Abstract: Mobile Ad-hoc Network (MANET) is an infrastructure-less network of mobile devices, also known as nodes. These nodes heavily rely on each other’s resources such as memory, computing power, and energy. Thus, some nodes may become selective in forwarding packets so as to conserve their resources. These nodes are called misleading nodes. Several reputation-based techniques (e.g. CORE, CONFIDANT, LARS, SORI, OCEAN) and acknowledgment-based techniques (e.g. TWOACK, S-TWOACK, EAACK) have been proposed to detect such nodes. These techniques do not appropriately punish misleading nodes. Hence, this paper addresses the limitations of these techniques using a system called MINDRA.
Abstract: Since Google launched Google Glass in 2012, numbers of commercial wearable devices were released, such as smart belt, smart band, smart shoes, smart clothes ... etc. However, most of these devices perform as sensors to show the readings of measurements and few of them provide the interactive feedback to the user. Furthermore, these devices are single task devices which are not able to communicate with each other. In this paper a new health promotion system, Ubiquitous Life People Informatics Engine (U-Life PIE), will be presented. This engine consists of People Informatics Engine (PIE) and the interactive user interface. PIE collects all the data from the compatible devices, analyzes this data comprehensively and communicates between devices via various application programming interfaces. All the data and informations are stored on the PIE unit, therefore, the user is able to view the instant and historical data on their mobile devices any time. It also provides the real-time hands-free feedback and instructions through the user interface visually, acoustically and tactilely. These feedback and instructions suggest the user to adjust their posture or habits in order to avoid the physical injuries and prevent illness.
Abstract: Taking into consideration the real time situation specifically the higher academic institutions, small, medium to large companies, public to private sectors and the remaining sectors, do experience the inventory or asset shrinkages due to theft, loss or even inventory tracking errors. This happening is due to a zero or poor security systems and measures being taken and implemented in their organizations. Henceforth, implementing the Radio Frequency Identification (RFID) technology into any manual or existing web-based system or web application can simply deter and will eventually solve certain major issues to serve better data retrieval and data access. Having said, this manual or existing system can be enhanced into a mobile-based system or application. In addition to that, the availability of internet connections can aid better services of the system. Such involvement of various technologies resulting various privileges to individuals or organizations in terms of accessibility, availability, mobility, efficiency, effectiveness, real-time information and also security. This paper will look deeper into the integration of mobile devices with RFID technologies with the purpose of asset tracking and control. Next, it is to be followed by the development and utilization of MongoDB as the main database to store data and its association with RFID technology. Finally, the development of a web based system which can be viewed in a mobile based formation with the aid of Hypertext Preprocessor (PHP), MongoDB, Hyper-Text Markup Language 5 (HTML5), Android, JavaScript and AJAX programming language.
Abstract: The development of web technologies and mobile devices makes creating, accessing, using and sharing information or communicating with each other simpler every day. However, while the amount of information constantly increasing it is becoming harder to effectively organize and find quality information despite the availability of web search engines, filtering and indexing tools. Although digital technologies have overall positive impact on students’ lives, frequent use of these technologies and digital media enriched with dynamic hypertext and hypermedia content, as well as multitasking, distractions caused by notifications, calls or messages; can decrease the attention span, make thinking, memorizing and learning more difficult, which can lead to stress and mental exhaustion. This is referred to as “information overload”, “information glut” or “information anxiety”. Objective of this study is to determine whether students show signs of information overload and to identify the possible predictors. Research was conducted using a questionnaire developed for the purpose of this study. The results show that students frequently use technology (computers, gadgets and digital media), while they show moderate level of information literacy. They have sometimes experienced symptoms of information overload. According to the statistical analysis, higher frequency of technology use and lower level of information literacy are correlated with larger information overload. The multiple regression analysis has confirmed that the combination of these two independent variables has statistically significant predictive capacity for information overload. Therefore, the information science teachers should pay attention to improving the level of students’ information literacy and educate them about the risks of excessive technology use.
Abstract: In this work, we propose an algorithm developed under Python language for the modeling of ordinary scalar Bessel beams and their discrete superpositions and subsequent calculation of optical forces exerted over dielectric spherical particles. The mathematical formalism, based on the generalized Lorenz-Mie theory, is implemented in Python for its large number of free mathematical (as SciPy and NumPy), data visualization (Matplotlib and PyJamas) and multiprocessing libraries. We also propose an approach, provided by a synchronized Software as Service (SaaS) in cloud computing, to develop a user interface embedded on a mobile application, thus providing users with the necessary means to easily introduce desired unknowns and parameters and see the graphical outcomes of the simulations right at their mobile devices. Initially proposed as a free Android-based application, such an App enables data post-processing in cloud-based architectures and visualization of results, figures and numerical tables.
Abstract: In recent years, a wide variety of applications are developed with Support Vector Machines -SVM- methods and Artificial Neural Networks -ANN-. In general, these methods depend on intrusion knowledge databases such as KDD99, ISCX, and CAIDA among others. New classes of detectors are generated by machine learning techniques, trained and tested over network databases. Thereafter, detectors are employed to detect anomalies in network communication scenarios according to user’s connections behavior. The first detector based on training dataset is deployed in different real-world networks with mobile and non-mobile devices to analyze the performance and accuracy over static detection. The vulnerabilities are based on previous work in telemedicine apps that were developed on the research group. This paper presents the differences on detections results between some network scenarios by applying traditional detectors deployed with artificial neural networks and support vector machines.
Abstract: This paper presents the development of a mobile
application for students at the Faculty of Information Technology,
Rangsit University (RSU), Thailand. RSU upgrades an enrollment
process by improving its information systems. Students can
download the RSU APP easily in order to access the RSU substantial
information. The reason of having a mobile application is to help
students to access the system regardless of time and place. The objectives of this paper include: 1. To develop an application
on iOS platform for those students at the Faculty of Information
Technology, Rangsit University, Thailand. 2. To obtain the students’
perception towards the new mobile app. The target group is those
from the freshman year till the senior year of the faculty of
Information Technology, Rangsit University. The new mobile application, called as RSU APP, is developed by
the department of Information Technology, Rangsit University. It
contains useful features and various functionalities particularly on
those that can give support to students. The core contents of the app
consist of RSU’s announcement, calendar, events, activities, and ebook.
The mobile app is developed on the iOS platform. The user
satisfaction is analyzed from the interview data from 81 interviewees
as well as a Google application like a Google form which 122
interviewees are involved. The result shows that users are satisfied
with the application as they score it the most satisfaction level at 4.67
SD 0.52. The score for the question if users can learn and use the
application quickly is high which is 4.82 SD 0.71. On the other hand,
the lowest satisfaction rating is in the app’s form, apps lists, with the
satisfaction level as 4.01 SD 0.45.
Abstract: Background: To improve the delivery of paediatric
healthcare in low resource settings, Community Health Workers
(CHW) have been provided with a paper-based set of protocols
known as Community Case Management (CCM). Yet research has
shown that CHW adherence to CCM guidelines is poor, ultimately
impacting health service delivery. Digitising the CCM guidelines via
mobile technology is argued in extant literature to improve CHW
adherence. However, little research exist which outlines how (a) this
process can be digitised and (b) adherence could be improved as a
result. Aim: To explore how an electronic mobile version of CCM
(eCCM) can overcome issues associated with the paper-based CCM
protocol (inadequate adherence to guidelines) vis-à-vis service
blueprinting. This service blueprint will outline how (a) the CCM
process can be digitised using mobile Clinical Decision Support
Systems software to support clinical decision-making and (b)
adherence can be improved as a result. Method: Development of a
single service blueprint for a standalone application which visually
depicts the service processes (eCCM) when supporting the CHWs,
using an application known as Supporting LIFE (SL eCCM app) as
an exemplar. Results: A service blueprint is developed which
illustrates how the SL eCCM app can be utilised by CHWs to assist
with the delivery of healthcare services to children. Leveraging
smartphone technologies can (a) provide CHWs with just-in-time
data to assist with their decision making at the point-of-care and (b)
improve CHW adherence to CCM guidelines. Conclusions: The
development of the eCCM opens up opportunities for the CHWs to
leverage the inherent benefit of mobile devices to assist them with
health service delivery in rural settings. To ensure that benefits are
achieved, it is imperative to comprehend the functionality and form
of the eCCM service process. By creating such a service blueprint for
an eCCM approach, CHWs are provided with a clear picture
regarding the role of the eCCM solution, often resulting in buy-in
from the end-users.
Abstract: Maintaining factory default battery endurance rate
over time in supporting huge amount of running applications on
energy-restricted mobile devices has created a new challenge for
mobile applications developer. While delivering customers’
unlimited expectations, developers are barely aware of efficient use
of energy from the application itself. Thus, developers need a set of
valid energy consumption indicators in assisting them to develop
energy saving applications. In this paper, we present a few software
product metrics that can be used as an indicator to measure energy
consumption of Android-based mobile applications in the early of
design stage. In particular, Trepn Profiler (Power profiling tool for
Qualcomm processor) has used to collect the data of mobile
application power consumption, and then analyzed for the 23
software metrics in this preliminary study. The results show that
McCabe cyclomatic complexity, number of parameters, nested block
depth, number of methods, weighted methods per class, number of
classes, total lines of code and method lines have direct relationship
with power consumption of mobile application.
Abstract: Mobile Ad Hoc Networks (MANETs) is a collection
of mobile devices forming a communication network without
infrastructure. MANET is vulnerable to security threats due to
network’s limited security, dynamic topology, scalability and the lack
of central management. The Quality of Service (QoS) routing in such
networks is limited by network breakage caused by node mobility or
nodes energy depletions. The impact of node mobility on trust
establishment is considered and its use to propagate trust through a
network is investigated in this paper. This work proposes an
enhanced Associativity Based Routing (ABR) with Fuzzy based
Trust (Fuzzy- ABR) routing protocol for MANET to improve QoS
and to mitigate network attacks.
Abstract: The following paper presents the results of a study
aimed at achieving a better understanding of the psychological
readiness for mobile learning (m-learning) among Saudi students,
while also evaluating m-learning readiness as a whole in Saudi
Arabia - a topic that has not yet received adequate attention from
researchers. Data was acquired via a questionnaire administered to
131 Saudi students at UK universities, in July 2013. The study
confirmed that students are confident about using mobile devices in
their daily lives, and that they would welcome more opportunities for
mobile learning. The findings also indicated that Saudi higher
education students are very familiar with, and psychologically ready
for, m-learning.
Abstract: Our globalizing world has become almost a small
village and everyone can access any information at any time.
Everyone lets each other know who does whatever in which place.
We can learn which social events occur in which place in the world.
From the perspective of education, the course notes that a lecturer use
in lessons in a university in any state of America can be examined by
a student studying in a city of Africa or the Far East. This dizzying
communication we have mentioned happened thanks to fast
developments in computer and internet technologies. While these
developments occur in the world, Turkey that has a very large young
population and whose electronic infrastructure rapidly improves has
also been affected by these developments. Nowadays, mobile devices
have become common and thus, it causes to increase data traffic in
social networks. This study was carried out on students in the
different age groups in Selcuk University Vocational School of
Technical Sciences, the Department of Computer Technology.
Students’ opinions about the use of internet and social media were
obtained. The features such as using the Internet and social media
skills, purposes, operating frequency, accessing facilities and tools,
social life and effects on vocational education and so forth were
explored. The positive effects and negative effects of both internet
and social media use on the students in this department and findings
are evaluated from different perspectives and results are obtained. In
addition, relations and differences were found out statistically.
Abstract: It is widely believed that mobile device is a promising technology for lending the opportunity for the third wave of electronic commerce. Mobile devices have changed the way companies do business. Many applications are under development or being incorporated into business processes. In this day, mobile applications are a vital component of any industry strategy.One of the greatest benefits of selling merchandise and providing services on a mobile application is that it widens a company’s customer base significantly.Mobile applications are accessible to interested customers across regional and international borders in different electronic business (e-business) area. But there is a dark side to this success story. The security risks associated with mobile devices and applications are very significant. This paper introduces a broad risk analysis for the various threats, vulnerabilities, and risks in mobile e-business applications and presents some important risk mitigation approaches. It reviews and compares two different frameworks for security assurance in mobile e-business applications. Based on the comparison, the paper suggests some recommendations for applications developers and business owners in mobile e-business application development process.
Abstract: Mobile social games recently become extremely
popular, spawning a whole new entertainment culture. However,
mobile game players are fickle, quickly and easily picking up and
abandoning games. This pilot study seeks to identify factors that
influence users to discontinuing playing mobile social games. We
identified three sacrifices which can prompt users to abandon games:
monetary sacrifice, time sacrifice and privacy sacrifice. The results
showed that monetary sacrifice has a greater impact than the other two
factors in causing players to discontinue usage intention.
Abstract: This article describes the information system for
measuring and evaluating the dose rate in the environment of nuclear
power plants Mochovce and Bohunice in Slovakia.
The article presents the results achieved in the implementation of
the EU project – Research of monitoring and evaluation of nonstandard
conditions in the area of nuclear power plants. The
objectives included improving the system of acquisition, measuring
and evaluating data with mobile and autonomous units applying new
knowledge from research.
The article provides basic and specific features of the system and
compared to the previous version of the system, also new functions.
Abstract: Pioneer networked systems assume that connections are reliable, and a faulty operation will be considered in case of losing a connection. Transient connections are typical of mobile devices. Areas of application of data sharing system such as these, lead to the conclusion that network connections may not always be reliable, and that the conventional approaches can be improved. Nigerian commercial banking industry is a critical system whose operation is increasingly becoming dependent on information technology (IT) driven information system. The proposed solution to this problem makes use of a hierarchically clustered network structure which we selected to reflect (as much as possible) the typical organizational structure of the Nigerian commercial banks. Representative transactions such as data updates and replication of the results of such updates were used to simulate the proposed model to show its applicability.
Abstract: WiFi has become an essential technology that is widely used nowadays. It is famous due to its convenience to be used with mobile devices. This is especially true for Internet users worldwide that use WiFi connections. There are many location based services that are available nowadays which uses Wireless Fidelity (WiFi) signal fingerprinting. A common example that is gaining popularity in this era would be Foursquare. In this work, the WiFi signal would be used to estimate the user or client’s location. Similar to GPS, fingerprinting method needs a floor plan to increase the accuracy of location estimation. Still, the factor of inconsistent WiFi signal makes the estimation defer at different time intervals. Given so, an adaptive method is needed to obtain the most accurate signal at all times. WiFi signals are heavily distorted by external factors such as physical objects, radio frequency interference, electrical interference, and environmental factors to name a few. Due to these factors, this work uses a method of reducing the signal noise and estimation using the Nearest Neighbour based on past activities of the signal to increase the signal accuracy up to more than 80%. The repository yet increases the accuracy by using Artificial Neural Network (ANN) pattern matching. The repository acts as the server cum support of the client side application decision. Numerous previous works has adapted the methods of collecting signal strengths in the repository over the years, but mostly were just static. In this work, proposed solutions on how the adaptive method is done to match the signal received to the data in the repository are highlighted. With the said approach, location estimation can be done more accurately. Adaptive update allows the latest location fingerprint to be stored in the repository. Furthermore, any redundant location fingerprints are removed and only the updated version of the fingerprint is stored in the repository. How the location estimation of the user can be predicted would be highlighted more in the proposed solution section. After some studies on previous works, it is found that the Artificial Neural Network is the most feasible method to deploy in updating the repository and making it adaptive. The Artificial Neural Network functions are to do the pattern matching of the WiFi signal to the existing data available in the repository.
Abstract: Advancement of communication technologies and smart devices in the recent times is leading to changes into the integrated wired and wireless communication environments. Since early days, businesses had started introducing environments for mobile device application to their operations in order to improve productivity (efficiency) and the closed corporate environment gradually shifted to an open structure. Recently, individual user's interest in working environment using mobile devices has increased and a new corporate working environment under the concept of BYOD is drawing attention. BYOD (bring your own device) is a concept where individuals bring in and use their own devices in business activities. Through BYOD, businesses can anticipate improved productivity (efficiency) and also a reduction in the cost of purchasing devices. However, as a result of security threats caused by frequent loss and theft of personal devices and corporate data leaks due to low security, companies are reluctant about adopting BYOD system. In addition, without considerations to diverse devices and connection environments, there are limitations in detecting abnormal behaviors, such as information leaks, using the existing network-based security equipment. This study suggests a method to detect abnormal behaviors according to individual behavioral patterns, rather than the existing signature-based malicious behavior detection, and discusses applications of this method in BYOD environment.
Abstract: This paper is about middleware which enables group-user applications on mobile devices in physical proximity to interact with other devices without intervention of a central server. Requirements of the middleware are identified from service usage scenarios, and the functional architecture of the middleware is specified. These requirements include Group Management, Synchronization, and Resource Management. Group Management needs to provide various capabilities to such applications with respect to managing multiple users (e.g., creation of groups, discovery of group or individual users, member join/leave, election of a group manager and service-group association) using D2D communication technology. We designed the middleware for the above requirements on the Android platform.
Abstract: At this paper, we will present the development of mobile application Social Guidance and Counseling (GC) that called “m-NingBK: Social GC”. The application is used for GC services that run on mobile devices. The application is designed specifically for Junior High School student. The methods are a combination of interactive multimedia approaches and educational psychology. Therefore, the design process is carried out three processes, which are digitizing of material social GC services, visualizing wisely and making interactive. This method is intended to make students not only hear and see but also "do" the virtual. There are five components used in multimedia applications "m-NingBK: Social GC" i.e. text, images / graphics, audio / sound, animation and video. Four menus provided by this application is the potential self, social, Expert System and about. The application is built using the Java programming language. This application was tested using a Smartphone with Android Operating System. Based on the test, people give rating: 16.7% excellent, 61.1% good, 19.4% adequate, and 2.8% poor.