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Title: The RAGE Software Asset Model and Metadata Model
Authors: Georgiev, Atanas
Grigorov, Alexander
Bontchev, Boyan
Boytchev, Pavel
Stefanov, Krassen
Bahreini, Kiavash
Nyamsuren, Enkhbold
Van der Vegt, Wim
Westera, Wim
Prada, Rui
Hollins, Paul
Moreno, Pablo
Keywords: Serious games
Software assets
game assets
asset model
asset metadata
metadata editor
Issue Date: 2016
Citation: Georgiev, A., Grigorov, A., Bontchev, B., Boytchev, P., Stefanov, K., Bahreini, K., Nyamsuren, E., Van der Vegt, W., Westera, W., Prada, R., Hollins, P. and Moreno, P. (2016). The RAGE Software Asset Model and Metadata Model. In: Tim Marsh, Minhua Ma, Manuel Fradinho Oliveira, Jannicke Baalsrud Hauge and Stefan Göbel (Eds.), Serious Games, Proceedings of the Second Joint International Conference, JCSG 2016, Brisbane, QLD, Australia, September 26–27, Lecture Notes in Computer Science 9894, pp. 191-203. Cham, Switzerland: Springer International Publishing AG. DOI: 10.1007/978-3-319-45841-0_18.
Abstract: Software assets are key output of the RAGE project and they can be used by applied game developers to enhance the pedagogical and educational value of their games. These software assets cover a broad spectrum of functionalities – from player analytics including emotion detection to intelligent adaptation and social gamification. In order to facilitate integration and interoperability, all of these assets adhere to a common model, which describes their properties through a set of metadata. In this paper the RAGE asset model and asset metadata model is presented, capturing the detail of assets and their potential usage within three distinct dimensions – technological, gaming and pedagogical. The paper highlights key issues and challenges in constructing the RAGE asset and asset metadata model and details the process and design of a flexible metadata editor that facilitates both adaptation and improvement of the asset metadata model.
Appears in Collections:1. RAGE Publications

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