Leveraging Grammarware for Active Video Game Development

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Publicat a:Applied Sciences vol. 15, no. 8 (2025), p. 4253
Autor principal: Črepinšek Matej
Altres autors: Kosar Tomaž, Moravec Matej, Ravber Miha, Mernik Marjan
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MDPI AG
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100 1 |a Črepinšek Matej 
245 1 |a Leveraging Grammarware for Active Video Game Development 
260 |b MDPI AG  |c 2025 
513 |a Journal Article 
520 3 |a This paper presents a grammarware-based approach to developing active video games (AVGs) for sensor-driven training systems. The GCGame domain-specific language (DSL) is introduced to define game logic, sensor interactions, and timing behavior formally. This approach ensures cross-platform consistency, supports real-time configurability, and simplifies the integration of optimization and visualization tools. The presented system, called GCBLE, serves as a case study, demonstrating how grammarware enhances modularity, maintainability, and adaptability in real-world physical interaction applications. The results highlight the potential of a DSL-driven design to bridge the gap between developers and domain experts in embedded interactive systems. 
653 |a Software 
653 |a Embedded systems 
653 |a Computer & video games 
653 |a Software development 
653 |a Collaboration 
653 |a Optimization 
653 |a Sensors 
653 |a Flexibility 
653 |a Adaptation 
653 |a Design 
653 |a Connectivity 
653 |a Algorithms 
653 |a Efficiency 
653 |a Case studies 
700 1 |a Kosar Tomaž 
700 1 |a Moravec Matej 
700 1 |a Ravber Miha 
700 1 |a Mernik Marjan 
773 0 |t Applied Sciences  |g vol. 15, no. 8 (2025), p. 4253 
786 0 |d ProQuest  |t Publicly Available Content Database 
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856 4 0 |3 Full Text + Graphics  |u https://www.proquest.com/docview/3194489662/fulltextwithgraphics/embedded/6A8EOT78XXH2IG52?source=fedsrch 
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