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2016 IEEE/ACM 5th International Workshop on Games and Software Engineering (GAS)最新文献

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A Gamification Approach for Distributed Agile Delivery 分布式敏捷交付的游戏化方法
V. Sharma, Vikrant S. Kaulgud, Pradeepkumar Duraisamy
Large organizations need to be nimble in delivering software solutions for meeting rapidly changing business requirements and technology landscape. Following Agile principles of software development is a natural choice. However, to truly leverage the power of Agile, big organizations need to be able to utilize distributed teams effectively. Agile relies hugely on shared context and awareness among team members and this can become a stumbling block among such geographically dispersed teams. Moreover, in such large projects there is a need for incentivizing quick delivery of user stories so that the teams have a constructive sense of competition and are recognized in-process. Here, we describe a gamification based approach which promotes quicker completion and acceptance of user stories in such distributed Agile projects. Our approach captures important events from the development environment and then helps create project-wide awareness regarding the progress of different teams. A model of earning revenue for faster delivery of user stories is used to determine the leading team at the end of each sprint. This approach has been implemented in an Agile process guidance and awareness workbench that we are piloting within our organization.
大型组织需要灵活地交付软件解决方案,以满足快速变化的业务需求和技术环境。遵循软件开发的敏捷原则是一种自然的选择。然而,要真正利用敏捷的力量,大型组织需要能够有效地利用分布式团队。敏捷在很大程度上依赖于团队成员之间的共享环境和意识,这可能成为地理上分散的团队的绊脚石。此外,在这样的大型项目中,有必要激励快速交付用户故事,以便团队有建设性的竞争意识,并在过程中得到认可。在这里,我们描述了一种基于游戏化的方法,它可以促进这种分布式敏捷项目中用户故事的更快完成和接受。我们的方法从开发环境中捕获重要事件,然后帮助创建关于不同团队进展的项目范围的意识。为更快地交付用户故事而赚取收益的模型用于确定每个sprint结束时的领导团队。这种方法已经在敏捷过程指导和意识工作台中实现,我们正在组织中试用。
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引用次数: 11
Robot ON!: A Serious Game for Improving Programming Comprehension 机器人!提高编程理解能力的严肃游戏
Michael A. Miljanovic, J. S. Bradbury
A number of educational games have been created to help students programming. Many of these games focus on problem solving and the actual act of writing programs, while very few focus on programming comprehension. We introduce a serious game called Robot ON! aimed at players who have never programmed before. Unlike other serious programming games, Robot ON! focuses on comprehension rather than problem-solving challenges; players do not actually write any programs, but are instead given the task of demonstrating their knowledge and understanding of a program's behavior. Robot ON! includes tools that allow players to demonstrate understanding of variable values, data types, program statements, and control flow. We include an evaluation plan to assess Robot ON!'s playability, enjoyment, and benefits to program comprehension.
一些教育游戏已经被创造出来帮助学生编程。许多此类游戏侧重于解决问题和编写程序的实际行为,而很少侧重于编程理解。我们介绍一个严肃的游戏叫Robot ON!针对那些从未编程过的玩家。与其他严肃的编程游戏不同,《Robot ON!》侧重于理解而不是解决问题的挑战;玩家并不需要编写任何程序,而是需要展示自己的知识和对程序行为的理解。机器人!包括允许玩家演示对变量值、数据类型、程序语句和控制流的理解的工具。我们包括一个评估计划来评估Robot ON!游戏的可玩性、乐趣和对程序理解的好处。
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引用次数: 19
Learning Game Design and Software Engineering through a Game Prototyping Experience: A Case Study 通过游戏原型体验学习游戏设计和软件工程:案例研究
Mark Yampolsky, W. Scacchi
This report describes a case study of small-scale effort in employing game playtesting as a starting point for learning about mainstream issues and challenges found in modern software engineering projects and practices. The goal is to be descriptive and informing through a qualitative rendering, rather than prescriptive and quantitative analysis. This study draws attention to the case of where a student with no prior experience in software development or programming must take on the task of learning how to make a game, and along the way learn about many common challenges in modern SE practice through personal discovery and experience. The game itself also imposes challenges in that we have chosen a new, unfamiliar game genre and domain that emphasizes science learning as its purpose for play. Along the way, we discuss issues in requirements, design, prototyping, testing, user experience assessment, and evolutionary software extension, all prior to a formal education in coding or introductory level Computer Science or SE. Though our efforts may seem unusual or anomalous, we believe our methods are open for adoption and reuse by those interested in lowering the barriers to entry into game software development in specific, and into SE more generally.
这篇报告描述了一个小规模的案例研究,将游戏测试作为学习现代软件工程项目和实践中发现的主流问题和挑战的起点。目标是通过定性的呈现来描述和提供信息,而不是规范和定量的分析。这项研究引起了人们的注意,即一个没有软件开发或编程经验的学生必须承担学习如何制作游戏的任务,并在此过程中通过个人发现和经验了解现代SE实践中的许多常见挑战。游戏本身也带来了挑战,因为我们选择了一个全新的、不熟悉的游戏类型和领域,强调科学学习是游戏的目的。在此过程中,我们讨论了需求、设计、原型、测试、用户体验评估和进化软件扩展方面的问题,所有这些都先于正式的编码教育或入门级的计算机科学或SE。虽然我们的努力可能看起来不寻常或反常,但我们相信我们的方法是开放的,可以被那些对降低进入游戏软件开发的门槛感兴趣的人采用和重用,更广泛地说,进入SE。
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引用次数: 7
From Video Games to Debugging Code 从电子游戏到调试代码
S. Deitz, U. Buy
Novice programmers often struggle with many concepts underlying computer programming. The concept of a program variable--that is, a named storage location--is a centerpiece of the programming languages typically taught in introductory computer science courses including C, Java, JavaScript, Python, and C++. However, to date empirical studies suggest that misinterpretation of the state of a program remains a primary source of errors by novice programmers. We address this challenge by defining a game-based approach to interactive program debugging and by emphasizing the concept of program state in our approach. We specifically chose the metaphor of the popular ``Space Invaders'' videogame to provide a visual interpretation that reinforces the notion of program state in a way likely to be attractive to college students majoring in computer science. Our visualization technique and the resulting toolset are intended to steer students toward a debugging mindset centered on read and write operations of program variables. Here we discuss the key aspects of our game-based debugging approach. We also report preliminary results from field studies with actual college students who used our toolset to debug simple programs in which we injected faults.
新手程序员常常对计算机编程的许多基本概念感到困惑。程序变量的概念——即命名的存储位置——是计算机科学入门课程中通常教授的编程语言的核心内容,包括C、Java、JavaScript、Python和c++。然而,迄今为止的实证研究表明,对程序状态的误解仍然是新手程序员出错的主要原因。我们通过定义一种基于游戏的交互式程序调试方法来解决这一挑战,并在我们的方法中强调程序状态的概念。我们特别选择了流行的“太空入侵者”电子游戏作为比喻,以一种可能对主修计算机科学的大学生有吸引力的方式来强化程序状态的概念。我们的可视化技术和由此产生的工具集旨在引导学生进入以程序变量的读写操作为中心的调试心态。在此,我们将讨论基于游戏的调试方法的关键方面。我们还报告了对实际大学生进行实地研究的初步结果,这些学生使用我们的工具集调试我们注入错误的简单程序。
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引用次数: 2
Serious Games for NP-hard Problems: Challenges and Insights 解决np难题的严肃游戏:挑战和见解
Christina Chung, Asako Matsuoka, Yueti Yang, J. Rubin, M. Chechik
This paper describes the on-going work of developing a serious game (a.k.a “game with a purpose”) to solve the NP-hard problem of n-way merging. We outline the challenges that were encountered while designing the game, steps that we took to overcome these challenges and results of the preliminary evaluation of our current game design. We hope our experience will be useful for those developing serious games to solve other computationally expensive problems.
本文描述了正在进行的开发一个严肃博弈(又名“有目的博弈”)来解决n-way合并的np困难问题的工作。我们概述了在设计游戏时遇到的挑战,克服这些挑战的步骤,以及对当前游戏设计的初步评估结果。我们希望我们的经验能够帮助那些开发严肃游戏的人解决其他昂贵的计算问题。
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引用次数: 7
Modeling Human Behavior for Software Engineering Simulation Games 软件工程模拟游戏中的人类行为建模
Alexander Nassal, M. Tichy
Simulation games are a well-known concept for teaching in a practical way. Especially for project management training, simulation games are helpful. Students can try out different management strategies and gain experience without endangering real projects. To provide a good learning environment, it is important to simulate the employees managed by the player as realistically as possible. However, existing approaches only use simple models to simulate human behavior, missing psychological aspects like motivation and interpersonal interaction, and therefore are not detailed enough for leadership and project management training. We present a new decision-making model based on findings of psychology, which can be used for simulating a more realistic human behavior. We use heuristics for calculating the motivational force of all potential actions an employee has, in order to decide which he will choose. This calculation is not only based on the project's state and schedule, but also on emotional factors like the preferences and aversions of the employee. Within our approach, we implemented a decision-making model, which is not limited to our game concept and can also be adapted for other simulation games.
模拟游戏是一个众所周知的实用教学概念。特别是对于项目管理培训,模拟游戏很有帮助。学生可以在不影响实际项目的情况下尝试不同的管理策略并获得经验。为了提供良好的学习环境,必须尽可能逼真地模拟玩家管理的员工。然而,现有的方法只是使用简单的模型来模拟人类的行为,缺少动机和人际互动等心理方面的内容,因此在领导力和项目管理培训方面不够详细。我们提出了一个基于心理学发现的新的决策模型,它可以用来模拟更现实的人类行为。我们使用启发式来计算员工所有潜在行为的动机,以决定他会选择哪一种行为。这种计算不仅基于项目的状态和进度,还基于员工的偏好和厌恶等情感因素。在我们的方法中,我们执行了一个决策模型,它不仅局限于我们的游戏概念,也可以适用于其他模拟游戏。
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引用次数: 2
Are the Old Days Gone? A Survey on Actual Software Engineering Processes in Video Game Industry 过去的日子已经过去了吗?电子游戏行业实际软件工程过程的调查
Cristiano Politowski, L. Fontoura, Fábio Petrillo, Yann-Gaël Guéhéneuc
In the past 10 years, several researches studied video game development process who proposed approaches to improve the way how games are developed. These approaches usually adopt agile methodologies because of claims that traditional practices and the waterfall process are gone. However, are the ``old days" really gone in the game industry? In this paper, we present a survey of software engineering processes in video game industry from postmortem project analyses. We analyzed 20 postmortems from Gamasutra Portal. We extracted their processes and modelled them through using the Business Process Model and Notation (BPMN). This work presents three main contributions. First, a postmortem analysis methodology to identify and extract project processes. Second, the study main result: the ``old days" are gone, but not completely. Iterative practices are increasing and are applied to at least 65% of projects in which 45% of this projects explicitly adopted Agile practices. However, waterfall process is still applied at least 30% of projects. Finally, we discuss some implications, directions and opportunities for video game development community.
在过去的10年里,一些研究人员对电子游戏开发过程进行了研究,并提出了改进游戏开发方式的方法。这些方法通常采用敏捷方法,因为传统的实践和瀑布过程已经消失了。然而,游戏行业的“旧时代”真的一去不复返了吗?在本文中,我们从事后项目分析的角度对电子游戏行业的软件工程过程进行了调查。我们分析了来自Gamasutra Portal的20份事后分析报告。我们提取了它们的流程,并通过使用业务流程模型和符号(BPMN)对其建模。这项工作有三个主要贡献。首先,用于识别和提取项目过程的事后分析方法。第二,研究的主要结果是:“过去的日子”已经过去,但并没有完全过去。迭代实践正在增加,并应用于至少65%的项目,其中45%的项目明确采用了敏捷实践。然而,至少30%的项目仍然采用瀑布式流程。最后,我们将讨论电子游戏开发社区的启示、方向和机遇。
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引用次数: 30
Blending Immersive Gameplay with Intense Exercise Using Asynchronous Exergaming 使用异步游戏将沉浸式游戏玩法与激烈运动相结合
Jak Tan, Rahul Kumar, P. Ralph
Exergames are video games that encourage players to do physical exercises (e.g. yoga, aerobics). While exergames provide some motivational and fitness benefits, they are limited by shallow gameplay and low-intensity exercise. This occurs because, in most existing exergames (e.g. Wii Fit), the user plays the game and exercises simultaneously. By developing exergames where gameplay and exercise occur at separate times, we can motivate high-intensity exercise with high-immersion gameplay. We therefore developed such an asynchronous exergaming by modifying the popular game Skyrim to use exercise data from the fitness tracking website Exercise.com. This paper describes the design and implementation of the Skyrim exergaming mod.
exergame是指鼓励玩家进行体育锻炼的电子游戏(游戏邦注:如瑜伽、有氧运动)。虽然运动游戏提供了一些激励和健身的好处,但它们受到肤浅的游戏玩法和低强度运动的限制。这是因为,在大多数现有的运动游戏(如Wii Fit)中,用户玩游戏和锻炼是同时进行的。通过开发将玩法和锻炼分开进行的运动游戏,我们可以用高度沉浸的玩法激发高强度的锻炼。因此,我们通过修改热门游戏《天际》,利用健身追踪网站Exercise.com的运动数据,开发了这样一款异步运动游戏。本文描述了《天际》游戏模型的设计与实现。
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引用次数: 11
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2016 IEEE/ACM 5th International Workshop on Games and Software Engineering (GAS)
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