• DocumentCode
    2286124
  • Title

    Make Rules Reactive with Batched Event Monitoring

  • Author

    Yi Lin

  • Author_Institution
    Sch. of Comput., Northwestern Polytech. Univ., Xi´an
  • fYear
    2008
  • fDate
    20-22 Dec. 2008
  • Firstpage
    336
  • Lastpage
    339
  • Abstract
    Event-driven technique has been used to make objects reactive to changes in games and virtual reality applications. However, it tells little about how to make proper answers according to a set of rules as well as to current status. To achieve this goal, rules should be reactive to adapt to situation changing. After investigating four reactive models, the author presents the batched event monitoring model (BEMon). This model works as follows: (1) uses command pattern to describe the action of a rule;(2) attaching each command a condition expression; (3) by estimating the expression, the action part could not only know whether it should be performed, but know how to make different answers in different situations. Estimation of expressions would be performed in a batched manner to be compatible with the frame loop semantics of rendering. A football game case study shows the effectiveness of BEMon model.
  • Keywords
    batch processing (computers); interactive systems; software engineering; BEMon model; batched event monitoring; command pattern; event-driven technique; expression estimation; reactive rule; Application software; Computerized monitoring; Graphical user interfaces; Graphics; Humans; Joining processes; Programming profession; Unified modeling language; User interfaces; Virtual reality; Batched; Event Monitoring; Game; Reactive Rule; Virtual Reality;
  • fLanguage
    English
  • Publisher
    ieee
  • Conference_Titel
    Computer and Electrical Engineering, 2008. ICCEE 2008. International Conference on
  • Conference_Location
    Phuket
  • Print_ISBN
    978-0-7695-3504-3
  • Type

    conf

  • DOI
    10.1109/ICCEE.2008.25
  • Filename
    4741002