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<rdf:RDF xmlns:rdf="http://www.w3.org/1999/02/22-rdf-syntax-ns#" xmlns:dc="http://purl.org/dc/elements/1.1/"><rdf:Description rdf:about="https://dk.um.si/IzpisGradiva.php?id=92595"><dc:title>Leveraging grammarware for active video game development</dc:title><dc:creator>Črepinšek,	Matej	(Avtor)
	</dc:creator><dc:creator>Kosar,	Tomaž	(Avtor)
	</dc:creator><dc:creator>Moravec,	Matej	(Avtor)
	</dc:creator><dc:creator>Ravber,	Miha	(Avtor)
	</dc:creator><dc:creator>Mernik,	Marjan	(Avtor)
	</dc:creator><dc:subject>active video games</dc:subject><dc:subject>grammarware</dc:subject><dc:subject>internet of things</dc:subject><dc:subject>DSL</dc:subject><dc:subject>procedural level generation</dc:subject><dc:subject>evolutionary computation</dc:subject><dc:subject>game controllers</dc:subject><dc:description>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</dc:description><dc:publisher>MDPI</dc:publisher><dc:date>2025</dc:date><dc:date>2025-04-23 14:53:35</dc:date><dc:type>Članek v reviji</dc:type><dc:identifier>92595</dc:identifier><dc:language>sl</dc:language><dc:rights>© 2025 by the authors
</dc:rights></rdf:Description></rdf:RDF>
