The Future of Mobile Devices Security and Mobility
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Mobile Gaming Victor Bahl 8.13.2012 Internet & Devices Growth (Obligatory Slide)
mobile gaming Victor Bahl 8.13.2012 internet & devices growth (obligatory slide) Apps are ~$10 Billion market, growing at ~100% per year Fun Fact: Getting to 1 M users: AOL: 9 years; Facebook: 9 months; “Draw Something”: 9 days Mobility & Networking, Microsoft Research bandwidth demand! 1 ~ 10 billion mobile devices in 2016 10B (1.4 devices / human) 6B 6 2007 2011 2007 2011 2016 2011-2016 ~ 18X growth in mobile data traffic2 (~ 10 exabytes / month) Source: (1) GSMA; (2) Cisco Visual Networking Index: Global Mobile Data Traffic Forecast Update, 2011–2016 Mobility & Networking, Microsoft Research gaming today Source: Strategy Analytics - Apptrax4 Mobility & Networking, Microsoft Research …but you already knew that Some things I heard today: . how game analytics was used to increase dwell time . how in-the-wild user behavior may be modeled (& used) . The challenges in getting to MMOG games . wireless peer-to-peer games . power management by making use of saliency All great stuff, let me say a few words about some things I didn’t hear ….. Mobility & Networking, Microsoft Research services behind the games Fun fact: in 2011 ~$12 billion was spent on social/mobile games in 2015 revenue is projected to be ~24 billion (19% CGR) Apps that connect to backends receive higher rankings and more downloads because they are likely dynamic with more fresh content and are more social and contextual - Kinvey Inc., 2012 Xbox LIVE 30% growth year over year 40+ Million Users 2.1 billion hours played per month 35 Countries 176,802,201,383 Gamer Points scored -
Mobile Phones and Cloud Computing
Mobile phones and cloud computing A quantitative research paper on mobile phone application offloading by cloud computing utilization Oskar Hamrén Department of informatics Human Computer Interaction Master’s programme Master thesis 2-year level, 30 credits SPM 2012.07 Abstract The development of the mobile phone has been rapid. From being a device mainly used for phone calls and writing text messages the mobile phone of today, or commonly referred to as the smartphone, has become a multi-purpose device. Because of its size and thermal constraints there are certain limitations in areas of battery life and computational capabilities. Some say that cloud computing is just another buzzword, a way to sell already existing technology. Others claim that it has the potential to transform the whole IT-industry. This thesis is covering the intersection of these two fields by investigating if it is possible to increase the speed of mobile phones by offloading computational heavy mobile phone application functions by using cloud computing. A mobile phone application was developed that conducts three computational heavy tests. The tests were run twice, by not using cloud computing offloading and by using it. The time taken to carry out the tests were saved and later compared to see if it is faster to use cloud computing in comparison to not use it. The results showed that it is not beneficial to use cloud computing to carry out these types of tasks; it is faster to use the mobile phone. 1 Table of Contents Abstract ..................................................................................................................................... 1 Table of Contents ..................................................................................................................... 2 1. Introduction .......................................................................................................................... 5 1.1 Previous research ........................................................................................................................ -
Android Operating System
Software Engineering ISSN: 2229-4007 & ISSN: 2229-4015, Volume 3, Issue 1, 2012, pp.-10-13. Available online at http://www.bioinfo.in/contents.php?id=76 ANDROID OPERATING SYSTEM NIMODIA C. AND DESHMUKH H.R. Babasaheb Naik College of Engineering, Pusad, MS, India. *Corresponding Author: Email- [email protected], [email protected] Received: February 21, 2012; Accepted: March 15, 2012 Abstract- Android is a software stack for mobile devices that includes an operating system, middleware and key applications. Android, an open source mobile device platform based on the Linux operating system. It has application Framework,enhanced graphics, integrated web browser, relational database, media support, LibWebCore web browser, wide variety of connectivity and much more applications. Android relies on Linux version 2.6 for core system services such as security, memory management, process management, network stack, and driver model. Architecture of Android consist of Applications. Linux kernel, libraries, application framework, Android Runtime. All applications are written using the Java programming language. Android mobile phone platform is going to be more secure than Apple’s iPhone or any other device in the long run. Keywords- 3G, Dalvik Virtual Machine, EGPRS, LiMo, Open Handset Alliance, SQLite, WCDMA/HSUPA Citation: Nimodia C. and Deshmukh H.R. (2012) Android Operating System. Software Engineering, ISSN: 2229-4007 & ISSN: 2229-4015, Volume 3, Issue 1, pp.-10-13. Copyright: Copyright©2012 Nimodia C. and Deshmukh H.R. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited. -
Uses and Effects of Mobile Computing Devices in K–8 Classrooms
Uses and Effects of Mobile Computing Devices in K–8 Classrooms Karen Swan Mark van ‘t Hooft Annette Kratcoski Kent State University Darlene Unger Virginia Commonwealth University Abstract This preliminary study employed mixed methodologies to explore students’ use of mobile comput- ing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs, student work samples, student and teacher interviews, and classroom observations. Findings highlight the personalization of learning afforded by such devices both in terms of individuals and individual classroom cultures, as well as their usefulness in extending learning beyond the classroom. They also sug- gest that increased motivation due to mobile device use leads to increases in the quality and quantity of student work. (Keywords: mobile computing, motivation, writing.) BACKGROUND More than a decade ago, Mark Weiser (1991) wrote that we live in a society in which technology is so pervasive that we do not notice it anymore when used for everyday tasks such as information retrieval, communication, and entertainment. Defining this environment as ubiquitous computing, he described it more as a state of mind, as “a new way of thinking about computers in the world . [that] allows the computers themselves to vanish into the background . [and] be- come indistinguishable from everyday life” (p. 94). As a result, the current gener- ation of K–12 students is growing up more technologically literate than children their age were a decade ago, with access to an increasing number of devices and services such as video game consoles, mobile gaming devices, cell phones, the In- ternet, and instant messaging. -
A Survey Onmobile Operating System and Mobile Networks
A SURVEY ONMOBILE OPERATING SYSTEM AND MOBILE NETWORKS Vignesh Kumar K1, Nagarajan R2 (1Departmen of Computer Science, PhD Research Scholar, Sri Ramakrishna College of Arts And Science, India) (2Department of Computer Science, Assistant Professor, Sri Ramakrishna College Of Arts And Science, India) ABSTRACT The use of smartphones is growing at an unprecedented rate and is projected to soon passlaptops as consumers’ mobile platform of choice. The proliferation of these devices hascreated new opportunities for mobile researchers; however, when faced with hundreds ofdevices across nearly a dozen development platforms, selecting the ideal platform is often met with unanswered questions. This paper considers desirable characteristics of mobileplatforms necessary for mobile networks research. Key words:smart phones,platforms, mobile networks,mobileplatforms. I.INTRODUCTION In a mobile network, position of MNs has been changing due todynamic nature. The dynamic movements of MNs are tracked regularlyby MM. To meet the QoS in mobile networks, the various issuesconsidered such as MM, handoff methods, call dropping, call blockingmethods, network throughput, routing overhead and PDR are discussed. In this paper I analyse the five most popular smartphone platforms: Android (Linux), BlackBerry, IPhone, Symbian, and Windows Mobile. Each has its own set of strengths and weaknesses; some platforms trade off security for openness, code portability for stability, and limit APIs for robustness. This analysis focuses on the APIs that platforms expose to applications; however in practice, smartphones are manufactured with different physical functionality. Therefore certain platform APIs may not be available on all smartphones. II.MOBILITY MANAGEMENT IP mobility management protocols proposed by Alnasouri et al (2007), Dell'Uomo and Scarrone (2002) and He and Cheng (2011) are compared in terms of handoff latency and packet loss during HM. -
Wi-Fi® Smart Device Enablement Kit User Guide
ATWINC15x0 Smart Device Kit Wi-Fi® Smart Device Enablement Kit User Guide Introduction The Wi-Fi Smart Device Enablement Kit is a small and easy demonstration and development platform for Internet of Things (IoT) solutions. It is designed to demonstrate the design of typical IoT applications. The kit is controlled by a SAML21G18B host MCU. It is equipped with an ATWINC15x0 IEEE® 802.11 b/g/n network controller, an ATECC608A CryptoAuthentication™ device, an MCP73833 Li-Ion/Li-Po charge management controller, a MIC5317 High PSRR LDO, BME280 environment sensor and VEML6030 light sensor. It can be programmed and debugged with an Atmel-ICE programmer through SWD interface or programmed with an SAM-BA® in-system programmer through USB interface. The Wi-Fi Smart Device Enablement Kit is pre-programmed and configured for demonstrating connectivity to the AWS® IoT cloud, working with Amazon Alexa®. The user can speak to an Alexa- enabled device (for example, Echo Dot®) to get the sensor data and control LED of the kit. A mobile application is provided for board registration and network configuration. It can be used to monitor and control the kit. As an IoT edge, this firmware provides the control, monitoring, Wi-Fi connectivity and security functions in a typical IoT scenario. This board is used for evaluation/demonstration purposes only. © 2019 Microchip Technology Inc. User Guide DS50002880A-page 1 ATWINC15x0 Smart Device Kit Table of Contents Introduction .....................................................................................................................1 -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
Guidelines on Mobile Device Forensics
NIST Special Publication 800-101 Revision 1 Guidelines on Mobile Device Forensics Rick Ayers Sam Brothers Wayne Jansen http://dx.doi.org/10.6028/NIST.SP.800-101r1 NIST Special Publication 800-101 Revision 1 Guidelines on Mobile Device Forensics Rick Ayers Software and Systems Division Information Technology Laboratory Sam Brothers U.S. Customs and Border Protection Department of Homeland Security Springfield, VA Wayne Jansen Booz-Allen-Hamilton McLean, VA http://dx.doi.org/10.6028/NIST.SP. 800-101r1 May 2014 U.S. Department of Commerce Penny Pritzker, Secretary National Institute of Standards and Technology Patrick D. Gallagher, Under Secretary of Commerce for Standards and Technology and Director Authority This publication has been developed by NIST in accordance with its statutory responsibilities under the Federal Information Security Management Act of 2002 (FISMA), 44 U.S.C. § 3541 et seq., Public Law (P.L.) 107-347. NIST is responsible for developing information security standards and guidelines, including minimum requirements for Federal information systems, but such standards and guidelines shall not apply to national security systems without the express approval of appropriate Federal officials exercising policy authority over such systems. This guideline is consistent with the requirements of the Office of Management and Budget (OMB) Circular A-130, Section 8b(3), Securing Agency Information Systems, as analyzed in Circular A- 130, Appendix IV: Analysis of Key Sections. Supplemental information is provided in Circular A- 130, Appendix III, Security of Federal Automated Information Resources. Nothing in this publication should be taken to contradict the standards and guidelines made mandatory and binding on Federal agencies by the Secretary of Commerce under statutory authority. -
Guidelines on Mobile Device Forensics
NIST Special Publication 800-101 Revision 1 Guidelines on Mobile Device Forensics Rick Ayers Sam Brothers Wayne Jansen http://dx.doi.org/10.6028/NIST.SP.800-101r1 NIST Special Publication 800-101 Revision 1 Guidelines on Mobile Device Forensics Rick Ayers Software and Systems Division Information Technology Laboratory Sam Brothers U.S. Customs and Border Protection Department of Homeland Security Springfield, VA Wayne Jansen Booz Allen Hamilton McLean, VA http://dx.doi.org/10.6028/NIST.SP. 800-101r1 May 2014 U.S. Department of Commerce Penny Pritzker, Secretary National Institute of Standards and Technology Patrick D. Gallagher, Under Secretary of Commerce for Standards and Technology and Director Authority This publication has been developed by NIST in accordance with its statutory responsibilities under the Federal Information Security Management Act of 2002 (FISMA), 44 U.S.C. § 3541 et seq., Public Law (P.L.) 107-347. NIST is responsible for developing information security standards and guidelines, including minimum requirements for Federal information systems, but such standards and guidelines shall not apply to national security systems without the express approval of appropriate Federal officials exercising policy authority over such systems. This guideline is consistent with the requirements of the Office of Management and Budget (OMB) Circular A-130, Section 8b(3), Securing Agency Information Systems, as analyzed in Circular A- 130, Appendix IV: Analysis of Key Sections. Supplemental information is provided in Circular A- 130, Appendix III, Security of Federal Automated Information Resources. Nothing in this publication should be taken to contradict the standards and guidelines made mandatory and binding on Federal agencies by the Secretary of Commerce under statutory authority. -
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Paper—Defining Stable Touch Area based on a Large-Screen Smart Device in 3D-Touch Interface Defining Stable Touch Area based on a Large-Screen Smart Device in 3D-Touch Interface https://doi.org/10.3991/ijim.v13i02.10153 YounghoonSeo, Dongryeol Shin, Choonsung Nam * Sungkyunkwan University, Suwon, Republic of Korea( ) [email protected] Abstract—Touch interface technologies for mobile devices are essentially in use. The purpose of such touch interfaces is to run an application by touching a screen with a user’s finger or to implement various functions on the device. When the user has an attempt to use the touch interface, users tend to grab the mobile device with one hand. Because of the existence of untouchable areas to which the user cannot reach with the user’s fingers, it is possible to occur for a case where the user is not able to touch a specific area on the screen accurately. This results in some issues that the mobile device does not carry out the user’s desired function and the execution time is delayed due to the wrong implemen- tation. Therefore, there is a need to distinguish the area where the user can sta- bly input the touch interface from the area where the users cannot and to over- come the problems of the unstable touch area. Furthermore, when the size of the screen increases, these issues will become more serious because of an increase in the unstable touch areas. Especially, an interface that receives position and force data like 3D-touch requires the stable area setting different from the con- ventional 2D-touch. -
Mobile Supercomputers
EMBEDDED COMPUTING ing. We also anticipate the emergence of relatively simple, disposable devices Mobile that support the pervasive computing infrastructure—for example, sensor network nodes. The requirements of low-end devices Supercomputers are increasing exponentially, and com- puter architectures must adapt to keep Todd Austin, David Blaauw, Scott Mahlke, up. Some elements of high-end devices and Trevor Mudge, University of Michigan are already present in 3G cell phones Chaitali Chakrabarti, Arizona State University from the major manufacturers. High- Wayne Wolf, Princeton University end PDAs also include an amazing range of features, such as networking and cameras. oore’s law has held sway over the past several Current trends in computer decades, with the number architecture and power cannot M of transistors per chip doubling every 18 meet the demands of mobile months. As a result, a fairly inexpen- supercomputing. Significant sive CPU can perform hundreds of millions of operations per second— innovation is required. performance that would have cost mil- lions of dollars two decades ago. We should be proud of our achieve- puters. Rather than worrying solely SUPERCOMPUTING REQUIREMENTS ments and rest on our laurels, right? about performance, with the occa- A mobile supercomputer will employ Unfortunately, no. sional nod to power consumption and natural I/O interfaces to the mobile The human appetite for computation cost, we need to judge computers by user. For example, input could come has grown even faster than the pro- their performance-power-cost product. through a continuous real-time speech- cessing power that Moore’s law pre- This new way of looking at proces- processing component. -
MOBILE OPERATING SYSTEM TRANSITION Insights and Considerations Mobile Operating System Transition – Insights and Considerations | 1
MOBILE OPERATING SYSTEM TRANSITION Insights and Considerations Mobile Operating System Transition – Insights and Considerations | www.honeywellaidc.com 1 Introduction A shift in the mobile operating system landscape has occurred over the last several years. The transition from legacy Windows® is well underway. While there remain several distinct choices on the roadmap, the tradeoffs and compromises associated with each have become clearer. This paper will elaborate on these points and provide the reader with guidance on recommended solutions. Mobile Operating System Transition – Insights and Considerations | www.honeywellaidc.com 2 Table of contents 3 Mobile Operating System History 4 Legacy Operating Systems 5 Android Enterprise Evolution 6 How Honeywell Helps 8 Android Lifecycle Management 10 Conclusion and Recommendations Mobile Operating System Transition – Insights and Considerations | www.honeywellaidc.com 3 Mobile Operating System History For the open source Android operating system, Google OEMs and third parties began developing extensions that enabled device management capabilities, provided more control over user actions, and added support for Ten years ago, operating systems for mobile devices in the enterprise space were provided by Microsoft. Windows CE and Windows Mobile (later Windows Embedded Handheld) offered industrial Wi-Fi features and capabilities needed for enterprise deployment, while a robust ecosystem of networks and developer tools and third-party offerings allowed customers to create the solution needed barcode scanning to effectively operate and manage their businesses. Apple had only recently shown the first capabilities. iPhone®. Google acquired Android™ a few years earlier and had yet to see a phone come to market. Other options available at that time were largely focused around the white collar professional user and proved largely unsuitable for the unique needs of the purpose-built enterprise environment.