Month: July 2017

Updates_ Game Video creating and Editing

Introduction

Previously, I created a preview of the game. Unfortunately, the quality of the video was low; and also, some new feature such as the pre-test and post-test were added, therefore the video had to be created again. Instead of recording the Android version of the game, I have decided to record it using the desktop version for better quality.

Game Resolutions

I should know this part of the project very well. Each time the game is built, the resolution somehow seems to change. Previously, the resolution for the PC version was 1024×728. After upgrading Unity to a new version (Unity 5.6.2), the resolution seems not to be supported. The preferred resolution I desired for the game 16:9. Due to this semi-problem, I had to change the resolution for the PC to 1280×720. Before the game starts, I gave the player the option to chose their desired resolution. The player has two options to chose from 1280×720 and 1366×768. I have not tried this resolution on another monitor to verify its correctness. For now, I am keeping my hopes that these resolutions work for any monitors.

Recording

[Postponed: 7/27] Some problem game up with data saving. The recording has been placed hold till this issue is dealt with. When I was recording, saved data were to reset after the game has been built. Since these data were not reset, some feature are not visible.

Editing

Conclusion

Updates_PreTest/PostTest Unity Implementations Con’t

Finally, the inclusion of the pre test and post test questions have finally been completed. It took something but I was able to include this feature in no time. As previously noted on my blog, the designs of the feature were taken care of on Tuesday. Surprisingly to by knowledge, the first part was somehow the most difficult. I thought the design of the pre test and post test was easy, but it turned how to be the hardest.

Previously, I placed the answers in a two-dimensional array. When it comes to placing these questions in a drop box panel, it got complicated real quick. The drop box takes in a list of strings or images using an abstract data type “List.” Unfortunately, I used a two-dimensional string array, therefore, it couldn’t place the items in the array to the drop box. I was able to work my way around this dilemma. Since there is a class that has each question and answer, I created a method that returns a list of answers. I then placed this list in the drop box.

To check if the player choice of answers is correct, I copied all the player answers after submitting the test and placed them in a list. Once I have those answers, I compare them to the correct answers. After the comparison is done I copy the question and results (0 for wrong, 1 correct) in a text file.

The pre-test shows up only once: the first time the player starts the game. Once the player completes the pre-test, it is programmed not to show up again unless the player changes account.

I used the same classes for the post test. This time around, I reverse the order of the question.

Future Work

Now that this feature has been implemented in the game, my next project is to work on updating the videos for the game. The previous, had a very low quality knowing I used an android device for recording. This time a round, I decide on using a PC for video recording.

Updates_PreTest/PostTest Unity Implementations

Monday, July 17, I worked on Implementing the pre test and post test functionalities into the game. The work is still in progress, but the difficult part(starting the work) is done with. As of now, the designs and the basic programming to start the process is completed.

Designs of Questions

The Pre-test and Post Test will have the same questions, but the order in which they appear defers. Because of this, I decided to use the same template for both the pre-test and the post-test. The idea is to make sure the pre-test is fixed and working since is the blueprint to the post-test. As for the Design, the questions and answer are divided in a way that each question is on the left followed by the answer choices on the right.  Initially, the answer choices were to be beneath the questions and were supposed to be multiple choice; but because of space, I decided to place them on the right of the questions. Furthermore, I also switch from Multiple choice Radio button to drop-down User Interface(UI). Like I said early, space was limited for the radio button multiple choice. Using DropDown is way simple and space management. Another problem arose when I place the answer on the right. The text in the drop-down dox become difficult to read, therefore, I scale it and placed it beneath each question. The Figures below show the pre-Test Designs.

 

Programming

Writing the code is as difficult as I thought. How each function in the code connects is the worrying part. Anyways, the hard part is not yet done. This part of the code gave me a foundation to improve upon.

I hard coded each question and answer into a script since these questions and answers are to be used later in the post-test. I created a two Dimensional array to store each answer along with a text to identify it. Furthermore, I create a variable of TEXT to display the questions on the screen. This is something I have done in the past, so it was a simple task. The most difficult part was the displaying the questions in the drop-dox box. This is the first time I worked with this Unity’s GameObject. I declared this functionality a bug on Monday, July 17, after spending hours without solutions. After spending some times with it on Tuesday, I learned what I needed to do with it. What I learned is that this GameObject has public fields that are accessible to the public. The is a field called Options that displays the text in the drop-down box. I basically access that field by connecting my script to it, and I was able to display what I wanted.

Future Work

I am glad I was able to display the questions and answers on the screen. Now I can concentrate on data relationships such as indicating which answer is right and wrong, which one is selected, and the design of the text file.

 

Updates_PreTest/PostTest Implementation Drafts

This update features an inclusion of Pre-Test and Post-Test. We were not able to include this feature because of the limited amount of time we had between updates and testing. Previously, we tested the game with the pre-test and Post-test being tested separately. The feature which was introduced by our Mentor, Dr. Zhang, is to include a pretest and post-test in the game. I came up with a rough draft on how to implement this idea. This idea is subjected to change though.

You may click on each picture to reveal its descriptions. I will go into depth of their implementations Later. Without any waste of precious time, let’s begin.  **Ignore the incorrect spelling of “Scene” in the figures.  🙂

Figure1: This shows the general outline of the project. I came up with this draft and has not been verified with my mentor at this moment.

Figure 2: The problem with the pre-test is finding the location of where to place it. I felt that it would be appropriate if this is placed in the Menu scene. The goal is to place a link in the Menu scene under the “Create New Account” button. This button is to be called “Pre-Test/Post-Test”. Before the player starts a new game,  the pre-test has to be completed.

Figure 3: This section goes a bit in depth of what the newly added button in figure 2 does. When the player clicks the “Pre-Test/Post-Test” button, a window panel pops up which asks the player to select the quiz they want. Once the specific quiz is clicked and the player clicks “OK” to confirm the decision, the pre-test panel opens.

Figure 4: This is the important aspect of the update. Our goal is to display the quizzes to the player and this does just that. Once the player completes the question, the option to start the game will be available to the player.

Figure 5: When the player completed the final level, Questions Scene, they will be prompted to take the post-test.

Figure 6: After the player is done with Post-test, the option to submit the quiz will both submit and take the player to the survey site.

 

 

Final Decision

After illustrating the draft with my Mentor (Dr. Zhang) and Colleague (Jaris). The best placement of the pre-test quiz is the moment the game launches.

My goal is to launch it once the Security Game fades way.

PRODUCTION IN PROGRESS …

Updates_LiteratureReviews (06)

Title: Protecting the web: phishing, malware, and other security threats

Authors: Greg Aaron Afilias, Horsham, PA, USA
Katharine A. Bostik Microsoft Corporation, Redmond, WA, USA
Rod Rasmussen Internet Identity, Tacoma, WA, USA
Edmon Chung DotASIA Organisation, Hong Kong, Hong Kong

Reference: Click to Open Journal

Introduction

The article shows the different representatives from varieties of organizations who deal with interest problems. Each presentative offers many ways to help change the world’s internet usages. Knowing these individuals and their work, it’d help strengthen my understanding of Phishing. Below is a summary of each individual representatives.

Evaluations

The four individuals listed by the article are Katherine Bostik, Rod Rasmussen, Edmon Chung, and Greg Aaron.

Katherine Bostik is Microsoft’s Senior Director of Legal and Corporate Affairs in South East Asia. She concentrates on protecting the public from threats including malicious .code, botnets, online Fraud, and other cyber attacks.

Rod Rasmussen is  recognized as a leading expert on the abuse of the
domain name system by phishing criminals. He is the co-founder of Internet Identity. He serves on the steering committee for the Authentication and Online Trust Alliance (AOTA), is an active member of Digital PhishNet, a collaboration between industry and law enforcement, and is the Anti-Phishing Working Group’s liaison to ICANN, the international oversight body for domain names.

Edmon Chung is CEO of DotAsia Organisation, the operator of the new
.ASIA top-level domain. Edmon is an inventor of patents underlying technologies for internationalized domain names (IDN) and email addresses on the Internet.

Greg Aaron is Director of Key Account Management and Domain
Security at Afilias. He serves on the steering committee of the Anti-Phishing Working Group (APWG), the international panindustrial and law enforcement association focused on eliminating identity theft resulting from phishing, pharming, and email spoofing of all types.

 

Updates_LiteratureReviews (05)

Title:  Safeguard against Unicode Attacks: Generation and Applications of UC-SimList

Authors:    Anthony Y. FuCity University of Hong Kong, Hong Kong

Wan ZhangCity University of Hong Kong, Hong Kong

Xiaotie DengCity University of Hong Kong, Hong Kong

Liu WenyinCity University of Hong Kong, Hong Kong

Reference: Click to Open Journal

Introduction

In my previous updates, I talked about a video I created on the project. Well, this week, I returned my focus on reviewing literally works. The work of interest I decided to read talks about Unicode Attacks. Unicode Attack is basically trying to encode characters in URL to escape application filtering.  The journal created ways in which this kind of attack is prevented by developing an application to handle to job. Below I will explain the strategy these researchers used to implement their ideas.

Designs/Evaluations

I liked the ideas that went into the project. Their goal was to try to prevent Unicode attacks by creating an API package that supports their work. Unfortunately, Accessing the API is difficult. The Link to the download the API is: http://antiphishing.cs.cityu.edu.hk/. The Server seems to be down or simply I cannot access it.

The design of the project is to compare the string of text entered with Universal code Characters Set (UCS). What the team did was create two sets of Unicode Similarity List (UC-SimList). The two sets of UC-SimList were 1) UC-SimList_s: this list has the characters from the original UCS, and 2) UC-SimList_v: this list, according to the researchers, is created manually.  Each pair of characters given is multiplying by their visual similarity and their semantic similarity. They also measure the characters in 2D  kernel densities using the sample points on its contour.

Improvements

Due to the fact that I wasn’t able to see the API package, I cannot tell which aspects of their project needs improving. The only question that I needed answer was How this package is used. A semi-Improvement is to provide more information about the project. I felt the information provided was limited. Some of the key concepts introduced were not clear or never defined. Ideas like Universal code Characters Set (UCS) was not clearly defined.

Updates_Demo Video of Game Conclusion

My previous reflection was on the work I did about creating a Demo video for the game. I mentioned the problem I had which was the resolution of the game. I know, after countless hours of trying and getting frustrated with myself and the software (VSDC Video Editor) I used for Video editing, I was able to find a solution to the problems. The problem seems like a software error at first, but it was user (my) error. By default, the VSDC Video Editor reduces the output resolution insanely. Below is an image I introduced in my previous reflection. This image had all the information about my exported file which I supposed to take seriously.

demo 5

During the middle of by the previous blog, I was testing varieties of ways for the resolution. The above image shows the video file I was messing with. Due to the length of time of conversion, I decided not to convert the video once I did the changes. Anyways, the problem was with the resolution. Under the Output file, the width and height were lower in the hundreds. I remembered seeing a resolution 192 x 80.

At the end of my struggle, I realized the smallest things seem to be the most difficult, annoying and time wasting.  Glad This Was Resolved!!