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The RAGE Software Asset Model and Metadata Model

Authors :
Georgiev, Atanas
Grigorov, Alexander
Bontchev, Boyan
Boytchev, Pavel
Stefanov, Krassen
Bahreini, K.
Nyamsuren, E.
van der Vegt, G.W.
Westera, W.
Prada, Rui
Hollins, Paul
Moreno-Marcos, Pedro Manuel
Minhua Ma
Manuel Fradinho Oliveira
Jannicke Baalsrud Hauge
Stefan Göbel
Tim Marsh
Minhua Ma
Manuel Fradinho Oliveira
Jannicke Baalsrud Hauge
Stefan Göbel
Department FEEEL
Rage project
RS-Research Line Fostering Effective, Efficient and Enjoyable Learning (FEEEL) (part of WO program)
RS-Theme Applied Gaming and Simulation
IT and Facility Services (Innovation and Development)
Source :
Georgiev, A, Grigorov, A, Bontchev, B, Boytchev, P, Stefanov, K, Bahreini, K, Nyamsuren, E, van der Vegt, G W, Westera, W, Prada, R, Hollins, P & Moreno-Marcos, P M 2016, The RAGE Software Asset Model and Metadata Model . in T M, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge & Stefan Göbel (eds), Serious Games JCSG 2016 . Springer, Lecture Notes in Computer Science, vol. 9894, pp. 191-203, Joint International Conference on Serious Games, Brisbane, Australia, 26/09/16 . https://doi.org/10.1007/978-3-319-45841-0_18, Serious Games JCSG 2016, 191-203, STARTPAGE=191;ENDPAGE=203;TITLE=Serious Games JCSG 2016, Serious Games ISBN: 9783319458403, JCSG
Publication Year :
2016
Publisher :
Springer, 2016.

Abstract

Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.

Details

Language :
English
ISBN :
978-3-319-45840-3
ISBNs :
9783319458403
Database :
OpenAIRE
Journal :
Georgiev, A, Grigorov, A, Bontchev, B, Boytchev, P, Stefanov, K, Bahreini, K, Nyamsuren, E, van der Vegt, G W, Westera, W, Prada, R, Hollins, P & Moreno-Marcos, P M 2016, The RAGE Software Asset Model and Metadata Model . in T M, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge & Stefan Göbel (eds), Serious Games JCSG 2016 . Springer, Lecture Notes in Computer Science, vol. 9894, pp. 191-203, Joint International Conference on Serious Games, Brisbane, Australia, 26/09/16 . https://doi.org/10.1007/978-3-319-45841-0_18, Serious Games JCSG 2016, 191-203, STARTPAGE=191;ENDPAGE=203;TITLE=Serious Games JCSG 2016, Serious Games ISBN: 9783319458403, JCSG
Accession number :
edsair.doi.dedup.....d0ac8b26423caaa3ff8b2326e1fc79c9
Full Text :
https://doi.org/10.1007/978-3-319-45841-0_18