Online Encrypted Mobile Application Traffic Classification at the Early Stage: Challenges, Evaluation Criteria, Comparison Methods

Author(s):  
Junzheng Shi ◽  
Mengyan Liu ◽  
Chengshang Hou ◽  
Minghao Jiang ◽  
Gang Xiong
2020 ◽  
Author(s):  
Karen Davies ◽  
Bie Nio Ong ◽  
Sudeh Cheraghi-Sohi ◽  
Katherine Perryman ◽  
Caroline Sanders

BACKGROUND Background: There is a growing interest in using mobile applications in supporting health and wellbeing. Evidence directly from people with dementia regarding the acceptability, usability and usefulness of mobile apps is limited. It builds on ‘My Health Guide’ which was co-designed with people with cognitive disabilities. . OBJECTIVE Objective This paper describes the protocol of a study evaluating an app designed for supporting wellbeing with people living with dementia, specifically focusing on enhanced safety through improved communication METHODS Method: The study will employ design research, using participatory qualitative research methods over three cycles of evaluation with service users, their families and practitioners. The study will be developed in partnership with a specialist home care service in England. A purposive case selection will be used to ensure that the cases exemplify differences in experiences. The app will be evaluated in a ‘walkthrough’ workshop by people living with early stage dementia and then trialled at home by up to 12 families in a ‘try-out’ cycle. An amended version will be evaluated in a final ‘walkthrough’ workshop in cycle 3. Data will be collected from at least four data sources during the try-out phase and analysed thematically (people with dementia, carers, practitioners and app usage). An explanatory, multiple-case study design will be used to synthesise and present the evidence from the three cycles drawing on Normalisation Process Theory to support interpretation of the findings. RESULTS Results: The study is ready to be implemented but has been paused to protect vulnerable individuals during the Coronavirus in 2020. The findings will be particularly relevant for understanding how to support vulnerable people living in the community during social distancing and the period following the pandemic, as well as providing insight into the challenges of social isolation arising from living with dementia CONCLUSIONS Discussion: Evaluating a mobile application for enhancing communication, safety and wellbeing for people living with dementia contributes to key ambitions enshrined in policy and practice, championing the use of digital technology and supporting people with dementia to live safely in their own homes. The study uses a co-design method to enable the voice of users with dementia to highlight the benefits and challenges of technology and shape future development of apps that potentially enhances safety through improved communication.


Author(s):  
Q. Z. Yang ◽  
B. Song

This paper presents a hierarchical fuzzy evaluation approach to product lifecycle sustainability assessment at conceptual design stages. The purpose is to advocate the emerging use of lifecycle engineering methods in support of evaluation and selection of design alternatives for sustainable product development. A fuzzy evaluation model is developed with a hierarchical criteria structure to represent different sustainability considerations in the technical, economic and environmental dimensions. Using the imprecise and uncertain early-stage product information, each design option is assessed by the model with respect to the hierarchical evaluation criteria. Lifecycle engineering methods, such as lifecycle assessment and lifecycle costing analysis, are applied to the generation of the evaluation criteria. This would provide designers with a more complete lifecycle view about the product’s sustainability potentials to support decision-making in evaluation and selection of conceptual designs. The proposed approach has been implemented in a sustainable design decision-support software prototype. Illustrative examples are discussed in the paper to demonstrate the use of the approach and the prototype in conceptual design selection of a consumer product.


2021 ◽  
Author(s):  
Patrick Gioseffi

This Major Research Project (MRP) aims to investigate the impact of the on-demand economy, millennials’ digital habits, and the emergence of super apps on the restaurant-finding process. Currently, restaurant-goers are presented with multiple specialty applications to complete different tasks when evaluating restaurants. The current process of deciding on a restaurant is both time-consuming and inefficient. This project aims to propose a solution to this problem in the form of an early-stage super app called Palate. Palate is a mobile application that aims to streamline the process of discovering restaurants from the moment a restaurant-goer begins their search to the moment they confirm a reservation. This paper will discuss design principles, theories of the on-demand economy, restaurant-goers digital habits, super apps and the rationale for designing a restaurant super app interface.


2021 ◽  
Author(s):  
Junzheng Shi ◽  
Chen Yang ◽  
Qingya Yang ◽  
Jialin Zhang ◽  
Mingxin Cui ◽  
...  

Author(s):  
Marco de Sá ◽  
Carlos Duarte ◽  
Luís Carriço ◽  
Tiago Reis

In this chapter we describe a set of techniques and tools that aim at supporting designers while creating mobile multimodal applications. We explain how the additional difficulties that designers face during this process, especially those related to multimodalities, can be tackled. In particular, we present a scenario generation and context definition framework that can be used to drive design and support evaluation within realistic settings, promoting in-situ design and richer results. In conjunction with the scenario framework, we detail a prototyping tool that was developed to support the early stage prototyping and evaluation process of mobile multimodal applications, from the first sketch-based prototypes up to the final quantitative analysis of usage results. As a case study, we describe a mobile application for accessing and reading rich digital books. The application aims at offering users, in particular blind users, means to read and annotate digital books and it was designed to be used on Pocket PCs and Smartphones, including a set of features that enhance both content and usability of traditional books.


2020 ◽  
Vol 2 (1) ◽  
pp. 50
Author(s):  
Rambo Hilary ◽  
Philemon Rotich ◽  
Anna Geofrey ◽  
Anael Sam

Application of wireless sensor networks (WSN) and Internet of Things (IoT) used to provide real-time monitoring of fire outbreak in markets. The system integrates three subsystems namely; sensing subsystem which uses multiple sensors for detecting fire outbreaks. Data processing subsystem which collects data from the sensing subsystem through Xbee, analyses, and uploads data to the cloud. If values exceed the sensor threshold, an alarm is triggered and notification is sent to stakeholders via mobile application subsystem. The integration between sensing, data processing, and mobile application subsystems pave a new way for the mitigation of fire outbreaks at its early stage.


2019 ◽  
Vol 8 (4) ◽  
pp. 1045-1048

Breast cancer is a life threatening disease that occurs when an unconstrained and irregular breast cell develops. There are five stages of breast cancer where stage 0 is considered as the early stage since the cancer cells are not spread outside of ducts yet. In this stage, the early symptoms are possible to be detected and if it is swiftly diagnosed, the probability that the cancer to be successfully treated is very high. Breast Self Examination (BSE) is one of the recommended screening methods but it is reported to be confusing and inconsistent. This is because BSE only provide guidelines for breast examination. It does not give any result that user can rely on. Therefore, this research aims to develop a mobile application which applies fuzzy logic method and adopts BSE process to help a person diagnose the early stage of breast cancer.


2017 ◽  
Vol 41 (1) ◽  
Author(s):  
Grace Hsu ◽  
Stephanie Crawford ◽  
Gennaro Paolella ◽  
Sandra Cuellar ◽  
Scott Wirth ◽  
...  

Oral anticancer medications (OAMs) can be challenging for patients due to their complex regimen. The goal of this research is to design a customized mobile application that can empower low health literacy patients taking OAMs and increase adherence and satisfaction with clinical care. A User-Centered Design approach was implemented by consulting with clinicians and patients at an early stage of development. Animations were incorporated to distill complex medical concepts and information. An iterative design process ensures that the tool is customized for patient engagement.


Author(s):  
Nurul Fasihah Jamaludin ◽  
Tengku Siti Meriam Tengku Wook ◽  
Siti Fadzilah Mat Noor ◽  
Faizan Qamar

Depression is a critical public health problem, mainly when it affects young people (adolescents). This condition is most challenging to detect in this group because they tend to think about other people's negative assumptions. Adolescents with depressive symptoms refuse to seek professional help due to their stigma and their future if they were labeled as depressed teenagers. Depression is a severe mental issue that should be detected from an early stage so that the problem can be curbed and resolved immediately. Diagnosis should be carried out to assess mental health, followed by referral to professional help. This study aims to motivate adolescents to diagnose depression levels through gamification techniques. Fifty-three secondary students participated in a survey designed in this study to measure motivation enhancement factors. The result of this study was used to develop a depression diagnosis model. The proposed model applied a gamification design technique consisting of three main ideas: gamification elements, user types, and motivational elements. This model will serve as the foundation to develop a mobile application system that can benefit users, especially adolescents, in self-diagnosing depression.


2019 ◽  
Vol 2019 ◽  
pp. 1-14 ◽  
Author(s):  
Tasneem Khan ◽  
Kevin Johnston ◽  
Jacques Ophoff

The research on augmented reality applications in education is still in an early stage, and there is a lack of research on the effects and implications of augmented reality in the field of education. The purpose of this research was to measure and understand the impact of an augmented reality mobile application on the learning motivation of undergraduate health science students at the University of Cape Town. We extend previous research that looked specifically at the impact of augmented reality technology on student learning motivation. The intrinsic motivation theory was used to explain motivation in the context of learning. The attention, relevance, confidence, and satisfaction (ARCS) model guided the understanding of the impact of augmented reality on student motivation, and the Instructional Materials Motivation Survey was used to design the research instrument. The research examined the differences in student learning motivation before and after using the augmented reality mobile application. A total of 78 participants used the augmented reality mobile application and completed the preusage and postusage questionnaires. The results showed that using an augmented reality mobile application increased the learning motivation of students. The attention, satisfaction, and confidence factors of motivation were increased, and these results were found to be significant. Although the relevance factor showed a decrease it proved to be insignificant.


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