games, 4(3). https://doi.org/10.17083/ijsg.v4i3.171