• Title/Summary/Keyword: Functional Game

Search Result 134, Processing Time 0.021 seconds

Case study: Improvement of Purchase Conversion Rate in Mobile Game Site using Six Sigma Process (6시그마 프로세스를 활용한 모바일 게임 사이트의 구매 전환율 향상에 관한 사례연구)

  • Kim, Yong-Soo
    • Journal of Korean Society for Quality Management
    • /
    • v.37 no.3
    • /
    • pp.74-82
    • /
    • 2009
  • This article presents a six sigma project for improving purchase conversion rate in mobile game site. The project was carried out based on DMAIC process. First, a defect rate is defined as low purchase conversion rate. In addition, 60-days purchase data was analyzed and it is shown that the defects level was 2.48 sigma level. In this study, in order to raise the sigma level, six personalization services were used in the mobile game site. Six factors were determined based on FDPM(Functional Deployment Process Map), fishbone chart, linear regression analysis, effort-performance matrix, and so on. The sigma level of defects has improved from 2.48 to 2.93.

Network Attack and Defense Game Theory Based on Bayes-Nash Equilibrium

  • Liu, Liang;Huang, Cheng;Fang, Yong;Wang, Zhenxue
    • KSII Transactions on Internet and Information Systems (TIIS)
    • /
    • v.13 no.10
    • /
    • pp.5260-5275
    • /
    • 2019
  • In the process of constructing the traditional offensive and defensive game theory model, these are some shortages for considering the dynamic change of security risk problem. By analysing the critical indicators of the incomplete information game theory model, incomplete information attack and defense game theory model and the mathematical engineering method for solving Bayes-Nash equilibrium, the risk-averse income function for information assets is summarized as the problem of maximising the return of the equilibrium point. To obtain the functional relationship between the optimal strategy combination of the offense and defense and the information asset security probability and risk probability. At the same time, the offensive and defensive examples are used to visually analyse and demonstrate the incomplete information game and the Harsanyi conversion method. First, the incomplete information game and the Harsanyi conversion problem is discussed through the attack and defense examples and using the game tree. Then the strategy expression of incomplete information static game and the engineering mathematics method of Bayes-Nash equilibrium are given. After that, it focuses on the offensive and defensive game problem of unsafe information network based on risk aversion. The problem of attack and defense is obtained by the issue of maximizing utility, and then the Bayes-Nash equilibrium of offense and defense game is carried out around the security risk of assets. Finally, the application model in network security penetration and defense is analyzed by designing a simulation example of attack and defense penetration. The analysis results show that the constructed income function model is feasible and practical.

Time-Space Setting Analysis for Creating the Feeling of Tension in Horror Games : Focused on 'Silent Hill 2' (공포게임에서 긴장감 형성을 위한 시공간 설정 분석 : '사일런트 힐2'를 중심으로)

  • Jin, Hyung-Woo;Kim, Mi-Jin
    • Journal of Korea Entertainment Industry Association
    • /
    • v.14 no.5
    • /
    • pp.49-57
    • /
    • 2020
  • This paper analyzed maximized the tension not by functional restriction but by psychological response inducement to form the tension of the horror game from the point of space time view. In order that, We arranged three major situations inducing the tension in the horror game and prepared space time analysis base. Pure fiction time of game itself is applied on game time excluding the time creating the cut-scene and the game space is organized with various combination of three space types. This analysis result can help horror game design by discovering the relationship between space time structure and tension forming of the horror game. These analysis results allow us to find guidelines for the time and space design of horror games that can be flexibly linked to game events and contexts by controlling the player's dynamic/static tension and temporary/continuous tension.

Factors Affecting the Continuous Use Intention of Smartphone Social Network Games : With a Focus on the Value Model (스마트폰 소셜 네트워크 게임의 지속 사용의도 영향 요인 : 가치모형을 중심으로)

  • Kim, Hyun-Chul;Huh, Searle;Choi, Jun-Ho
    • Journal of Korea Game Society
    • /
    • v.12 no.3
    • /
    • pp.11-24
    • /
    • 2012
  • Primarily working on SNS(Social Network Service) platform, the SNG(Social Network Game) utilizes friends and neighbors for invitation and play. Based on the value model of HCI, this paper purports to discover how functional, hedonic, social and personal values predict the continuous usage intention and satisfaction of SNG in a smartphone. Hypothesis testing through structural equation modeling shows that hedonic and functional values affect satisfaction and intention to use of SNG while social and personal values do not. This result implies that fun and easy interface are more important to the success of SNG service than social networking motivation.

A method for discrete event simulation and building information modelling integration using a game engine

  • Sandoval, Carlos A. Osorio;Tizani, Walid;Koch, Christian
    • Advances in Computational Design
    • /
    • v.3 no.4
    • /
    • pp.405-418
    • /
    • 2018
  • Building Information Modelling (BIM) and Discrete Event Simulation (DES) are tools widely used in the context of the construction industry. While BIM is used to represent the physical and functional characteristics of a facility, DES models are used to represent its construction process. Integrating both is beneficial to those interested in the field of construction management since it has many potential applications. Game engines provide a human navigable 3D virtual environment in which the integrated BIM and DES models can be visualised and interacted with. This paper reports the experience obtained while developing a simulator prototype which integrates a BIM and a DES model of a single construction activity within a commercial game engine. The simulator prototype allows the user to visualise how the duration of the construction activity is affected by different input parameters interactively. It provides an environment to conduct DES studies using the user's own BIM models. This approach could increase the use of DES technologies in the context of construction management and engineering outside the research community. The presented work is the first step towards the development of a serious game for construction management education and was carried out to determine the suitable IT tools for its development.

Universal Composability Notion for Functional Encryption Schemes

  • Sadikin, Rifki;Park, YoungHo;Park, KilHoum;Moon, SangJae
    • Journal of Korea Society of Industrial Information Systems
    • /
    • v.18 no.3
    • /
    • pp.17-26
    • /
    • 2013
  • We have developed an ideal functionality for security requirement of functional encryption schemes. The functionality is needed when we want to show the security of a functional encryption scheme in universal composable (UC) framework. A functionality $F_{fe}$ was developed to represent ideal respond of a functional encryption scheme against any polynomial time active attacker. We show that UC security notion of functional encryption scheme $F_{fe}$ is as strong as fully secure functional encryption in an indistinguishable game with chosen cipher text attack. The proof used a method that showing for any environment algorithm, it can not distinguish ideal world where the attacker play with ideal functionality $F_{fe}$ and real world where the attacker play a fully secure functional encryption scheme.

Development and Analysis of Walking Game Using Controllers of Hand Buttons and Footboards (Title: Paldokangsan2) (손잡이/발판 컨트롤러를 이용한 걷기게임 '팔도강산2' 개발 및 효과성 연구)

  • Kim, KyungSik;Oh, SeongSuk;Ahn, Joonhee;Ahn, JinHo
    • Journal of Korea Game Society
    • /
    • v.13 no.3
    • /
    • pp.95-104
    • /
    • 2013
  • We have developed a serious game for the elderly named 'Paldokangsan 2' in 2012 as a next version of 'Paldokangsan 1'. 'Paldokangsan 1' was a walking game for two people using controllers of armrests and footboards with PC. 'Paldokangsan 2' had additional purpose to assist cognitive, physical, and psychological functions of the elderly. Especially, walking activity was implemented in a way that a player walks around the old traditional market place in 1970's while remembering and choosing healthy food to buy. We also developed two mini games for the elderly and people with functional disability with the similar purpose as 'Paldokangsan2'. 219 older adults (age$$\geq_-$$ 65) recruited from Asan city community center participated in the study. The result showed that the game play exerted positive effects on memory, concentration and vitality of the elderly.

AR Motion based game contents research for user healthcare (사용자의 헬스케어를 위한 AR기반 체감형 게임 콘텐츠 연구)

  • Jung, Suk-Ho;Ko, Jung-Woon;Heo, Seol-Hwa;Kyung, Byung-Pyo
    • Journal of Korea Game Society
    • /
    • v.18 no.4
    • /
    • pp.53-64
    • /
    • 2018
  • The digital era opens with the changing times and many parts of life has become convenient. With this convenience of living, the obesity rate of people is gradually increasing, and the necessity of exercise is emerging. However, many studies have shown that many people do not exercise or stop exercising in three to six months. In this paper, we have designed and developed a "Walking Pet" prototype, a healthcare-inspired AR game, based on the theoretical background of exercise and the precedent studies to verify these facts. The developed "Walking Pet" provides exercise data to motivate the person to exercise and apply the pet system to eventually enjoy the exercise. In order to verify the effectiveness of the "Walking Pet" prototype developed in this paper, we surveyed 100 males and females in need of health care applications and surveyed the satisfaction of pure functional aspects.

Functional Analysis and Design of Touch User Interface in Mobile Game (모바일게임 터치사용자인터페이스(TUI)의 기능적 분석 및 설계)

  • Kim, Mi-Jin;Yoon, Jin-Hong
    • The Journal of the Korea Contents Association
    • /
    • v.10 no.1
    • /
    • pp.138-146
    • /
    • 2010
  • Currently mobile phones possess the new features including the control interface provided with an ease, an intuition, and a variety and the display ensured for wide area. Mobile phones mounted with the touch screen release actively due to such strengths. This is the mega trend of the development of the latest mobile game. Mobile games set to the past keypad input system have changed for adaptation in the input environment and the progressive development. Consequently it is necessary to research for 'Touch User Interface(TUI)' of mobile games fixed into input environment by "Touch screen". This study have concreted the application method of touch game through the comparison analysis with the past game and implemented touch mobile game based on usability for ten touch mobile game titles released from the inside and outside of the country in oder to apply the touch interface fixed in the game to the hand-hold device with the function of touch interface. The result of this study have two implications. First it enhances the playability and diversity of game genre restricted by reason of the limitation of the past keypad input device. Second, it utilizes the basis for the standard of the interface of the touch mobile game by genre.

A Study on the Characteristics of Game Narrative considering Game Production Stages (게임 제작과정을 고려한 게임서사의 특징 연구)

  • Song, Hyun-Joo;Rhee, Dae-Woong
    • Journal of Korea Game Society
    • /
    • v.7 no.4
    • /
    • pp.3-11
    • /
    • 2007
  • In many game narrations, completed games have been used to analyze the users' response. But in this case, one tends to exclude the narrations that producers intended at the production stage, and games tend to have a narrative structure in a text form before they turn into the digital form of a completed game. For these reasons, we broadened the existing definition of game narration to include from production to completion. We then divided the production into many stages and analyzed how narrative structure changes at each stage. We divided narration into three stages? initial stage, storytelling stage, and form change stage. Game narrations maintain the form similar to the one in exiting narrations at the initial and storytelling stages, but turn into functional document at the form change stage. And at this stage, digital results take the place of narrative expressions.

  • PDF