Statecharts: A visual formalism for complex systems
Science of Computer Programming
On the development of reactive systems
Logics and models of concurrent systems
Graph drawing by force-directed placement
Software—Practice & Experience
ICFP '97 Proceedings of the second ACM SIGPLAN international conference on Functional programming
ReActor: a system for real-time, reactive animations
CHI '94 Conference Companion on Human Factors in Computing Systems
Cognitive modeling: knowledge, reasoning and planning for intelligent characters
Proceedings of the 26th annual conference on Computer graphics and interactive techniques
Formal Methods in System Design - Special issue on The First Federated Logic Conference (FLOC'96), part II
Graphical animation of behavior models
Proceedings of the 22nd international conference on Software engineering
HPTS: a behaviour modelling language for autonomous agents
Proceedings of the fifth international conference on Autonomous agents
LSCs: Breathing Life into Message Sequence Charts
Formal Methods in System Design
Integrated learning for interactive synthetic characters
Proceedings of the 29th annual conference on Computer graphics and interactive techniques
Come, Let's Play: Scenario-Based Programming Using LSC's and the Play-Engine
Come, Let's Play: Scenario-Based Programming Using LSC's and the Play-Engine
Half-Real: Video Games between Real Rules and Fictional Worlds
Half-Real: Video Games between Real Rules and Fictional Worlds
The temporal logic of programs
SFCS '77 Proceedings of the 18th Annual Symposium on Foundations of Computer Science
Visualizing inter-dependencies between scenarios
Proceedings of the 4th ACM symposium on Software visualization
Toward quality-driven development of 3D computer games
DSVIS'06 Proceedings of the 13th international conference on Interactive systems: Design, specification, and verification
Abstract machines of systems biology
Transactions on Computational Systems Biology III
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This paper presents a game-model of a gym training system, where the behavior of the system is specified using languages developed originally for reactive system design, which drive a game engine. The approach makes it possible to describe behaviors of different parts of the system using different reactive system design languages and tools. It thus provides a framework for integrating the model behavior to obtain an executable game-model of the entire system. Among the advantages of this approach is the ability to use existing analysis tools to understand the game behavior at design time and run time, the ability to easily modify the behavior, and the use of visual languages to allow various stakeholders to be involved in early stages of building the game. Finally, we suggest integrating future games and game design methods into the emerging field of biological modeling, to which reactive system design has recently been successfully applied.