15,835 research outputs found

    Towards a Lightweight Approach for Modding Serious Educational Games: Assisting Novice Designers

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    Serious educational games (SEGs) are a growing segment of the education community’s pedagogical toolbox. Effectively creating such games remains challenging, as teachers and industry trainers are content experts; typically they are not game designers with the theoretical knowledge and practical experience needed to create a quality SEG. Here, a lightweight approach to interactively explore and modify existing SEGs is introduced, a toll that can be broadly adopted by educators for pedagogically sound SEGs. Novice game designers can rapidly explore the educational and traditional elements of a game, with a stress on tracking the SEG learning objectives, as well as allowing for reviewing and altering a variety of graphic and audio game elements

    Systematic Review on Security and Privacy Requirements in Edge Computing: State of the Art and Future Research Opportunities

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    Edge computing is a promising paradigm that enhances the capabilities of cloud computing. In order to continue patronizing the computing services, it is essential to conserve a good atmosphere free from all kinds of security and privacy breaches. The security and privacy issues associated with the edge computing environment have narrowed the overall acceptance of the technology as a reliable paradigm. Many researchers have reviewed security and privacy issues in edge computing, but not all have fully investigated the security and privacy requirements. Security and privacy requirements are the objectives that indicate the capabilities as well as functions a system performs in eliminating certain security and privacy vulnerabilities. The paper aims to substantially review the security and privacy requirements of the edge computing and the various technological methods employed by the techniques used in curbing the threats, with the aim of helping future researchers in identifying research opportunities. This paper investigate the current studies and highlights the following: (1) the classification of security and privacy requirements in edge computing, (2) the state of the art techniques deployed in curbing the security and privacy threats, (3) the trends of technological methods employed by the techniques, (4) the metrics used for evaluating the performance of the techniques, (5) the taxonomy of attacks affecting the edge network, and the corresponding technological trend employed in mitigating the attacks, and, (6) research opportunities for future researchers in the area of edge computing security and privacy

    Video Game Development in a Rush: A Survey of the Global Game Jam Participants

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    Video game development is a complex endeavor, often involving complex software, large organizations, and aggressive release deadlines. Several studies have reported that periods of "crunch time" are prevalent in the video game industry, but there are few studies on the effects of time pressure. We conducted a survey with participants of the Global Game Jam (GGJ), a 48-hour hackathon. Based on 198 responses, the results suggest that: (1) iterative brainstorming is the most popular method for conceptualizing initial requirements; (2) continuous integration, minimum viable product, scope management, version control, and stand-up meetings are frequently applied development practices; (3) regular communication, internal playtesting, and dynamic and proactive planning are the most common quality assurance activities; and (4) familiarity with agile development has a weak correlation with perception of success in GGJ. We conclude that GGJ teams rely on ad hoc approaches to development and face-to-face communication, and recommend some complementary practices with limited overhead. Furthermore, as our findings are similar to recommendations for software startups, we posit that game jams and the startup scene share contextual similarities. Finally, we discuss the drawbacks of systemic "crunch time" and argue that game jam organizers are in a good position to problematize the phenomenon.Comment: Accepted for publication in IEEE Transactions on Game

    Goal sketching: towards agile requirements engineering

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    This paper describes a technique that can be used as part of a simple and practical agile method for requirements engineering. The technique can be used together with Agile Programming to develop software in internet time. We illustrate the technique and introduce lazy refinement, responsibility composition and context sketching. Goal sketching has been used in a number of real-world development projects, one of which is described here

    Establishing user requirements for a mobile learning environment

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    This paper presents the rationale, challenges, successes and results of activities to establish the requirements for a mobile learning environment. The effort is part of a European-funded research and development project investigating context-sensitive approaches to informal, problem-based and workplace learning by using key advances in mobile technologies. The techniques used include user observation, participatory design workshops and questionnaires. Analytic techniques include UML and the Volere shell and template
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