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The RAGE Software Asset Model and Metadata Model
Book chapter   Open access   Peer reviewed

The RAGE Software Asset Model and Metadata Model

A. Georgiev, A. Grigorov, B. Bontchev, P. Boytchev, K. Stefanov, K. Bahreini, E. Nyamsuren, W. Van der Vegt, W. Westera, R. Prada, …
Serious Games, Proceedings of the Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26–27, (9894), pp.191-203
Lecture Notes in Computer Science, 9894, Springer International Publishing
2016

Abstract

serious games software assets game assets asset model asset metadata metadata editor gamification
Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.
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http://hdl.handle.net/1820/7108View
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