18 research outputs found

    A Study of Basic 3D Visualization Architecture for Network Operation and Management Tools

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    Recently, network operation tools using 3D visualization technologies have become more and more important. Generally, 3D visualized network operation tools are useful for computer network management or operation. However, a development of 3D visualized network operation tools requires advanced technical skills and highly cost. On the other hand, 3D computer graphics technologies become more familiar in recent years because of that computer hardwares and softwares are rapidly growing and obtain high performance. In this research, we have developed basic architecture of 3D visualization system for network operation and management tools, by using an open source 3DCG software ``Blender'' and a programming language ``Python``. In this paper, we explain details, results of evaluation and efficiency of the proposed architecture

    Quantified Assertions in Eiffel

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    This paper discusses extensions to the language Eiffel, required to write more comprehensive software specifications, where a specification in Eiffel is a collection of class interfaces with features specified using an assertion language (i.e. a BON static model). The focus of the paper is the extension of the assertion language with quantification. Two forms of quantification are identified, which are distinguished according to whether the quantified variable is of reference or expanded type. A semantics for each of the two forms is described, and the consequences for assertion checking at run-time considered

    Value Types in Eiffel

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    Identifies a number of problems with Eiffel's expanded types in modelling value types, and proposes a backward compatible syntactic extension, and a modified semantics. The latter is also shown to be (effectively) backward compatible, in the sense that existing programs would run unaffected if compilers implemented the new semantics. The benefits of the approach are discussed, including an elegant approach to rebuilding data structure libraries

    A critical evaluation and comparison of four manufacturing simulators using analytic hierarchy process

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    In the period of continuous change in global business environment, organizations, large and small, are finding it increasingly difficult to deal with, and adjust to the demands for such change. Simulation is a powerful tool for allowing designers imagine new systems and for enabling them to both quantify and to observe behaviour. Currently the market offers a variety of simulation software packages. Some are less expensive than others. Some are generic and can be used in a wide variety of application areas while others are more specific. Some have powerful features for modelling while others provide only basic features. Modelling approaches and strategies are different for different packages. Companies are seeking advice about the desirable features of software to manufacture simulation, depending on the purpose of its use. Because of this, the importance of an adequate approach to simulation software evaluation and comparison is apparent. This paper presents a critical evaluation of four widely used manufacturing simulators: NX-IDEAS, Star-CD, Micro Saint Sharp and ProModel. Following a review of research into simulation software evaluation, an evaluation and comparison of the above simulators is performed. This paper illustrates and assesses the role the Analytic Hierarchy Process (AHP) played in simulation software evaluation and selection. The main purpose of this evaluation and comparison is to discover the suitability of certain types of simulators for particular purposes

    Construction time-cost model in Croatia

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    The paper deals with the applicability of the time-cost model for calculating the sustainable construction time for building projects in Croatia. In this model the time is expressed as a function of money in the project, while the specific constants K and B need to be determined. These constants depend on economic characteristics of the country or a larger area, therefore had to be separately calculated for a region with similar economic characteristics. The modelling of the constants was performed for two groups of building projects - the roads and residential and office multi-storey buildings. The obtained results have been analyzed and compared to the corresponding results from abroad

    Game Development Software Engineering Process Life Cycle: A Systematic Review

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    Software game is a kind of application that is used not only for entertainment, but also for serious purposes that can be applicable to different domains such as education, business, and health care. Multidisciplinary nature of the game development processes that combine sound, art, control systems, artificial intelligence (AI), and human factors, makes the software game development practice different from traditional software development. However, the underline software engineering techniques help game development to achieve maintainability, flexibility, lower effort and cost, and better design. The purpose of this study is to assesses the state of the art research on the game development software engineering process and highlight areas that need further consideration by researchers. In the study, we used a systematic literature review methodology based on well-known digital libraries. The largest number of studies have been reported in the production phase of the game development software engineering process life cycle, followed by the pre-production phase. By contrast, the post-production phase has received much less research activity than the pre-production and production phases. The results of this study suggest that the game development software engineering process has many aspects that need further attention from researchers; that especially includes the post-production phase

    Support tools for 3D game creation

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    Nowadays, tools for developing videogames are a very important part of the development process in the game industry. Such tools are used to assist game developers in their tasks, allowing them to create functional games while writing a few lines of code. For example, these tools allow the users to import the content for the game, set the game logic, or produce the source code and compile it. There are several tasks and components regarding the development of videogames that may become unproductive, therefore, itā€™s necessary to automate and/or optimize such tasks. For example, the programming of events or dialogs can be a task that consumes too much time in the development cycle, and a tedious and repetitive task for the programmer. For this reason, the use of tools to support these tasks can be very important to increase productivity and help on the maintenance of the various processes that involve the development of videogames. This dissertation aims to demonstrate the advantages of the use of these kind of tools during the development of videogames, presenting a case study involving the development of a Serious Game entitled Clean World.Atualmente, as ferramentas para o desenvolvimento de jogos sĆ£o uma parte bastante importante de todo o processo de desenvolvimento. Estas ferramentas servem para assistir os criadores de jogos nas tarefas que realizam, permitindo-lhes a criaĆ§Ć£o de jogos funcionais escrevendo poucas linhas de cĆ³digo. Desenvolver um videojogo sem a utilizaĆ§Ć£o de ferramentas especializadas Ć© um processo complexo e que consome bastante tempo, daĆ­ a existĆŖncia de ferramentas que permitem ao utilizador importar os conteĆŗdos para o jogo, definir a lĆ³gica de jogo, produzir o cĆ³digo fonte e compilĆ”-lo. Este tipo de software Ć© normalmente utilizado por quem se dedica Ć  criaĆ§Ć£o de jogos como hobby, ou por profissionais que procuram otimizar o processo de desenvolvimento de jogos. Existem vĆ”rias componentes ao nĆ­vel do desenvolvimento de videojogos que se tornam pouco produtivas, se nĆ£o forem automatizados e/ou otimizadas. Por exemplo, a programaĆ§Ć£o de eventos ou de diĆ”logos pode ser uma tarefa que consome demasiado tempo no ciclo de desenvolvimento, para alĆ©m de ser uma tarefa entediante e repetitiva no ponto de vista do programador. Por este motivo, a utilizaĆ§Ć£o de ferramentas pode ser muito importante no que diz respeito ao aumento da produtividade e manutenĆ§Ć£o dos vĆ”rios processos que envolvem o desenvolvimento de videojogos. Nesta dissertaĆ§Ć£o pretendemos demonstrar as vantagens da utilizaĆ§Ć£o dessas mesmas ferramentas durante o desenvolvimento de videojogos, atravĆ©s da apresentaĆ§Ć£o de um caso de estudo que envolve o desenvolvimento de um Serious Game intitulado Clean World. Em Clean World, foram identificadas determinadas tarefas que se mostraram demasiado repetitivas e entediantes quando programadas por inteiro, como Ć© o caso da adiĆ§Ć£o, modificaĆ§Ć£o ou remoĆ§Ć£o de componentes como diĆ”logos, quest ou items. Tendo em conta este problema concreto, foram criadas algumas ferramentas de forma a aumentar a produtividade no desenvolvimento do jogo, tornando tarefas repetitivas e entediantes em processos simples e intuitivos. O conjunto de ferramentas Ć© constituĆ­do por: Item Manager, Quest Manager, Dialog Manager e Terrain Creator

    Animated specifications of computational societies

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    A Digital Game Maturity Model

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    Game development is an interdisciplinary concept that embraces artistic, software engineering, management, and business disciplines. Game development is considered as one of the most complex tasks in software engineering. Hence, for successful development of good-quality games, the game developers must consider and explore all related dimensions as well as discussing them with the stakeholders involved. This research facilitates a better understanding of important dimensions of digital game development methodology. The increased popularity of digital games, the challenges faced by game development organizations in developing quality games, and severe competition in the digital game industry demand a game development process maturity assessment. Consequently, this study presents a Digital Game Maturity Model to evaluate the current development methodology in an organization. The objective is first to identify key factors in the game development process, then to classify these factors into target groups, and eventually to use this grouping as a theoretical basis for proposing a maturity model for digital game development. In doing so, the research focuses on three major stakeholders in game development: developers, consumers, and business management. The framework of the proposed model consists of assessment questionnaires made up of key identified factors from three empirical studies, a performance scale, and a rating method. The main goal of the questionnaires is to collect information about current processes and practices. This research contributes towards formulating a comprehensive and unified strategy for game development process maturity assessment. The proposed model was evaluated with two case studies from the digital game industry
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