2016
DOI: 10.1007/978-3-319-45841-0_18
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The RAGE Software Asset Model and Metadata Model

Abstract: 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 pape… Show more

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Cited by 5 publications
(5 citation statements)
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“…Most of the works propose reference systems, with little to no concern over the technical aspects and infrastructure required for reusability. Outstanding works in the field are the RAGE project (Georgiev et al, 2016) and the Serious Games Society (Serious Game Society, 2019). RAGE aims to create absorptive, extendable, portable and, above all, reusable assets with minimum dependencies, explicitly designed for serious games.…”
Section: Reusability and Learning Objectsmentioning
confidence: 99%
“…Most of the works propose reference systems, with little to no concern over the technical aspects and infrastructure required for reusability. Outstanding works in the field are the RAGE project (Georgiev et al, 2016) and the Serious Games Society (Serious Game Society, 2019). RAGE aims to create absorptive, extendable, portable and, above all, reusable assets with minimum dependencies, explicitly designed for serious games.…”
Section: Reusability and Learning Objectsmentioning
confidence: 99%
“…Beside using the existing ACM Taxonomy, the project needs to develop a taxonomy for applied gaming asset and corresponding content and knowledge resource classification. This taxonomy will help the process of enriching and transforming advanced gaming technologies into self-contained assets for applied gaming that facilitate essential pedagogical functions, that can be linked together into higher level aggregates and that can be easily integrated in existing game platforms (Georgiev, et al, 2016). In order to fulfil this target, the asset developers on the project will need a tool that support Taxonomy construction, management as well as collaborative evolution.…”
Section: Realising and Applied Gaming Ecosystemmentioning
confidence: 99%
“…Each RAGE asset contains metadata, which describe its content and functionality. RAGE metadata model in the domain of applied gaming was designed for defining the asset's metadata and for enabling the proper implementation of the RAGE Asset repository system architecture [13].…”
Section: Rage Software Assetsmentioning
confidence: 99%
“…• Taxonomy Services defining an open interface for managing classification taxonomies and controlled vocabularies used in RAGE Asset Metadata Model [13] to classify and describe an asset in educational and gaming contexts. For representation and storing Asset Repository adopts SKOS standard [23].…”
Section: Implementation Of the Asset Repository System Architecturementioning
confidence: 99%