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Methodology for engineering affective social applications
- In Proceedings of the Tenth International Workshop on Agent-Oriented Software Engineering, Lecture Notes in Computer Science
, 2009
"... Abstract. Affective applications are becoming increasingly mainstream in entertainment and education. Yet, current techniques for building such applications are limited, and the maintenance and use of affect is in essence handcrafted in each application. The Koko architecture describes middleware th ..."
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Abstract. Affective applications are becoming increasingly mainstream in entertainment and education. Yet, current techniques for building such applications are limited, and the maintenance and use of affect is in essence handcrafted in each application. The Koko architecture describes middleware that reduces the burden of incorporating affect into applications, thereby enabling developers to concentrate on the functional and creative aspects of their applications. Further, Koko includes a methodology for creating affective social applications, called Koko-ASM. Specifically, it incorporates expressive communicative acts, and uses them to guide the design of an affective social application. With respect to agentoriented software engineering, Koko contributes a methodology that incorporates expressives. The inclusion of expressives, which are largely ignored in conventional approaches, expands the scope of AOSE to affective applications. 1
An Interface for Agent-Environment Interaction
"... studies and implemented systems Abstract. Agents act and perceive in shared environments where they are situated. Although there are many environments for agents – ranging from testbeds to commercial applications – such environments have not been widely used because of the difficulty of interfacing ..."
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studies and implemented systems Abstract. Agents act and perceive in shared environments where they are situated. Although there are many environments for agents – ranging from testbeds to commercial applications – such environments have not been widely used because of the difficulty of interfacing agents with those environments. A more generic approach for connecting agents to environments would be beneficial for several reasons. It would facilitate reuse, comparison, the development of truly heterogeneous agent systems, and increase our understanding of the issues involved in the design of agent-environment interaction. To this end, we have designed and developed a generic environment interface standard. Our design has been guided by existing agent programming platforms. These platforms are not only suitable for developing agents but also already provide some support for connecting agents to environments. The interface standard itself is generic, however, and does not commit to any specific platform features. The interface proposal has been implemented and evaluated in a number of agent platforms. We aim at a de facto standard that might become an actual standard in the near future. 1
Kokomo: An Empirically Evaluated Methodology for Affective Applications ABSTRACT
"... The introduction of affect or emotion modeling into software opens up new possibilities for improving user experience. Yet, current techniques for building affective applications are limited, with the treatment of affect in essence handcrafted in each application. The multiagent middleware Koko atte ..."
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The introduction of affect or emotion modeling into software opens up new possibilities for improving user experience. Yet, current techniques for building affective applications are limited, with the treatment of affect in essence handcrafted in each application. The multiagent middleware Koko attempts to reduce the burden of incorporating affect modeling into applications. However, Koko can be effective only if the models it needs to function are suitably constructed. We propose Kokomo, a methodology that employs expressive communicative acts as an organizing principle for affective applications. Kokomo specifies the steps needed to create an affective application in Koko. A key motivation is that Kokomo would facilitate the construction of an affective application by engineers who may lack a prior background in affective modeling. We empirically evaluate Kokomo’s utility through a developer study. The results are positive and demonstrate that the developers who used Kokomo were able to develop an affective application in less time, with fewer lines of code, and with a reduced perception of difficulty than developers who worked without Kokomo.
Auton Agent Multi-Agent Syst manuscript No. (will be inserted by the editor)
"... Abstract The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architectur ..."
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Abstract The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describes a service-oriented middleware that reduces the burden of incorporating affect recognition into games, thereby enabling developers to concentrate on the functional and creative aspects of their applications. The Koko architecture makes three key contributions: (1) improving developer productivity by creating a reusable and extensible environment; (2) yielding an enhanced user experience by enabling independently developed games and other applications to collaborate and provide a more coherent user experience than currently possible; (3) enabling affective communication in multiplayer and social games. Further, Koko is intended to be used as an extension of existing game architectures. We recognize that complex games require additional third party libraries, such as game engines. To enable the required flexibility we define the interfaces of the Koko architecture in a formal manner, thereby enabling the implementation of those interfaces to readily adapt to the unique requirements of game’s other architectural components and requirements. Keywords architecture · affect · games · emotion This is a revised and extended version of an article that appears as [35].
Koko: An Architecture for Affect-Aware Games ∗
"... The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describ ..."
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The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describes a serviceoriented middleware that reduces the burden of incorporating affect recognition into games, thereby enabling developers to concentrate on the functional and creative aspects of their applications. The Koko architecture makes three key contributions: (1) improving developer productivity by creating a reusable and extensible environment; (2) yielding an enhanced user experience by enabling independently developed games and other applications to collaborate and provide a more coherent user experience than currently possible; (3) enabling affective communication in multiplayer and social games. Further, Koko is intended to be used as an extension of existing game architectures. We recognize that complex games require additional third party libraries, such as game engines. To enable the required flexibility we define the interfaces of the Koko architecture in a formal manner, thereby enabling the implementation of those interfaces to readily adapt to the unique requirements of game’s other architectural components and requirements. 1
Auton Agent Multi-Agent Syst DOI 10.1007/s10458-010-9160-3 Koko: an architecture for affect-aware games
"... Abstract The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architectur ..."
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Abstract The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describes a service-oriented middleware that reduces the burden of incorporating affect recognition into games, thereby enabling developers to concentrate on the functional and creative aspects of their applications. The Koko architecture makes three key contributions: (1) improving developer productivity by creating a reusable and extensible environment; (2) yielding an enhanced user experience by enabling independently developed games and other applications to collaborate and provide a more coherent user experience than currently possible; (3) enabling affective communication in multiplayer and social games. Further, Koko is intended to be used as an extension of existing game architectures. We recognize that complex games require additional third party libraries, such as game engines. To enable the required flexibility we define the interfaces of the Koko architecture in a formal manner, thereby enabling the implementation of those interfaces to readily adapt to the unique requirements of game’s other architectural components and requirements.
Architecture for Affect-Aware Games
- AUTON AGENT MULTI-AGENT SYST
"... The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describ ..."
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The importance of affect in delivering engaging experiences in entertainment and educational games is well recognized. Yet, current techniques for building affect-aware games are limited, with the maintenance and use of affect in essence being handcrafted for each game. The Koko architecture describes a service-oriented middleware that reduces the burden of incorporating affect into games, thereby enabling developers to concentrate on the functional and creative aspects of their applications. The Koko architecture makes three key contributions: (1) improving developer productivity by creating a reusable and extensible environment; (2) yielding an enhanced user experience by enabling independently developed games and other applications to collaborate and provide a more coherent user experience than currently possible; (3) enabling affective communication in multiplayer and social games. Further, Koko is intended to be used as an extension of existing game architectures. We recognize that complex games require additional third party libraries, such as game engines. To enable the required flexibility we define the interfaces of the Koko architecture in a formal manner, thereby enabling the implementation of those interfaces to readily adapt to the unique requirements of game’s other architectural components and requirements.
Model-Driven Game Development Addressing Architectural Diversity and Game Engine-Integration
, 2014
"... Model-Driven Game Development (MDGD) is an emerging research field, which uses models to specify some or all of the game elements that traditionally had been manually coded. The PhD thesis presents research in the MDGD domain, which is intended to push MDGD further towards industrialization by reduc ..."
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Model-Driven Game Development (MDGD) is an emerging research field, which uses models to specify some or all of the game elements that traditionally had been manually coded. The PhD thesis presents research in the MDGD domain, which is intended to push MDGD further towards industrialization by reducing two gaps: 1) The integration of MDGD tools and game engines, and 2) The support for a diversity of game architectures. These gaps have been identified through a literature review of existing MDGD approaches, which is also documented in the thesis. To reduce the first gap, the model-driven approach Engine Cooperative Game Modeling (ECGM) has been proposed, which uses a run-time game engine as the base for building a domain framework, and engine tools together with MDGD tools for creating game code and data. The code generator generates both game code and level data from game models, making the game models operable in the engine tools. ECGM has been evaluated through being instantiated with a Domain Specific Language (DSL), Reactive AI Language (RAIL) tools, and the commercial game engine Torque 2D. The DSL and