Abstract: The abnormal increase in the number of applications available for download in Android markets is a good indication that they are being reused. However, little is known about their real reusability potential. A considerable amount of these applications is reported as having a poor quality or being malicious. Hence, in this paper, an approach to measure the reusability potential of classes in Android applications is proposed. The approach is not meant specifically for this particular type of applications. Rather, it is intended for Object-Oriented (OO) software systems in general and aims also to provide means to discard the classes of low quality and defect prone applications from being reused directly through inheritance and instantiation. An empirical investigation is conducted to measure and rank the reusability potential of the classes of randomly selected Android applications. The results obtained are thoroughly analyzed in order to understand the extent of this potential and the factors influencing it.
Abstract: The rapid development of the BlackBerry games industry and its development goals were not just for entertainment, but also used for educational of students interactively. Unfortunately the development of adaptive educational games on BlackBerry in Indonesian language that interesting and entertaining for learning process is very limited. This paper shows the research of development of novel adaptive educational games for students who can adjust the difficulty level of games based on the ability of the user, so that it can motivate students to continue to play these games. We propose a method where these games can adjust the level of difficulty, based on the assessment of the results of previous problems using neural networks with three inputs in the form of percentage correct, the speed of answer and interest mode of games (animation / lessons) and 1 output. The experimental results are presented and show the adaptive games are running well on mobile devices based on BlackBerry platform
Abstract: This paper introduces a framework that aims to
support the design and development of mobile services. The
traditional innovation process and its supporting instruments in form
of creativity tools, acceptance research and user-generated content
analysis are screened for potentials for improvement. The result is a
reshaped innovation process where acceptance research and usergenerated
content analysis are fully integrated within a creativity
tool. Advantages of this method are the enhancement of design
relevant information for developers and designers and the possibility
to forecast market success.
Abstract: The number of people using SNS with their mobile devices is soaring. This research focuses on the Twitter service that has the most third-party applications and delved into the fact that there were not sufficient studies on the UX design aspects of Twitter applications. Among social network services which have emerged as a major social topic lately, this research try to analyze the UX design of the Twitter application which is also called micro-blogging service. Therefore this research sets its goal to draw components of the UX design aspect of the Tweeter application on which there are not enough analysis yet. Moreover, this research suggests improvement of mobile application which will assure better users- experience. In order to analyze the UX design aspect of the mobile twitter application, with relevant document and user research, evaluating factors of the UX Design which would affect users- experience were organized. The subjects for cases were selected among six paid and free social networking applications that had been consistently ranked from 1st to 100th in the Korean application store during May, 2012 after closely monitoring the rank. From May 15th to May 11th in 2012, in accordance with the evaluating standard, surveys were conducted in a form of interviews with 20 subjects who have used the Twitter application to find out problems and solutions for the UX design of the mobile Twitter application.
Abstract: As the Social network game(SNG) is rising
dramatically worldwide, an interesting aspect has appeared in the
demographic analysis. That is the ratio of the game users by gender.
Although the ratio of male and female users in online game was
60:40% previously, the ratio of male and female users in SNG stood at
47:53% which shows that the ratio of female users is higher than that
of male users. Here, it should be noted that 35% in those 53% female
users are the first-time users of game. This fact suggests that women
who were not interested in game previously has taken an interest in
SNG. Notwithstanding this issue, there have been little studies on the
female users of SNG although there are many studies that analyzed the
tendency of female users- online game play. This study conducted the
analyzed how the game-playing tendency of SNG gamers was
manifested in the game by gender. For that, this study will identify the
tendency of SNG users by gender based on the preceding studies that
analyzed the online game users by gender. The subject of this study
was confined to the farm and urban construction simulation games
which were offered based on the mobile application platform.
Regarding the methodology of study, the first focus group
interview(FGI) was conducted with the male and female users who
had played games on Social network service(SNS) until recently. Later,
the second one-on-one in-depth interview was conducted to gain an
insight into the psychological state of the subjects.
Abstract: The ARMrayan Multimedia Mobile CMS (Content
Management System) is the first mobile CMS that gives the
opportunity to users for creating multimedia J2ME mobile
applications with their desired content, design and logo; simply,
without any need for writing even a line of code. The low-level
programming and compatibility problems of the J2ME, along with
UI designing difficulties, makes it hard for most people –even
programmers- to broadcast their content to the widespread mobile
phones used by nearly all people. This system provides user-friendly,
PC-based tools for creating a tree index of pages and inserting
multiple multimedia contents (e.g. sound, video and picture) in each
page for creating a J2ME mobile application. The output is a standalone
Java mobile application that has a user interface, shows texts
and pictures and plays music and videos regardless of the type of
devices used as long as the devices support the J2ME platform.
Bitmap fonts have also been used thus Middle Eastern languages can
be easily supported on all mobile phone devices. We omitted
programming concepts for users in order to simplify multimedia
content-oriented mobile applictaion designing for use in educational,
cultural or marketing centers. Ordinary operators can now create a
variety of multimedia mobile applications such as tutorials,
catalogues, books, and guides in minutes rather than months.
Simplicity and power has been the goal of this CMS. In this paper,
we present the software engineered-designed concepts of the
ARMrayan MCMS along with the implementation challenges faces
and solutions adapted.
Abstract: The purpose of this study is to understand how
consumers react to a company's promotional offers with mobile
applications (APP) as premiums. This paper presents the results of an
experimental study where five features of APP were involved: the
cost (free/discounted) for earning APP, the relationship between APP
and the promoted product, the perceived usefulness, the perceived
ease of use, and the perceived playfulness of APP in the context of
light foods purchase. The results support that the above features,
except perceived ease of use, have substantial influences on
consumers' intention to adopt the APP. Among the five features, the
cost for earning APP has the most impact on the adopting intention
of APP. The study also found a positive influence of adopting
intention of APP on the consumer's purchase intention of the
promoted product. Thus, APP-based premiums may enhance the
consumer's purchase intention of a company's promoted products.
Abstract: Nowadays, people are going more and more mobile, both in terms of devices and associated applications. Moreover, services that these devices are offering are getting wider and much more complex. Even though actual handheld devices have considerable computing power, their contexts of utilization are different. These contexts are affected by the availability of connection, high latency of wireless networks, battery life, size of the screen, on-screen or hard keyboard, etc. Consequently, development of mobile applications and their associated mobile Web services, if any, should follow a concise methodology so they will provide a high Quality of Service. The aim of this paper is to highlight and discuss main issues to consider when developing mobile applications and mobile Web services and then propose a framework that leads developers through different steps and modules toward development of efficient and secure mobile applications. First, different challenges in developing such applications are elicited and deeply discussed. Second, a development framework is presented with different modules addressing each of these challenges. Third, the paper presents an example of a mobile application, Eivom Cinema Guide, which benefits from following our development framework.
Abstract: The necessity of accurate and timely field data is
shared among organizations engaged in fundamentally different
activities, public services or commercial operations. Basically, there
are three major components in the process of the qualitative research:
data collection, interpretation and organization of data, and analytic
process. Representative technological advancements in terms of
innovation have been made in mobile devices (mobile phone, PDA-s,
tablets, laptops, etc). Resources that can be potentially applied on the
data collection activity for field researches in order to improve this
process.
This paper presents and discuss the main features of a mobile
phone based solution for field data collection, composed of basically
three modules: a survey editor, a server web application and a client
mobile application. The data gathering process begins with the
survey creation module, which enables the production of tailored
questionnaires. The field workforce receives the questionnaire(s) on
their mobile phones to collect the interviews responses and sending
them back to a server for immediate analysis.
Abstract: With the advantage of wireless network technology,
there are a variety of mobile applications which make the issue of
wireless sensor networks as a popular research area in recent years.
As the wireless sensor network nodes move arbitrarily with the
topology fast change feature, mobile nodes are often confronted with
the void issue which will initiate packet losing, retransmitting,
rerouting, additional transmission cost and power consumption.
When transmitting packets, we would not predict void problem
occurring in advance. Thus, how to improve geographic routing with
void avoidance in wireless networks becomes an important issue. In
this paper, we proposed a greedy geographical void routing algorithm
to solve the void problem for wireless sensor networks. We use the
information of source node and void area to draw two tangents to
form a fan range of the existence void which can announce voidavoiding
message. Then we use source and destination nodes to draw
a line with an angle of the fan range to select the next forwarding
neighbor node for routing. In a dynamic wireless sensor network
environment, the proposed greedy void avoiding algorithm can be
more time-saving and more efficient to forward packets, and improve
current geographical void problem of wireless sensor networks.
Abstract: Crime is a major societal problem for most of the
world's nations. Consequently, the police need to develop new
methods to improve their efficiency in dealing with these ever increasing crime rates. Two of the common difficulties that the police
face in crime control are crime investigation and the provision of crime information to the general public to help them protect themselves. Crime control in police operations involves the use of
spatial data, crime data and the related crime data from different organizations (depending on the nature of the analysis to be made).
These types of data are collected from several heterogeneous sources
in different formats and from different platforms, resulting in a lack of standardization. Moreover, there is no standard framework for
crime data collection, integration and dissemination through mobile
devices. An investigation into the current situation in crime control was carried out to identify the needs to resolve these issues. This
paper proposes and investigates the use of service oriented
architecture (SOA) and the mobile spatial information service in crime control. SOA plays an important role in crime control as an
appropriate way to support data exchange and model sharing from
heterogeneous sources. Crime control also needs to facilitate mobile
spatial information services in order to exchange, receive, share and release information based on location to mobile users anytime and
anywhere.
Abstract: The emergence of mobile application services and App
Store has led to the explosive growth of user innovation, which users
voluntarily contribute to. User innovation communities where end
users freely reveal innovative ideas and needs with other community
members are becoming increasingly influential in this area. However,
user-s ideas in user innovation community are not enough to be new
service opportunity, because some of them can already developed as
existing services in App Store. Moreover, the existing services similar
to new service opportunity can be significant references to apply
analogy to develop service concept. In response, this research
proposes Case-Based Reasoning approach to matching the user needs
and existing services, identifying unmet opportunistic user needs, and
retrieving similar services with opportunity. Due to its intuitive and
transparent algorithm, users related to App Store innovation
communities can easily employ Case-Based Reasoning based
approach to their innovation.