KR101893456B1 - Method and apparatus for identifying user - Google Patents
Method and apparatus for identifying user Download PDFInfo
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- KR101893456B1 KR101893456B1 KR1020160143666A KR20160143666A KR101893456B1 KR 101893456 B1 KR101893456 B1 KR 101893456B1 KR 1020160143666 A KR1020160143666 A KR 1020160143666A KR 20160143666 A KR20160143666 A KR 20160143666A KR 101893456 B1 KR101893456 B1 KR 101893456B1
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/79—Game security or game management aspects involving player-related data, e.g. identities, accounts, preferences or play histories
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
- G06Q30/0241—Advertisements
- G06Q30/0251—Targeted advertisements
- G06Q30/0255—Targeted advertisements based on user history
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- G—PHYSICS
- G06—COMPUTING; CALCULATING OR COUNTING
- G06Q—INFORMATION AND COMMUNICATION TECHNOLOGY [ICT] SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES; SYSTEMS OR METHODS SPECIALLY ADAPTED FOR ADMINISTRATIVE, COMMERCIAL, FINANCIAL, MANAGERIAL OR SUPERVISORY PURPOSES, NOT OTHERWISE PROVIDED FOR
- G06Q30/00—Commerce
- G06Q30/02—Marketing; Price estimation or determination; Fundraising
- G06Q30/0241—Advertisements
- G06Q30/0251—Targeted advertisements
- G06Q30/0269—Targeted advertisements based on user profile or attribute
- G06Q30/0271—Personalized advertisement
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/5546—Details of game data or player data management using player registration data, e.g. identification, account, preferences, game history
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Abstract
The present invention relates to a user identification apparatus and method, and more particularly, to a user identification apparatus and method capable of identifying an application or a software user that can be used without a login.
To this end, the user identification apparatus according to the embodiment of the present invention includes a log information collecting unit for receiving and storing log information for a predetermined period of time from an application that can start without logging in, (D-1 natural data) by assigning a natural ID to the grouped set and grouping at least one set having the same kits value into one group in the sets, And a grouping unit for generating the grouping unit.
Description
The present invention relates to a user identification apparatus and method, and more particularly, to a user identification apparatus and method capable of identifying an application or software user who can use an online service without logging in.
Many people are enjoying a variety of mobile services using mobile devices such as smartphones and tablet PCs.
As the size of the mobile service market grows and the competition among the companies becomes more intense, measures are being taken to prevent departure of service users and increase interest and loyalty of services.
In particular, mobile game companies are growing rapidly. In order to increase the interest of game users and increase the sustainability of games, mobile game companies introduce periodical or non-periodic game play secrets to game users, Offering a variety of promotions.
In the mobile game, unlike an online game (PC game), there is no procedure for entering a personal information such as a resident registration number, so that a game user is not present and only a game user is identified by a code generated when a game application is downloaded and installed have. As such, it is very difficult to accurately identify game users who can access mobile games on a variety of routes by identifying game users only with the code of the game application.
Therefore, there is a problem in that it is difficult to provide optimal game-related information and promotions in accordance with the needs or tendencies of game users who download and play various games.
This problem can occur not only in mobile games but also in all online services available without a subscription procedure.
SUMMARY OF THE INVENTION The present invention has been made to solve the above problems, and it is an object of the present invention to accurately identify an application or a software user who can use the service without a subscription process.
The present invention is for inferring that information obtained by playing a plurality of games using a plurality of mobile devices is actually one person's information.
Another object of the present invention is to provide a specialized service (game guide, promotion, marketing) for a specific game user by accurately identifying a game user who can play through various routes in a mobile game.
To this end, the user identification apparatus according to the embodiment of the present invention includes a log information collecting unit for receiving and storing log information for a predetermined period of time from an application that can start without logging in, (D-1 natural data) by assigning a natural ID to the grouped set and grouping at least one set having the same kits value into one group in the sets, And a grouping unit for generating the grouping unit.
A method for identifying a user in an application user identification device according to an embodiment of the present invention includes collecting log information (D-1 log information) for a predetermined period from an application that can start without login, The method of
A method of identifying a user of a personalization information providing server for providing real-time personalization information to a user according to an embodiment of the present invention includes receiving log information from an application capable of starting without login, Extracting key set values, and inquiring a natural ID including a kit value included in the extracted set.
A system for providing real-time personalization information to a game user according to an embodiment of the present invention includes a user terminal that accesses a game server and transmits game log information in real time through an integrated service module included in the game application, The game log information is received from the integrated service module to generate a natural ID corresponding to an actual game user, and a game user plays a game using a plurality of user terminals, or a plurality of games And identifies the game user as a game user corresponding to the created natural ID even in a situation where the user plays the game.
In an embodiment of the present invention, a configuration using a device information of a user, channel interworking information, game play information, and the like is disclosed to deduce that information on a plurality of mobile games played without an additional subscription procedure is actually one person's information.
As described above, the user identification method according to the present invention has the effect of accurately identifying an application or a software user who can use an online service without logging in.
Especially, since it is possible to specify a game user who plays through various routes in a mobile game, it is possible to provide game related information optimized for a real game user, so that it is possible to increase the play convenience, sustainability and sales of the mobile game have.
According to the present invention, an integrated service module included in a game application is produced and distributed by a company or a publishing company that serves a plurality of games, not a game company, and a personalization information providing server that communicates with the integrated service module includes a game server A plurality of game service companies or publishing companies are operated so that a game company does not need to change a game application code and a company or a publishing company that provides a plurality of games analyzes game users in a plurality of games in real time And thus the campaign can be operated and managed in an integrated manner.
1 is a schematic configuration diagram of a system for providing real-time personalization information to a game user according to the present invention;
2 is an internal configuration diagram of a personalization information providing server according to the present invention;
3 is a flowchart illustrating a process of providing real-time personalization information in the personalization information providing server according to the present invention.
4 is an internal configuration diagram of a natural inference apparatus (user identification apparatus) in the personalization information providing server according to the present invention.
FIG. 5 is a flowchart illustrating a process of a natural inference apparatus according to the present invention. FIG.
6 is a flowchart illustrating a process of generating natural data according to the present invention.
FIG. 7 is a flowchart illustrating a mapping exception processing process according to the present invention; FIG.
FIG. 8 and FIG. 9 are views showing customized campaign information according to the present invention displayed on a screen of a user terminal.
Hereinafter, embodiments of the present invention will be described in detail with reference to the accompanying drawings. The configuration of the present invention and the operation and effect thereof will be clearly understood through the following detailed description.
Before describing the present invention in detail, the same components are denoted by the same reference symbols as possible even if they are displayed on different drawings. In the case where it is judged that the gist of the present invention may be blurred to a known configuration, do.
The user identification device and method according to the present invention are characterized in that in the situation where a game user installs and executes a game application on a user terminal and plays a game, it is important to identify an actual game user and provide personalized game related information to the actual game user .
In this specification, the description based on games can be equally applied to various online services available without ID login besides games.
FIG. 1 shows a schematic configuration of a system (hereinafter referred to as a personalized information providing system) for providing real time personalization information to a game user according to an embodiment of the present invention.
1, the personalization information providing system according to the present invention includes a
The
The
The
The
The
The personalization
The campaign refers to a behavior in which the personalization
The personalization
The personalization
FIG. 2 shows an internal configuration of the personalization
As shown in FIG. 2, the personalization
A game developer generally develops a game application using a software development kit (SDK) provided by a publishing company. In an embodiment of the present invention, an integrated service module is embedded in a software development kit of a publishing company , The game developer can load an API (Application Programming Interface) related to the integrated service module in the SDK and perform the authentication and payment provided by the integrated service module as well as the campaign function according to the present invention in the game application.
In this way, the integrated
If the integrated
The user
The user
The
The user pattern code is information on game propensity and behavior pattern of the game user. The user pattern code is given to an actual game user as compound information generated by a combination of user codes.
Herein, the user code is defined as various situations or information generated in the game play of the game user. For example, a high-paying code, a heavy-paying code, a low-paying code, a non-charging code, and the like may be defined as a user code associated with a user's payment (billing).
As another example, it is possible to generate user codes for distinguishing between morning, afternoon, and evening based on the game time zone of the user, and generate user codes such as an impulse purchase type, a safety pursuit type, a competition-oriented type, .
The user pattern code is a combination of user codes, and includes complex information such as a user who is high-priced, morning type, and impulsive. As such, it is possible to match a user with a complex information that is a high-charged user, has an impulsive tendency, plays frequently in the morning, and has a tendency to be competitive.
The
In the mobile game, it is difficult to identify the actual game user since the game user does not receive the unique ID through joining the game service. In the embodiment of the present invention, the natural person means an actual game user, and the
When the
The
LTV refers to the revenue expected to be generated by a game user during a certain period of time.
Specifically, LTV can estimate sales by using probability of survival and probability of purchase.
If a game user purchases an average of 100,000 won per month in a game in which the user made a purchase, and the probability of one month's survival probability is 0.8 and the probability of a month's purchase probability is 0.9 in the new game, the estimated sales for three months is 100,000 won * 0.8 * 0.9 + 10 0.8 * α * 0.9 * β + 100,000 * 0.8 * α 2 * 0.9 * β 2 (α: survival probability decay rate / β: purchase probability decay rate).
The real-time
The status information of a game user refers to a game progress status which is grasped in real time, such as when a game user has played five consecutive wins on the stage, items have been changed using items, or current stamina (energy) is insufficient.
The
The
The
The
The
In addition, the
The campaign response information is information about how the game user reacted to the campaigns (game guides, personalized shops, marketing, promotions) provided to the game user, for example, the game user does not check the campaign pop- It is the behavior of the game user who responds to the campaign, such as closing it immediately, purchasing items based on instructions, or using skills.
FIG. 3 illustrates a process of providing personalization information performed by the personalization information providing server according to the present invention.
Referring to FIG. 3, the personalization
The game log information received through the
The
The
Next, the
The
FIG. 4 shows an internal configuration of a natural inference apparatus (user identification apparatus) according to the present invention.
4, the natural inference apparatus includes a game log
The game log
The game log
The kit
The
The
The natural
5 is a flowchart illustrating a process of a natural inference apparatus according to the present invention.
The
The
It is checked whether the next time is the time for batch processing the game log information (S54), and if it is not yet the batch processing time, real time processing is performed (S56).
The real-time processing is a process for extracting a kit value from game log information coming in real time to identify the current game user. A natural ID is given to a game user through real-time processing.
When the batch processing time arrives, natural inference is performed using game log information of a predetermined period stored in the memory (S58).
Batch processing refers to batch processing of accumulated data for a certain period of time. In the embodiment of the present invention, batch processing is performed for user pattern analysis, natural inference, and LTV analysis.
The batch processing time and period can be set in the system. For example, user pattern analysis, natural reasoning, LTV analysis can be set to 1 hour cycle, 3 hour cycle, 24 hour cycle, etc., ) Or at 02:00 in the morning may be performed. Therefore, if batches are processed every 3 hours based on 02:00 in the morning, batch processing can be performed at 8:00 am, 05:00, 08:00 ... 23:00 every day.
The
The natural inference process performed through the batch process will be described in detail with reference to FIG.
In the embodiment of the present invention, a kit value for identifying a game user is used for natural reasoning. These kits are included in the game log information, and the following kits are used in the embodiment of the present invention.
The install key is a value that is generated when the game application is installed after installing the game application. The installation kit value is generated by the
The install kit value is maintained until the game user deletes the game application, but when the game application is deleted and a new game is installed, a new installation kit value is issued.
When playing a game, you offer items or skills to a game user through a stochastic drawing product at a specific stage. Many people tend to repeat a specific stage to get the desired product. At this time, since the game application is repeatedly deleted and reinstalled, a lot of imaginary installation kit values may exist in one game user.
The device key is a share kit value generated for each mobile device. The device-kits value is generated at the mobile device.
The device-kits value can be seen by one game user, even if multiple games are played on one device.
The Channel ID is the value of the channel that is created when playing a game through an SNS account. For example, Google Game Center, Apple Game Center, Facebook, Cacao and other offerings.
Even if one game user plays multiple games on multiple devices, the same kits value will be obtained if they are authenticated through the same SNS account in a game with channel link function.
An advertising ID is a value provided by a mobile operating system (OS) for advertisement reception.
The advertising kit value is a value that identifies the terminal user to reward or benefit from when the ad is clicked.
In this manner, the
In the embodiment of the present invention, it is possible to perform batch processing in various cycles. If the 24-hour cycle is used, the game log information of the previous day can be used for the batch processing and the time less than one day such as 1 hour cycle, The game log information corresponding to the cycle time can be used for batch processing. In this specification, the game log information of the day before and the game log information of the batch cycle time are denoted by D-1 game log information. That is, the game log information most recently ETL (extracted, converted, loaded) is defined as D-1 game log information.
Next, the same kits are grouped in a plurality of kits extracted from the D-1 game log information (S152).
A kit value extracted from the game log information is extracted as a set of mutually related kits and grouped into a group by grouping sets having at least one same kit value in the set of these kit values.
The natural IDs are generated and assigned to the grouped groups (S154). D-1 natural data is generated when a natural ID is assigned to a set of grouped kits. D-1 natural data refers to natural data generated from D-1 game log information.
The D-1 natural data is mapped to all the natural data (D-2 natural data) before the current arrangement cycle (S156), and the new D-2 natural data is updated (S158). Here, the D-2 natural data is natural data generated based on all the previous game log information excluding the latest ETL game log information, that is, the D-1 game log information.
The process of generating the D-1 natural data and updating the D-2 natural data as described above will be described as an example.
≪ Example 1 >
It is assumed that N0001: (P1-D1, P2-D1, P3-D1) is included in the D-2 natural data. Here, N0001 represents a natural ID, P1, P2, and P3 represent an install key value, and D1 represents a device key value.
P1-D1 is a set of kits generated when a game user installs a game application (A) on a D1 device and P2-D1 is a set of kiits created when a game user deletes a P1 game from the D1 device, P3-D1 is generated when the game user deletes the P2 game from the D1 device and installs the same game application (A) again to proceed with the P3 game. It is a set of kits. In particular, it is assumed that the game user installs the game application A in the D1 device, performs channel interworking through the SNS account, and proceeds to input additional account information.
If there is such a D-2 natural data, if a game user is playing a P3 game on a D1 device and then installing a game application on another device, that is, a D2 device via an SNS account, P3-D1, and P3-D2 kit values can be extracted.
That is, P3-D1 contained in the D-2 natural data has a channel linking key value, which is additional linking information through the SNS account. When a game application is installed in the D2 device, a new key value P4 is generated. However, , The P3-D2 kit value set is generated by invoking the installation device value P3 to the D1 device to the current device D2. Specifically, when the game application is installed in the D2 device, the P4-D2 is created, and when the user interacts with the P3-D1 through the SNS account, the
Therefore, when P3-D1 and P3-D2 are extracted from the D-1 game log information, the same value (set value) is given to P3-D1 and P3-D2 because the installation kit value P3 is identical. P3-D1 and P3-D2 assigned the same value in the D-1 game log information are grouped into one group.
D-1 natural data including N0002: (P3-D1, P3-D2) can be generated by generating the natural IDs in the grouped P3-D1 and P3-D2. P3 and D1 are common because N0001: (P1-D1, P2-D1, P3-D1) exists in D-2 natural data and N0002: (P3-D1, P3-D2) exists in D-1 natural data to be.
P3 and D1 are common when D-1 natural data is mapped to D-2 natural data, so N0001: (P1-D1, P2-D1, P3-D1 and P3-D2) exist in the updated D-2 natural data do. Here, the natural ID can be maintained as the N001 value of the D-2 natural data before the update.
The natural data generated in the natural inference process through the batch process is stored in the
In the case of extracting the P3-D3 key value from the game log information, the natural
<Example 2>
It is assumed that N0001: (P1-D1, P2-D1, P3-C1-D1) is included in the D-2 natural data. Here, N0001 denotes a natural ID, P1, P2, and P3 denote an install key, C1 denotes a channel interlocking channel value, and D1 denotes a device key.
P1-D1 is a set of kits generated when a game user installs a game application (A) on a D1 device and P2-D1 is a set of kiits generated when a game user deletes a P1 game from the D1 device, P3-C1-D1 is a set of kits generated when a game user installs a new game application (B) through the SNS account from the D1 device and proceeds with the P3 game, Three.
If there is such a D-2 natural data, if the game user is playing a P3 game on the D1 device and then another game device (C) is installed on another device, that is, the D2 device through the same SNS account, The P3-C1-D1 and P4-C1-D2 kits can be extracted from the -1 game log information.
That is, since another game application (C) is installed in the D2 device but it is installed through the same SNS account, the installation key value is different from P3 and P4, but the channel linking key value is equal to C1.
Therefore, when P3-C1-D1 and P4-C1-D2 are extracted from the D-1 game log information, the same value (set value) is given to P3-C1-D1 and P4-C1-D2 because the channel linking key value C1 is the same . P3-C1-D1 and P4-C1-D2 assigned the same value in the D-1 game log information are grouped into one group.
D-1 natural data including N0002: (P3-C1-D1, P4-C1-D2) can be generated by generating a natural ID in the grouped P3-C1-D1 and P4-C1-D2. N0002: (P3-C1-D1, P4-C1-D2) exists in the D-1 natural data and N0001: (P1-D1, P2-D1, P3-C1-D1) Therefore, P3, C1, and D1 are common.
P1, D1, P2-D1, P3-C1-D1, P4-C1, and P4-C1 are updated to the updated D-2 natural data because the P3, C1, and D1 are common when the D-1 natural data is mapped to the D- -D2). Here, the natural ID can be maintained as the N001 value of the D-2 natural data before the update.
In the case of extracting the P4-C1-D3 kit value from the game log information, the natural
On the other hand, a considerable number of sets of kits may be included in one natural ID in the set of kits extracted from the game log information.
For example, when a person paying a game is a purchasing agent such as a game item, a large number of installation kit values are generated in one device, and one natural ID is assigned to a large number of kit values in common with the device kit values . If such a set of kits is included in the natural data, the reliability of the natural inference may deteriorate, and abnormal kits set need to be excluded from the mapping of the natural data.
In addition, when testing a game for QA (Quality Assurance) before the game is released, the same installation kit value may be issued in another game. These test installation kit values do not reflect general game users and should be excluded from the mapping of natural data. The test installation kit value contains a specific game code value and can be distinguished from the general installation kit value.
There is also a device that continuously issues a new installation kit value for one game. These devices are called factory devices, and factory devices sell installation kits that have acquired good characters and items. Since the installation kit value generated by the factory device does not normally reflect the game user who played the game, it should be excluded from the mapping of the natural data. The factory-device device-kits value can be distinguished from the game-player's device-kit values.
In addition, when a game is played using an emulator, all game users using the emulator have the same device key value. The game played in the emulator is not normal play and should be excluded from the mapping of natural data. The device kits value of the device for the emulator can be distinguished from the device kits value of the general game user.
FIG. 7 illustrates a process of processing a mapping exclusion condition according to the present invention.
Referring to FIG. 7, as an initial process of natural inference, groups of kits are grouped by assigning the same set value to a set having the same value (S200).
Next, it is determined whether the number of settlements for the set with the same set value, that is, the grouped set, is equal to or greater than a predetermined value (S210).
If the number of settlements is more than a predetermined value, it is excluded from the natural data mapping (S260). Otherwise, it is checked whether the following exclusion condition is satisfied.
For example, if you have more than 10 purchases per game per day, more than 30 purchases per game on a 7-day basis, and more than 100 purchases per game on a 30-day basis, Can be excluded.
As a next exclusion condition, it is confirmed whether the installation kit value is a test installation kit value (S220). If the test installation kit value corresponds to the test installation kit value, it is excluded from natural data mapping (S260). Otherwise, it is checked whether the following exception condition is satisfied.
In step S260, it is determined whether the device key value is a factory device key value in the following exclusion condition. If the factory device key value is found in the factory device key value, it is excluded from the natural data mapping in step S260. Otherwise, the following exception condition is checked.
If it is determined that the device key value is the emulator device key value in step S240, the device key value is excluded from the natural data mapping in step S260. Otherwise, the final data mapping process is performed in step S250.
In the embodiment of the present invention, as the mapping exclusion condition, the number of settlements and the specific use are described as examples for testing, factory use, emulator, etc. However, the present invention is not limited to this, and other mapping exclusion conditions that may have an abnormal kit value set may be additionally applied .
FIG. 8 and FIG. 9 show customized campaign information according to the present invention is displayed on the game screen of the
In FIG. 8, (a) shows campaign information (1) for guiding a growth package, and (b) shows campaign information (2)
The growth package campaign information (1) is displayed in an opaque state covering a part of the game on the game screen, but the shop guiding campaign information (2) is displayed in a translucent or transparent state regardless of the game screen.
9 (a) shows
The product
The recommended product information according to the product recommendation campaign information (3) is customized information that is personalized according to the current state of the game user and the game behavior pattern, not the information common to all users.
For example, if there is a game user who shows a pattern of game behavior that does not buy items at all after giving up the game in the case of four or more laps, if the game user is confirmed to have lost three consecutive games, The recommendation campaign information may be exposed to the corresponding game user in real time.
The foregoing description is merely illustrative of the present invention, and various modifications may be made by those skilled in the art without departing from the spirit of the present invention.
Accordingly, the embodiments disclosed in the specification of the present invention are not intended to limit the present invention. The scope of the present invention should be construed according to the following claims, and all the techniques within the scope of equivalents should be construed as being included in the scope of the present invention.
10: user terminal 12: integrated service module
20: game server 30: personalization information providing server
102: User pattern analyzing apparatus 103: User pattern DB
104: natural reasoning device 105: natural person inquiry DB
106: LTV analyzer 107: LTV DB
108: Real-time event processing device 109: User code DB
110: Campaign providing device 111: Campaign DB
113: Campaign Constraint DB 120: Communication Interface
Claims (27)
A key value extraction unit for extracting key sets including a plurality of key values correlated with each other from the collected log information;
And a grouping unit for grouping the sets having at least one same key value into one group in the sets and assigning a natural ID to the grouped sets to generate natural data (D-1 natural data).
Wherein the plurality of kits include an install key generated when an application is installed and a device key generated in a device in which the application is installed.
Wherein the plurality of kits further include a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
Wherein the grouping unit assigns the same set values to the sets having the same kits value and groups them.
And a mapping unit for mapping the generated natural data (D-1 natural data) with previously generated natural data (D-2 natural data) including the same kit value to update the previously generated natural data To the user.
Wherein the mapping unit excludes the generated natural data from the mapping if the number of settlements for the grouped set is equal to or greater than a predetermined value.
Wherein the mapping unit excludes the generated natural data from the mapping if at least one of the kits in the grouped set is a specific use kits value.
Wherein the mapping unit excludes the generated natural data from the mapping if the installation kit value is for testing, or if the device kit value or the advertisement kit value is for a factory or an emulator.
Wherein the application is a game application.
Collecting log information (D-1 log information) for a predetermined period from an application that can start without logging in,
Extracting key sets including a plurality of associated key values from the collected log information,
Grouping the sets having at least one same kits value into a group in the sets;
And generating natural data (D-1 natural data) by assigning a natural ID to the grouped set.
Wherein the plurality of kits include an install key generated when an application is installed and a device key generated in a device in which the application is installed.
Wherein the plurality of kits further comprises a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
Wherein the grouping is performed by assigning the same set value to a set having the same kits value.
Further comprising updating previously generated natural data by mapping the generated natural data (D-1 natural data) with previously generated natural data (D-2 natural data).
Further comprising checking whether the generated natural data corresponds to a mapping exclusion condition, wherein the generated natural data is not mapped if the mapping exclusion condition is satisfied.
Wherein the mapping exclusion condition is that the number of settlements in the generated natural data is equal to or greater than a predetermined value, or at least one of the kit values is a specific use kit value.
Wherein the mapping exclusion condition is that the installation kit value is for testing, or the device kit value or the advertising kit value is for a factory or emulator.
Wherein the application is a game application.
Receiving log information from an application that can start without logging in,
Extracting key sets comprising a plurality of key values correlated to each other from the log information,
And querying the natural ID that includes the kits contained in the extracted set.
Further comprising the step of providing customized campaign information for the user using the user pattern code corresponding to the inquired natural person ID and the state information of the user generated from the log information.
Wherein the plurality of kits are an install key generated when an application is installed and a device key generated in a device in which an application is installed.
Wherein the plurality of kits further comprises a channel interworking kit value (Channel ID) or an advertising kit value (Advertising ID).
The game log information is received from the integrated service module while the game progresses to generate a natural ID corresponding to an actual game user, and a game user plays a game using a plurality of user terminals, or a plurality of And a personalization information providing server for identifying the game user as a game user corresponding to the generated natural ID even in a situation of playing the game,
The personalization information providing server extracts key sets including a plurality of associated key values from the game log information, and determines a game user based on a natural ID including a key value included in the extracted set The personalized information is provided to the game user.
Wherein the personalization information providing server provides real-time customized campaign information to the game user using the state information of the game user obtained from the game log information and the user pattern code corresponding to the natural person ID. / RTI >
Wherein the personalization information providing server is operated by a company that services a plurality of games, wherein the personalization information providing server provides real-time personalization information to a game user.
Wherein the integrated service module is built in a software development kit (SDK) of a company that services a plurality of games, and provides the real-time personalization information to a game user.
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KR1020160143666A KR101893456B1 (en) | 2016-10-31 | 2016-10-31 | Method and apparatus for identifying user |
TW106137065A TW201826752A (en) | 2016-10-31 | 2017-10-27 | Apparatus and method for identifying user |
PCT/KR2017/012112 WO2018080271A1 (en) | 2016-10-31 | 2017-10-31 | User identification device and method |
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KR1020160143666A KR101893456B1 (en) | 2016-10-31 | 2016-10-31 | Method and apparatus for identifying user |
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KR1020180098594A Division KR20180098196A (en) | 2018-08-23 | 2018-08-23 | Method and apparatus for identifying user |
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KR101893456B1 true KR101893456B1 (en) | 2018-08-31 |
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Citations (3)
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KR101576761B1 (en) * | 2012-02-03 | 2015-12-10 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Game system and game execution control method applied thereto |
KR101620258B1 (en) * | 2012-05-31 | 2016-05-13 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Management device, and control method and computer-readable storage medium therefor, application system, and method for associating identification information |
KR101647601B1 (en) * | 2015-07-22 | 2016-08-24 | 케이이노베이션 주식회사 | Apparatus, method and computer readable recording medium for interworking the account based on a mobile terminal and the account based on a game |
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JPS5715100A (en) | 1980-06-28 | 1982-01-26 | Tadao Nomura | Generating device dut to application of water pressure |
KR20140065814A (en) * | 2012-11-22 | 2014-05-30 | 서동준 | Service providing method for bringing cyber character using quest and reward system |
KR101827324B1 (en) * | 2016-08-05 | 2018-03-22 | 주식회사 엔씨소프트 | Method for using a plurality of device to provide online game |
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2016
- 2016-10-31 KR KR1020160143666A patent/KR101893456B1/en active IP Right Grant
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Patent Citations (3)
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KR101576761B1 (en) * | 2012-02-03 | 2015-12-10 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Game system and game execution control method applied thereto |
KR101620258B1 (en) * | 2012-05-31 | 2016-05-13 | 가부시키가이샤 코나미 데지타루 엔타테인멘토 | Management device, and control method and computer-readable storage medium therefor, application system, and method for associating identification information |
KR101647601B1 (en) * | 2015-07-22 | 2016-08-24 | 케이이노베이션 주식회사 | Apparatus, method and computer readable recording medium for interworking the account based on a mobile terminal and the account based on a game |
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TW201826752A (en) | 2018-07-16 |
WO2018080271A1 (en) | 2018-05-03 |
KR20180047520A (en) | 2018-05-10 |
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