JetBrains MPS Community Meetup 2019

Held in Amsterdam, 10-11 October

Spaces Zuidas, Amsterdam

Barbara Strozzilaan 101, Amsterdam

JetBrains MPS is a tool to create a domain-specific language (DSL). A domain-specific language can greatly increase the productivity of a business by leveraging the potential of automation.

This second JetBrains MPS Community Meetup is held in Amsterdam and is made up of presentations from MPS users, keynotes from the MPS team and itemis, plus, open-floor discussions on how MPS and associated technologies are expected to evolve. This will be a great opportunity to share everyone’s feedback with the MPS team. Here the recordings fo the pre previous edition.

At the end of the first day, there will be an event called “Everything you need to know about JetBrains MPS event“.
JetBrains MPS community Meetup is an event organized by JetBrains and itemis.

Call for speakers here. Event registration at this link.

In particular, we would like to point out the talk “GDF: a Gamification Design Framework powered by Model-Driven Engineering” by Antonio Bucchiarone, a researcher of Fondazione Bruno Kessler.

Gamification refers to the exploitation of gaming mechanisms for serious purposes, like promoting behavioural changes, soliciting participation and engagement in activities, and so forth. In this talk, we present the Gamification Design Framework (GDF), a tool for designing gamified applications through model-driven engineering mechanisms. In particular, the framework is based on a set of well-defined modelling layers that start from the definition of the main gamification elements, followed by the specification on how those elements are composed to design games, and then progressively refined to reach concrete game implementation and execution. The layers are interconnected through specialization/generalization relationships such that to realize a multi-level modelling approach. The approach is implemented by means of JetBrains MPS and has been validated through a gameful system in the Education domain. The layered approach allows to reduce the complexity of game design by separating the different concerns involved in the development, and at the same time discloses the opportunity of reusing portions of a game in other scenarios. Moreover, it enables the definition of monitoring and adaptation routines to trace game evolution and possibly react in front of undesired/unforeseen scenarios.


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