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A cyber investion game

simulSecure

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Han Nguyen - Luan Truong

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Introduction

In today's world, where technology is everywhere, the fight against cybercrime is getting more intense. Cybercriminals are constantly finding new ways to attack, and we need skilled cyber investigators to defend against them. SimulSecure is not just any game; it is a fun and educational experience that helps people learn how to deal with real-world cyber threats.


As cyberattacks become more serious, it is crucial to prepare the next generation of cybersecurity experts with the right skills to protect our digital world. This project responds to the need for better ways to train people in cybersecurity. Traditional methods often don't keep up with the fast-paced world of cyber threats. SimulSecure is here to change that by offering a hands-on, interactive, and game-based way to learn

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Project phases

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Feasibility Study and Report, Scope of the Project, Interview, Questionaire

Software Process Models, Scrum, Sprints

Software Design

Software Testing, Software Deployment, and Software Maintenence

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Phase 1

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feasibility overview

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Definition

A feasibility study evaluates the practicality and viability of the SimulSecure project.


purpose

Assess the economic, time, and operational feasibility of developing the SimulSecure Cyber Investigation Game.


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Feasibility Criteria

Economic Feasibility

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Time Feasibility

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Technical Feasibility

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Operational

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Pieces Framework


A Comprehensive evaluation model with six key criteria: Performance, Information, Economics, Control, Efficiency, and Services.



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Phase 1 - Feasibility study

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Economic feasibility

Definition

Assess by estimating development costs, including hardware, software, personnel, and other expenses, and comparing them to expected benefits and revenue generation.

Expectations

Development cost estimated at 80,000 CAD over 16 months with a team of 5.

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Phase 1 - Feasibility study

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time feasibility

Definition

Evaluates whether the project can be completed within the allocated timeframe, considering the development schedule, milestones, and deadlines.

Expectations

8 months of development until early access release (2 academic semesters).

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Phase 1 - Feasibility study

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Technical feasibility

Definition

Provides an overview of hardware, software, and technical requirements.

Expectations

Programming in C# and Python, version control using GitHub or PlasticSCM, project management with Codecks or Jira, and various tools for artists.

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Phase 1 - Feasibility study

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Operational feasibility

Definition

Assesses the practicality of implementing and maintaining SimulSecure after completion.


Expectations

Smooth integration into existing operations, availability of resources and skills, scalability for future needs, sustainable support and compliance, and minimal disruption during implementation.

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Phase 1

Feasibility REPORT

Insights from feasibility study types (Economic, Time, Technical, Operational) & PIECES Framework

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Economic Feasibility

Cost estimation: 480,000 CAD for 16 months ~ 2 years with a team of 10.


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TIME Feasibility

12 weeks for prototype, 4 months for early access, Ongoing patches over 12 months


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Technical Feasibility

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Programming languages (C#), tools (Unity, lender), third-party subscriptions (Jira, CSP, AWS), OS and hardware requirements.


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Operational Feasibility

Integration into existing operations.

Scalability and sustainability.

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Phase 1

Feasibility Justification

Insights from feasibility study types (Economic, Time, Technical, Operational)

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Economic Feasibility

Covers tool acquisition, team hiring (10 members), and project-related expenses.

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TIME Feasibility

Aligns with industry standards, ensuring timely delivery and

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Technical Feasibility

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Relies on open-source tools, industry standards, and well-documented platforms.

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Operational Feasibility

Successful integration examples (e.g., Fortnite), 20% growth in cybersecurity professionals, scalability, and alignment with industry standards.

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pieces framework evaluation

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PERFORMANCE

  • Immersive and engaging cyber investigation experiences
  • Market research and educational demand
  • Early user testing and feedback for performance insights


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INFORMATION

  • Tools (Unity, Plastic SCM, Blender, etc.) are widely available and well-documented in the game dev industry.
  • Integration with cyber security educational resources and real-world case studies


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ECONOMIC

  • Revenue generation through alternative means
  • Budget allocation of $480,000 CAD
  • Prudent financial planning for economic viability


SERVICES

  • 30% increase in demand for interactive cybersecurity training
  • Strong user interest and commitment to innovative and high-quality educational services


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CONTROL

  • SCRUM framework and Jira-progress monitoring
  • Security authentication systems, encrypted storage, vulnerability assessments
  • Strict access controls, code reviews, and secure coding practices



EFFICIENCY

  • Use of Plastic SCM for collaboration and version control
  • Industry-standard tools for gameplay integrity
  • Regular updates and collaboration with cybersecurity experts for risk management



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Phase 1:

SCOPE OF PROJECT

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  • Price: $480,000 (2000 CAD/month/person - mostly part-time students)
  • Time: 2 years
  • Tools Used: Mixamo, Clip Studio Paint, Procreate, Unity, Blender, Figma, JIRA, Microsoft Visual Studio, VSC, PlasticSCM
  • Operating Systems: Windows 10-11, MacOS
  • Hardware: Computer, Drawing Tablet, iPad
  • Functionality: Interactive learning and problem-solving with cybersecurity knowledge, using keyboard and mouse to engage with characters and tools
  • Performance: Page load time <1sec
  • Payment Details: Advance 20%, every phase 20%
  • Maintenance: 1-year maintenance


Project Sign-off

  • Luan Truong, Customer Sign
  • Han Nguyen, System Analyst Sign
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Phase 1: Requirement Elicitation

Definition

  • Requirement elicitation is the systematic process of identifying and gathering specific needs, expectations, and objectives of stakeholders for SimulSecure.
  • Stakeholders include potential users, educators, and cybersecurity experts.
  • Informs the game's design, features, and content to address real-world cyber threats and align with dynamic cybersecurity demands.


Importance

  • Critical for the project's innovative approach in the cybersecurity domain.
  • Ensures SimulSecure effectively meets learning objectives, user expectations, and cybersecurity demands.


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Phase 1:

Requirement Elicitation Techniques

Known Requirements:

  • Interviewing: One-on-one/group discussions to extract explicit requirements and insights.
  • Questionnaire: Structured surveys for specific information from stakeholders.
  • Observation: Directly observing user behavior and needs in relevant contexts.
  • Surveys: Broad data collection efforts for preferences, opinions, and requirements.
  • JAD (Joint Application Development): Collaborative workshops to define requirements and streamline project understanding.


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Unknown Requirements:


  • QFD (Quality Function Deployment):
    • Systematic translation of customer needs into specific product/system requirements.
  • FAST (Function Analysis System Technique):
    • Graphical modeling technique for clarifying, visualizing, and prioritizing requirements.


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Phase 1:

Chosen Techniques for SimulSecure

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Interview and Questionnaire:

  • Primarily selected due to direct interaction with stakeholders (users, educators, cybersecurity experts).
  • Interviews provide qualitative insights into challenges and requirements for effective cybersecurity simulations.
  • Questionnaires help quantify user preferences and gather statistically significant information.


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Benefits


  • Ensures a comprehensive understanding of the target audience's requirements, preferences, and learning objectives.
  • Combining both techniques allows for tailored and dynamic development of SimulSecure.
  • Personalized insights are crucial for creating a highly effective and relevant cybersecurity educational platform.


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Phase 1

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Interview Insights

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User Perspectives on Cybersecurity Education

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Importance of Interviewing

  • Gathering Valuable Insights
  • Understanding User Needs and Preferences
  • Fostering User Engagement and Ownership
  • Identifying Challenges Early for Proactive Problem-Solving

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Insights from Interview

  • Participant: Luan Truong, Cybersecurity Student
  • Key Topics Explored: Gaming Preferences, Cybersecurity Concepts, Ethical Hacking, Teamwork, Latest Trends
  • Highlights: Real-world Relevance, Defensive and Offensive Gameplay


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Phase 1

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questionaire Insights

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Normal UseRs & Cyber security students

  • Highlights from Normal User Questionnaire:
    • Majority familiar with cybersecurity, seeking engaging and educational experiences.
    • Interest in problem-solving, adventure, and real-world scenarios.
  • Highlights from Cybersecurity Student Questionnaire:
    • Positive responses from students pursuing cybersecurity-related degrees.
    • Importance of engaging, challenging, and humorous content emphasized.
    • Suggestions for topics, scenarios, and virtual rewards.
  • Conclusion:
  • Positive feedback and alignment with user expectations, ensuring SimulSecure's potential success.


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Phase 1

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Proposed System

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- According on users feedback -

Game Objective and Focus:

  • Designed for individuals interested in cybersecurity.
  • Imparts fundamental concepts and skills.
  • Aligns with the need for cultivating cybersecurity expertise.

Game Mechanics and Content:

  • Emphasizes problem-solving, critical thinking, and ethical hacking.
  • Covers a wide spectrum of cybersecurity topics.
  • Comprehensive learning experience with dynamic challenges.

Real-World Relevance:

  • Scenarios inspired by real-world cases.
  • Facilitates practical knowledge acquisition.
  • Addresses actual cybersecurity challenges.


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Phase 1

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features re-evaluation

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Learning Resources:

  • Interactive tutorials for foundational understanding.
  • Scoring system and leaderboards for competitive learning.
  • Integration of the latest news and trends in technology.

Incident Response Training:

  • Immersive scenarios for handling security issues.
  • User-friendly reporting system for collaborative improvement.
  • Commitment to accessibility for a diverse audience.

Students' Responses Evaluation:

  • Highlighted insights from Normal Users and Cybersecurity Students.
  • Emphasis on engagement, realism, and humor in educational content.
  • Enthusiastic feedback for SimulSecure's potential impact on cybersecurity education.

Conclusion:

  • The proposed SimulSecure system aligns with user expectations and preferences.
  • Combines educational depth with engaging gameplay.
  • Offers a unique and valuable resource for cybersecurity learning.
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Phase 2

Software Process Models are methodologies used to plan, design, implement, test, and maintain software systems. They provide a structured framework for managing the entire software development lifecycle


They help to improve the quality, efficiency, and predictability of software development projects by defining activities, tasks, and guidelines.

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Phase 2

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Types

  • Water Fall Model
  • Prototyping
  • V-Model
  • Incremental
  • Spiral
  • Unified Process (UP)
  • Extreme Programming (XP)
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Phase 2

Agile Development Methodology The Agile processes are a group of methodologies emphasizing iterative development, flexibility, and customer collaboration. Agile processes promote adaptability, customer feedback, and continuous improvement. They are suitable for projects with evolving requirements.


Scrum is an Agile framework with short development cycles called sprints. It focuses on collaboration, adaptability, and delivering a potentially shippable product increment at the end of each sprint.

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Phase 2

Sprint 1 - General Interface


Sprint 2 - Establish a vibrant and user-friendly In-Game Market within SimulSecure, allowing players to personalize their experience, purchase skins and loot items, and engage with weekly promotions seamlessly across multiple gaming platforms.


Sprint 3 - Develop a single scalable map for the game in SimulSecure, providing players with an immersive and dynamic environment for cyber investigations.

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Phase 3

System Context Diagram

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Phase 3

Entity Relationship Diagram

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Data Flow Diagram - Sprint 1

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Phase 3

Use Case Diagram - Sprint 1

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Phase 3

Use Case Diagram - Sprint 1

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Phase 3

W5HH

1. Why is the system being developed? To provide players with an immersive and engaging cyber investigation experience, offering a unique blend of challenging puzzles, dynamic scenarios, and collaborative multiplayer modes. The game aims to entertain and educate players about cybersecurity concepts while justifying the expenditure of resources.

2. What will be done? Develop a single scalable map for the game, incorporating unique map artwork, a comprehensive database for in-game content, a variety of investigative tools, challenging puzzles, diverse randomly occurring cases, player freedom within the game world, helpful hints, bug reporting features, background music, dynamic map features, player notes, annotations, a multiplayer investigation mode, expanding map areas, and implementing achievements and reward systems.

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Phase 3

3. When will it be done?

  • Complete map artwork: by August, 2024
  • Database implementation: by January, 2025
  • Puzzle Design and implementation: by December, 2023
  • Multiplayer mode implementation: by April, 2025
  • Character designs: by December, 2023
  • Background music: June, 2024
  • Marketing and advertising: April, 2025


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Phase 3

4. Who is responsible for a function?

  • Roles and responsibilities:
  • Developer: Coordinates with artists, implements database, designs puzzles, implements features.
  • Artist: Collaborates on map artwork.
  • QA Tester: Conducts bug testing.
  • Customer Service Representative: support players' concerns, process returns
  • Product Manager: Oversees project schedule and milestones.


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Phase 3

5. Where are they organizationally located?

  • Developer: Located in the development team
  • Artist: Located in the development team, collaborating closely with the developer team
  • QA Tester: Located in the testing team
  • Customer Service Representative: Located in the customer support department
  • Product Manager: Located in the project management team


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Phase 3

6. How will the job be done technically and managerially?

Technical Approach:

  • Development Methodology: Agile methodology will be employed with two-week sprints. Daily stand-up meetings will be conducted to track progress and address challenges.
  • Tools: Unity for game development, SQL for database management, JIRA for project tracking, and Slack for team communication, Procreate for artworks.
  • Version Control: Git will be used for version control to ensure collaboration and code integrity.
  • Testing: Continuous integration and automated testing will be implemented to streamline the QA process.


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Phase 3

Managerial Approach:

  • Project Manager: A dedicated project manager will oversee the entire project, ensuring adherence to timelines and resolving roadblocks.
  • Communication: Regular team meetings will be held for updates and issue resolution. Weekly progress reports will be shared with stakeholders.
  • Risk Management: Identify potential risks and create contingency plans. Risk assessments will be conducted bi-weekly to address emerging challenges.
  • Feedback Mechanism: Implement a feedback loop to gather input from team members during and after each sprint for continuous improvement.


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Phase 3

7. How much of each resource is needed?

Human Resources:

  • Developer (2): Full-stack developers with experience in Unity and database management.
  • Artist (1): Graphic designer skilled in creating immersive map artwork.
  • QA Tester (1): Experienced tester for bug identification and resolution.
  • Customer Service Representative (1): Customer support professional with knowledge of the game.
  • Product Manager (1): Experienced in overseeing game development projects.



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Phase 3

Equipment/Resources:

  • Development Hardware: High-performance PCs with Unity development environment, iPads.
  • Server Space: Cloud-based server space for database management and multiplayer functionality.
  • Software Licenses: Unity Pro licenses, SQL Server licenses, JIRA subscriptions, Procreate Premium, Blender, Mixamo, PlasticSCM.


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Phase 4 - Software Testing

Definition

Software testing is a key activity, both in software development and in software maintenance.


Objectives

Its objectives are opposed to that of development: instead of making the system work, it aims at breaking it, thus revealing the presence of defects. This is the main reason why development and testing teams should be separate.



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Phase 4 - Software Testing

Types of software testing


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Phase 4 - Testing PLAN

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Scrum Sprints and Test Cases Overview


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Sprint 1: General Interface (15 Test Cases)

  • Test Suite 1: Verify correct display of the login screen.
  • Test Suite 2: Ensure functionality of all buttons and navigation elements on the main menu.
  • Test Suite 3: Validate game mechanics, including responsiveness on different devices.
    • Authentication functionality tested.
    • Check for visual glitches, UI inconsistencies, and accurate display of error messages.
    • Test logout functionality.


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Phase 4 - Testing PLAN

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Scrum Sprints and Test Cases Overview


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Sprint 2: In-Game Market (6 Test Cases)

  • Test Suite 4: Test the functionality of purchasing skins and loot items.
    • Verify personalization options for players.
    • Ensure correct display and application of weekly promotions.
    • Validate the seamless experience of engaging with promotions.
    • Test payment gateway integration for in-game purchases.


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Phase 4 - Testing PLAN

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Scrum Sprints and Test Cases Overview


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Sprint 3: Scalable Map (7 Test Cases)

  • Test Suite 5: Test the scalability of the map with an increasing number of players.
    • Validate the dynamic environment for cyber investigations.
    • Test the interaction of players with map elements.
    • Ensure an immersive experience provided by the map.
    • Validate map performance on different devices.
    • Test for collision or navigation issues.
    • Verify integration of the map with other game features.



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Phase 4 - Test Procedure

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General Interface (15 Test Cases)

  • Test Suite No. 1 - Login Page
    • 1.1 Valid Login
    • 1.2 Invalid Login
    • 1.3 Forgot Password
    • 1.4 Sign Up
  • Test Suite No. 2 - Main Screen
    • 2.1 Main Screen Navigation
    • 2.2 Log Out
  • Test Suite No. 3 - Game Mechanics - Navigation and Interaction
    • 3.1 Player Movement and Navigation
    • 3.2 Interaction with Objects
    • 3.3 NPC Interactions
    • 3.4 Collecting Cyber Evidence
    • 3.5 Solving a Case


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Phase 4 - Test Procedure

In-Game Market (6 Test Cases)

  • Test Suite No. 4 - In-Game Market - Skins and Investigative Equipment
    • 4.1 Accessing the In-Game Market
    • 4.2 Viewing Available Skins
    • 4.3 Purchasing a Skin
    • 4.4 Viewing Available Investigative Equipment
    • 4.5 Purchasing Investigative Equipment
    • 4.6 Currency and Payment Handling

Scalable Map (7 Test Cases)

  • Test Suite No. 5 - Map Scalability & Functionality
    • 5.1 Map Scalability
    • 5.2 Dynamic Environment for Cyber Investigations
    • 5.3 Player Interaction with Map Elements
    • 5.4 Immersive Experience
    • 5.5 Performance on Different Devices
    • 5.6 Collision or Navigation Issues



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Phase 4 - Test Report


Sprint 2: In-Game Market

  • Date: May 5, 2024
  • Tester: Luan
    • Accessing In-Game Market: Pass
    • Viewing Available Skins: Pass
    • Purchasing a Skin: Pass
    • Viewing Available Investigative Equipment: Pass
    • Purchasing Investigative Equipment: Pass
    • Currency and Payment Handling: Pass



*Sprint-wise Test Results

Sprint 1: General Interface

  • Date: May 1, 2024
  • Tester: Han
    • Login Page: Pass
    • Invalid Login: Pass
    • Forgot Password: Pass
    • Sign Up: Pass








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Sprint 3: Scalable Map

  • Dates: June 1, 2014 - July 14, 2024
  • Testers: Han, Luan
    • Map Scalability: Pass
    • Dynamic Environment: Pass
    • Player Interaction with Map Elements: Pass
    • Immersive Experience: Pass
    • Performance on Different Devices: Pass
    • Collision or Navigation Issues: Pass
    • Map Integration with Other Game Features: Pass


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Test Report Overview

  • Date: July 14, 2024
  • Tester Names: Han, Luan
  • Total Test Cases: 23
  • Pass: 23
  • Fail: 0


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Phase 4

Software Deployment

Definition

Software deployment refers to the process of making a software application available for use. It involves all the activities and tasks that are performed to prepare, test, and install the software in a specific environment, making it accessible to end-users. Software deployment aims to ensure that the software functions as intended and is ready for use in a production environment

Types

We chose the "Education and Training (People)" approach to ensure participants not only acquire skills from SimulSecure: Cyber Investigation Game but also enjoy the learning process. This method focuses on both theoretical knowledge and practical skills, preparing participants to overcome the game's challenges. It harmonizes with the interactive and skill-oriented aspects of the game, creating a more engaging and effective learning environment.




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Phase 4

Software Maintainence

Definition

The process of modifying a software system or component after delivery to correct faults, improve performance or other attributes, or adapt to a changing environment

Type

  • Corrective
    • Corrective
    • Preventive
  • Enhancement
    • Adaptive
    • Perfective (Re-engineering): Making improvements to the existing system without affecting end-user functionality - make it easier to extend and add new features in the future




招聘写实蓝紫色飞船完整插画-色块
机器人编程完整插画-能量体
机器人编程完整插画-小机器人编程场景

thank you!

招聘写实蓝紫色飞船完整插画-色块
机器人编程完整插画-能量体