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- Walt Scacchi
- UCI Game Lab
- and
- Institute for Software Research
- UCIrvine
- Wscacchi@uci.edu
- http://www.ics.uci.edu/~wscacchi/Presentations/GameLab
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- Research Problems
- Approach
- Related efforts
- Conclusions
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- The Game Grid
- a networked, clustered computing environment for researching, developing, playing
and experiencing
next generation (and beyond)
computer games and game worlds
- Not just Web services framework and computing grid fabric
- But a testbed, archive, and venue for new ways of developing, deploying, and
performing game- based synthetic
or mixed reality environments
across a variety of (heterogeneous) platforms
- See http://www.calit2.net/meta-game/
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- What is the best way to rapidly create networked game worlds and play
experience?
- “best” =>
- faster, better, cheaper
- open source (e.g., BSD style license)
- (global) community-based development, contribution and support
- Fun, enjoyable, intrinsically motivating, disruptive, etc.
- modification, construction, or generation?
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- Modification
- Hack existing game content, levels, engine
- Repurpose content/data from other sources
- Generation
- Parameter value instantiation
- Macro expansion
- Language-directed (game) application generation
- Meta-environments tailored for (game) domain
- Construction
- Scripting (UnrealScript vs. c-shell/Perl/Php/…)
- Custom programming using SDK and other tools
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- Modification and construction
- Current/legacy (low-level) approach
- Limited scalability
- Rehosting, heterogeneity, interoperability are usually difficult and
costly
- Can be open source and community-based
- Motivating for emerging game developers
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- Generation
- Alternative (high-level) approach
- Architectural scalability by design
- Platform parameterization
- Can be open source and community-based
- Faster, better, cheaper vs. current? Fun? Intrinsically motivating?
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- Generation
- Modification
- Construction
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- Investigate the development and use
of meta-environments for new game domains
- Support generation, modification, and construction techniques and tools
- Target (non-traditional) game domains relevant to artists, scientists,
humanists, software developers, gamers, etc.
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- visual and performing arts
- science and technology education
- informal education in science
museums
- humanities and social sciences
- graphic narratives for
storytelling
- alternative game cultures and venues
- hot rod game machines and GameCon’s
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- (NSF) Open source software
development practices, processes, and communities
- (NSF) Open source software quality
- (NSF) Automating process discovery, modeling and recovery
- (TBD) Visualizing work practices
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- The Game Preserve
- Ladera Ranch Digital Art Park
- FutureSpace! Aerospace Adventure
World
- Game Ethnography Bots
- ArtCade Machines
- ISEA2004 (e.g., FLAN-I-Jam)
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- Cal(IT)2 at UCSD and UCI
- Schools of Fine Arts, Engineering, Computer Science, Humanties, GSM,
etc.
- Institute for Software Research
- Center for Pervasive Communications and
Computing
- Visualization & Interactive Systems Group
- Discovery Science Center (Santa Ana, CA)
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- Walt Scacchi, ISR and GSM
- Magda El Zarki, ICS
- Dan Frost, ICS
- Falko Keuster, EE and ICS
- Antoinette LaFarge, Studio Art
- Robert Nideffer, Studio Art and ICS
- Celia Pearce, Cal(IT)2 NMA
- Andre van der Hoek, ICS and ISR
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- USC System Factory Project (81-91)
- Large-scale software engineering
- Involved 1-2% of all MS and PhD CS students in US (81-89)
- USC ATRIUM Laboratory (93-98)
- Modeled and reengineered system development and usage processes in
telecomm, corporate finance,
military procurement, acquisition, film production, and interactive
teleradiology
- Developed process life cycle engineering
- in addition to 25 sponsored projects
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- Jointly conducting R&D in computer game culture and technology
- Breaking down barriers between art, science, technology, culture through
computer games, game environments, and experiences
- Creating a new generation of informal learning tools and
techniques, together with a global community of developers and users.
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- W. Scacchi, Understanding the requirements for developing open source
software systems, IEE Proceedings – Software, 149(1), 24-39, Feb 2002. (pdf)
- W. Scacchi, Is open source software development faster, better, and cheaper than software
engineering? 2nd
Workshop on Open Source Software Engineering, Orlando, FL, May 2002. (pdf)
- A. Karrer and W. Scacchi, Meta-environments for software production, Advances
in Software Engineering and Knowledge Engineering , D. Hurley (ed.),
Volume 4, 37-70, 1995. (pdf)
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- Questions?
- Contact me at Wscacchi@uci.edu or find details at http://www.ics.uci.edu/~wscacchi
- Back up slides follow J
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