Design patterns: elements of reusable object-oriented software
Design patterns: elements of reusable object-oriented software
Using design patterns to develop reusable object-oriented communication software
Communications of the ACM - Special issue on object-oriented experiences and future trends
Proceedings of the 17th IEEE international conference on Automated software engineering
MDA Explained: The Model Driven Architecture: Practice and Promise
MDA Explained: The Model Driven Architecture: Practice and Promise
Pattern-Oriented Analysis and Design: Composing Patterns to Design Software Systems
Pattern-Oriented Analysis and Design: Composing Patterns to Design Software Systems
Code Generation in Microsoft .Net
Code Generation in Microsoft .Net
Patterns in Game Design (Game Development Series)
Patterns in Game Design (Game Development Series)
Microsoft Office Visio 2003 Inside Out
Microsoft Office Visio 2003 Inside Out
Mastering Unreal Technology: The Art of Level Design
Mastering Unreal Technology: The Art of Level Design
ScriptEase: A generative/adaptive programming paradigm for game scripting
Science of Computer Programming
Microsoft® xna™ unleashed: graphics and game programming for xbox 360 and windows
Microsoft® xna™ unleashed: graphics and game programming for xbox 360 and windows
Communications of the ACM - Being Human in the Digital Age
Formalizing the construction of populations in multi-agent simulations
Engineering Applications of Artificial Intelligence
Semantic modelling of interactive 3D content
JVRC '13 Proceedings of the 5th Joint Virtual Reality Conference
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High expectations and the increasing complexity of behavior in the domain of interactive 3D/VR applications demand for a better support at design time. Current development tools do not provide any high-level design facilities; developers usually are forced to directly program the behavior. This paper discusses an approach and framework that facilitates modeling behavior in interactive 3D/VR applications, at a level higher than programming. The approach is utilizing a graphical notation in combination with the concept of generative design patterns. By adopting the approach, the specification of complex behavior in interactive 3D/VR applications is facilitated because the specification is done at a higher level of abstraction than coding. This also facilitates communication between different stakeholders in the project, and code generation is supported as well. An example is presented to illustrate the approach. The paper ends with an overview of the tool that has been developed to support our approach.