Possibilities for Testing User Experience and User Interface Design on Mobile Devices

In an era when everything is increasingly digital, consumers are always looking for new options in solutions to their everyday needs. In this context, mobile apps are developing at an exponential pace. One of the fastest growing segments of mobile technologies is, obviously, e-commerce. It can be predicted that mobile commerce will record nearly three times the global growth of e-commerce across all platforms, which indicates its importance in the given segment. The current coronavirus pandemic is also changing many of the existing paradigms both socially, economically, and technologically, which has a major impact on changing consumer behavior and the emphasis on simplification and clarity of mobile solutions. This is the area that User Experience (UX) and User Interface (UI) designers deal with. Their task is to design a sufficiently attractive and interesting solution that will be available on all mobile devices and at the same time will be easy enough for the customer/visitor to get to the destination or to get the necessary information in a few clicks. The basis for changes in UX design can now be obtained not only through online analytical tools, but also through neuromarketing, especially in the case of mobile devices. The paper highlights possibilities for testing UX design applications on mobile devices using a special platform that combines a stationary eye camera (eye tracking) and facial analysis (facial coding).

Cryptocurrency-Based Mobile Payments with Near-Field Communication-Enabled Devices

Cryptocurrencies are getting increasingly popular, but very few of them can be conveniently used in daily mobile phone purchases. To solve this problem, we demonstrate how to build a functional prototype of a mobile cryptocurrency-based e-commerce application the communicates with Near-Field Communication (NFC) tags. Using the system, users are able to purchase physical items with an NFC tag that contains an e-commerce URL. The payment is done simply by touching the tag with a mobile device and accepting the payment. Our method is constructive: we describe the design and technologies used in the implementation and evaluate the security and performance of the solution. Our main finding is that the analysis and measurements show that our solution is feasible for e-commerce.

Three Tier Indoor Localization System for Digital Forensics

Mobile localization has attracted a great deal of attention recently due to the introduction of wireless networks. Although several localization algorithms and systems have been implemented and discussed in the literature, very few researchers have exploited the gap that exists between indoor localization, tracking, external storage of location information and outdoor localization for the purpose of digital forensics during and after a disaster. The contribution of this paper lies in the implementation of a robust system that is capable of locating, tracking mobile device users and store location information for both indoor and partially outdoor the cloud. The system can be used during disaster to track and locate mobile phone users. The developed system is a mobile application built based on Android, Hypertext Preprocessor (PHP), Cascading Style Sheets (CSS), JavaScript and MATLAB for the Android mobile users. Using Waterfall model of software development, we have implemented a three level system that is able to track, locate and store mobile device information in secure database (cloud) on almost a real time basis. The outcome of the study showed that the developed system is efficient with regard to the tracking and locating mobile devices. The system is also flexible, i.e. can be used in any building with fewer adjustments. Finally, the system is accurate for both indoor and outdoor in terms of locating and tracking mobile devices.

Malware Detection in Mobile Devices by Analyzing Sequences of System Calls

With the increase in popularity of mobile devices, new and varied forms of malware have emerged. Consequently, the organizations for cyberdefense have echoed the need to deploy more effective defensive schemes adapted to the challenges posed by these recent monitoring environments. In order to contribute to their development, this paper presents a malware detection strategy for mobile devices based on sequence alignment algorithms. Unlike the previous proposals, only the system calls performed during the startup of applications are studied. In this way, it is possible to efficiently study in depth, the sequences of system calls executed by the applications just downloaded from app stores, and initialize them in a secure and isolated environment. As demonstrated in the performed experimentation, most of the analyzed malicious activities were successfully identified in their boot processes.

Modeling Bessel Beams and Their Discrete Superpositions from the Generalized Lorenz-Mie Theory to Calculate Optical Forces over Spherical Dielectric Particles

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.

A Framework for Enhancing Mobile Development Software for Rangsit University, Thailand

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.

Fault Tolerance in Distributed Database Systems

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.

Adaptive WiFi Fingerprinting for Location Approximation

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.

Development of Mobile Application Social Guidance and Counseling for Junior High School

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.

Elections Management Information Communication System Voter Ballot

Abovepresented work deals with the new scope of application of information and communication technologies for the improvement of the election process in the biased environment. We are introducing a new concept of construction of the information-communication system for the election participant. It consists of four main components: Software, Physical Infrastructure, Structured Information and the Trained Stuff. The Structured Information is the bases of the whole system and is the collection of all possible events (irregularities among them) at the polling stations, which are structured in special templates, forms and integrated in mobile devices.The software represents a package of analytic modules, which operates with the dynamic database. The application of modern communication technologies facilities the immediate exchange of information and of relevant documents between the polling stations and the Server of the participant. No less important is the training of the staff for the proper functioning of the system. The e-training system with various modules should be applied in this respect. The presented methodology is primarily focused on the election processes in the countries of emerging democracies.It can be regarded as the tool for the monitoring of elections process by the political organization(s) and as one of the instruments to foster the spread of democracy in these countries.

Automatic Map Simplification for Visualization on Mobile Devices

The visualization of geographic information on mobile devices has become popular as the widespread use of mobile Internet. The mobility of these devices brings about much convenience to people-s life. By the add-on location-based services of the devices, people can have an access to timely information relevant to their tasks. However, visual analysis of geographic data on mobile devices presents several challenges due to the small display and restricted computing resources. These limitations on the screen size and resources may impair the usability aspects of the visualization applications. In this paper, a variable-scale visualization method is proposed to handle the challenge of small mobile display. By merging multiple scales of information into a single image, the viewer is able to focus on the interesting region, while having a good grasp of the surrounding context. This is essentially visualizing the map through a fisheye lens. However, the fisheye lens induces undesirable geometric distortion in the peripheral, which renders the information meaningless. The proposed solution is to apply map generalization that removes excessive information around the peripheral and an automatic smoothing process to correct the distortion while keeping the local topology consistent. The proposed method is applied on both artificial and real geographical data for evaluation.

Utilizing Adaptive Software to Enhance Information Management

The task of strategic information technology management is to focus on adapting technology to ensure competitiveness. A key factor for success in this sector is awareness and readiness to deploy new technologies and exploit the services they offer. Recently, the need for more flexible and dynamic user interfaces (UIs) has been recognized, especially in mobile applications. An ongoing research project (MOP), initiated by TUT in Finland, is looking at how mobile device UIs can be adapted for different needs and contexts. It focuses on examining the possibilities to develop adapter software for solving the challenges related to the UI and its flexibility in mobile devices. This approach has great potential for enhancing information transfer in mobile devices, and consequently for improving information management. The technology presented here could be one of the key emerging technologies in the information technology sector in relation to mobile devices and telecommunications.

Mobile Learning Implementation: Students- Perceptions in UTP

Mobile Learning (M-Learning) is a new technology which is to enhance current learning practices and activities for all people especially students and academic practitioners UTP is currently, implemented two types of learning styles which are conventional and electronic learning. In order to improve current learning approaches, it is necessary for UTP to implement m-learning in UTP. This paper presents a study on the students- perceptions on mobile utilization in the learning practices in UTP. Besides, this paper also presents a survey that was conducted among 82 students from System Analysis and Design (SAD) course in UTP. The survey includes basic information of mobile devices that have been used by the students, opinions on current learning practices and also the opinions regarding the m-learning implementation in the current learning practices especially in SAD course. Based on the results of the survey, majority of the students are using the mobile devices that can support m-learning environment. Other than that, students also agreed that current learning practices are ineffective and they believe that m-learning utilization can improve the effectiveness of current learning practices.

Managing Handheld Devices in Ad-Hoc Collaborative Computing Environments

The noticeable advance in the area of computer technology has paved the way for the invention of powerful mobile devices. However, limited storage, short battery life, and relatively low computational power define the major problems of such devices. Due to the ever increasing computational requirements, such devices may fail to process needed tasks under certain constraints. One of the proposed solutions to this drawback is the introduction of Collaborative Computing, a new concept dealing with the distribution of computational tasks amongst several handhelds. This paper introduces the basics of Collaborative Computing, and proposes a new protocol that aims at managing and optimizing computing tasks in Ad-Hoc Collaborative Computing Environments.

Using the Semantic Web in Ubiquitous and Mobile Computing: the Morfeo Experience

With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called MorfeoSMC, enabling the development of mobility applications and services according to a channel model based on Services Oriented Architecture (SOA) principles. It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation of mobile Web contents. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering, as well as to exploit these semantic annotations in a novel user profile-aware content adaptation process. Semantic Web content adaptation is a way of adding value to and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).

Implementation of Terrain Rendering on Mobile Device

Recently, there are significant improvements in the capabilities of mobile devices; rendering large terrain is tedious because of the constraint in resources of mobile devices. This paper focuses on the implementation of terrain rendering on mobile device to observe some issues and current constraints occurred. Experiments are performed using two datasets with results based on rendering speed and appearance to ascertain both the issues and constraints. The result shows a downfall of frame rate performance because of the increase of triangles. Since the resolution between computer and mobile device is different, the terrain surface on mobile device looks more unrealistic compared to on a computer. Thus, more attention in the development of terrain rendering on mobile devices is required. The problems highlighted in this paper will be the focus of future research and will be a great importance for 3D visualization on mobile device.

A Crisis Communication Network Based on Embodied Conversational Agents System with Mobile Services

In this paper, we proposed a new framework to incorporate an intelligent agent software robot into a crisis communication portal (CCNet) in order to send alert news to subscribed users via email and other mobile services such as Short Message Service (SMS), Multimedia Messaging Service (MMS) and General Packet Radio Services (GPRS). The content on the mobile services can be delivered either through mobile phone or Personal Digital Assistance (PDA). This research has shown that with our proposed framework, the embodied conversation agents system can handle questions intelligently with our multilayer architecture. At the same time, the extended framework can take care of delivery content through a more humanoid interface on mobile devices.

Pervasive Differentiated Services: A QoS Model for Pervasive Systems

In this article, we introduce a mechanism by which the same concept of differentiated services used in network transmission can be applied to provide quality of service levels to pervasive systems applications. The classical DiffServ model, including marking and classification, assured forwarding, and expedited forwarding, are all utilized to create quality of service guarantees for various pervasive applications requiring different levels of quality of service. Through a collection of various sensors, personal devices, and data sources, the transmission of contextsensitive data can automatically occur within a pervasive system with a given quality of service level. Triggers, initiators, sources, and receivers are four entities labeled in our mechanism. An explanation of the role of each is provided, and how quality of service is guaranteed.

Semantic Mobility Channel (SMC): Ubiquitous and Mobile Computing Meets the Semantic Web

With the advent of emerging personal computing paradigms such as ubiquitous and mobile computing, Web contents are becoming accessible from a wide range of mobile devices. Since these devices do not have the same rendering capabilities, Web contents need to be adapted for transparent access from a variety of client agents. Such content adaptation is exploited for either an individual element or a set of consecutive elements in a Web document and results in better rendering and faster delivery to the client device. Nevertheless, Web content adaptation sets new challenges for semantic markup. This paper presents an advanced components platform, called SMC, enabling the development of mobility applications and services according to a channel model based on the principles of Services Oriented Architecture (SOA). It then goes on to describe the potential for integration with the Semantic Web through a novel framework of external semantic annotation that prescribes a scheme for representing semantic markup files and a way of associating Web documents with these external annotations. The role of semantic annotation in this framework is to describe the contents of individual documents themselves, assuring the preservation of the semantics during the process of adapting content rendering. Semantic Web content adaptation is a way of adding value to Web contents and facilitates repurposing of Web contents (enhanced browsing, Web Services location and access, etc).