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Tony Tseng

dblp:98/5957 · DBLP profile ↗
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4ranked-venue papers
0as first author
0since 2021 · last 2012
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Software engineering, systems software and programming languages · 2Graphics, computer vision, multimedia, augmented reality and games · 2Human-computer interaction and ubiquitous computing · 2

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Software engineering, system software, and programming languages
1 paper
Requirements engineering and software design · 100%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 100%

Topics — the 5 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Virtual and augmented reality
augmented reality
0.112012
Tutorial 3: AR mobile game development: Getting started · ISMAR 2012
Requirements engineering and software design › software architecture › architecture description
architecture description language
0.112005
Modeling and implementing software architecture with acme and archJava · ICSE 2005
Requirements engineering and software design › software architecture
architecture-implementation conformance
0.112005
Modeling and implementing software architecture with acme and archJava · ICSE 2005
Requirements engineering and software design
software architecture
0.112005
Modeling and implementing software architecture with acme and archJava · ICSE 2005
Games and playful interaction
game design
0.012012
Tutorial 3: AR mobile game development: Getting started · ISMAR 2012

Methods — techniques the papers use, named apart from their topics

rigging · 0.3game engine workflow · 0.33d modeling · 0.3incremental synchronization · 0.1
YearPublicationVenuePosition
2012 Tutorial 3: AR mobile game development: Getting started
abstract
This tutorial is a half-day project based tutorial to demonstrate how to create an AR mobile game prototype from game design to art, animation and technical production. Tools such as Unity, Maya and Vuforia will be used in this tutorial. Standard game development topics which can be applied to all digital game projects such as the game design process, pre-production planning, 3D modeling, rigging and animation techniques, game engine workflow as well as the unique elements of AR mobile game development will be covered in this tutorial.
Jeffrey W. Chastine, Jon A. Preston, Tony Tseng
ISMAR3
2009 Lessons from a class on handheld augmented reality game design
abstract
This paper describes the structure, format, and outcome of an experimental class in Handheld Augmented Reality Game Design conducted as an inter-institutional collaboration between the Georgia Institute of Technology and Savannah College of Art and Design. It analyzes several unique elements of the class, especially the need for rapid prototyping of multiple games when exploring game design using novel game technology, and highlights important issues regarding interdisciplinary collaboration and mobile augmented reality gaming. The paper also discusses several approaches taken by students in completing class assignments, which suggest viable design strategies for the creation of future handheld augmented reality experiences.
Evan Barba, Yan Xu 0011, Blair MacIntyre, Tony Tseng
FDG4
2005 Modeling and implementing software architecture with acme and archJava
abstract
We demonstrate a tool to incrementally synchronize an Acme architectural model described in the Acme Architectural Description Language (ADL) with an implementation in ArchJava, an extension of the Java programming language that includes explicit architectural modeling constructs.
Marwan Abi-Antoun, Jonathan Aldrich, David Garlan, Bradley R. Schmerl, Nagi H. Nahas, Tony Tseng
ICSE6
2005 Bridging the Gap between Systems Design
abstract
A challenging problem for software engineering practitioners is moving from high-level system architectures produced by system engineers to deployable software produced by software engineers. In this paper we describe our experience working with NASA engineers to develop an approach and toolset for automating the generation of space systems software from architectural specifications. Our experience shows that it is possible to leverage the space systems domain, formal architectural specifications, and component technology to provide retargetable code generators for this class of software.
David Garlan, William K. Reinholtz, Bradley R. Schmerl, Nicholas D. Sherman, Tony Tseng
SEW5