scholarly journals CLOUD-BASED DATA ANALYTICS FRAMEWORK FOR MOBILE APP EVENT ANALYSIS

2017 ◽  
Vol 10 (13) ◽  
pp. 207
Author(s):  
Pranav Vilas Vaidya ◽  
Janaki Meena M ◽  
Syed Ibrahim Sp

Mobile analytics studies the behavior of end users of mobile applications and the mobile application itself. These mobile applications, being an important part of the various businesses products, need to be monitored and the usage patterns are to be analyzed. The data collected from these apps can help to drive important business strategies by identifying the usage patterns. Enriching the data with information available from other sources, like sales/service information, provides holistic view about the solution. Thus, here we aim at exploring some set of tools that give capabilities as event trailing with higher extraction of its linguistics. If the application is used worldwide, the data generated out of it is Big Data, which traditional systems cannot handle. We therefore propose a special framework for efficient data collection, storage and processing at Big Data scale on cloud platform.  

2020 ◽  
Vol 72 (4) ◽  
pp. 208-213
Author(s):  
S.K. Kozhakhmet ◽  
◽  
E.P. Makashev ◽  
K.S. Dalbekova ◽  
A.K. Iskakova ◽  
...  

During the research, a mobile educational application was developed. Using a mobile app is a key tool for improving user knowledge. The app helps users to study without a teacher in their free time. The app was built using the Xcode IDE. The optional quiz includes many features such as reading, grammar, verbs, and speaking. This will be of great help for users who want to learn more Kazakh. The Kazakh language is developing rapidly. Therefore, the pace of learning the Kazakh language is growing day by day. Currently, it is beneficial to use mobile applications related to distance learning. The application helps to learn the Kazakh language anytime, anywhere. The grammar of the Kazakh language is more complex than other languages. With this in mind, each section of the appendix describes the rules of 1-2 grammars. At the end of each section there is a set of dictionaries to speed up the construction of user sentences. That is, the user who has passed all the sections speaks the Kazakh language at a high level.


2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Edmund Wut ◽  
Peggy Ng ◽  
Ka Shing Wilson Leung ◽  
Daisy Lee

Purpose This study aims to investigate whether gamified elements affect the use behaviour of young people (between age 12 and 25 years) on consumption-related mobile applications. Design/methodology/approach A survey was conducted on 151 young people between the ages of 12 and 25 years. Findings The results showed that use behaviour on consumption mobile applications was affected by gamification. Behavioural intention to use was affected by the performance expectancy (PE) and effort expectancy (EE) of mobile application designs. Mobile applications characteristics do not affect behavioural intention to use mobile applications but through the mediator mobile application designs. Research limitations/implications This study also proposes mechanisms that explain how mobile apps characteristics affect EE and PE through app designs. Use behaviour is affected by Gamification elements. Affective need and social need link up uses and gratification (U&G) theory and unified theory of acceptance and use of technology (UTAUT)in gamification context. This study confirms the affective need affecting behavioural intention (Thongsri et al., 2018). In this regard, the mechanism between the relationship of affective need and behavioural intention was showed. Affective need through both PE and EE influencing behavioural intention. Practical implications Corporations should consider adding gamified elements into consumption-related mobile apps to increasing usage behaviour. Lucky draws, quizzes and games could be built in for mobile apps. Mobile app designs and characteristics could improve user experience by allowing consumers to perform their search and buying processes easily. Mobile app designs will not directly influence “behavioral intention to use” but use behaviour. Social implications Practitioners need to look at the problem from technological and customer perspectives. From technological viewpoint, both mobile apps characteristics and design are important in affecting user behaviour. From customer’s perspective, it would be helpful to add gaming elements to the mobile apps and induce emotion. One may also use visual image to create an immersive experience on the development of storyline. Prospective customers might focus on what is going on in the story and pay less attention on its own logic. Thus, simply lucky draw might not have a true effect since player have its own belief working. A suitable story element could have positive effect on mobile apps use behaviour. Originality/value This study is one of the first to examine the association between gamification and use behaviour on consumption-related mobile applications. A new framework was proposed by integrating UTAUT model and U&G theory.


2017 ◽  
Vol 7 (1.1) ◽  
pp. 297
Author(s):  
D Naga Malleswari ◽  
A Dhavalya ◽  
V Divya Sai ◽  
K Srikanth

Mobile phone have user’s personal and private information. When mobile applications have the permission to access to this information they may leak it to third parties without user’s consent for their own benefits. As users are not aware of how their personal information would be used once applications are installed and permissions are granted, this raises a potential privacy concern. Therefore, there is a need for a risk assessment model that can intimate the users about the threats the mobile application poses to the user's private information. We propose an approach that helps in increasing user’s awareness of the privacy risk involved with granting permissions to Android applications. The proposed model focuses on the requested permissions of the application and determines the risk based on the permission set asked and gives a risk score.


2017 ◽  
Vol 2017 ◽  
pp. 1-9 ◽  
Author(s):  
Konglin Zhu ◽  
Zexuan Liu ◽  
Lin Zhang ◽  
Xinyu Gu

Explosive mobile applications (Apps) are proliferating with the popularity of mobile devices (e.g., smartphones, tablets). These Apps are developed to satisfy different function needs of users. Majority of existing App Stores have difficulty in recommending proper Apps for users. Therefore, it is of significance to recommend mobile Apps for users according to personal preference and various constraints of mobile devices (e.g., battery power). In this paper, we propose a mobile App recommendation framework by incorporating different requirements from users. We exploit modern portfolio theory (MPT) to combine the popularity of mobile Apps, personal preference, and mobile device constraints for mobile App recommendation. Based on this framework, we discuss the recommendation approaches by constraints of phone power and limited mobile data plan. Extensive evaluations show that the proposed mobile App recommendation framework can well adapt to power and network data plan constraints. It satisfies the user App preference and mobile device constraints.


2015 ◽  
Vol 3 (2) ◽  
pp. 196
Author(s):  
Kevin Yi-Lwern Yap ◽  
Eraine Yan Ting Koh ◽  
Ummi Artika ◽  
Vanessa Zi Hui Goh ◽  
Sheng Fong Low ◽  
...  

Objective:This studyaims to determinepatients’perceptions in relation to apharmacymobile application (‘app’) that comprises ofmultiple functions to improve convenience forpatients, enhancequality of care, changethewaytheymanagetheirdiseaseand provideasourceofmedical information.Methods: A storyboard fortheintended mobile app was designed on Microsoft Powerpoint with six main functions:GettingAround, DrugCatalogue,QueueStatus, MyAccount, PharmacyClinic and Contact Us.It was shown to300 outpatients usingSamsungand iPad Tablets. Patients completed an interviewer-administered 13-item surveywhich asked about the respondents’demographics, theirmobile appusagepatternsand theirperceptions regardingtheintended mobile app and its functions.Results:The smartphonepenetration rateamongtherespondents was high, with 274 (97.2%) respondents owningasmartphone and/ora Tablet.A total of248 (89.5%)respondents used mobile apps everydayand 267 (96.4%)ofthem were comfortablewith usingmobile apps. The majorityofrespondents (94%)indicated that theywould usetheproposed pharmacymobile app ifit was availablein themarket. All 6 functions werewell received with morethan 90% of respondents agreeingthat the functions wereuseful. Thetop 3 most popular functions wereSearch byDrug/Disease,Information Videoand OrderList(276 respondents for each function, 97.9%).Conclusion:The majorityofrespondents wereopen tousingthemobile app. Most found the proposed functions useful. The results ofthis studywill be submitted to our hospital executives so that a development of this work and its relevance to person-centered healthcare can be formally considered.


2019 ◽  
Vol 10 (3) ◽  
pp. 51-63
Author(s):  
Puneet Kumar Aggarwal ◽  
P.S. Grover ◽  
Laxmi Ahuja

With the expansion in the quantity of cell phone utilization, mobile applications are developing significantly in today's high-tech environment. With this high demand, the quality of mobile applications is turning into a major issue. The organizations are still finding a way to develop quality applications. The number of quality models has already been proposed for assessing the quality of a mobile application but none of them provide a holistic view towards quality assurance. The present research work proposes an empirical evaluation of the SQM-MApp quality model using a hybrid multi-criteria decision-making approach named ELimination Et Choix Traduisant la REalité (ELimination and Choice Expressing REality) (ELECTRE-TRI) method and step-wise weight assessment ratio analysis (SWARA) method for ranking and determining weights of chosen quality factors respectively. The proposed approach specifically is for the mobile applications that are from the gaming domain. Also, validation of the proposed approach is performed by assessing the quality of gaming applications.


2020 ◽  
Vol 5 (2) ◽  
pp. 9-21
Author(s):  
O.O. Shoewu ◽  
O.J. Ayangbekun ◽  
I.S. Lamina

Every human being in distress or in health emergency cases will try to contact any available emergency and rescue services to get help from rescue services using their phone to call for help. However, the constraints of using the conventional method exits when they are in shock and they cannot communicate effectively to explain their position and condition. Thus, mobile applications are developed due to the fact that it can help people who are in emergency cases. This paper provides an application that can help any individual to immediately contact the direct emergency rescue unit of the health center. The application automatically adds the individual online and extract the user details embedded in their SIM and also provides message alert to the contact for urgent medical aids. This is built on a cross platform mobile app that runs on both android and iOS.


2021 ◽  
pp. 231971452110357
Author(s):  
Wajeeha Aslam ◽  
Imtiaz Arif ◽  
Zeeshan Atiq ◽  
Faraz Hussain

This study aims to identify the perception of users, regarding characteristics of retail mobile applications (apps) on perceived benefits and their impact on post-adoption behaviour. On 264 useful responses, exploratory factor analysis, confirmatory factor analysis and structural equation model were applied via using SPSS 22 and Amos 22. The results showed that mobile app features, that is, perceived ubiquity, perceived informativeness, perceived personalization and perceived entertainment significantly impact mobile app usefulness and playful engagement. Only perceived informativeness has an insignificant impact on playful engagement. Both mobile app usefulness and playful engagement have a significant impact on mobile app stickiness, whereas they do not have any impact on mobile app word of mouth (WOM). Mobile stickiness also has a significant impact on mobile app WOM. This study highlights the post-adoption behaviour of the consumer towards retail mobile apps and expands practical knowledge of consumers’ behaviour towards using retail mobile apps.


2018 ◽  
Vol 7 (1) ◽  
pp. 3-23 ◽  
Author(s):  
Tao Deng ◽  
Shaheen Kanthawala ◽  
Jingbo Meng ◽  
Wei Peng ◽  
Anastasia Kononova ◽  
...  

Smartphones offer multimedia convergence in a single device, ubiquitous access to media, and constant connections with others. The rapid rise of smartphone use calls for more scholarly attention paid to users’ media usage and time expenditure. This study aims to (a) understand smartphone usage patterns by examining time spent using smartphones and task switching between mobile applications (apps), and (b) test the validity of self-reported measures of these behaviors by comparing self-reports with log data from the smartphone. Data were collected from 50 participants over 1 week. Results show that on average participants spent 2 hours 39 minutes on their smartphone and made 101 app switches per day. Among other findings, social networking was the most used app category, age was a significant demographic factor, and participants, especially heavy smartphone users, overestimated their mobile app usage. Theoretical and practical implications of these findings are discussed.


2020 ◽  
Vol 8 (6) ◽  
pp. 3166-3170

Mobile application has changed the world and day to day lives of people. It has also changed our travel experience by making it more reasonable, useful and effective. Acknowledging the tremendous influence of travel mobile applications towards the travel industry, it made the scholars to know the aspects that influence the traveller’s aim to use the mobile travel apps .Moreover the UTAUT are among the user’s intention model and used limitedly in tourism sector. Thus, the main purpose of the paper is to identify the intention of travellers to use the travel mobile app by using the UTAUT model. This study will come up with different perception of consumer’s adoption and preferences of travel mobile apps


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