35,845 research outputs found

    Translating Video Recordings of Mobile App Usages into Replayable Scenarios

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    Screen recordings of mobile applications are easy to obtain and capture a wealth of information pertinent to software developers (e.g., bugs or feature requests), making them a popular mechanism for crowdsourced app feedback. Thus, these videos are becoming a common artifact that developers must manage. In light of unique mobile development constraints, including swift release cycles and rapidly evolving platforms, automated techniques for analyzing all types of rich software artifacts provide benefit to mobile developers. Unfortunately, automatically analyzing screen recordings presents serious challenges, due to their graphical nature, compared to other types of (textual) artifacts. To address these challenges, this paper introduces V2S, a lightweight, automated approach for translating video recordings of Android app usages into replayable scenarios. V2S is based primarily on computer vision techniques and adapts recent solutions for object detection and image classification to detect and classify user actions captured in a video, and convert these into a replayable test scenario. We performed an extensive evaluation of V2S involving 175 videos depicting 3,534 GUI-based actions collected from users exercising features and reproducing bugs from over 80 popular Android apps. Our results illustrate that V2S can accurately replay scenarios from screen recordings, and is capable of reproducing ≈\approx 89% of our collected videos with minimal overhead. A case study with three industrial partners illustrates the potential usefulness of V2S from the viewpoint of developers.Comment: In proceedings of the 42nd International Conference on Software Engineering (ICSE'20), 13 page

    Assessing the effectiveness of multi-touch interfaces for DP operation

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    Navigating a vessel using dynamic positioning (DP) systems close to offshore installations is a challenge. The operator's only possibility of manipulating the system is through its interface, which can be categorized as the physical appearance of the equipment and the visualization of the system. Are there possibilities of interaction between the operator and the system that can reduce strain and cognitive load during DP operations? Can parts of the system (e.g. displays) be physically brought closer to the user to enhance the feeling of control when operating the system? Can these changes make DP operations more efficient and safe? These questions inspired this research project, which investigates the use of multi-touch and hand gestures known from consumer products to directly manipulate the visualization of a vessel in the 3D scene of a DP system. Usability methodologies and evaluation techniques that are widely used in consumer market research were used to investigate how these interaction techniques, which are new to the maritime domain, could make interaction with the DP system more efficient and transparent both during standard and safety-critical operations. After investigating which gestures felt natural to use by running user tests with a paper prototype, the gestures were implemented into a Rolls-Royce DP system and tested in a static environment. The results showed that the test participants performed significantly faster using direct gesture manipulation compared to using traditional button/menu interaction. To support the results from these tests, further tests were carried out. The purpose is to investigate how gestures are performed in a moving environment, using a motion platform to simulate rough sea conditions. The key results and lessons learned from a collection of four user experiments, together with a discussion of the choice of evaluation techniques will be discussed in this paper

    Automated Test Input Generation for Android: Are We There Yet?

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    Mobile applications, often simply called "apps", are increasingly widespread, and we use them daily to perform a number of activities. Like all software, apps must be adequately tested to gain confidence that they behave correctly. Therefore, in recent years, researchers and practitioners alike have begun to investigate ways to automate apps testing. In particular, because of Android's open source nature and its large share of the market, a great deal of research has been performed on input generation techniques for apps that run on the Android operating systems. At this point in time, there are in fact a number of such techniques in the literature, which differ in the way they generate inputs, the strategy they use to explore the behavior of the app under test, and the specific heuristics they use. To better understand the strengths and weaknesses of these existing approaches, and get general insight on ways they could be made more effective, in this paper we perform a thorough comparison of the main existing test input generation tools for Android. In our comparison, we evaluate the effectiveness of these tools, and their corresponding techniques, according to four metrics: code coverage, ability to detect faults, ability to work on multiple platforms, and ease of use. Our results provide a clear picture of the state of the art in input generation for Android apps and identify future research directions that, if suitably investigated, could lead to more effective and efficient testing tools for Android

    Embracing Localization Inaccuracy: A Case Study

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    In recent years, indoor localization has become a hot research topic with some sophisticated solutions reaching accuracy on the order of ten centimeters. While certain classes of applications can justify the corresponding costs that come with these solutions, a wealth of applications have requirements that can be met at much lower cost by accepting lower accuracy. This paper explores one specific application for monitoring patients in a nursing home, showing that sufficient accuracy can be achieved with a carefully designed deployment of low-cost wireless sensor network nodes in combination with a simple RSSI-based localization technique. Notably our solution uses a single radio sample per period, a number that is much lower than similar approaches. This greatly eases the power burden of the nodes, resulting in a significant lifetime increase. This paper evaluates a concrete deployment from summer 2012 composed of fixed anchor motes throughout one floor of a nursing home and mobile units carried by patients. We show how two localization algorithms perform and demonstrate a clear improvement by following a set of simple guidelines to tune the anchor node placement. We show both quantitatively and qualitatively that the results meet the functional and non-functional system requirements

    Target Directed Event Sequence Generation for Android Applications

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    Testing is a commonly used approach to ensure the quality of software, of which model-based testing is a hot topic to test GUI programs such as Android applications (apps). Existing approaches mainly either dynamically construct a model that only contains the GUI information, or build a model in the view of code that may fail to describe the changes of GUI widgets during runtime. Besides, most of these models do not support back stack that is a particular mechanism of Android. Therefore, this paper proposes a model LATTE that is constructed dynamically with consideration of the view information in the widgets as well as the back stack, to describe the transition between GUI widgets. We also propose a label set to link the elements of the LATTE model to program snippets. The user can define a subset of the label set as a target for the testing requirements that need to cover some specific parts of the code. To avoid the state explosion problem during model construction, we introduce a definition "state similarity" to balance the model accuracy and analysis cost. Based on this model, a target directed test generation method is presented to generate event sequences to effectively cover the target. The experiments on several real-world apps indicate that the generated test cases based on LATTE can reach a high coverage, and with the model we can generate the event sequences to cover a given target with short event sequences

    StoryDroid: Automated Generation of Storyboard for Android Apps

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    Mobile apps are now ubiquitous. Before developing a new app, the development team usually endeavors painstaking efforts to review many existing apps with similar purposes. The review process is crucial in the sense that it reduces market risks and provides inspiration for app development. However, manual exploration of hundreds of existing apps by different roles (e.g., product manager, UI/UX designer, developer) in a development team can be ineffective. For example, it is difficult to completely explore all the functionalities of the app in a short period of time. Inspired by the conception of storyboard in movie production, we propose a system, StoryDroid, to automatically generate the storyboard for Android apps, and assist different roles to review apps efficiently. Specifically, StoryDroid extracts the activity transition graph and leverages static analysis techniques to render UI pages to visualize the storyboard with the rendered pages. The mapping relations between UI pages and the corresponding implementation code (e.g., layout code, activity code, and method hierarchy) are also provided to users. Our comprehensive experiments unveil that StoryDroid is effective and indeed useful to assist app development. The outputs of StoryDroid enable several potential applications, such as the recommendation of UI design and layout code

    Learning Fast and Slow: PROPEDEUTICA for Real-time Malware Detection

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    In this paper, we introduce and evaluate PROPEDEUTICA, a novel methodology and framework for efficient and effective real-time malware detection, leveraging the best of conventional machine learning (ML) and deep learning (DL) algorithms. In PROPEDEUTICA, all software processes in the system start execution subjected to a conventional ML detector for fast classification. If a piece of software receives a borderline classification, it is subjected to further analysis via more performance expensive and more accurate DL methods, via our newly proposed DL algorithm DEEPMALWARE. Further, we introduce delays to the execution of software subjected to deep learning analysis as a way to "buy time" for DL analysis and to rate-limit the impact of possible malware in the system. We evaluated PROPEDEUTICA with a set of 9,115 malware samples and 877 commonly used benign software samples from various categories for the Windows OS. Our results show that the false positive rate for conventional ML methods can reach 20%, and for modern DL methods it is usually below 6%. However, the classification time for DL can be 100X longer than conventional ML methods. PROPEDEUTICA improved the detection F1-score from 77.54% (conventional ML method) to 90.25%, and reduced the detection time by 54.86%. Further, the percentage of software subjected to DL analysis was approximately 40% on average. Further, the application of delays in software subjected to ML reduced the detection time by approximately 10%. Finally, we found and discussed a discrepancy between the detection accuracy offline (analysis after all traces are collected) and on-the-fly (analysis in tandem with trace collection). Our insights show that conventional ML and modern DL-based malware detectors in isolation cannot meet the needs of efficient and effective malware detection: high accuracy, low false positive rate, and short classification time.Comment: 17 pages, 7 figure
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