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: As computing technology advances, smartphone
applications can assist student learning in a pervasive way. For
example, the idea of using mobile apps for the PA Common Trees,
Pests, Pathogens, in the field as a reference tool allows middle school
students to learn about trees and associated pests/pathogens without
bringing a textbook. While working on the development of three heterogeneous mobile
apps, we ran into numerous challenges. Both the traditional waterfall
model and the more modern agile methodologies failed in practice.
The waterfall model emphasizes the planning of the duration for each
phase. When the duration of each phase is not consistent with the
availability of developers, the waterfall model cannot be employed.
When applying Agile Methodologies, we cannot maintain the high
frequency of the iterative development review process, known as
‘sprints’. In this paper, we discuss the challenges and solutions. We
propose a hybrid model known as the Relay Race Methodology to
reflect the concept of racing and relaying during the process of
software development in practice. Based on the development project,
we observe that the modeling of the relay race transition between any
two phases is manifested naturally. Thus, we claim that the RRM
model can provide a de fecto rather than a de jure basis for the core
concept in the software development model. In this paper, the background of the project is introduced first.
Then, the challenges are pointed out followed by our solutions.
Finally, the experiences learned and the future works are presented.
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: Electronic mediums such as websites, feeds, blogs and
social media sites are on a daily basis influencing our decision
making, are improving our productivity and are shaping futures of
many consumers and service/product providers. This research
identifies that both customers and business providers heavily rely on
smart phone applications. Based on this, mobile applications
available on iTunes store were studied. It was identified that fruit and
vegetable related applications used by consumers can broadly be
categorized into purchase applications, diaries, tracking health
applications, trip farm location and cooking applications. On the
other hand, applications used by farmers can broadly be classified as:
weather tracking, pests / fertilizer applications and general social
media applications such as Facebook. To blur this farmer-consumer
application divide, our research utilizes Context Specific
eTransformation Framework and based on it identifies characteristic
future consumer-farmer applications will need to have so that the
current divide can be narrowed and consequently better farmerconsumer
supply chain link established.
Abstract: The UK is leading in online retail and mobile
adoption. However, there is a dearth of information relating to mobile
apparel retail, and developing an understanding about consumer
browsing and purchase behaviour in m-retail channel would provide
apparel marketers, mobile website and app developers with the
necessary understanding of consumers’ needs. Despite the rapid
growth of mobile retail businesses, no published study has examined
shopping behaviour on fashion mobile apps and websites. A mixed method approach helped to understand why fashion
consumers prefer websites on smartphones, when diverse mobile
apps are also available. The following research methods were
employed: survey, eye-tracking experiments, observation, and
interview with retrospective think aloud. The mobile gaze tracking
device by SensoMotoric Instruments was used to understand
frustrations in navigation and other issues facing consumers in
mobile channel. This method helped to validate and compliment
other traditional user-testing approaches in order to optimize user
experience and enhance the development of mobile retail channel.
The study involved eight participants - females aged 18 to 35 years
old, who are existing mobile shoppers. The participants used the
Topshop mobile app and website on a smart phone to complete a task
according to a specified scenario leading to a purchase. The
comparative study was based on: duration and time spent at different
stages of the shopping journey, number of steps involved and product
pages visited, search approaches used, layout and visual clues, as
well as consumer perceptions and expectations. The results from the data analysis show significant differences in
consumer behaviour when using a mobile app or website on a smart
phone. Moreover, two types of problems were identified, namely
technical issues and human errors. Having a mobile app does not
guarantee success in satisfying mobile fashion consumers. The
differences in the layout and visual clues seem to influence the
overall shopping experience on a smart phone. The layout of search
results on the website was different from the mobile app. Therefore,
participants, in most cases, behaved differently on different
platforms. The number of product pages visited on the mobile app
was triple the number visited on the website due to a limited visibility
of products in the search results. Although, the data on traffic trends
held by retailers to date, including retail sector breakdowns for visits
and views, data on device splits and duration, might seem a valuable
source of information, it cannot explain why consumers visit many
product pages, stay longer on the website or mobile app, or abandon
the basket. A comprehensive list of pros and cons was developed by
highlighting issues for website and mobile app, and recommendations
provided. The findings suggest that fashion retailers need to be aware of
actual consumers’ behaviour on the mobile channel and their expectations in order to offer a seamless shopping experience. Added
to which is the challenge of retaining existing and acquiring new
customers. There seem to be differences in the way fashion
consumers search and shop on mobile, which need to be explored in
further studies.
Abstract: The use of information technology in education have
changed not only the learners learning style but also the way they
taught, where nowadays learners are connected with diversity of
information sources with means of knowledge available everywhere.
The advantage of network wireless technologies and mobility
technologies used in the education and learning processes lead to
mobile learning as a new model of learning technology. Currently,
most of mobile learning applications are developed for the formal
education and learning environment. Despite the long history and
large amount of research on mobile learning and instruction design
model still there is a need of well-defined process in designing
mobile learning applications. Based on this situation, this paper
emphasizes on identifying instruction design phase’s considerations
and influencing factors in developing mobile learning application.
This set of instruction design steps includes analysis, design,
development, implementation, evaluation and continuous has been
built from a literature study, with focus on standards for learning,
mobile application software quality and guidelines. The effort is part
of an Omani-funded research project investigating the development,
adoption and dissemination of mobile learning in Oman.
Abstract: Many existing amusement parks have been operated
with assistance of a variety of information and communications
technologies to design friendly and efficient service systems for
tourists. However, these systems leave various levels of decisions to
tourists to make by themselves. This incurs pressure on tourists and
thereby bringing negative experience in their tour. This paper
proposes a smart amusement park system to offer each tourist the
GPS-based customized plan without tourists making decisions by
themselves. The proposed system consists of the mobile app
subsystem, the central subsystem, and the detecting/counting
subsystem. The mobile app subsystem interacts with the central
subsystem. The central subsystem performs the necessary computing
and database management of the proposed system. The
detecting/counting subsystem aims to detect and compute the number
of visitors to an attraction. Experimental results show that the
proposed system can not only work well, but also provide an
innovative business operating model for owners of amusement parks.
Abstract: The availability to deploy mobile applications for
health care is increasing daily thru different mobile app stores. But
within these capabilities the number of hacking attacks has also
increased, in particular into medical mobile applications. The security
vulnerabilities in medical mobile apps can be triggered by errors in
code, incorrect logic, poor design, among other parameters. This is
usually used by malicious attackers to steal or modify the users’
information. The aim of this research is to analyze the vulnerabilities
detected in mobile medical apps according to risk factor standards
defined by OWASP in 2014.
Abstract: Nowadays, several research studies point up that an
active lifestyle is essential for physical and mental health benefits.
Mobile phones have greatly influenced people’s habits and attitudes
also in the way they exercise. Our research work is mainly focused on
investigating how to exploit mobile technologies to favour people’s
exertion experience. To this end, we developed an exertion framework
users can exploit through a real world mobile application, called
EverywhereSport Run (EWRun), designed to act as a virtual personal
trainer to support runners during their trainings. In this work, inspired
by both previous findings in the field of interaction design for people
with visual impairments, feedback gathered from real users of our
framework, and positive results obtained from two experimentations,
we present some new interaction facilities we designed to enhance
the interaction experience during a training. The positive obtained
results helped us to derive some interaction design recommendations
we believe will be a valid support for designers of future mobile
systems conceived to be used in circumstances where there are limited
possibilities of interaction.
Abstract: The legality of some countries or agencies’ acts to spy
on personal phone calls of the public became a hot topic to many
social groups’ talks. It is believed that this act is considered an
invasion to someone’s privacy. Such act may be justified if it is
singling out specific cases but to spy without limits is very
unacceptable. This paper discusses the needs for not only a simple
and light weight technique to secure mobile voice calls but also a
technique that is independent from any encryption standard or library.
It then presents and tests one encrypting algorithm that is based of
Frequency scrambling technique to show fair and delay-free process
that can be used to protect phone calls from such spying acts.
Abstract: Based on an indoor environmental quality (IEQ) index established by previous work that indicates the overall IEQ acceptance from the prospect of an occupant in residential buildings in terms of four IEQ factors - thermal comfort, indoor air quality, visual and aural comforts, this study develops a user-friendly IEQ calculator for iOS and Android users to calculate the occupant acceptance and compare the relative performance of IEQ in apartments. “IEQ calculator” is easy to use and it preliminarily illustrates the overall indoor environmental quality on the spot. Users simply input indoor parameters such as temperature, number of people and windows are opened or closed for the mobile application to calculate the scores in four areas: the comforts of temperature, brightness, noise and indoor air quality. The calculator allows the prediction of the best IEQ scenario on a quantitative scale. Any indoor environments under the specific IEQ conditions can be benchmarked against the predicted IEQ acceptance range. This calculator can also suggest how to achieve the best IEQ acceptance among a group of residents.
Abstract: In this paper, we propose a system for preventing gas
risks through the use of wireless communication modules and
intelligent gas safety appliances. Our system configuration consists of
an automatic extinguishing system, detectors, a wall-pad, and a
microcomputer controlled micom gas meter to monitor gas flow and
pressure as well as the occurrence of earthquakes. The automatic fire
extinguishing system checks for both combustible gaseous leaks and
monitors the environmental temperature, while the detector array
measures smoke and CO gas concentrations. Depending on detected
conditions, the micom gas meter cuts off an inner valve and generates
a warning, the automatic fire-extinguishing system cuts off an external
valve and sprays extinguishing materials, or the sensors generate
signals and take further action when smoke or CO are detected.
Information on intelligent measures taken by the gas safety appliances
and sensors are transmitted to the wall-pad, which in turn relays this as
real time data to a server that can be monitored via an external network
(BcN) connection to a web or mobile application for the management
of gas safety. To validate this smart-home gas management system, we
field-tested its suitability for use in Korean apartments under several
scenarios.
Abstract: Icons, or pictorial and graphical objects, are
commonly used in human-computer interaction (HCI) fields as the
mediator in order to communicate information to users. Yet there has
been little studies focusing on a majority of the world’s population –
semi-literate communities – in terms of the fundamental knowhow
for designing icons for such population. In this study, two sets of
icons belonging in different icon taxonomy – abstract and concrete –
are designed for a mobile application for semi-literate agricultural
communities. In this paper, we propose a triadic relationship of an
icon, namely meaning, task and mental image, which inherits the
triadic relationship of a sign. User testing with the application and a
post-pilot questionnaire are conducted as the experimental approach
in two rural villages in India. Icons belonging to concrete taxonomy
perform better than abstract icons on the premise that the design of
the icon fulfills the underlying rules of the proposed triadic
relationship.
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: Augmented Reality is a technology that involves the
overlay of virtual content, which is context or environment sensitive,
on images of the physical world in real time. This paper presents the
development of a catalog system that facilitates and allows the
creation, publishing, management and exploitation of augmented
multimedia contents and Augmented Reality applications, creating an
own space for anyone that wants to provide information to real
objects in order to edit and share it then online with others. These
spaces would be built for different domains without the initial need of
expert users. Its operation focuses on the context of Web 2.0 or
Social Web, with its various applications, developing contents to
enrich the real context in which human beings act permitting the
evolution of catalog’s contents in an emerging way.
Abstract: This paper presents a comparison between using a
desktop web application and a mobile application for students
enrolling in courses at Rangsit University, Thailand. In addition,
Rangsit University has enhanced the enrollment process by
leveraging its information systems, which allows students to choose
to enroll in courses online. In order to use the system, students must
provide their identification and personal documents for registration.
The reason to have a mobile application is to support students’ ability
to access the system at anytime, anywhere and anyplace. The
objective of this paper was to: 1. Evaluate the success of developing a
user friendly mobile device system and 2. Measure user interest in
future mobile development.
Abstract: With the advances in information and communications technology, mobile context-aware applications have become powerful marketing tools. In Apple online store, there are numerous mobile applications (APPs) developed for destination tour. This study investigated the determinants of adoption of context-aware APPs for destination tour services. A model is proposed based on Technology Acceptance Model and privacy concern theory. The model was empirically tested based on a sample of 259 users of a tourism APP published by Kaohsiung Tourism Bureau, Taiwan. The results showed that the fitness of the model is well and, among all the factors, the perceived usefulness and perceived ease of use have the most significant influences on the intention to adopt context-aware destination APPs. Finally, contrary to the findings of previous literature, the effect of privacy concern on the adoption intention of context-aware APP is insignificant.
Abstract: In this paper, we present a hamster knowledge system based on android application. The objective of this system is to advice user to upkeep and feed hamsters based on mobile application. We describe the design approaches and functional components of this system. The system was developed based on knowledge based of hamster experts. The results were divided by the research purposes into 2 parts: developing the mobile application for advice users and testing and evaluating the system. Black box technique was used to evaluate application performances and questionnaires were applied to measure user satisfaction with system usability by specialists and users.
Abstract: Merchants are competing to offer the use of mobile payment to encourage shopping. many mobile payment systems were made available in various locations worldwide; however, they have various drawbacks. This paper proposes a new mobile payment system that discusses the main drawbacks of these systems, namely security and speed of transaction. The proposal is featured by being simple to use by customers and merchants. Furthermore, the proposed system depends on a new authentication factor that is introduced in this paper and called by Two-Factors Authentication Plus, (2FA+).
Abstract: In this paper, we present a recommendation library application on Android system. The objective of this system is to support and advice user to use library resources based on mobile application. We describe the design approaches and functional components of this system. The system was developed based on under association rules, Apriori algorithm. In this project, it was divided the result by the research purposes into 2 parts: developing the Mobile application for online library service and testing and evaluating the system. Questionnaires were used to measure user satisfaction with system usability by specialists and users. The results were satisfactory both specialists and users.