Hallvard Trætteberg
Norwegian University of Science and Technology
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Publication
Featured researches published by Hallvard Trætteberg.
digital game and intelligent toy enhanced learning | 2010
Hong Guo; Hallvard Trætteberg; Alf Inge Wang; Meng Zhu
Pervasive and social game is an emerging game genre which brings more physical movement and social interactions into game. This article proposes the conceptual framework TeMPS that systematically characterizes the important aspects of pervasive and social games. Further, around thirty games in different sub-genres are reviewed by analyzing and fitting them into the framework. The framework is helpful for game designers to understand and communicate about such games. Further, it contributes to conceptual modeling of pervasive and social games, and to the construction of a game modeling tool.
Lecture Notes in Computer Science | 2003
Hallvard Trætteberg
The DiaMODL dialog modelling is a hybrid language, based on the Pisa interactor abstraction and UML Statecharts. By combining a dataflow-oriented language with one focussing on behavior, we get a flexible notation which may be used for different purposes, interaction styles and platforms. DiaMODL may be used as a pure abstract notation for modelling dialog or more directly for modelling concrete interaction objects, pointing towards hybrid tools for combining abstract modelling with concrete GUI-building.
intelligent user interfaces | 2004
Hallvard Trætteberg; Pedro J. Molina; Nuno Jardim Nunes
Model-based IU is an established discipline. However, it has not been adopted in the software industry with the initial expected success, and it has been kept in the meanwhile in the academia. The main aim of this workshop is to analyze the current problems with model-based UI design approaches and envision the main characteristics and challenges to solve in the next generation of model-based UI tools.
Archive | 1999
Hallvard Trætteberg
In this paper, we motivate integration of workflow and task modeling, present and compare workflow and task modeling concepts and suggest benefits of integrating them. We show how a workflow model can be utilized when modeling the tasks of a workflow participant and propose that task enactment can be a practical result of workflow and task model integration..
human centered software engineering | 2008
Hallvard Trætteberg
In the field of model-based user interface design (MB-UID) task modeling is established as a necessary activity. However, in many (industrial) contexts, it is not realistic to introduce yet another modeling notation, particularly when user interface design is considered less important than overall process logic and system architecture. Therefore, it may make more sense to adapt existing process-oriented notations to task modeling, than vice versa (adapting task modeling languages to process modeling). This paper describes our experiences with using BPMN and Diamodl for process and task modeling and dialog design, respectively.
the practice of enterprise modeling | 2008
Hallvard Trætteberg; John Krogstie
BPMN has over the last years appeared as a major approach for modelling process-oriented solutions. The approach is meant to work well both towards human understanding and execution. Executability is normally based on a mapping of BPMN-models to BPEL and defining a form for each flow where the user is the source or target. As we argue in this paper, this often gives sub-optimal and inflexible user interfaces. This paper describes our experiences with using BPMN for process and task modelling and Diamodl for model-based user interface dialog design. Although the added expressiveness and flexibility comes at the cost of introducing a model-oriented approach for dialog design, the necessary modelling steps follows the same kind of logic that is needed when going from a conceptual BPMN-model to an implementation-oriented model for a naive generation of BPEL and forms UI, thus is interpreted as not extending the conceptual load of the approach significantly.
CADUI | 2007
Hallvard Trætteberg
Although many methods have been proposed, model-based development methods have only to some extent been adopted for UI design. In particular, they are not easy to combine with user-centered design methods. In this paper, we present a hybrid UI modeling and GUI prototyping tool, which is designed to fit better with IS development and UI design traditions. The tool includes a diagram editor for domain and UI models and an execution engine that integrates UI behavior, live UI components and sample data. Thus, both model-based user interface design and prototyping-based iterative design are supported
eclipse technology exchange | 2006
Hallvard Trætteberg; Trond Aalberg
Programming exercises are an important part of an introductory course in programming. To improve the focus on encapsulation, requirements-based testing and give better feedback given to the students during their work, we have created an Eclipse-based plugin called JExercise. Based on a model of an exercise, it presents the structure of requirements to the student and allows her to test the code by running accompanying JUnit tests.
Proceedings of the Confederated International Workshops on On the Move to Meaningful Internet Systems: OTM 2014 Workshops - Volume 8842 | 2014
Hong Guo; Hallvard Trætteberg; Alf Inge Wang; Shang Gao
Model Driven Software Development MDSD & Domain Specific Modeling DSM are means to overcome software development challenges like increased software complexity and shortened development cycle in many domains. However, in the computer game domain it is not widely and successfully applied yet since it is not easy to understand the complex domain knowledge and use the knowledge to develop qualified DSM solutions. These difficulties can be alleviated by a deep and thorough domain analysis. In our research, we proposed an ontology to structure and accelerate the domain analysis process. To make our work more concrete, we focus on the emerging pervasive computer game genre.
Archive | 1998
Hallvard Trætteberg
An approach to modelling mouse gestures in direct manipulation interfaces is presented. The Referent and Statechart languages are used for modelling structure and behaviour, respectively. A gesture is divided into a series of steps, driven by user action and aided by feedback, all modelled as Statechart states. The Referent describes dynamic relations between these states. The states and transitions determine the gesture syntax and the actual relations established and changed during recognition. We discuss how reasoning about these models can support the design of composite gesture recognisers and provide consistency checking and design critique.