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Rollick Games: A Formal Language Based Platform for Location-Based Pervasive Games

Anestis Georgios, Gioldasis Nektarios, Karasavvidis Stefanos, Παλιουδάκης Τζανής, Moumoutzis Nektarios, Christodoulakis Stavros

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URI: http://purl.tuc.gr/dl/dias/00E42470-80D9-4E9A-8A48-ECC744A735D2
Έτος 2024
Τύπος Πλήρης Δημοσίευση σε Συνέδριο
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Βιβλιογραφική Αναφορά Anestis, G., Gioldasis, N., Karasavvidis, S., Palioudakis, T., Moumoutzis, N., Christodoulakis, S. (2024). Rollick Games: A Formal Language Based Platform for Location-Based Pervasive Games. In: Auer, M.E., Tsiatsos, T. (eds) Smart Mobile Communication & Artificial Intelligence. IMCL 2023. Lecture Notes in Networks and Systems, vol 937. Springer, Cham. https://doi.org/10.1007/978-3-031-56075-0_27
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Περίληψη

In this paper, we present the Rollick Games platform and its Pervasive Game Modeling Language that enables the description of location-based pervasive games using a GUI provided by the Game Studio web app. The runtime environment (Pervasive Game Execution Environment) is responsible for generating the Pervasive Game Execution Language from a game model and loading it to an instance of the game's Execution Engine. The Execution Environment includes a set of agents responsible for monitoring the players’ context and interaction with other game elements and among each other. The Engine follows an event-driven paradigm and uses an event loop waiting for events to be dispatched from the agents to carry out its computations based on its current state, context, and event data. The proposed approach allows for both sharing and reusing game models, significantly reducing time to market and development costs.

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