• Title/Summary/Keyword: Online Testing

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A Study on Online Game Testing Process with Users Participating in the Process (사용자 참여 기반의 온라인 게임 평가 프로세스 연구)

  • Eun, Kwang-Ha
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.11-20
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    • 2009
  • When an online game is considered as a commercial product, now an online game should arouse the consumer's purchase desires as a service item. Most of all, the contents of an online game are important, but, on the other hand, beyond the online game services, it is also important to improve the accessibility of online games, which are developed through the specific testing processes. That is, it is necessary to develop comprehensive and systematic game testing processes considering even the aspects of the usability of the online games on the basis of the qualitative and measureable game tests. Therefore, this study is intended to suggest the proper scopes of the online game testing processes in a view that an online game is a commercial product.

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Blackbox and Scenario-Based Testing of Online Games Using Game Description Language

  • Cho, Chang-Sik;Lee, Dong-Chun;Sohn, Kang-Min;Park, Chang-Joon;Kang, Ji-Hoon
    • ETRI Journal
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    • v.33 no.3
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    • pp.470-473
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    • 2011
  • In this letter, we propose blackbox and scenario-based testing of multiplayer online games as well as simple load testing. Game testing is done from outside the source code, and the access to the source code is not required to testers because the game logic is described with a game description language and virtual game map. Instead of using a subset of the main game client for the test client, only game packet protocols and the sequence of packets are analyzed for new game testing. In addition, complex and various scenarios can be tested through combining defined actions. Scenario-based testing helps testers mimic real testing environments instead of doing simple load testing and improves the productivity of game testing.

Development of Online Testing and Customized Study System for Running Foreign Language Classes (외국어 과목 운영을 위한 온라인 평가 및 맞춤 학습 시스템의 개발)

  • Kim, Pyeoung-Kee
    • Journal of Korea Society of Industrial Information Systems
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    • v.11 no.4
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    • pp.25-31
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    • 2006
  • With the increasing demand of foreign language education in colleges, an effective testing and study system is also needed especially for large scale classes. In this paper, 1 propose a new online system for running large scale foreign language classes which supports not only testing function but also individually customized studying and diagnosis functions. Using the proposed system enables saving of testing space and helps all students get equally good testing and study environment regardless of class size and lecturers.

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Impact of Review Characteristics on Female Consumer Perceptions of Review Usefulness and Patronage Intent of Online Stores Hosting the Reviews

  • Hong, Heesook;Kim, Hye-Shin
    • Journal of the Korean Society of Clothing and Textiles
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    • v.40 no.6
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    • pp.994-1009
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    • 2016
  • Applying the S-O-R Model within an online context, a hypothesized model incorporates three review characteristics (perceived concreteness, exaggeration, and sufficient quantity of reviews) for apparel products in order to present their impact on consumer perceptions of review usefulness and consumer attitude toward and patronage intent for the online stores hosting the reviews. An online survey of Korean women (N=299) reported their experiences in purchasing apparel products online and reading apparel reviews on a regular basis. Testing of the hypothesized model showed the usefulness of reviews were determined by two review characteristics (S: perceived concreteness and sufficient quantity of reviews); however, the negative effect of exaggerated reviews were insignificant. In addition, the perceived usefulness of reviews (O-cognitive) hosted by an online store influenced online store attitude (O-affective) which subsequently led to online store patronage intent (R). This study systemically advances online retail literature by showing how the characteristics of online reviews (as a part of the online store environment) can influence attitude toward online stores and patronage intent for online stores. Long term relationships with consumers can be achieved through the building of mechanisms to enhance the perceived usefulness of reviews by employing the strategies of hosting concrete reviews and offering a sufficient quantity of reviews. This study addresses removes research gaps by testing an adapted the S-O-R Model that frames review information as an element of an online store environment using a large sample.

The Factors Affecting on Intentions to Use Online Bookstores (인터넷 서점의 이용의도에 영향을 미치는 요인)

  • Suh, Chang-Kyo;Jung, Hyun-Jung
    • The Journal of Information Systems
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    • v.17 no.3
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    • pp.111-134
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    • 2008
  • As students can purchase textbooks online or from local bookstores, we proposed a model to study the predictors of textbook purchasing from online bookstores based on the theory of reasoned action (TRA) and technology acceptance model (TAM). The survey instrument consisted of 51 items to assess 10 constructs of the proposed model, where the items used to measure the constructs were adapted from previous literature. Pre-testing and pilot testing of the measures were conducted by selected users of online bookstores. Data were collected from 220 university students who have purchased and intend to purchase their textbooks from online bookstores. The findings of this research are summarized as follows. First, navigation, previous experience, and innovation have a significant impact on the buyer's perception of ease of use. Second, price and delivery services have a significant impact on the buyer's perception of usefulness. Third, the perception of ease of use also has a significant impact on the buyer's perception of usefulness. Fourth, the perception of ease of use, perception of usefulness, and subjective norms all significantly support the purchasing intention in the case of online bookstores.

Automated Testing of Online Game Servers by Agents (에이전트에 의한 온라인게임 서버 테스트 자동화)

  • Lee Hun-Joo;Jung Yong-Woo;Lim Bum-Hyun;Shim Kwang-Hyun
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.31 no.5B
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    • pp.405-412
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    • 2006
  • In this paper, we present an efficient method for simulating massively virtual clients in an online game environment. Massively multi-player online games and other multi-user based networked applications are becoming more attractive to the gamer players. Such kind of technology has long been researched in the area called Networked Virtual Environments. In the game development process, a set of beta tests is used to ensure the stability of online game servers. A set of testing processes consumesa lot of development resources such as cost, time, and etc. The purpose of VENUS system is to provide an automated beta test environment to the game developers to efficiently test the online games to reduce development resources.

A case study of a testing duties of on-line games (온라인게임 테스트 직무에 관한 사례 연구)

  • Eun, Kwang-Ha;Lee, Dong-Lyeor
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.435-443
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    • 2012
  • Online game has been made of total products which user was given the experimental properties of a variety such as fun and the total of hardware and software products. Through this processes, The company earned a profitable benefits, in addition to the user was given satisfactory service. In this sense the parts of the game production process, the service earlier in the game testing a variety of ways needs to the user through the game as a condition for providing the content can be. Contact a professional game testing job is done systematically through the game's completion of a game developed by companies to see that service to complement previous significant. In this study, search for independent testing cases and the systematical cases as experts needs a range of the testing services.

Real-time Online Test Experience and Fairness at a University (대학에서의 실시간 온라인 시험 경험 및 공정성)

  • Kim, Kyung Sook
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.21 no.9
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    • pp.229-237
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    • 2020
  • This study attempted to share the results of real-time online tests in online classes conducted by 33 students in the 4th grade of the department of nursing, K University, and to suggest ways to secure fairness in real-time online tests. Real-time online testing in this study utilized zoom cloud meetings. Students were invited to participate in the meeting at the same time with a desktop or laptop, including a mobile phone, and the instructor displayed a single question in real time on the screen and collected answers using private talk. Through this method, students' monitor screen, keyboard, mouse, and posture were monitored and controlled. As a result of the survey on the real-time online test, 93.8% of students answered that they were fair and satisfied overall, and 90.6% said they were willing to recommend the online test to others. In the upcoming future, remote lectures and online tests will become more active, so efforts should be made to gradually expand to other tests by developing a fairer, more systematic and easy-to-use online testing method.

An Alternative Evaluation of the Item-based Collaborative Filtering Using Simulated Online Shopping

  • Ahn, Hyung-Jun
    • Journal of Information Technology Applications and Management
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    • v.16 no.3
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    • pp.17-28
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    • 2009
  • This paper presents a novel method for evaluating the usefulness of online product recommendation. Previous studies on evaluating recommendation systems have mostly relied on two methods : testing the accuracy of estimating user preferences by recommendation systems, or empirically testing the effectiveness with lab experiments involving human participants. The former does not measure the usefulness directly and hence can be misleading; the latter is expensive in that it requires a working online store System and test participants. In order to address the problems, the proposed approach uses simulation to imitate customer behavior and evaluate the usefulness of recommendation. Models for user behavior and an abstract Internet store are developed for simulation. Actual simulation experiments are performed to illustrate the use of the approach.

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