A Large-Scale Empirical Study on Software Reuse in Mobile Apps

IEEE Software ◽  
2014 ◽  
Vol 31 (2) ◽  
pp. 78-86 ◽  
Author(s):  
Israel J. Mojica ◽  
Bram Adams ◽  
Meiyappan Nagappan ◽  
Steffen Dienst ◽  
Thorsten Berger ◽  
...  
Author(s):  
Luis A Leiva ◽  
Asutosh Hota ◽  
Antti Oulasvirta

Abstract Designers are increasingly using online resources for inspiration. How to best support design exploration without compromising creativity? We introduce and study Design Maps, a class of point-cloud visualizations that makes large user interface datasets explorable. Design Maps are computed using dimensionality reduction and clustering techniques, which we analyze thoroughly in this paper. We present concepts for integrating Design Maps into design tools, including interactive visualization, local neighborhood exploration and functionality to integrate existing solutions to the design at hand. These concepts were implemented in a wireframing tool for mobile apps, which was evaluated with actual designers performing realistic tasks. Overall, designers find Design Maps supporting their creativity (avg. CSI score of 74/100) and indicate that the maps producing consistent whitespacing within cloud points are the most informative ones.


2018 ◽  
Vol 2018 ◽  
pp. 1-22 ◽  
Author(s):  
Shuang Zhao ◽  
Xiapu Luo ◽  
Xiaobo Ma ◽  
Bo Bai ◽  
Yankang Zhao ◽  
...  

Proximity-based apps have been changing the way people interact with each other in the physical world. To help people extend their social networks, proximity-based nearby-stranger (NS) apps that encourage people to make friends with nearby strangers have gained popularity recently. As another typical type of proximity-based apps, some ridesharing (RS) apps allowing drivers to search nearby passengers and get their ridesharing requests also become popular due to their contribution to economy and emission reduction. In this paper, we concentrate on the location privacy of proximity-based mobile apps. By analyzing the communication mechanism, we find that many apps of this type are vulnerable to large-scale location spoofing attack (LLSA). We accordingly propose three approaches to performing LLSA. To evaluate the threat of LLSA posed to proximity-based mobile apps, we perform real-world case studies against an NS app named Weibo and an RS app called Didi. The results show that our approaches can effectively and automatically collect a huge volume of users’ locations or travel records, thereby demonstrating the severity of LLSA. We apply the LLSA approaches against nine popular proximity-based apps with millions of installations to evaluate the defense strength. We finally suggest possible countermeasures for the proposed attacks.


2012 ◽  
Vol 7 (2) ◽  
pp. 676-690 ◽  
Author(s):  
Seungwon Shin ◽  
Guofei Gu ◽  
Narasimha Reddy ◽  
Christopher P. Lee
Keyword(s):  

Author(s):  
Xin (Shane) Wang ◽  
Shijie Lu ◽  
X I Li ◽  
Mansur Khamitov ◽  
Neil Bendle

Abstract Persuasion success is often related to hard-to-measure characteristics, such as the way the persuader speaks. To examine how vocal tones impact persuasion in an online appeal, this research measures persuaders’ vocal tones in Kickstarter video pitches using novel audio mining technology. Connecting vocal tone dimensions with real-world funding outcomes offers insight into the impact of vocal tones on receivers’ actions. The core hypothesis of this paper is that a successful persuasion attempt is associated with vocal tones denoting (1) focus, (2) low stress, and (3) stable emotions. These three vocal tone dimensions—which are in line with the stereotype content model—matter because they allow receivers to make inferences about a persuader’s competence. The hypotheses are tested with a large-scale empirical study using Kickstarter data, which is then replicated in a different category. In addition, two controlled experiments provide evidence that perceptions of competence mediate the impact of the three vocal tones on persuasion attempt success. The results identify key indicators of persuasion attempt success and suggest a greater role for audio mining in academic consumer research.


Author(s):  
Emanuele Iannone ◽  
Roberta Guadagni ◽  
Filomena Ferrucci ◽  
Andrea De Lucia ◽  
Fabio Palomba

2011 ◽  
Vol 3 (4) ◽  
pp. 55-70 ◽  
Author(s):  
Paul Coulton ◽  
Will Bamford

Utilizing App Stores as part of an ‘in-the-large’ methodology requires researchers to have a good understanding of the effects the platform has in the overall experimental process if they are to utilize it effectively. This paper presents an empirical study of effects of the operation an App Store has on an App lifecycle through the design, implementation and distribution of three games on the WidSets platform which arguably pioneered many of the features now seen as conventional for an App Store. Although these games achieved in excess of 1.5 million users it was evident through their App lifecycle that very large numbers of downloads are required to attract even a small number of active users and suggests such Apps need to be developed using more commercial practices than would be necessary for traditional lab testing. Further, the evidence shows that ‘value added’ features such as chat increase not only the popularity of an App but also increase the likelihood of continued use and provide a means of direct interaction with users.


1998 ◽  
Vol 16 (1) ◽  
pp. 119-134 ◽  
Author(s):  
Carol L. Krumhansl

This study examines possible parallels between large-scale organization in music and discourse structure. Two experiments examine the psychological reality of topics in the first movements of W. A. Mozart's String Quintet No. 3 in C major, K. 515, and L. van Beethoven's String Quartet No. 15 in A minor, Op. 132. Listeners made real-time judgments on three continuous scales: memorability, openness, and amount of emotion. All three kinds of judgments could be accounted for by the topics identified in these pieces by Agawu (1991) independently of the listeners' musical training. The results showed hierarchies of topics. However, these differed for the three tasks and for the two pieces. The topics in the Mozart piece appear to function as a way of establishing the musical form, whereas the topics in the Beethoven piece are more strongly associated with emotional content.


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