Leveraging Grammarware for Active Video Game Development
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.
Authors
- Miha Ravber (ORCID: https://orcid.org/0000-0003-4908-4631)
- Matej Črepinšek (ORCID: https://orcid.org/0000-0003-2802-316X)
- Tomaž Kosar (ORCID: https://orcid.org/0000-0001-8714-9649)
- Marjan Mernik (ORCID: https://orcid.org/0000-0002-2775-0667)
- Matej Moravec (ORCID: https://orcid.org/0000-0003-0756-3300)
Institutions
- University of Maribor (SI)
Publication Details
- Journal
- Applied Sciences
- Published
- 2025-04-11
- DOI
- https://doi.org/10.3390/app15084253
- Primary Topic
- Artificial Intelligence in Games
- Type
- article
- Field-Weighted Citation Impact
- 0.00