Ontology-Based Domain Analysis for Model Driven Pervasive Game Development
Abstract
:1. Introduction
2. Background
2.1. Model Driven Development and Domain Analysis Methods
2.2. MDD and DA Task in Game Development
2.3. MDD/DSM Embedded Game Development
2.4. Pervasive Game
2.5. Ontology and Meta-Model
3. Pervasive Game Ontology (PerGO) Formalism
3.1. Design Decisions
3.2. Perspectives and the Core Part of PerGO
- In the Gameplay perspective, all concepts that describe challenges and actions are included. While [Challenge] describes challenges that players need to overcome, [Action] describes actions that players could perform to overcome the challenges [38].
- In the Artificial Intelligence (AI) perspective, concepts that describe rules are included. Such rules are about how game elements react to players, or when no interaction happens, how game elements evolve. An abstract concept [AI] is defined in the core part of such rules.
- While Gameplay and AI depict dynamic characteristics of a game, GameWorldElement describes the static characteristics of the game. In this perspective, all concepts representing game elements like [Map], [Character], and [Element] are included.
- To make the game interactive, the Presentation perspective focuses on how a game utilizes various output devices to make the game status explicit and influence the physical world. A concept [Presenter] and an interface [Presentable] are defined in the core part, standing for the presentation logic and objects that can be presented.
- Further, the Control perspective focuses on how game status can be controlled through various input devices. The concept [Controller] is defined referring to the control logic, and the interface [Controllable] is defined for objects that can be controlled (which implement the interface).
- Considering the complexity of control and presentation parts, the CtrlPresentation perspective is defined. While Control and Presentation are usually connected with one and only one I/O device, [CtrlPre] provides more flexible mechanics and can be connected to several different I/O devices. Such devices include not only traditional speakers and display, but also force feedback or other physical UI devices. CtrlPre can be connected to the Controllable and Presentable at the same time, but these two interfaces are implemented by one single game element. In this way, CtrlPre is differentiated from a combination of Controllers and Presenters.
3.3. The Pervasive Part of PerGO
3.3.1. Gameplay
3.3.2. AI
3.3.3. Virtual Game World
3.3.4. Control
3.3.5. Presentation
3.3.6. CtrlPresentation
4. PerGO Based Domain Analysis Procedure
- Quickly identify perspectives corresponding to the current domain. Record these perspectives in the first column;
- Go through the perspectives in the first column. For each perspective, consider the common game design and select useful concepts from PerGO or derive more specific concepts based on PerGO to represent the design. Record these concepts in the second column. If more detailed information should be specified, especially attributes of the concepts, record the details in the third column;
- Go through the perspectives in the first column again. However, at this time, consider the variable game design that will be used in different game samples. Decide whether more concepts are needed in addition to those currently in the second column. Select the concepts in PerGO or make new abstractions, and add them in the second column;
- Go through all the concepts in the second column, and decide how to utilize the concept attributes or concept relationships to support variable game design. Then write them in the last column.
5. A Pervasive Game Example
6. Related Work
- Was any formal DA methodology (like OBDA [9]) adopted?
- Was the DA process structured (with clarified framework or steps)?
- Was there any predefined vocabulary that can be used directly in the DA process?
- Was the predefined vocabulary full-spectrum instead of focusing on one or two specific aspects of the game?
7. Discussion and Evaluation
7.1. Towards an Effective and Efficient Domain Analysis Method
- (Effectiveness) The vocabulary should support the modeling problem domain features. Domain-specific characteristics can be captured by using vocabulary concepts;
- (Effectiveness) The vocabulary should support generating solution domain artifacts. Concepts within the vocabulary should be constructive, be of proper abstraction level and complexity level;
- (Efficiency) The overall process should be reasonably ordered to solve the design dependencies/constraints. For instance, variabilities are usually decided based on commonalities.
7.1.1. The Effectiveness of Vocabulary
7.1.2. The Efficiency as a Process
7.2. User Acceptance Tests
7.3. Usage Scenario, Costs and Limitations
8. Conclusions and Future Work
Author Contributions
Conflicts of Interest
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Perspective | Concept | Commonality Details | Variability Details |
---|---|---|---|
Perspective | Concept | Commonality Details (Attributes) | Variability Details (Attributes & Relationships) |
---|---|---|---|
Virtual Game World | Game | Name, Introduction, TimePast, TimeLeft, Winner | MaxNumberOfGroup, MaxNumberOfPlayer, GroupWinnerOr-IndividualWinner |
Group | ID, GamePoint | Relates to Player | |
PlayerProxy | ID, GamePoint | Relates to Group | |
Note | ID, Position, GamePoints, TimeLimit, relates to Task | ||
Task | Name, TaskDescription | ID, GamePoints, TimeLimit, relates to Note, relates to Challenge | |
… | |||
Gameplay | TakePictureCha | PictureID (to judge whether the challenge is fulfilled) | |
TakePicture | Relates to KeyboardCtrl (to invoke the action) | ||
… |
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Guo, H.; Gao, S.; Trætteberg, H.; Wang, A.I.; Jaccheri, L. Ontology-Based Domain Analysis for Model Driven Pervasive Game Development. Information 2018, 9, 109. https://doi.org/10.3390/info9050109
Guo H, Gao S, Trætteberg H, Wang AI, Jaccheri L. Ontology-Based Domain Analysis for Model Driven Pervasive Game Development. Information. 2018; 9(5):109. https://doi.org/10.3390/info9050109
Chicago/Turabian StyleGuo, Hong, Shang Gao, Hallvard Trætteberg, Alf Inge Wang, and Letizia Jaccheri. 2018. "Ontology-Based Domain Analysis for Model Driven Pervasive Game Development" Information 9, no. 5: 109. https://doi.org/10.3390/info9050109
APA StyleGuo, H., Gao, S., Trætteberg, H., Wang, A. I., & Jaccheri, L. (2018). Ontology-Based Domain Analysis for Model Driven Pervasive Game Development. Information, 9(5), 109. https://doi.org/10.3390/info9050109