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Published byMorgan Louise Sullivan Modified over 9 years ago
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Presenter : Zamarak
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Agenda Overview Related Literature Process Deliverable Diagram An Example
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Overview The method “Augmenting Emotional Requirements with Emotion Markers and Emotion Prototypes.” Authors David Callele Eric Neufeld Kevin Schneider The paper was presented in the proceedings of the 17 th IEEE International Requirement Engineering Conference, held in Atlanta Georgia, USA (2009).
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Overview Emotional Requirements are non-functional requirements, consequently they are hard to formalize. The current research was initiated in video game development industry Objective is to help: Mitigate risks in implementing video games Smooth transition from pre-production to production phase Enhance players’ satisfaction, making games (more) enjoyable
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Overview Main steps (activities) Create Scenario Concept Define Gameplay Define Virtual World (Artistic Context) Capture Emotional Requirements using Emotion Prototype Evaluate Interactions
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Overview Main Deliverables CONCEPT VIRTUAL WORLD DESCRIPTION GAMEPLAY EMOTIONAL REQUIREMENT TRIGGER ACTION GOAL
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Overview Roles Game Designer Sound Designer Lead Art Concept Art Lead Designer Director Producer
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Related Literature A hot topic for research because of the potential business prospects (especially in video game industry) Involving production personnel in pre-production phase may help (?). Applying requirement engineering to an artistic process may constrain creativity. We need to extend the traditional requirement engineering techniques in order to support the creative process in video game development
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Related Literature … Parallel to emotional requirements, we have security requirements as well. Sometimes they are in conflict. We need to strike a balance between them. Cheating can sometime augment the system. Emotional requirements can assist in assessing the risk level of security threats. Risk Factor = Level of Irritation / Cost of Attack
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PDD
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Emotional Requirements Enhancement in emotional requirements definition Considering emotion markers, emotion prototype and emotion timeline.
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Emotion Prototype Trigger (or Cue) Action Goal One element of the emotion prototype may be time dependent (emotion timeline)
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Interaction Patterns Evaluation of interaction (gameplay, artistic context) may reveal some patterns, Spatial Pattern Temporal Pattern Game Attribute Virtual World (Physics based) Etc …
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Example Run the Gauntlet
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The End Thank You for your Attention…
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Question(s) ?
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