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Of Mobile Devices: a Survey on Network Traffic Analysis
1 The Dark Side(-Channel) of Mobile Devices: A Survey on Network Traffic Analysis Mauro Conti, Senior Member, IEEE, QianQian Li, Alberto Maragno, and Riccardo Spolaor*, Member, IEEE. Abstract—In recent years, mobile devices (e.g., smartphones elements enable both smartphones and tablets to have the and tablets) have met an increasing commercial success and same functionalities typically offered by laptops and desktop have become a fundamental element of the everyday life for computers. billions of people all around the world. Mobile devices are used not only for traditional communication activities (e.g., voice According to the statistics reported in [1], smartphone calls and messages) but also for more advanced tasks made users were 25:3% of the global population in 2015, and this possible by an enormous amount of multi-purpose applications percentage is expected to grow till 37% in 2020. Similarly, the (e.g., finance, gaming, and shopping). As a result, those devices statistics about tablets reported in [2] indicate a global penetra- generate a significant network traffic (a consistent part of the overall Internet traffic). For this reason, the research community tion of 13:8% in 2015, expected to reach 19:2% in 2020. The has been investigating security and privacy issues that are related driving forces of this tremendous success are the ubiquitous to the network traffic generated by mobile devices, which could Internet connectivity, thanks to the worldwide deployment of be analyzed to obtain information useful for a variety of goals cellular and Wi-Fi networks, and a large number of apps (ranging from fine-grained user profiling to device security and available in the official (and unofficial) marketplaces. -
Best Practices in Mobile Application Testing
Innovate, Digitize, Transform BEST PRACTICES IN MOBILE APPLICATION TESTING The basic frame of software testers’ mind-set is attuned to check documentation, functionality, stability, API and performance and make sure that the software application is secure from all vulnerabilities and check for any other related things surrounding the software piece of code. However, mobile application testing adds a different dimension to the traditional software testing in the sense that the testers have to think about the mobile functions based on usage patterns, heterogeneous devices available in the market with different screen sizes and form factors adds to the complexity of the mobile testing. This whitepaper talks about the best practices that exist at ACL Digital pertaining to mobile application testing focusing on mobile apps for iPhone, Android, Windows Phone and mobile web apps. These practices have evolved over a period of time with our experience in working with global top enterprises and ISVs that improved the testing activities and provided a quick turnaround time reducing the cycle time. Functional Testing Every new feature developed for a mobile device needs to be thoroughly tested. Functional testing is an important aspect when it comes to mobile app testing. Based on the developed test cases, mobile testers should do manual and automated testing. At the beginning of the test phase, a tester must test the mobile app manually using “black box” strategy to see if the functionality provided matches to customer expectations and work as designed. Besides traditional software testing defined in text books, like clicking a button, submitting a form, playing around with different screen elements, mobile testers must perform more functional and device-specific testing. -
Mobiles Internet Im Unternehmenskontext: Webtechnologien Als Technische Basis Für Geschäftsanwendungen Auf Mobilen Endgeräten
A Service of Leibniz-Informationszentrum econstor Wirtschaft Leibniz Information Centre Make Your Publications Visible. zbw for Economics Christmann, Stefan Book — Published Version Mobiles Internet im Unternehmenskontext: Webtechnologien als technische Basis für Geschäftsanwendungen auf mobilen Endgeräten Göttinger Schriften zur Internetforschung, No. 9 Provided in Cooperation with: Universitätsverlag Göttingen Suggested Citation: Christmann, Stefan (2012) : Mobiles Internet im Unternehmenskontext: Webtechnologien als technische Basis für Geschäftsanwendungen auf mobilen Endgeräten, Göttinger Schriften zur Internetforschung, No. 9, ISBN 978-3-86395-056-9, Universitätsverlag Göttingen, Göttingen, http://nbn-resolving.de/urn:nbn:de:gbv:7-isbn-978-3-86395-056-9-2 This Version is available at: http://hdl.handle.net/10419/181983 Standard-Nutzungsbedingungen: Terms of use: Die Dokumente auf EconStor dürfen zu eigenen wissenschaftlichen Documents in EconStor may be saved and copied for your Zwecken und zum Privatgebrauch gespeichert und kopiert werden. personal and scholarly purposes. Sie dürfen die Dokumente nicht für öffentliche oder kommerzielle You are not to copy documents for public or commercial Zwecke vervielfältigen, öffentlich ausstellen, öffentlich zugänglich purposes, to exhibit the documents publicly, to make them machen, vertreiben oder anderweitig nutzen. publicly available on the internet, or to distribute or otherwise use the documents in public. Sofern die Verfasser die Dokumente unter Open-Content-Lizenzen (insbesondere CC-Lizenzen) zur Verfügung gestellt haben sollten, If the documents have been made available under an Open gelten abweichend von diesen Nutzungsbedingungen die in der dort Content Licence (especially Creative Commons Licences), you genannten Lizenz gewährten Nutzungsrechte. may exercise further usage rights as specified in the indicated licence. https://creativecommons.org/licenses/by-nd/3.0/de www.econstor.eu GÖTTINGER SCHRIFTEN ZUR INTERNETFORSCHUNG Hg.: S. -
Uporaba Mobilnih Platform Na Primeru Igre Tarok
Jernej Klančič UPORABA MOBILNIH PLATFORM NA PRIMERU IGRE TAROK Diplomsko delo Maribor, februar 2010 I Diplomsko delo univerzitetnega študijskega programa UPORABA MOBILNIH PLATFORM NA PRIMERU IGRE TAROK Študent: Jernej Klančič Študijski program: UN, računalništvo in informatika Smer: Informatika Mentor: Doc. dr. Aleš Živkovič Maribor, februar 2010 III ZAHVALA Zahvaljujem se mentorju doc. dr. Živkovič Alešu za pomoč in vodenje pri opravljanju diplomskega dela. Prav tako se zahvaljujem bratu, ki je verjel vame, in staršem, ki so mi omogočili študij in me finančno podpirali. IV Uporaba mobilnih platform na primeru igre Tarok Ključne besede: mobilnost, ogrodje compact framework, profil UML, Tarok, mobilna vsebina, poslovni model UDK: 004.77:004.5(043.2) Povzetek V diplomskem delu smo predstavili možnosti, ki jih ponujajo mobilne naprave in kam naprej nas pelje razvoj. Ob tem smo še skušali zajeti omejitve, ki lahko prihajajo s tehnologijo, v našem primeru .NET okolje. Z uporabo tehnologij se nam odpirajo poslovne možnosti, katere smo zajeli v delu. Poleg tega smo prikazali še profil UML, ki se lahko uporablja za gradnjo sistemov ali iger pri mobilnih napravah. Na koncu smo še prikazali praktični primer igre Tarok, ki prikaže potencial mobilnih naprav. V Application of Mobile Platforms on the Implementation of the Game Tarot Key words: mobile, compact framework, UML profile, Tarot, mobile content, business model UDK: 004.77:004.5(043.2) Abstract In this diploma we have tried to show the opportunities mobile systems offer and what can we aspect in the future. Beside that we wanted to show restrictions of mobile technology, in our case in .NET environment. -
Microsoft Announces Windows Mobile 6.5 17 February 2009, by John Messina
Microsoft Announces Windows Mobile 6.5 17 February 2009, by John Messina Internet Explorer Mobile browser. The free My Phone service enables users to access, manage and back up their personal information on their device to a password-protected Web-based service. This also makes it easier to upgrade your phone without losing important information. Windows Marketplace for Mobile is an integrated marketplace for searching, browsing and purchasing mobile applications from Windows phones. The new marketplace will be found on Windows phones that incorporate Windows Mobile 6.5. Developers have already built more than (PhysOrg.com) -- At the Mobile World Congress 20,000 applications for Windows phones and will 2009 in Barcelona, Microsoft officially revealed the offer applications to customers through the new Windows phones featuring new user-friendly marketplace via a simple security and compatibility software and services. The next generation of check from Microsoft. Windows phones will be based on Windows Mobile 6.5 and feature a new user interface and a richer The new Windows phones are expected to be browsing experience. available the second half of 2009. If you would like additional information, you can visit Microsoft In addition to the new Windows phones, Microsoft Mobile World Congress Web Page. will also be featuring two new services: My Phone, to sync text messages, photos, video and contacts © 2009 PhysOrg.com to the Web and Windows Marketplace for Mobile. Marketplace will provide direct-to-phone mobile applications that can be controlled from both the phone and the Web. Microsoft is currently working with partners across the industry to deliver a new generation of Windows phones that will provide consumers with information, and applications that will provide a greater end-to-end experiences at work or at home. -
Synology Diskstation User's Guide Based on DSM
Synology NAS User's Guide Based on DSM 6.2 Document ID Syno_UsersGuide_NAS_20180104 Table of Contents Chapter 1: Introduction Chapter 2: Get Started with Synology DiskStation Manager Install Synology NAS and DSM ............................................................................................................................................. 8 Sign into DSM .......................................................................................................................................................................... 8 DiskStation Manager Desktop ............................................................................................................................................... 8 Open Applications and Packages with Main Menu .......................................................................................................... 11 Shutdown, Restart, Logout, or Manage Personal Settings ............................................................................................. 12 Chapter 3: Modify System Settings Use Control Panel ................................................................................................................................................................. 14 Change Network Settings .................................................................................................................................................... 15 Join Wireless Network ......................................................................................................................................................... -
Investor Update
INVESTOR UPDATE PATENT GRANT Automated Meter Reading System and Method thereof Patent No. 241745 (864/CHE/2006) The innovative solution employs an ad‐hoc wireless mesh network of granted by the Indian patent Office communication nodes capable of collecting and transmitting sensor data on 22‐Jul‐2010 to a central station by hopping the data across other communication Patent has been granted in Singapore nodes. Thus the system forms a mesh network of sensor readers that Allotted P‐No. 147778. provides for automatic discovery of network, optimum routes, fault Patent is pending in Europe, US, and tolerant failsafe routing mechanism, encryption and compression Malaysia. techniques for transmission of data in a fast, secure and reliable manner NEW CUSTOMER ACQUISITIONS Billing & Aggregation EVP International: UK based provider of e‐ Tanla to provide premium SMS billing in the UK commerce payment solutions ActiveSec: mobile web development and Tanla to provide PSMS billing in UK and Europe. marketing company based in Europe Halfords: Large UK retailer specializing in Tanla to provide WAP billing in the UK. travel & DIY equipment Hungama Mobile: South Africa based mobile Billing & Aggregation for South African market. content provider. Adbuyer, Universal Mobile Media, Quadra Mobile, Lessa Mobile: Consumer content Billing & Aggregation for South African market providers based in South Africa License Manager India’s Leading mobile entertainment content Tanla to provide complete games club solution for and service provider. license rights management. Mobile Care and Safety Oy: Provider of Tanla to provide License Manager solution for mobile personal safety solutions in Europe. applications and services offered by the company. -
Doing Business in St. Petersburg St
Doing business in St. Petersburg St. Petersburg Foundation for SME Development – member of Enterprise Europe Network | www.doingbusiness.ru 1 Doing business in St. Petersburg Guide for exporters, investors and start-ups The current publication was developed by and under supervision of Enterprise Europe Network - Russia, Gate2Rubin Consortium, Regional Center - St. Petersburg operated by St. Petersburg Foundation for SME Development with the assistance of the relevant legal, human resources, certification, research and real estate firms. © 2014 Enterprise Europe Network - Russia, Gate2Rubin Consortium, Regional Center – St. Petersburg operated by St. Petersburg Foundation for SME Development. All rights reserved. International copyright. Any use of materials of this publication is possible only after written agreement of St. Petersburg Foundation for SME Development and relevant contributing firms. Doing business in St. Petersburg. – Spb.: Politekhnika-servis, 2014. – 167 p. ISBN 978-5-906555-22-9 Online version available at www.doingbusiness.ru. Doing business in St. Petersburg 2 St. Petersburg Foundation for SME Development – member of Enterprise Europe Network | www.doingbusiness.ru Table of contents 1. The city ....................................................................................................................... 6 1.1. Geography ............................................................................................................................. 6 1.2. Public holidays and business hours ...................................................................................... -
3000 Applications
Uila Supported Applications and Protocols updated March 2021 Application Protocol Name Description 01net.com 05001net plus website, is a Japanese a French embedded high-tech smartphonenews site. application dedicated to audio- 050 plus conferencing. 0zz0.com 0zz0 is an online solution to store, send and share files 10050.net China Railcom group web portal. This protocol plug-in classifies the http traffic to the host 10086.cn. It also classifies 10086.cn the ssl traffic to the Common Name 10086.cn. 104.com Web site dedicated to job research. 1111.com.tw Website dedicated to job research in Taiwan. 114la.com Chinese cloudweb portal storing operated system byof theYLMF 115 Computer website. TechnologyIt is operated Co. by YLMF Computer 115.com Technology Co. 118114.cn Chinese booking and reservation portal. 11st.co.kr ThisKorean protocol shopping plug-in website classifies 11st. the It ishttp operated traffic toby the SK hostPlanet 123people.com. Co. 123people.com Deprecated. 1337x.org Bittorrent tracker search engine 139mail 139mail is a chinese webmail powered by China Mobile. 15min.lt ChineseLithuanian web news portal portal 163. It is operated by NetEase, a company which pioneered the 163.com development of Internet in China. 17173.com Website distributing Chinese games. 17u.com 20Chinese minutes online is a travelfree, daily booking newspaper website. available in France, Spain and Switzerland. 20minutes This plugin classifies websites. 24h.com.vn Vietnamese news portal 24ora.com Aruban news portal 24sata.hr Croatian news portal 24SevenOffice 24SevenOffice is a web-based Enterprise resource planning (ERP) systems. 24ur.com Slovenian news portal 2ch.net Japanese adult videos web site 2Checkout (acquired by Verifone) provides global e-commerce, online payments 2Checkout and subscription billing solutions. -
Companion Gaming: Improving the Quality of Gaming
COMPANION GAMING: IMPROVING THE QUALITY OF GAMING EXPERIENCES THROUGH INTERCONNECTED GAMEPLAY A Thesis by JACOB MACLIN ROSS Submitted to the Office of Graduate and Professional Studies of Texas A&M University in partial fulfillment of the requirements for the degree of MASTER OF SCIENCE Chair of Committee, Tim McLaughlin Co-Chair of Committee, Jinsil Hwaryoung Seo Committee Member, Dennie Smith Head of Department, Tim McLaughlin December 2013 Major Subject: Visualization Copyright 2013 Jacob Maclin Ross ABSTRACT In recent years, video game publishers and developers such as Ubisoft, Bioware, Microsoft, Capcom, Wideload Games, and NeatherRealm have all attempted to increase brand engagement by means of increased interconnectivity between games of the same franchise, a form of gameplay called companion gaming. In 2011 Chris Early, one of the pioneers of companion gaming, set forth seven principles defining the qualities that exemplify companion game design. This study offers a history of companion gaming, an explanation for how companion gaming improves the quality of the gaming experience, and a modification and extension of the aforementioned principles. Through the use of an analysis of pre-existing companion games, user studies of said companion games, and interviews with industry professionals who have experience working on companion games, a determination of best practices in developing connected gameplay experiences is defined in the form of the “Companion Gaming Design Principles.” Along with the unification of existing knowledge on companion games pertaining to different techniques for designing connectivity, companion game/base game platform combinations, and examples of what has come before, these principles will enlighten developers and publishers wishing to create companion gaming experiences in the future by highlighting the most important aspects of companion game design and how each can affect the user’s experience. -
Gaikai - Wikipedia Case 3:19-Cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not Logged in Talk Contributions Create Account Log In
Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 1 of 8 EXHIBIT B Gaikai - Wikipedia Case 3:19-cv-07027-WHA Document 28-2 Filed 10/14/19 Page 2 of 8 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Gaikai From Wikipedia, the free encyclopedia Main page Gaikai (外海, lit. "open sea", i.e. an expansive outdoor space) is an American company which provides technology for the streaming of high- Contents Gaikai Featured content end video games.[1] Founded in 2008, it was acquired by Sony Interactive Entertainment in 2012. Its technology has multiple applications, Current events including in-home streaming over a local wired or wireless network (as in Remote Play between the PlayStation 4 and PlayStation Vita), as Random article well as cloud-based gaming where video games are rendered on remote servers and delivered to end users via internet streaming (such as Donate to Wikipedia the PlayStation Now game streaming service.[2]) As a startup, before its acquisition by Sony, the company announced many partners using Wikipedia store [3] the technology from 2010 through 2012 including game publishers, web portals, retailers and consumer electronics manufacturers. On July Founded November 2008 Interaction 2, 2012, Sony announced that a formal agreement had been reached to acquire the company for $380 million USD with plans of establishing Headquarters Aliso Viejo, California, U.S. [4] Help their own new cloud-based gaming service, as well as integrating streaming technology built by Gaikai into PlayStation products, resulting Owner Sony [5] [6] About Wikipedia in PlayStation Now and Remote Play. -
A Comparison of Inter-Organizational Business Models of Mobile App Stores: There Is More Than Open Vs
Journal of Theoretical and Applied Electronic Commerce Research This paper is available online at ISSN 0718–1876 Electronic Version www.jtaer.com VOL 6 / ISSUE 2 / AUGUST 2011 / 63-76 DOI: 10.4067/S0718-18762011000200007 © 2011 Universidad de Talca - Chile A Comparison of Inter-Organizational Business Models of Mobile App Stores: There is more than Open vs. Closed Roland M. Müller1, Björn Kijl2 and Josef K. J. Martens3 1 Berlin School of Economics and Law, Department of Information Systems, [email protected] University of Twente, School of Management and Governance, 2 [email protected], 3 [email protected] Received 16 January 2011; received in revised form 17 April 2011; accepted 18 May 2011 Abstract The purpose of this paper is to analyze the competition among mobile app stores for smart mobile media devices. Therefore, the business models of seven mobile app stores are analyzed with a special focus on Apple and Google. We use e3-value modelling – a formal business modelling technique – for analyzing the critical elements of these mobile ecosystems. The analysis of the app store ecosystems allows a differentiated view on the different strategies of the app store owners. Additionally, we look at the impact of network effects, economies of scale, platform differentiation, quality assurance, and transaction costs on the design of mobile application markets. This theoretical model allows a deeper discussion about the design choices and success factors in the different app store cases. Based on our analysis, we expect that the open versus closed models discussion becomes less relevant – so-called open platforms have closed aspects as well as the other way around – and that competitive differentiation and segmentation strategies will become increasingly critical in order to strengthen the competitive positioning of the different app store platforms.