D9.1 RAGE Dissemination Plan, April 2015 Who to address, with what messages and through which media to generate interest and future uptake of the RAGE outcomes. Will be updated several times during the course of the project.
D9.2 RAGE website, October 2015 Initial design of our public website, since then accessible at http://www.rageproject.eu
D10.1 Project Quality Assurance Handbook, October 2015 Outlines how as a project we intend to monitor and secure quality outcomes, largely based on the contract we signed with the Commission (the ‘Grant Agreement’). Its main operational implications are summarized in the online Handbook at https://rage.ou.nl/node/126
D10.2 Research data management plan, October 2015 Explains which evaluation and research data we plan to collect as a project, and how we intend to make these publicly available as ‘open research data’ (as required by the Commission). Two updates of the plan to follow in months 24 and 48.
D6.1 Ecosystem software platform, January 2016 Documents the initial version of the technology platform that will underlie one of the project’s major outcomes: the RAGE Ecosystem. The platform integrates the Ecosystem Portal, Digital Library and Media Archive, Software Repository, and Natural Language Analysis and Semantic Annotation Services.
D7.1 Summary report of business models, February 2016 Analyses existing and emergent business models in the leisure- and applied games industry, to inform (together with D7.2) the development of a business mode or models for the RAGE assets and Ecosystem.
D7.2 Summary report of Value Chain analysis, March 2016 Contains an analysis of the applied games industry, preliminary identification of the RAGE ecosystem market, and issues for further investigation through stakeholders consultations; ultimately to formulate a sustainable exploitation strategy for the RAGE assets and ecosystem.
D8.1 RAGE Evaluation Framework and Guidelines, February 2016 Presents the framework and accompanying guidelines to evaluate and validate the quality and effectiveness of the main project outputs – the assets, the Ecosystem, and the applied games.
D4.2 Full Design Document, March 2016 Outlines the design blueprints for the RAGE application scenario games by detailing the game play descriptions, game dynamics and mechanics, pedagogies and technical implementation of the related RAGE assets.
D7.3 Summary report RAGE stakeholder consultation process, May 2016 Outlines the stakeholder consultation methodology, process, instruments and activities; serves to inform the evaluation framework (WP7) and the future exploitation model (WP9).
D2.1 First bundle of server-side components, July 2016 Describes the first six core WP2 (user data analytics) server-side components, including their specifications, use cases, and links to downloadable working prototypes.
D2.3 First bundle of client-side components, July 2016 Describes the first six core WP2 (user data analytics) client side components, including their specifications, use cases, and links to downloadable working prototypes.
D2.5 First bundle of dashboard components, August 2016 Describes the components (architecture) to create customizable game analytics and dashboards: their present status; links to designs and downloadable versions; and how to configure these. All components use the xAPI data format developed in collaboration with ADL Co-Lab.
D3.1 First bundle of core social agency assets, July 2016 Describes the first delivery of sixteen assets by WP3 that are part of the core social agency bundle through a description of each asset, accompanied by links to their source code, distributable versions, demonstrations and documentation.
D3.3 First social gamification assets, July 2016 Describes the first social gamification asset developed in WP3, combining functionality for Social Challenges, Social Progress and Social Rewards, with links to the source code, binaries, demo and documentation. In addition the deliverable contains a first outline for the RAGE Ecosystem gamification.
D3.5 First storytelling framework, July 2016 Presents the first release of a storytelling framework, comprising of two assets: one asset to create virtual characters with a detailed AI that makes them autonomous in their reactions and decisions, and a second asset to author a storytelling scenario and the role and dialogues of the virtual character(s) in it.
D1.4 First version Applied gaming asset methodology, July 2016 First outline of the technologies, architecture, interoperability, metadata, packaging, licensing etc. to be applied within RAGE for the definition, development, distribution and maintenance of RAGE software assets; final version due in month 29.
D5.5 First version scenario arrangement document – round 1, July 2016 Outlines the implementation plans for the first-round games pilots; the main goal is to perform a small-scale test with end-users and intermediary stakeholders to guide the further development of the games for the final validation studies. Final version due for month 21.
D6.6 Preliminary Summary, Analysis, Road-mapping and Production of Training materials, July 2016 Outlines how the RAGE Ecosystem will support the applied gaming sector in knowledge generation and sharing, through the collection, assessment, and annotation of documentation, training materials, research studies etc. Final version due for month 48.
D9.5 First version exploitation plan, July 2016 Very much a preliminary plan which identifies the (possible) components of a future RAGE exploitation model (how to sustain the RAGE Ecosystem after project termination), and what steps to take during the rest of the project period to further specify and realise such a model.
D6.3 Semantic Content Annotation Support, September 2016 The Semantic Annotation component is a software application that provides support for automated text classification, a process grounded in a cohesion-centered representation of discourse that facilitates topic extraction.