173,303 research outputs found
A framework for analyzing playability requirements based on game reviews
Requirements Engineering is an important phase in software development. Game development also requires Requirement Engineering, due to the frequently changes of requirements during the process of the game development [Kasurinen et al., 2014]. However, only a few studies have linked the game development and Requirements Engineering together. Research in related fields is inadequate and needs to be studied in depth
Playability is a crucial concept for the game study. For a player, playability is highly related to the player experience, especially the experience of enjoyment. For a video game, the quality of game components affects the degree of playability. Playability is often used for evaluating the video game, but studies focus on playability are insufficient [Korhonen, 2016, p21]. Moreover, few researchers study playability from the perspective of Requirement Engineering. This thesis supposes playability as a kind of non-functional requirements that is important for the game development. The aim of the thesis is to help game designers or testers understand and analyse playability requirements systematically.
The thesis work includes two parts, literature review and data analysis. Literature referred to playability, game components and game enjoyment was mainly studied. Based on the literature review, 41 game reviews from GameSpot were collected and analysed by grounded theory. As a result, Playability Framework was developed for understanding and analyzing playability requirements. There are three categories of playability, including Gameplay, Representation and Story. This thesis focuses on Gameplay, since most of data belongs to Gameplay. Furthermore, four elements of Gameplay were concluded, including Goals, Gameworld, Avatar and Player. Through analysing the relationships between the four elements, Gameplay are categorized into three groups, Achievements of goals, Game interaction and Game control. In addition, five attributes that highly affect the quality of gameplay were found during the data analysis, they are Variety, Meaningfulness, Fairness, Pace and Intuitiveness. Based on the framework, the steps of analysing player requirements and the form of playability requirements were also proposed. The result of the thesis can help game designers and testers transfer playability issues into playability requirements, so that the issues can be analyzed and tracked systematically
SOLACE: A framework for electronic negotiations
Copyright @ 2011 Walter de Gruyter GmbHMost existing frameworks for electronic negotiations today are tied to specific negotiation systems for which they were developed, preventing them from being applied to other negotiation scenarios. Thus, the evaluation of electronic negotiation systems is difficult as each one is based on a different framework. Additionally, each developer has to design a new framework for any system to be developed, leading to a ‘reinvention of the wheel’. This paper presents SOLACE—a generic framework for multi-issue negotiations, which can be applied to a variety of negotiation scenarios. In contrast with other frameworks for electronic negotiations, SOLACE supports hybrid systems in which the negotiation participants can be humans, agents or a combination of the two. By recognizing the importance of strategies in negotiations and incorporating a time attribute in negotiation proposals, SOLACE enhances existing approaches and provides a foundation for the flexible electronic negotiation systems of the future
Theoretical framework for quantum networks
We present a framework to treat quantum networks and all possible
transformations thereof, including as special cases all possible manipulations
of quantum states, measurements, and channels, such as, e.g., cloning,
discrimination, estimation, and tomography. Our framework is based on the
concepts of quantum comb-which describes all transformations achievable by a
given quantum network-and link product-the operation of connecting two quantum
networks. Quantum networks are treated both from a constructive point of
view-based on connections of elementary circuits-and from an axiomatic
one-based on a hierarchy of admissible quantum maps. In the axiomatic context a
fundamental property is shown, which we call universality of quantum memory
channels: any admissible transformation of quantum networks can be realized by
a suitable sequence of memory channels. The open problem whether this property
fails for some nonquantum theory, e.g., for no-signaling boxes, is posed.Comment: 23 pages, revtex
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