@INPROCEEDINGS{6820601,
author={Hansen, C. and Jurgens, N. and Makaroff, D. and Callele, D. and Dueck, P.},
booktitle={Network and Systems Support for Games (NetGames), 2013 12th Annual Workshop on},
title={Network performance measurement framework for real-time multiplayer mobile games},
year={2013},
month={Dec},
pages={1-2},
keywords={computer games;computer network performance evaluation;mobile computing;quality of service;communication network performance;embedded measurement framework;frame duration;frame rate;game complexity;game experience;game play complexity;game session;network performance measurement framework;network transmission;one-way latency;player satisfaction;predictive algorithm parameters;predictive techniques;real-time multiplayer mobile games;real-time response;Bluetooth;Delays;Games;Performance evaluation;Photonics;Real-time systems;Servers},
doi={10.1109/NetGames.2013.6820601},
}
@article{Callele:2006:TRE:1124706.1121475,
author = {Callele, David and Makaroff, Dwight},
title = {Teaching requirements engineering to an unsuspecting audience},
journal = {SIGCSE Bull.},
issue_date = {March 2006},
volume = {38},
number = {1},
month = mar,
year = {2006},
issn = {0097-8418},
pages = {433--437},
numpages = {5},
url = {http://doi.acm.org/10.1145/1124706.1121475},
doi = {10.1145/1124706.1121475},
acmid = {1121475},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {pedagogy, requirements engineering, software engineering},
[download]
@inproceedings{Callele:2006:TRE:1121341.1121475,
author = {Callele, David and Makaroff, Dwight},
title = {Teaching requirements engineering to an unsuspecting audience},
booktitle = {Proceedings of the 37th SIGCSE technical symposium on Computer science education},
series = {SIGCSE '06},
year = {2006},
isbn = {1-59593-259-3},
location = {Houston, Texas, USA},
pages = {433--437},
numpages = {5},
url = {http://doi.acm.org/10.1145/1121341.1121475},
doi = {10.1145/1121341.1121475},
acmid = {1121475},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {pedagogy, requirements engineering, software engineering},
}
@incollection{icsob2012,
year={2012},
isbn={978-3-642-30745-4},
booktitle={Software Business},
volume={114},
series={Lecture Notes in Business Information Processing},
editor={Cusumano, MichaelA. and Iyer, Bala and Venkatraman, N.},
doi={10.1007/978-3-642-30746-1_21},
title={Controlling Lost Opportunity Costs in Agile Development – The Basic Lost Opportunity Estimation Model for Requirements Scoping},
url={http://dx.doi.org/10.1007/978-3-642-30746-1_21},
publisher={Springer Berlin Heidelberg},
keywords={Requirements management; scope management; agile development; software business},
author={Wnuk, Krzysztof and Callele, David and Karlsson, Even-Andre and Regnell, Björn},
pages={255-260}
}
@inproceedings{Wnuk:2012:OSS:2372251.2372301,
author = {Wnuk, Krzysztof and Pfahl, Dietmar and Callele, David and Karlsson, Even-Andr{\'e}},
title = {How can open source software development help requirements management gain the potential of open innovation: an exploratory study},
booktitle = {Proceedings of the ACM-IEEE international symposium on Empirical software engineering and measurement},
series = {ESEM '12},
year = {2012},
isbn = {978-1-4503-1056-7},
location = {Lund, Sweden},
pages = {271--280},
numpages = {10},
url = {http://doi.acm.org/10.1145/2372251.2372301},
doi = {10.1145/2372251.2372301},
acmid = {2372301},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {case study, open innovation, open source software, software requirements management},
}
@inproceedings{Tomlinson:2012:MDA:2212776.2212779,
author = {Tomlinson, Bill and Ross, Joel and Andre, Paul and Baumer, Eric and Patterson, Donald and Corneli, Joseph and Mahaux, Martin and Nobarany, Syavash and Lazzari, Marco and Penzenstadler, Birgit and Torrance, Andrew and Callele, David and Olson, Gary and Silberman, Six and St\"{u}nder, Marcus and Palamedi, Fabio Romancini and Salah, Albert Ali and Morrill, Eric and Franch, Xavier and Mueller, Florian Floyd and Kaye, Joseph 'Jofish' and Black, Rebecca W. and Cohn, Marisa L. and Shih, Patrick C. and Brewer, Johanna and Goyal, Nitesh and N\"{a}kki, Pirjo and Huang, Jeff and Baghaei, Nilufar and Saper, Craig},
title = {Massively distributed authorship of academic papers},
booktitle = {CHI '12 Extended Abstracts on Human Factors in Computing Systems},
series = {CHI EA '12},
year = {2012},
isbn = {978-1-4503-1016-1},
location = {Austin, Texas, USA},
pages = {11--20},
numpages = {10},
url = {http://doi.acm.org/10.1145/2212776.2212779},
doi = {10.1145/2212776.2212779},
acmid = {2212779},
publisher = {ACM},
address = {New York, NY, USA},
keywords = {collaboration, crowdsourcing, scholarship, writing},
}
@incollection{icsob2011,
year={2011},
isbn={978-3-642-21543-8},
booktitle={Software Business},
volume={80},
series={Lecture Notes in Business Information Processing},
editor={Regnell, Björn and Weerd, Inge and Troyer, Olga},
doi={10.1007/978-3-642-21544-5_14},
title={Requirements Scoping Visualization for Project Management},
url={http://dx.doi.org/10.1007/978-3-642-21544-5_14},
publisher={Springer Berlin Heidelberg},
keywords={Requirements visualization; process evaluation; require- ments scope; project management},
author={Wnuk, Krzysztof and Callele, David},
pages={168-180}
}
@INPROCEEDINGS{6043942,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games (MERE), 2011 Fourth International Workshop on}, title={A report on select research opportunities in requirements engineering for videogame development},
year={2011},
month={aug.},
volume={},
number={},
pages={26 -33},
abstract={Requirements engineering research in videogame development is a relatively new field. This paper summarizes our work in the area then reviews the prior academic and trade press. We then present brief overviews of numerous research opportunities in the videogame domain that arose from our research program yet remain open questions with the goal of providing other researchers with a concise directory of interesting research possibilities.},
keywords={Games;Industries;Materials;Presses;Software engineering;Testing;computer games;systems analysis;requirements engineering;research program;videogame development;Research opportunities;games;requirements;videogames;},
doi={10.1109/MERE.2011.6043942},
ISSN={},}
@INPROCEEDINGS{4685692,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={International Requirements Engineering, 2008. RE '08. 16th IEEE}, title={Balancing Security Requirements and Emotional Requirements in Video Games},
year={2008},
month={sept.},
volume={},
number={},
pages={319 -320},
abstract={A fundamental conflict exists between designers, players, and cheaters: who has control over how the game is played? Resolving this conflict, by balancing the associated emotional and security requirements is challenging. Emotional requirements can assist the development of security requirements and to prioritize their development. Failure to meet the playerpsilas emotional requirements can lead to market forces that override security requirements. We suggest that in-game justice systems would allow the players to act as a self-correcting mechanism for emotional requirement failures that lead to cheating or other threats to the integrity of the game experience. Further investigation into this form of just-in-time requirements negotiation is ongoing.},
keywords={Computer science;Computer security;Costs;Design engineering;Fault location;Games;Investments;computer games;human factors;security of data;emotional requirements;in-game justice systems;just-in-time requirements negotiation;security requirement balancing;self-correcting mechanism;video games;Non-functional requirements;emotion;emotional requirements;security;security requirements;video game;},
doi={10.1109/RE.2008.45},
ISSN={1090-705X},}
@INPROCEEDINGS{270571,
author={C.S. Vaidyanathan and D. Callele and C. McCrosky},
booktitle={WESCANEX 93. 'Communications, Computers and Power in the Modern Environment.' Conference Proceedings., IEEE}, title={An overview of a fault tolerant communication network},
year={1993},
month={ },
volume={},
number={},
pages={177 -183},
abstract={An essential component of future space station communication systems is a highly reliable network which can handle high data throughputs. The authors provide an overview of requirements to be considered in designing a fault tolerant communication network. The underlaying concepts of packets, packet routing, and fault tolerance are introduced. The configuration of a high speed communication network suitable for fault tolerant communication is presented. An overview of the simulation of one such network is given. Proposed areas for future investigations and other potential areas for further research are highlighted.},
keywords={Centralized control;Circuit faults;Communication networks;Control systems;Distributed control;Fault tolerance;Load management;Routing;Space stations;Wires;computer networks;fault tolerant computing;packet switching;space communication links;technological forecasting;fault tolerance;fault tolerant communication network;high speed communication network;packet routing;space station communication;},
doi={10.1109/WESCAN.1993.270571},
ISSN={},}
@INPROCEEDINGS{5633112,
author={Penzenstadler, B. and Callele, D.},
booktitle={Requirements Engineering Education and Training (REET), 2010 5th International Workshop on}, title={Prototyping RE experiments in the classroom: An experience report},
year={2010},
month={sept.},
volume={},
number={},
pages={7 -16},
abstract={In this work we investigate the feasibility of prototyping industrial requirements engineering experiments within an educational environment, i.e. conducting a prestudy with students before performing the experiments in industry. We identify a set of constraints on the experimental design intended to make research participation more rewarding for our industrial partners and investigate the complexities of meeting both research and learning objectives within the same experiments. We report our observations and conclude that designing effective requirements experiments for an industrial environment, sensitive to industrial constraints, is a very difficult problem. Specific educational recommendations in visualization, prioritization, and customer interaction are also presented.},
keywords={Context;Software;Software engineering;Training;Tutorials;Unified modeling language;Visualization;design of experiments;educational institutions;formal specification;formal verification;prototypes;systems analysis;customer interaction;educational environment;industrial constraint;industrial environment;requirement engineering experiment prototyping;Requirements elicitation;education;experimental design;pedagogy;},
doi={10.1109/REET.2010.5633112},
ISSN={},}
@INPROCEEDINGS{4797447,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games, 2008. MERE '08. Third International Workshop on}, title={Requirements in Conflict: Player vs. Designer vs. Cheater},
year={2008},
month={sept.},
volume={},
number={},
pages={12 -21},
abstract={There are significant interactions between video game stakeholder emotional requirements and security requirements. Counter-intuitively, some traditional security requirements are not necessarily met by the game implementation some forms of security breaches are condoned by the stakeholders (if not actually demanded by them) and the requirements engineering process must support these contradictions. We present an overview of security requirements for video games and show how stakeholder diversity introduces significant complexities to the requirements negotiation process. Our analysis of certain security threats, and their emotional motivations, shows that these motivations form an important element of the emotional requirements and that significant context is necessary for properly capturing the emotional requirements related to security. Finally, we show how emotional requirements can be used to guide security goal development for this domain and propose the use of in-game justice systems to allow players to address security violations in realtime.},
keywords={Computer science;Computer security;Conferences;Economic forecasting;Face detection;Games;Performance analysis;Productivity;Toy industry;computer games;security of data;systems analysis;emotional requirements;in-game justice systems;nonfunctional requirements;requirements engineering;security requirements;security threats;video game stakeholder;},
doi={10.1109/MERE.2008.5},
ISSN={},}
@INPROCEEDINGS{6043946,
author={Creighton, O. and Callele, D. and Gotel, O.},
booktitle={Multimedia and Enjoyable Requirements Engineering - Beyond Mere Descriptions and with More Fun and Games (MERE), 2011 Fourth International Workshop on}, title={A summary of the fourth international workshop on Multimedia and Enjoyable Requirements Engineering (MERE'11)},
year={2011},
month={aug.},
volume={},
number={},
pages={4 -8},
abstract={The 4th international workshop on Multimedia and Enjoyable Requirements Engineering (MERE'11) was held in conjunction with the 19th IEEE International Requirements Engineering Conference (RE'11). It comprised six peer-reviewed technical papers and four interactive sessions. This workshop summary outlines the goals and structure of the MERE series of workshops and provides a synopsis of the 2011 event.},
keywords={Conferences;Games;Media;Multimedia communication;Prototypes;Training;Visualization;computer games;data visualisation;multimedia computing;systems analysis;creative arts;enjoyable requirements engineering;games;multimedia;storytelling;visualization;communication;creativity;entertainment technology;fun;games;improvisation;movies;multimedia;representation;requirements engineering;storytelling;training;},
doi={10.1109/MERE.2011.6043946},
ISSN={},}
@INPROCEEDINGS{5625658,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering Visualization (REV), 2010 Fifth International Workshop on}, title={A proposal for cognitive gameplay requirements},
year={2010},
month={sept.},
volume={},
number={},
pages={43 -52},
abstract={In cognitive gameplay, players must identify inputs, classify and integrate them in a contextually appropriate manner, then draw conclusions and provide feedback to the game engine to demonstrate their mastery of the challenge. Established requirements practices do not exist for this domain and game development teams rely upon ad hoc approaches to specification and iterative requirements-through-implementation-and-test techniques to achieve their goals. In this work we report our observations of a game development team as they prepared a game design in response to a third-party commercial request for proposal. We report upon three examples of cognitive gameplay definition and propose a definition for cognitive gameplay requirements, capable of capturing the requirements from within the case study, that can be used as the basis for further investigations.},
keywords={Book reviews;Computer science;Context;Games;Industries;Production;Rendering (computer graphics);cognition;computer games;software engineering;systems analysis;cognitive gameplay requirement;game development team;implementation-and-test technique;Experience requirements;cognitive requirements;design requirements;gameplay requirements;non-functional requirements;videogame;},
doi={10.1109/REV.2010.5625658},
ISSN={2157-0256},}
@INPROCEEDINGS{5460235,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering Visualization (REV), 2009 Fourth International Workshop on}, title={Visualizing Emotional Requirements},
year={2009},
month={sept.},
volume={},
number={},
pages={1 -10},
abstract={Emotional requirements capture the game designer's vision for the player's emotional experience and are used to facilitate communication between pre-production and production teams. However, production-phase deficiencies in emotional requirements have been identified. In this work, we extend the definition of emotional requirements to include emotion prototypes and emotion markers and present improved techniques for eliciting, capturing and visualizing emotional requirements. A detailed investigation of one gameplay scenario is presented, with a focus on evaluating visualization techniques for emotional requirements. The solutions developed in this work met the needs of all development team members and appear to be general solutions for the domain.},
keywords={Collaborative work;Communication industry;Computer science;Games;Gray-scale;Guidelines;Production;Prototypes;Toy industry;Visualization;computer games;data visualisation;formal specification;formal verification;emotion markers;emotion prototypes;emotional requirements;game designer vision;production-phase deficiencies;visualization techniques;},
doi={10.1109/REV.2009.7},
ISSN={},}
@INPROCEEDINGS{6347694,
author={Wnuk, K. and Svensson, R.B. and Callele, D.},
booktitle={Requirements Engineering for Systems, Services and Systems-of-Systems (RES4), 2012 IEEE Second Workshop on}, title={The effect of stakeholder inertia on product line requirements},
year={2012},
month={sept.},
volume={},
number={},
pages={34 -37},
abstract={One of the goals of requirements engineering is to capture and document innovation in the form of new product requirements. These product requirements need to express new system functions or new qualities that are most desired by customers while maintaining customer familiarity with existing products. This paper explores the contradiction between the customer desire for revolutionary advancement and their desire to maintain familiarity with existing systems. This customer inertia creates a bias toward incremental (evolutionary) advancement, potentially multiplying the risks associated with revolutionary innovations. We present a review of scenarios illustrating this stakeholder bias and propose a research agenda for further work in the area.},
keywords={Companies;Customer satisfaction;Instruments;Resistance;Software;Software engineering;Technological innovation;customer satisfaction;innovation management;product development;software development management;customer desire;customer familiarity;incremental advancement;innovation capture;innovation documentation;product line requirement;requirements engineering;revolutionary innovation;software engineering;software product lines;stakeholder inertia;Stakeholder bias;evolution;inertia;innovation;revolution;},
doi={10.1109/RES4.2012.6347694},
ISSN={},}
@INPROCEEDINGS{5636583,
author={Wnuk, K. and Callele, D. and Regnell, B.},
booktitle={Requirements Engineering Conference (RE), 2010 18th IEEE International}, title={Guiding Requirements Scoping Using ROI: Towards Agility, Openness and Waste Reduction},
year={2010},
month={27 2010-oct. 1},
volume={},
number={},
pages={409 -410},
abstract={We present a model for supporting scoping decisions that is based on an analysis of the ROI for a given feature. Employing a ROI threshold value for making scoping decisions, the utility of the model was investigated using data from a single large project and identified a group of outlying features responsible for a disproportionate wasted investment. These initial results are promising and indicate that further investigation and validation efforts are warranted.},
keywords={Biological system modeling;Computer science;Data models;Economics;Investments;Production;Software;data visualisation;formal specification;formal verification;software cost estimation;systems analysis;waste reduction;ROI;cost estimation;disproportionate wasted investment;requirements visualization;scoping decision making;waste reduction;Requirements visualization;cost estimation;economics;efficiency;process evaluation;scope;},
doi={10.1109/RE.2010.62},
ISSN={1090-705X},}
@INPROCEEDINGS{5625660,
author={Callele, D.},
booktitle={Requirements Engineering Visualization (REV), 2010 Fifth International Workshop on}, title={Physualization: Going beyond paper prototyping},
year={2010},
month={sept.},
volume={},
number={},
pages={35 -39},
abstract={We present physualization, the deliberate physical manipulation of visualization entities, as a means of helping stakeholders explore possibilities in the requirement and design spaces. By engaging more of the stakeholder's sensory and cognitive processes, our goal is to provide a means to enhance the requirements process and the resulting artifacts. Physualization relies upon readily available materials and ad hoc techniques to facilitate a lightweight requirements process. This work provides guidance for an interactive session that explores physualization support for specific requirements engineering topics; developing paradigms for supporting these tasks using materials like stickies, transparencies, markers, and sketchpads as building blocks.},
keywords={Color;Data visualization;Games;History;Materials;Prototypes;Visualization;cognitive systems;data visualisation;formal specification;ad hoc techniques;cognitive process;interactive session;lightweight requirements process;paper prototyping;physical manipulation;physualization;stakeholder sensory;visualization entities;Requirements process;requirements methodology;requirements visualization;},
doi={10.1109/REV.2010.5625660},
ISSN={2157-0256},}
@INPROCEEDINGS{5328497,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering Conference, 2009. RE '09. 17th IEEE International}, title={Augmenting Emotional Requirements with Emotion Markers and Emotion Prototypes},
year={2009},
month={31 2009-sept. 4},
volume={},
number={},
pages={373 -374},
abstract={A production-phase weakness in emotional requirements was identified and resolved during a follow-up study. The definition of emotional requirements was extended to include emotion prototypes and emotion markers. Improved practices for identifying media assets for emotional requirements were developed, enhancing their utility to the production process.},
keywords={Buildings;Computer science;Design engineering;Documentation;Games;Graphics;Production;Prototypes;Safety;Toy industry;computer games;systems analysis;emotion markers;emotion prototypes;emotional requirement augmentation;media assets;production-phase weakness;Non-functional requirements;emotion;emotional requirements;video game.;},
doi={10.1109/RE.2009.51},
ISSN={1090-705X},}
@ARTICLE{4420066,
author={Callele, D. and Neufeld, E. and Schneider, K.},
journal={Software, IEEE}, title={Emotional Requirements},
year={2008},
month={jan.-feb. },
volume={25},
number={1},
pages={43 -45},
abstract={Emotional requirements must contain at least two elements: the game designer's intent (that is, the target emotional state) and the means by which the game designer expects (requires) the production team to induce that emotional state in the player. We can consider an emotional state such as happiness as universal, but the way you induce happiness isn't. Emotional requirements need context: classic pratfalls from vaudevillian theater can induce gales of laughter in a viewer who also feels horror at seeing a loved one fall. Unanticipated interactions between what the player sees, hears, and feels before or during the game can also affect the player's emotional response to stimulus, which is further conditioned by the individual's personality, culture, and life experiences.},
keywords={Automatic testing;Control systems;Design engineering;Engines;Games;Motion pictures;Production;Toy industry;Video sharing;Videoconference;computer games;emotion recognition;emotional requirement;game design;player emotional response;player emotional state;emotional requirements;game design;requirements;specification;},
doi={10.1109/MS.2008.5},
ISSN={0740-7459},}
@INPROCEEDINGS{1704081,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering, 14th IEEE International Conference}, title={Emotional Requirements in Video Games},
year={2006},
month={sept.},
volume={},
number={},
pages={299 -302},
abstract={Requirements engineering for video games must address a wide range of functional and non-functional requirements. Video game designers are most concerned with capturing and representing the player experience: the means by which the player's consciousness is cognitively engaged while simultaneously inducing emotional responses. We show that emotional requirements can be expressed in two parts: as the emotional intent of the designer and the means by which the designer expects to induce the target emotional state. Spatial and temporal qualifiers on intent and means may also be required. We introduce emotional terrain maps, emotional intensity maps, and emotion time lines as visual mechanisms for capturing and expressing emotional requirements. Using a first-person shooter example, we show that these mechanisms can express the desired emotional requirements while providing support for spatial and temporal qualifiers},
keywords={artificial intelligence;computer games;systems analysis;emotion time lines;emotional intensity maps;emotional requirements;emotional terrain maps;player experience;requirements engineering;video games;Non-functional requirements;emotion;emotional;requirements;video game.;},
doi={10.1109/RE.2006.19},
ISSN={1090-705X},}
@inproceedings{Callele06Competing,
author = {David Callele and Dwight Makaroff},
title = {On Teaching to the Masses and the Masters: Competing Requirements for Undergraduate Education},
booktitle = {Western Canadian Conference on Computing Education (WCCCE)},
year = {2006},
isbn = {},
pages = {9 pages},
location = {Calgary, AB, Canada},
doi = {},
publisher = {},
}
@INPROCEEDINGS{6050271,
author={Callele, D. and Wnuk, K.},
booktitle={Requirements Engineering and Law (RELAW), 2011 Fourth International Workshop on}, title={More than requirements: Applying requirements engineering techniques to the challenge of setting corporate intellectual policy, an experience report},
year={2011},
month={aug.},
volume={},
number={},
pages={35 -42},
abstract={Creation and adoption of corporate policies requires significant commitment of scarce senior management resources. In the absence of processes and tools, convergence upon final policy and may not be achieved in a timely manner. Significant similarities between policy and requirements documents suggest that requirements engineering techniques could be used to generate policy. However, neither evidence of feasibility of this approach nor theoretical investigation is present in the research literature. This paper reports upon our experience from an exploratory study where well-established requirements engineering methodologies were applied to generate corporate intellectual property policy. Interview, brainstorming and survey techniques were used to successfully apply structure and process to the task, generating a new corporate intellectual property policy that met or exceeded all stakeholder goals. The materials gathered during stakeholder interactions and analysis not only provided functional guidance for the policy itself, but also non-functional guidance with respect to the diversity of stakeholder opinions and the strength with which opinions were held. This knowledge greatly facilitated the creation of draft policy: this insider knowledge increased our expectation of stakeholder acceptance and also facilitated subsequent negotiation efforts. The feasibility of applying RE techniques to crafting corporate policy has been demonstrated and the results show sufficient promise that further investigation is warranted.},
keywords={Companies;IP networks;Instruments;Intellectual property;Interviews;Licenses;formal specification;formal verification;industrial property;knowledge management;resource allocation;systems analysis;RE technique;corporate intellectual policy;corporate policy craft;intellectual property policy;requirement engineering technique;resource management;survey techniques;Requirements elicitation;corporate policy;intellectual property;negotiation;},
doi={10.1109/RELAW.2011.6050271},
ISSN={},}
@misc{CallelePolymorphic,
author = Robin Dunlop and David Callele,
title = {Polymorphic Pixels},
booktitle = {Poster Proceedings of the Graphics Interface 2005 Conference, May, 2005},
location = {Victoria, BC, Canada},
howpublished = {http://www.cs.ubc.ca/~van/GI2005/Posters/Dunlop_Callele_GI2005_Poster_Abstract.pdf},
}
@INPROCEEDINGS{1531045,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering, 2005. Proceedings. 13th IEEE International Conference on}, title={Requirements engineering and the creative process in the video game industry},
year={2005},
month={aug.-2 sept.},
volume={},
number={},
pages={240 - 250},
abstract={ The software engineering process in video game development is not clearly understood, hindering the development of reliable practices and processes for this field. An investigation of factors leading to success or failure in video game development suggests that many failures can be traced to problems with the transition from preproduction to production. Three examples, drawn from real video games, illustrate specific problems: 1) how to transform documentation from its preproduction form to a form that can be used as a basis for production;, 2) how to identify implied information in preproduction documents; and 3) how to apply domain knowledge without hindering the creative process. We identify 3 levels of implication and show that there is a strong correlation between experience and the ability to identify issues at each level. The accumulated evidence clearly identifies the need to extend traditional requirements engineering techniques to support the creative process in video game development.},
keywords={Computer industry;Computer science;Design engineering;Documentation;Games;Multimedia systems;Production;Software engineering;Terminology;Toy industry; computer games; software engineering; system documentation; game design document; nonfunctional requirements; requirements engineering; video game development; Non-functional requirements; domain-specific terminology.; elicitation; game design document; preproduction; production; video game development;},
doi={10.1109/RE.2005.58},
ISSN={},}
@INPROCEEDINGS{5636572,
author={Callele, D. and Neufeld, E. and Schneider, K.},
booktitle={Requirements Engineering Conference (RE), 2010 18th IEEE International}, title={An Introduction to Experience Requirements},
year={2010},
month={27 2010-oct. 1},
volume={},
number={},
pages={395 -396},
abstract={We consider the application of requirements engineering principles and techniques to the elicitation, capture, and representation of the output of the user experience design process. A stimulus-perception-response model is used to motivate experience requirements, defined as descriptions of user experiences that must be met (functional experiences) or are satisfaction goals (non-functional experiences). We identify potential benefits and look at experience requirements in video games.},
keywords={Art;Computer science;Games;ISO standards;Production;Usability;computer games;software engineering;user centred design;experience requirements introduction;functional experiences;requirements engineering principles;stimulus perception response model;user experience design process;video games;Experience requirements;non-functional requirements;user experience design;},
doi={10.1109/RE.2010.55},
ISSN={1090-705X},}