Mobile Apps Threats

Author(s):  
Donovan Peter Chan Wai Loon ◽  
Sameer Kumar

From adults to children, beginners to experts, and in numerous countries around the world, there is a diverse user base for mobile devices. However, the extensive use of mobile devices has also led to the proliferation and attacks of various mobile malware. The purpose of this chapter is to provide an overview of mobile malware. Subsequently, the chapter highlights the current trends and challenges posed by malicious mobile applications. The authors look into Android and iOS mobile platforms and discuss current research to detect malicious applications. Remedies for poor risk communications on Android-based devices are also suggested.

Author(s):  
Donovan Peter Chan Wai Loon ◽  
Sameer Kumar

From adults to children, beginners to experts, and in numerous countries around the world, there is a diverse user base for mobile devices. However, the extensive use of mobile devices have also led to the proliferation and attacks of various mobile malware. The purpose of this article is to provide an overview of mobile malware. Subsequently, the paper highlights the current trends and challenges posed by malicious mobile applications. The authors look into Android and iOS mobile platforms and discuss current research to detect malicious applications. Remedy for poor risk communications on Android-based devices are also suggested.


Information ◽  
2020 ◽  
Vol 11 (4) ◽  
pp. 220 ◽  
Author(s):  
Witold Chmielarz

The main objective of this article was to identify the conditions for the use of smartphones and mobile applications in Poland in the second half of 2018. The scope of the present analysis was limited to a selected sample of more than 470 respondents, and it examined the group of the most active users of smartphones and mobile applications. The author adopted the CAWI (computer associated web interview) method, which was previously verified by a randomly selected pilot sample, in his study. The obtained results were compared with the findings of other studies. They indicated that users of smartphones and mobile applications in Poland do not differ in their assessments from users in Europe and around the world. In this context, the key implication for researchers is the identified level of development of the use of smartphones and mobile applications in Poland at the end of 2018. The main limitation of the research was the selection of the research sample, which consisted only of members of the academic community. The scope of this article aimed to fill a gap in terms of the quantitative and qualitative methods that are applied to examine the use of mobile devices and mobile software. At the same time, this study creates the foundations for further research on intercultural differences. It is important to note that the present research sample needs to be extended beyond the academic community for the research results to be fully generalized.


2020 ◽  
Vol 70 (2) ◽  
pp. 223-228
Author(s):  
R.K. Zhirenbaeva ◽  
◽  
M. Raev ◽  
B.Zh. Kirgizbaeva ◽  
◽  
...  

At the present time, thanks to the fact that the world works in the information space with a large amount of information, it has become one of the most important measures for that, in a short time, for a short period of time. Therefore, for informing the world, only one computer connection became insufficient, it is very important to expand the connection through mobile devices, to use and develop mobile applications. Necessary information technologies for the integration of mobile communications are actively developing. This article discusses the widespread use of mobile applications for the development of mobile communications and their classification by structure and composition. Consider the features


2016 ◽  
Author(s):  
Ludymila L. A. Gomes ◽  
Awdren L. Fontão ◽  
Allan J. S. Bezerra ◽  
Arilo C. Dias-Neto

The growing of mobile platforms in the last years has changed the software development scenario and challenged developers around the world in building successful mobile applications (apps). Users are the core of a mobile software ecosystem (MSECO). Thus, the quality of an app would be related to the user satisfaction, which could be measured by its popularity in App Store. In this paper, we describe the results of a mapping study that identified and analyzed how metrics on apps’ popularity have been addressed in the technical literature. 18 metrics were identified as related to apps’ popularity (users rating and downloads the most cited). After that, we conducted a survey with 47 developers acting within the main MSECOs (Android, iOS and Windows) in order to evaluate these 18 metrics regarding their usefulness to characterize app's popularity. As results, we observed developers understand the importance of metrics to indicate popularity of apps in a different way when compared to the current research.


2020 ◽  
pp. 489-507
Author(s):  
Ying Xiu ◽  
Jose L. Fulgencio ◽  
Tutaleni I. Asino ◽  
Alesha D. Baker

Globally, those who have traditionally been adversely impacted by the digital divide due to lack of access to computing technologies such as desktop computers, are also the ones who have been shown to have high adoption of mobile devices. If open educational resources (OER) are to have the envisaged wide impact, it is necessary to look at the role mobile applications and mobile app markets play in the OER movement. In this chapter, we link mobile applications and OER and discuss the role mobile app markets play in facilitating open-access learning initiatives. This is done by exploring OER and mobile learning definitions, benefits, and barriers; and comparing and contrasting mobile apps across a set of variables including purpose and resource format.


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.


2017 ◽  
Vol 2017 ◽  
pp. 1-17 ◽  
Author(s):  
Sergio Caro-Alvaro ◽  
Eva Garcia-Lopez ◽  
Antonio Garcia-Cabot ◽  
Luis de-Marcos ◽  
Jose-Maria Gutierrez-Martinez

Nowadays, instant messaging applications (apps) are one of the most popular applications for mobile devices with millions of active users. However, mobile devices present hardware and software characteristics and limitations compared with personal computers. Hence, to address the usability issues of mobile apps, a specific methodology must be conducted. This paper shows the findings from a systematic analysis of these applications on iOS mobile platform that was conducted to identify some usability issues in mobile applications for instant messaging. The overall process includes a Keystroke-Level Modeling and a Mobile Heuristic Evaluation. In the same trend, we propose a set of guidelines for improving the usability of these apps. Based on our findings, this analysis will help in the future to create more effective mobile applications for instant messaging.


Author(s):  
Ana Victoria Rodríguez ◽  
Cristian Mateos ◽  
Alejandro Zunino ◽  
Mathias Longo

Mobile devices are the most popular kind of computational device in the world. These devices have more limited resources than personal computers and battery consumption is always under user's eye since mobile devices rely on their battery as energy supply. On the other hand, nowadays most applications are developed using object-oriented paradigm, which has some inherent features, like object creation, that consume important amounts of energy in the context of mobile development. These features are responsible for offering maintainability and flexibility, among other software quality-related advantages. Then, this chapter aims to present an analysis to evaluate the trade-off between object-oriented design purity and battery consumption. As a result, developers can design mobile applications taking into account these two issues, giving priority to object design quality and/or energy efficiency as needed.


2014 ◽  
Vol 2014 ◽  
pp. 1-11 ◽  
Author(s):  
Oresti Banos ◽  
Claudia Villalonga ◽  
Miguel Damas ◽  
Peter Gloesekoetter ◽  
Hector Pomares ◽  
...  

Technological advances on the development of mobile devices, medical sensors, and wireless communication systems support a new generation of unobtrusive, portable, and ubiquitous health monitoring systems for continuous patient assessment and more personalized health care. There exist a growing number of mobile apps in the health domain; however, little contribution has been specifically provided, so far, to operate this kind of apps with wearable physiological sensors. The PhysioDroid, presented in this paper, provides a personalized means to remotely monitor and evaluate users’ conditions. The PhysioDroid system provides ubiquitous and continuous vital signs analysis, such as electrocardiogram, heart rate, respiration rate, skin temperature, and body motion, intended to help empower patients and improve clinical understanding. The PhysioDroid is composed of a wearable monitoring device and an Android app providing gathering, storage, and processing features for the physiological sensor data. The versatility of the developed app allows its use for both average users and specialists, and the reduced cost of the PhysioDroid puts it at the reach of most people. Two exemplary use cases for health assessment and sports training are presented to illustrate the capabilities of the PhysioDroid. Next technical steps include generalization to other mobile platforms and health monitoring devices.


10.28945/3738 ◽  
2017 ◽  
Author(s):  
Ruti Gafni ◽  
Dafni Biran Achituv ◽  
Gila Rahmani

Aim/Purpose: This study examines how the use of a Mobile Assisted Language Learning (MALL) application influences the learners' attitudes towards the process of learning, in voluntary and mandatory environments. Background: Mobile devices and applications, which have become an integral part of our lives, are used for different purposes, including educational objectives. Among others, they are used in the process of foreign language acquisition. The use of a MALL application to learn foreign languages has advantages and drawbacks, which are important to understand, in order to achieve better learning results, while improving the enjoyment of the process. Methodology: The study population included people who participated in a foreign language course and used Duolingo application on a mobile device in parallel. One group consisted of high school pupils, who were obliged to use the application, while the other group consisted of people who took face-to-face courses, and chose to use the same Duolingo application voluntarily, in order to assist their studies. Contribution: This paper helps to understand the perceived advantages and drawbacks of using a MALL application by students both in mandatory and voluntary environments. Findings: Most of the participants found the MALL Duolingo application as enhancing the learning process. The gamification characteristics, ease of use, ubiquity and self-learning facilities had a stimulating effect on the process of learning, and contributed to the willingness to continue using the application and to recommend it to others. Recommendations for Practitioners: The research findings can contribute to both teachers and students who conduct and participate in foreign language courses, by helping them examine the possibility of combining mobile learning with a traditional face-to-face course. Moreover, the findings can assist developers of mobile learning applications, in order to include gamification options in the process of learning. Recommendation for Researchers: Researchers in the fields of mobile applications and m-learning need to understand the factors enhancing the learning process, in order to develop the next generations of m-learning applications. Impact on Society: Mobile devices have become an accessory that almost every person in the world uses. Its ubiquitous characteristics allow using it everywhere and anytime. This is a greatjite opportunity to facilitate education to people all around the world. Gamification of m-learning applications can promote and encourage the use of these applications. Future Research: Further examination is need in different cultures, in order to understand if the findings are universal.


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