On Measuring the Reusability Proneness of Mobile Applications

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.

The Framework for Adaptive Games for Mobile Application Using Neural Networks

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

A Framework to Support the Design of Mobile Applications

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.

A Study on the User Experience Design of Mobile Twitter Application

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.

Analysis on the Game-Playing Tendency of SNGs (Social Network Games) users by Gender

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.

ARMrayan Multimedia Mobile CMS: a Simplified Approach towards Content-Oriented Mobile Application Designing

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.

An Experimental Investigation of Factors Affecting Consumers' Reactions to Mobile APP-Based Promotions

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.

Toward an Efficient Framework for Designing, Developing, and Using Secure Mobile Applications

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.

Mobile Phone as a Tool for Data Collection in Field Research

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.

Greedy Geographical Void Routing for Wireless Sensor Networks

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.

SOA-Based Mobile Application for Crime Control in Thailand

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.

Using Case-Based Reasoning to New Service Development from User Innovation Community in Mobile Application Services

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.