scholarly journals The RAGE Game Software Components Repository for Supporting Applied Game Development

2017 ◽  
Vol 4 (3) ◽  
Author(s):  
Krassen Stefanov ◽  
Atanas Georgiev ◽  
Alexander Grigorov ◽  
Boyan Bontchev ◽  
Pavel Boytchev ◽  
...  

This paper presents the architecture of the RAGE repository, which is a unique and dedicated infrastructure that provides access to a wide variety of advanced technology components for applied game development. The RAGE project, which is the principal Horizon2020 research and innovation project on applied gaming, develops up to three dozens of software components (RAGE software assets) that are reusable across a wide diversity of game engines, game platforms and programming languages. The RAGE repository provides storage space for assets and their artefacts and is designed as an asset life-cycle management system for defining, publishing, updating, searching and packaging for distribution of these assets. It will be embedded in a social platform for asset developers and other users. A dedicated Asset Repository Manager provides the main functionality of the repository and its integration with other systems. Tools supporting the Asset Manager are presented and discussed. When the RAGE repository is in full operation, applied game developers will be able to easily enhance the quality of their games by including selected advanced game software assets. Making available the RAGE repository system and its variety of software assets aims to enhance the coherence and decisiveness of the applied game industry.

2017 ◽  
Vol 20 (7) ◽  
pp. 2315-2332 ◽  
Author(s):  
Jennifer R Whitson

This article describes how game developers successfully ‘pull off’ game development, collaborating in the absence of consensus and working with recalcitrant and wilful technologies, shedding light on the games we play and those that make them, but also how we can be forced to work together by the platforms we choose to use. The concept of ‘boundary objects’ is exported from Science and Technology Studies (STS) to highlight the vital coordinating role of game development software. Rather than a mutely obedient tool, game software such as Unity 3D is depicted by developers as exhibiting magical, even agential, properties. It becomes ‘voodoo software’. This software acts as a boundary object, aligning game developers at points of technical breakdown. Voodoo software is tidied away in later accounts of game development, emphasizing how ethnographies of software development provide an anchor from which to investigate cultural production and co-creative practice.


2021 ◽  
pp. 155541202110347
Author(s):  
Jessica E. Tompkins ◽  
Nicole Martins

Scholars have extensively studied video game labor practices (e.g., Bulut, E. (2015). Glamor above, precarity below: Immaterial labor in the video game industry. Critical Studies in Media Communication, 32(3), 193-207. https://doi.org/10.1080/15295036.2015.1047880 , Bulut, E. (2020). White masculinity, creative desires, and production ideology in video game development. Games and Culture, 16, 1555412020939873; Banks, J. (2013). Co-creating videogames. New York, NY: Bloomsbury Publishing; Kerr, A. (2010). The culture of gamework. In M. Deuze (Ed), Managing Media Work (pp. 225-236). London: Sage; O’Donnell (2009). The everyday lives of video game developers: Experimentally understanding underlying systems/structures. Transformative Works and Cultures, 2. https://doi.org/10.3983/twc.2009.0073 , O’Donnell (2014). Developer’s dilemma: The secret world of videogame creators. Cambridge, MA: MIT press; Johnson, R. S. (2013). Toward greater production diversity. Games and Culture, 8(136), 136-160. https://doi.org/10.1177/1555412013481848 , Johnson, R. (2014). Hiding in plain sight: Reproducing masculine culture at a video game studio. Communication, Culture & Critique, 7, 578-594. https://doi.org/10.1111/cccr.12023 ); yet, few have exclusively examined the process of character design (e.g., Srauy, S. (2017). Professional norms and race in the North American video game industry. Games and Culture, 14, 478-497. https://doi.org/10.1177/1555412017708936 ). Using a grounded theory analysis of 19 interviews with games designers and developers, this work complements existing research with insights on how gender and gendered interactions, technologies, audiences, market logics, and corporate culture integrate and influence character design practices. We found that technological affordances (e.g., game engines and related software; see Whitson, J. R. (2018). Voodoo software and boundary objects in game development: How developers collaborate and conflict with game engines and art tools. New Media & Society, 20, 2315-2332) converged with the masculine, heteronormative identities of game developers to shape normalized valued practices for character design, resulting in formulaic tropes that generally appealed to a masculine audience. Changes in status quo character design were attributed to diversity-conscious individuals, who operated within organizational practices privileging proven formulas over innovative designs.


2016 ◽  
Vol 2016 ◽  
pp. 1-10 ◽  
Author(s):  
Wim van der Vegt ◽  
Wim Westera ◽  
Enkhbold Nyamsuren ◽  
Atanas Georgiev ◽  
Iván Martínez Ortiz

For seizing the potential of serious games, the RAGE project—funded by the Horizon-2020 Programme of the European Commission—will make available an interoperable set of advanced technology components (software assets) that support game studios at serious game development. This paper describes the overall software architecture and design conditions that are needed for the easy integration and reuse of such software assets in existing game platforms. Based on the component-based software engineering paradigm the RAGE architecture takes into account the portability of assets to different operating systems, different programming languages, and different game engines. It avoids dependencies on external software frameworks and minimises code that may hinder integration with game engine code. Furthermore it relies on a limited set of standard software patterns and well-established coding practices. The RAGE architecture has been successfully validated by implementing and testing basic software assets in four major programming languages (C#, C++, Java, and TypeScript/JavaScript, resp.). Demonstrator implementation of asset integration with an existing game engine was created and validated. The presented RAGE architecture paves the way for large scale development and application of cross-engine reusable software assets for enhancing the quality and diversity of serious gaming.


Author(s):  
Damar Kristanto

The increasing number of video game titles raises competition between video game developers getting tighter and more competitive, this encourages the game developers to be more creative in designing their games so that players become loyal to play and not quickly switch to playing other games. While we know that game development is very difficult, time consuming and requires a lot of costs for the RPG genre. So that the loyalty of game players in playing games becomes a crucial problem.This study aims to explain how the customization of game avatars can increase the loyalty of video game players in playing role-playing games (RPGs).This study uses the within-subject experimental method with participants who are RPG video game players who have played for at least 1 year, 24 participants participated in the 8 experiment session throughout the study. The results of this study indicate that avatar customization is very important because it can improve the player's self-identification in the game, improve the playing experience, improve the perceived quality of the video game played, increase the flow and immersion of players, and increase gamer loyalty. Another result that was raised was that the use of avatars that were the same gender with players (male players using male avatars) did not have higher flow and immersion than when using different genders (male players use female avatars) so that this raises new issues of gander swapping in the role playing video game that can be continued for further research. 


Author(s):  
Joanna Domanska ◽  
Tadeusz Czachorski ◽  
Mateusz Nowak ◽  
Slawomir Nowak

SerIoT is a Research and Innovation Project funded by the European Commission to demonstrate secure networks for the Internet of Things (IoT). This paper presents an overview of the design for smart and secure network infrastructures for the IoT, based on Software Defined Networks (SDN), named the SerCPN system, whose main component is a smart SDN-Controller with online cognitive security surveillance and reporting, which establishes and dynamically modifies paths that enhance security for IoT devices and end users, and offers a high quality of service (QoS) with required security constraints. This online cognitive surveillance and path management is based on the Cognitive Packet Network (CPN) principle and uses Random Neural Networks (RNN) for decision making.


2019 ◽  
Vol 2019 ◽  
Author(s):  
Benjamin Nicoll

A videogame engine is a software tool that enables interactive digital content to be built, and a code framework that enables that content to run on different platforms, including consoles, smartphones, and virtual reality devices. Today, game engines form the backbone of videogame development and, increasingly, software development more broadly. The Unity engine — a key player in this industry, and the main case study of this paper — aims to ‘democratise game development’ through an accessible editing interface, a flexible licensing structure, and a toolset that is interoperable with a range of different design tools, middleware software, programming languages, and production workflows. This paper evaluates the core claim made by and about Unity — that it is has democratised game development — through a framework that analyses the engine’s ‘articulations’ in multiple areas of software culture: design, workflow, education, identity, political economy, and governance. These contexts form a 'circuit of cultural software' wherein the discourse of democratisation functions as a governing logic. Drawing on semi-structured interviews with 24 Australian developers, students, and educators, as well as participant observation and ethnographic fieldwork, this paper argues that people feel empowered by Unity not only because of the tools it provides, but also because of its capacity to create what Angela McRobbie (2016) calls a ‘creativity dispositif’ — an affective space where developers are granted a degree of social security to explore possibilities for self-entrepreneurship in what would otherwise be a career path fraught with risk and uncertainty.


Author(s):  
Olha Pavlenko

The article discusses the current state of professional training of engineers, in particular, electronics engineers in Ukrainian higher education institutions (HEIs) and explores best practices from US HEIs. The research outlines the features of professional training of electronics engineers and recent changes in Ukrainian HEIs. Such challenges for Ukrainian HEIs as lack of collaboration between higher education and science with industry, R&D cost reduction for HEIs, and downsizing the research and academic staff, the disparity between the available quality of human capital training and the demanded are addressed. The study attempts to identify successful practices of US HEIs professional training of engineers in order to suggest potential improvements in education, research, and innovation for training electronics engineers in Ukraine.


Author(s):  
Simar Preet Singh ◽  
Rajesh Kumar ◽  
Anju Sharma ◽  
S. Raji Reddy ◽  
Priyanka Vashisht

Background: Fog computing paradigm has recently emerged and gained higher attention in present era of Internet of Things. The growth of large number of devices all around, leads to the situation of flow of packets everywhere on the Internet. To overcome this situation and to provide computations at network edge, fog computing is the need of present time that enhances traffic management and avoids critical situations of jam, congestion etc. Methods: For research purposes, there are many methods to implement the scenarios of fog computing i.e. real-time implementation, implementation using emulators, implementation using simulators etc. The present study aims to describe the various simulation and emulation tools for implementing fog computing scenarios. Results: Review shows that iFogSim is the simulator that most of the researchers use in their research work. Among emulators, EmuFog is being used at higher pace than other available emulators. This might be due to ease of implementation and user-friendly nature of these tools and language these tools are based upon. The use of such tools enhance better research experience and leads to improved quality of service parameters (like bandwidth, network, security etc.). Conclusion: There are many fog computing simulators/emulators based on many different platforms that uses different programming languages. The paper concludes that the two main simulation and emulation tools in the area of fog computing are iFogSim and EmuFog. Accessibility of these simulation/emulation tools enhance better research experience and leads to improved quality of service parameters along with the ease of their usage.


Repositor ◽  
2020 ◽  
Vol 2 (7) ◽  
pp. 965
Author(s):  
Naufal Azzmi ◽  
Lailatul Husniah ◽  
Ali Sofyan Kholimi

AbstrakPerkembangan game pada saat ini berkembang dengan sangat cepat, dalam perkermbangan game topik AI adalah topik yang paling banyak diteliti oleh beberapa peneliti khususnya pada pembuatan suatu konten game menggunakan metode PCG (procedural content generation). Pada pembuatan sebuah game world menggunakan metode PCG sudah banyak developer game yang sukses dengan mengimplementasikan metode ini, metode ini banyak digunkan pada geme dengan genre RPG, Rouglikes, Platformer, SandBox, Simulation dan lain sebagainya, Pada penelitian ini berfokus pada pengembangan sebuah game world generator untuk game berjenis open world yang berupa sebuah kepulauan dengan metode PCG dengan menggunakan algoritma perlin noise sebagai algoritma pembentuk textur utama pulau yang dimana pada penelitian ini memanfaatkan beberapa variable noise seperti octave, presistance dan lacunarity guna untuk menambah kontrol dari hasil textur yang dihasilkan serta algoritma penempatan pulau untuk membuat sebuah game world yang menyerupai sebuah kepulauan. Dari hasil uji generator terkait degan pengujian playability dan performa dapat disimpulkan bahwa generator yang dikembangkan playable serta performa yang dianaliasa menggunakan notasi Big O menunjukkan  (linear). Abstract Game development is currently growing very fast, game development AI is the most discussed topic by most researchers especially in the developing of game content using the PCG (procedural content generation) method. In making a game world using the PCG method, many game developers have succeeded by implementing this method, this method is widely used on RPGs, Rouglikes, Platformers, SandBox, Simulations and ect,. This study focuses on developing a game world generator game for open world type games in the form of an archipelago using the PCG method using the noise perlin algorithm as the island's main texturizing algorithm which in this study utilizes several noise variables such as octave, presistance and use for add control of the texture results as well as the island placement algorithm’s to create a game world that resembles an archipelago form. From the generator test results related to the playability and performance testing, it shows that map are being generated by the generators are playable and performance that are analyzed using Big O notation show O (n) (linear).


Proceedings ◽  
2020 ◽  
Vol 65 (1) ◽  
pp. 14
Author(s):  
Laura Pérez ◽  
Juan Espeche ◽  
Tatiana Loureiro ◽  
Aleksandar Kavgić

DRIvE (Demand Response Integration Technologies) is a research and innovation project funded under the European Union’s Horizon 2020 Framework Program, whose main objective is unlocking the demand response potential in the distribution grid. DRIvE presented how the use of digital twins de-risks the implementation of demand response applications at the “Flexibility 2.0: Demand response and self-consumption based on the prosumer of Europe’s low carbon future” workshop within the conference “Sustainable Places 2020”. This workshop was organized to cluster and foster knowledge transfer between several EU projects, each developing innovative solutions within the field of demand response, energy flexibility, and optimized synergies between actors of the built environment and the power grid.


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