Abstract
Serious games with 3D interfaces are Virtual Reality (VR) systems that are becoming common for the training of military and emergency teams. A platform for the development of serious games should allow the addition of semantics to the virtual environment and the modularization of the artificial intelligence controlling the behaviors of non-playing characters in order to support a productive end-user development environment. In this paper, we report the ontology design activity performed in the context of the PRESTO project aiming to realize a conceptual model able to abstract the developers from the graphical and geometrical properties of the entities in the VR, as well as the behavioral models associated to the non-playing characters.
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Notes
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The current version of the PRESTO ontology cannot be published due to copyrights constraints. A preliminary version, from which it is possible to observe the rational used for modeling it, may be found here: https://shell-static.fbk.eu/resources/ontologies/CorePresto.owl.
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A typical example is vehicle, which the developers prefer to treat as an agentive objective, rather than a non agentive object driven by an agent, for the sake of simplicity of the code.
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Dragoni, M., Ghidini, C., Busetta, P., Fruet, M., Pedrotti, M. (2016). An Ontology for Supporting the Evolution of Virtual Reality Scenarios. In: Tamma, V., Dragoni, M., Gonçalves, R., Ławrynowicz, A. (eds) Ontology Engineering. OWLED 2015. Lecture Notes in Computer Science(), vol 9557. Springer, Cham. https://doi.org/10.1007/978-3-319-33245-1_4
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