• Title/Summary/Keyword: Sigma Game

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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
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    • v.37 no.3
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    • pp.74-82
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    • 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.

History of mathematical modeling on the Black-Out Game (흑백게임의 역사와 수학적 모델링)

  • Kim, Duk-Sun;Ryu, Chang-Woo;Song, Yeong-Moo;Lee, Sang-Gu
    • Journal for History of Mathematics
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    • v.22 no.1
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    • pp.53-74
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    • 2009
  • Black-out Game(Lightout, Merlin Game, ${\sigma}$+Game) is an interesting game on the chessboard, when you click a button with black or white color, it changes color of itself and other buttons who shares edges. With this rule, we win the game when we have a chessboard with all same color after we click some of the buttons of it. Pretty much of research has been made on founding the winnable strategy for this type of game. In this paper, we first introduce a history of mathematical modeling on this game. Then we develop an algorithm to offer a winnable blackout game of any size. Our tools also show our new algorithm works. Finally, we show how we can use this game in mathematics education.

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A Study on Ambidextrous Attribute About 6 Sigma Problem Solving Tools (6시그마 문제해결 도구의 양면성 속성에 대한 연구)

  • Seong, Gi-Uk;Han, Hun-Seok;Kim, Bong-Seon
    • Proceedings of the Safety Management and Science Conference
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    • 2012.04a
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    • pp.623-638
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    • 2012
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical study on the implementation of DMAIC procedures for internet media portal service company.

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A Study on Quality Improvement in Internet Media Portal Company Applying 6 Sigma Methodology (6시그마를 적용한 인터넷 미디어 포털 기업의 품질개선에 관한 연구)

  • Sung, Ki-Wook;Kim, Bong-Sun
    • Journal of the Korea Safety Management & Science
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    • v.10 no.4
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    • pp.219-227
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    • 2008
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical study on the implementation of DMAIC procedures for internet media portal service company.

The Six Sigma Project Case Study of Internet Media Portal Service Company (인터넷 미디어 포털 서비스 업체의 6시그마 적용)

  • Sung, Ki-Wook;Kim, Bong-Sun
    • Proceedings of the Safety Management and Science Conference
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    • 2008.11a
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    • pp.57-68
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    • 2008
  • Since six sigma program was first introduced in late 1990's, it has been evolved in Korea. The number of six sigma adopting company are getting increased and diversify manufacturing, service, government. In these days, the rapid innovation of internet technology change the media industry's game rule. This paper is concerned with a six sigma applications to internet media portal service company. The main focus of this study is to introduce an empirical case study on the implementation of DMAIC procedures for internet media portal service company.

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An Analysis of The Repetitive Sound Effects Influencing on Game User's Flow (반복사운드 활용이 게임 유저의 몰입에 미치는 영향 분석)

  • Kim, Wan-Suk;Yun, Jae-Sun;Lim, Chan;Min, Byung-Chul
    • The Journal of the Korea Contents Association
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    • v.10 no.3
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    • pp.149-156
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    • 2010
  • There are elements for the game user get into the emotion of flow (the mental state of operation in which the person is fully immersed in what he or she is doing by a feeling of energized focus, full involvement, and success in the process of the activity). In game contents, for example, a considerable sophisticated application of 'sound' is one of the important elements must be considered for a qualified game development process. If a proper audio condition is satisfied, a game user is intrinsically solving problems by auditorial sense and the participant get into immersing into the game spontaneously. There are elements in game contents storytelling for the user to be in flow condition, this study will be analyzing a game user's flowing, especially with repetitive usage of sound. To be accurate, 'flow analysis' of Csikszentmihalyi. M, and 'flow factors' of Donna L. Hoffman & Thomas P. Novak, in addition, would be proper references in the research. comparing to a precedent study that analyzed a game and flow focused on visual elements. Ponpoko(Sigma Enterprise Inc., 1981) and Bio Hazard 4(Capcom, 2007) will be given as the main texts. To achieve the desired proposition in the study, user's reaction is monitored by listening repeatable and ordinary sound. Questionnaires are including Frequency Analysis, MANOVA(multivariate analysis of variance).

ON THE PRECISE ASYMPTOTICS IN COMPLETE MOMENT CONVERGENCE OF NA SEQUENCES

  • Han, Kwang-Hee
    • Journal of applied mathematics & informatics
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    • v.28 no.3_4
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    • pp.977-986
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    • 2010
  • Let $X_1$, $X_2$, $\cdots$ be identically distributed negatively associated random variables with $EX_1\;=\;0$ and $E|X_1|^3$ < $\infty$. In this paper we prove $lim_{{\epsilon\downarrow}0}\;\frac{1}{-\log\;\epsilon}\sum\limits_{n=1}^\infty\frac{1}{n^2}ES_n^2I\{|S_n|\;{\geq}\;{\sigma\epsilon}n\}\;=\;2$ and $lim_{\epsilon\downarrow0}\;\epsilon^{2-p}\sum\limits_{n=1}^\infty\frac{1}{n^p}$ $E|S_n|^pI\{|S_n|\;{\geq}\;{\sigma\epsilon}n\}\;=\;\frac{2}{2-p}$ for 0 < p < 2, where $S_n\;=\;\sum\limits_{i=1}^{n}X_i$ and 0 < $\sigma^2\;=\;EX_1^2\;+\;\sum\limits_{i=2}^{\infty}Cov(X_1,\;X_i)$ < $\infty$. We consider some results of i.i.d. random variables obtained by Liu and Lin(2006) under negative association assumption.

A Study on Neuro Sports Marketing by using Pupil's Size of Men: Focusing on Basketball Game (남성의 동공 크기를 이용한 뉴로 스포츠 마케팅의 접근 방법: 농구 경기를 중심으로)

  • Ko, Eui-Suk;Song, Ki-Hyeon;Cho, Soo-Hyun;Kim, Jong-Ha
    • Science of Emotion and Sensibility
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    • v.20 no.1
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    • pp.31-40
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    • 2017
  • The present study used one of research techniques which is eye gaze tracking for neuromarketing. When pupil's size of men dilated over than three sigma (0.135%), the interest and eye movement in observation were measured. According to statistical analysis of previous studies, three sigma range is meaningful therefore sigma range was used as operational definition because 'pupil dilatation' is difficult to be define in eye gaze tracking data. Pictures of basketball games were selected as visual stimuli and 90% effective ratio of total 7,200 data were calculated. Thus, 29 of 34 participants were used for test. Pupil's size was calculated by applying pupil's width and height into a formular; [Pupil's size = Pupil width/2${\times}$Pupil height/$2{\times}{\pi}$]. In conclusion, billboard utilized for sports marketing had meaningless effects because gaze frequency to basketball player and surrounding environment was higher than that to billboard when participantsas game spectators diltaed their pupil's size over than three sigma. Thus, it was required using new marketing strategies like neuromarketing to increase utility through the present study.