A practical approach to software engineering by using an interaction handler and skeleton code generator

1985 ◽  
Vol 17 (8) ◽  
pp. 374-378 ◽  
Author(s):  
Malcolm Bird ◽  
Norman Schofield
Author(s):  
FEDERICO BERGENTI ◽  
AGOSTINO POGGI

Software engineering relies on the possibility of describing a system at different levels of abstraction. Agent-oriented software engineering introduces a new level of abstraction, that we called agent level, to allow the architect modelling a system in terms of interacting agents. This level of abstraction is not supported by an accepted set of tools and notations yet, even if a number of proposals are available. This paper introduces: (i) An UML-based notation capable of modelling a system at the agent level and (ii) A development framework, called ParADE, exploiting such a notation. The notation we propose is formalized in terms of a UML profile and it supports the realisation of artefacts modelling two basic concepts of the agent level, i.e., the architecture of the multi-agent system and the ontology followed by agents. The choice of formalising our notation in terms of a UML profile allows using it with any off-the-shelf CASE tool. The ParADE framework takes advantage of this choice by providing a code generator capable of producing skeletons of FIPA-compliant agents from XMI files of agent-oriented models. The developer is requested to complete the generated skeletons exploiting the services that ParADE and the underlying agent platform provide.


Author(s):  
Maria Teresa Baldassarre ◽  
Danilo Caivano ◽  
Simone Romano ◽  
Francesco Cagnetta ◽  
Victor Fernandez-Cervantes ◽  
...  

AbstractIn recent years, we have been witnessing a rapid increase of research on exergames—i.e., computer games that require users to move during gameplay as a form of physical activity and rehabilitation. Properly balancing the need to develop an effective exercise activity with the requirements for a smooth interaction with the software system and an engaging game experience is a challenge. Model-driven software engineering enables the fast prototyping of multiple system variants, which can be very useful for exergame development. In this paper, we propose a framework, PhyDSLK, which eases the development process of personalized and engaging Kinect-based exergames for rehabilitation purposes, providing high-level tools that abstract the technical details of using the Kinect sensor and allows developers to focus on the game design and user experience. The system relies on model-driven software engineering technologies and is made of two main components: (i) an authoring environment relying on a domain-specific language to define the exergame model encapsulating the gameplay that the exergame designer has envisioned and (ii) a code generator that transforms the exergame model into executable code. To validate our approach, we performed a preliminary empirical evaluation addressing development effort and usability of the PhyDSLK framework. The results are promising and provide evidence that people with no experience in game development are able to create exergames with different complexity levels in one hour, after a less-than-two-hour training on PhyDSLK. Also, they consider PhyDSLK usable regardless of the exergame complexity.


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