scholarly journals DETECTING OF FRAUD CLICK ON ADVERTISEMENT

Author(s):  
Ananya Smirti

Nowadays, advertising plays a major role in boosting a business. And every company has to pay some amount for it. As we know, mobile technology is handy and almost available in everybody's hands. As business owners, many business personals want to boost their business on mobile devices to see the advertisement. But there is a challenge in it. Mobile promotions are abused with bogus snaps that might be a significant test for the publicizing organization. But reported advancement frameworks use different strategies to recognize click deception; they don't safeguard the customer from possible interest among merchants and commercial frameworks. What's extra, advancement frameworks can't evaluate the customer's activity for click theft area whenever they're engaged to the promoting web content after tapping the advertisement, i.e., in a website, there will be focuses or some specific section after we click on the genuine section it'll be locked in to the publicizing website. We propose Click Fraud Crowdsourcing one all the more freely support-based for the most part structure recommended, that works identified with the two sponsors and advancement organizes to safeguard the two social events from any conceivable snap offensive exhibits. The framework paybacks by seeing of each ad

2019 ◽  
Vol 4 (4) ◽  
pp. 286
Author(s):  
Gat Gat

Mengkombinasikan bisnis dengan penerapan teknologi informasi sudah menjadikebutuhan pasar diera digitalisasi saat ini. Penggunaan teknologi mobile dalam mendukungkegiatan bisnis sudah menjadi tren diaat banyak orang memiliki mobilitas sangat tinggi. Berbelanja menggunakan perangkat mobile sudah menjadi hal yang biasa dikalangan masyaratkat, namun penggunaan perangkat mobile untuk kegiatan berbelanja kebutuhan seharihari di pasar swalayan masih belum terlihat. Seharusnya ini bisa dijadikan sebagai inovasi baru bagi pemilik bisnis pasar swalayan dalam rangka meningkatkan layanan yang lebih luas. Tujuan penelitian ini adalah menghasilkan sistem mobile retailing yang dapat dipergunakan untuk berbelanja pada pasar swalayan. Sistem ini hanya dapat dipergunakan bagi masyarakat yang menggunakan perangkat smartphone. Dengan menggunakan Jquery Mobile Framework dan Web service, penelitian ini berhasil menghadir sistem mobile retailing dimana dengan sistem ini masyarakat dapat menggunakannya untuk memesan barang yang ada di salah satu toko swalayan. Metode pembayaran yang berlaku adalah Cash On Delivery dimana pembayaran dilakukan secara langsung oleh konsumen setelah konsumen mendapatkan barang yang dipesan dengan baik. Pembayaran jasa antar barang ke konsumen diluar sistem ini dan menjadi tanggung jawab pemilik usaha.Kata Kunci — Retailing, Web Service, Mobile, Smartphone, SistemCombine business with the application of information technology has become a market need in the current era of globalization. Then use of mobile technology in business support become a trend where people have highest mobilization. Shopping using mobile devices has become commonplace in society, yet the use of mobile devices for daily shopping activities in supermarket is still not visible. This should be a new innovation for supermarket business owners in order to improve the broader service. The goal of this research is to produce a mobile retailing system which can be used for shopping at supermarket. This system can only be used for society who utilize the smartphone. Using JQuery Mobile Framework and web service, this research succeeded in produce mobile retailing system where with this system people can use it to order goods in one of the supermarkets. Cash On Delivery is the paying method used where the customers pay it directly after having the goods ordered good condition. Payment of intercompany services to consumers outside this system and the responsibility of the business owner.Keywords — Retailing, Web Service, Mobile, Smartphone, System


Author(s):  
J. Gabriel S. Gonzalez ◽  
Victor J. S. Sosa ◽  
Azucena R. Montes ◽  
Y J. Carlos R. Olivares
Keyword(s):  

2021 ◽  
Vol ahead-of-print (ahead-of-print) ◽  
Author(s):  
Martha Vanessa Agila-Palacios ◽  
Ana García-Valcárcel Muñoz-Repiso ◽  
María Soledad Ramírez-Montoya

PurposeThe purpose of this paper is to analyze the influence of two active methodologies on digital competences development using mobile devices. The first methodology is project-oriented learning (POL); the second one is case-based learning (CBL). The analyzed digital competences belong to the communication and collaboration area of framework DIGCOMP.Design/methodology/approachThis article shows the results of the quantitative stage with a design pre-experimental pre-test–post-test. A questionnaire was designed and applied to an intentional sample from two different courses. In total, 178 students completed the questionnaire in the pre-test, and after five months, 38 students completed the questionnaire in the post-test.FindingsThe results show that students to whom POL was applied increase by 7% competence of interaction with mobile technology. The results also show that the students to whom CBL was applied to increase all four competencies (interaction +8%, share +6%, collaboration +5%, netiquette +4%).Research limitations/implicationsSelf-perception for the evaluation of digital competence and the short study time are limitations to generalize the results, so a longitudinal study is necessary and complemented with qualitative analysis, to present a better validation of the contribution of active methodologies to the development of digital competences.Originality/valueThe rapid advance of technology and the results of various investigations make evident the need of digital competences development. The most common process is digital literacy through techno-functional training. However, these research results confirm that it is possible to promote these digital competences from a practical view and implicitly in active methodologies educational practices.


2016 ◽  
Vol 9 (12) ◽  
pp. 120 ◽  
Author(s):  
Simone L. Calabrich

<p class="apa">This research explored perceptions of learners studying English in private language schools regarding the use of mobile technology to support language learning. Learners were first exposed to both a mobile assisted and a mobile unassisted language learning experience, and then asked to express their thoughts on the incorporation of mobile devices into the language classroom. The mobile assisted tasks involved learners posting a review online based on a real past experience, as well as using web-search engines to gather enough information to plan a hypothetical trip. Findings revealed overall positive attitudes amongst the students surveyed. Arguments in favour of the incorporation of mobile technology in the language classroom included: the possibility of having access to a range of materials superior in both quality and quantity when using mobile devices to access the Internet, among others. However, a significant amount of scepticism towards Mobile Assisted Language Learning emerged. Arguments against suggested that the format of presentation, rather than the type of task, seemed to constitute a motivational factor that played a psychologically significant role to some of the learners.</p>


2021 ◽  
Vol 5 (4) ◽  
pp. 25
Author(s):  
Vo Thuy Linh ◽  
Nguyen Ngoc Vu

Mobile learning (M - learning) emerges as the essential mark of technological revolution 4.0 and the great development of modern technology. It has proved that their smart functions were accompanied by the rapid expansion of mobile devices to support learning of learners everywhere and every time. Although mobile technology is expected to apply suitably to teaching and learning, the capacity of English as a Foreign Language (EFL) students to use mobile devices to support their English learning needs to be thoroughly evaluated. This paper is to present how EFL learners at a Vietnam University can exploit mobile technology by questionnaire through a survey of 300 EFL students. The investigation took place during the second semester of the 2018 - 2019 school year. The quantitative approach has been used to gather and analyze data, and results have shown that EFL students are confident of learning English through mobile devices through their use of mobile technology. This shows that learning English by mobile devices is feasible and has got positive perceptions from the students. Furthermore, the research results are expected to contribute as a theoretical background as reference for future researches related to mobile learning applications.


2014 ◽  
Vol 31 (5) ◽  
pp. 14-16 ◽  
Author(s):  
Dheeraj Singh Negi

Purpose – The purpose of this paper is to describe the use of mobile technologies to develop new ways of Libraries and Information Centre. Mobile devices help to connect with patrons. Creating a library application (“app”) or mobile Web site that allows patrons to access library hours, view their library account or even search databases is easier than most people think. The resources below should help libraries begin to plan and implement their own unique mobile presence: analyzing the present usage of mobile devices; providing an overview of devices, providers and features; describing the various activities these devices support for well library use; focusing how libraries and our librarians are responding with services tailored for these devices; and what can be done by libraries in future in this respect”. Design/methodology/approach – Information and Communications Technology continues to expand the boundaries of higher education into the “anytime/anywhere” experiences. Mobile communication is transforming how people search, receive and interact with information on a daily basis. In just a few short years, smart phone ownership has skyrocketed, and popular use of e-readers has been steadily on the rise. These advanced mobile tools provide portable access to the world of information, across boundaries of subject, discipline and industry. Findings – Mobile technology holds great promise for enabling libraries to provide enhanced services in a form users increasingly are demanding. If this promise is to be fully realized, however, libraries will need to conduct analyses and make smart decisions to address the issues outlined above, support staff education and explore partnerships and new funding models, and be prepared to compromise with respect to their traditional information delivery models. Originality/value – The explosion of advanced mobile technology and robust digital information collection capabilities should prompt libraries to examine carefully the ramifications for user privacy. Libraries can maintain their commitment to user privacy without overcompensating by imposing burdensome security measures or annoying interruptions. For example, libraries do not have to show users a privacy statement or security warning every time they want to access information on a mobile device. A single log-in and acceptance of terms of use, similar to the procedures for other mobile applications and services, should suffice. At the same time, libraries can take the opportunity to educate users in best practices with respect to privacy issues associated with the use of mobile devices.


2017 ◽  
Vol 12 (Number 1) ◽  
pp. 11-20
Author(s):  
L. Thaneshan ◽  
Fadhilah Mat Yamin ◽  
Siti Norezam Othman

This paper reviews major issues of mobile technology and mobile web usage among university students, including characteristics, importance and problems faced by university students when accessing web sites through mobile devices. This article also reviews the technology adoption models/theories that will best explain the adoption of IT/IS. The author identified Technology Acceptance Model (TAM) as the best model in explaining adoption of mobile web because TAM is the most suitable in explaining behavioural intention in the context of mobile devices. Mobile Web is the World Wide Web which is accessed through a mobile device such as laptop computer, smart phone or tablet. It establishes the entirety of the Internet and is not limited to webpages which have been specifically designed to be viewed through mobile devices. Distinctive features of mobile technology especially mobile web technology and its progressive impacts on information transfer and learning process has created many educational opportunities for higher education institutions. Although mobile devices are highly flexible, accessible and convenient, students are still facing great problems when they use mobile web for educational purpose.


Author(s):  
Martina Deplano ◽  
Giancarlo Ruffo

In this chapter, the authors discuss the state-of-the-art of Geo-Social systems and Recommender systems, which are becoming extremely popular for users accessing social media trough mobile devices. Moreover, they introduce a general framework based on the interaction among those systems and the “Game With A Purpose” (GWAP) paradigm. The proposed framework/platform can help researchers to understand geo-social dynamics in order to design and test new services, such as recommenders of places of interest for tourists, real-time traffic information systems, personalized suggestions of social events, and so forth. To target the governance of such complexity, relevant data must be collected by the investigators, shared with the community, and analyzed to find dynamical patterns that correlate spatial-temporal information with the user’s preferences and objectives. The authors argue that the GWAP approach can be exploited to successfully satisfy many of these tasks.


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