86 research outputs found

    FraudDroid: Automated Ad Fraud Detection for Android Apps

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    Although mobile ad frauds have been widespread, state-of-the-art approaches in the literature have mainly focused on detecting the so-called static placement frauds, where only a single UI state is involved and can be identified based on static information such as the size or location of ad views. Other types of fraud exist that involve multiple UI states and are performed dynamically while users interact with the app. Such dynamic interaction frauds, although now widely spread in apps, have not yet been explored nor addressed in the literature. In this work, we investigate a wide range of mobile ad frauds to provide a comprehensive taxonomy to the research community. We then propose, FraudDroid, a novel hybrid approach to detect ad frauds in mobile Android apps. FraudDroid analyses apps dynamically to build UI state transition graphs and collects their associated runtime network traffics, which are then leveraged to check against a set of heuristic-based rules for identifying ad fraudulent behaviours. We show empirically that FraudDroid detects ad frauds with a high precision (93%) and recall (92%). Experimental results further show that FraudDroid is capable of detecting ad frauds across the spectrum of fraud types. By analysing 12,000 ad-supported Android apps, FraudDroid identified 335 cases of fraud associated with 20 ad networks that are further confirmed to be true positive results and are shared with our fellow researchers to promote advanced ad fraud detectionComment: 12 pages, 10 figure

    Designing location based learning experiences for people with intellectual disabilities and additional sensory impairments

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    The research reported here is part of a larger project which seeks to combine serious games (or games based learning) with location based services to help people with intellectual disability and additional sensory impairments to develop work based skills. Specifically this paper reports on where these approaches are combined to scaffold the learning of new routes and ultimately independent travel to new work and educational opportunities. A phased development methodology is applied in a user sensitive manner, to ensure that user feedback drives the ongoing development process. Methods to structure this include group feedback on conceptual storyboards, expert review of prototypes using usability heuristics relating to the main system goals, and finally co-discovery methods with student pairs exploring all three modes of the system in real world contexts. Aspects of developmental and cognitive psychological theories are also reviewed and it is suggested that combining games based learning approaches with location based services is an appropriate combination of technologies for an application specifically designed to scaffold route learning for this target audience

    Automatic Detection of User Abilities through the SmartAbility Framework

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    This paper presents a proposed smartphone application for the unique SmartAbility Framework that supports interaction with technology for people with reduced physical ability, through focusing on the actions that they can perform independently. The Framework is a culmination of knowledge obtained through previously conducted technology feasibility trials and controlled usability evaluations involving the user community. The Framework is an example of ability-based design that focuses on the abilities of users instead of their disabilities. The paper includes a summary of Versions 1 and 2 of the Framework, including the results of a two-phased validation approach, conducted at the UK Mobility Roadshow and via a focus group of domain experts. A holistic model developed by adapting the House of Quality (HoQ) matrix of the Quality Function Deployment (QFD) approach is also described. A systematic literature review of sensor technologies built into smart devices establishes the capabilities of sensors in the Android and iOS operating systems. The review defines a set of inclusion and exclusion criteria, as well as search terms used to elicit literature from online repositories. The key contribution is the mapping of ability-based sensor technologies onto the Framework, to enable the future implementation of a smartphone application. Through the exploitation of the SmartAbility application, the Framework will increase technology amongst people with reduced physical ability and provide a promotional tool for assistive technology manufacturers

    Aplikasi Android Soal Pilihan Ganda

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    VIII + 167 hlm.; 20 C

    Aplikasi Android Game Touch ABC

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    Buku ini membahas bagaimana membuat suatu aplikasi game pada Android. Pembahasan mulai dari pemrograman grafik pada android, lalu dilanjutkan dengan penjelasan bagaimana mendapatkan file gambarnya. Interaksi dengan pengguna melalui layar sentuh juga dijelaskan. Begitu pula bagaimana menambahkan suara atau musik dalam aplikasi. Pada bagian akhir dijelaskan sebuah contoh aplikasi game Touch ABC yang dibahas secara lengkap
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