scispace - formally typeset
Search or ask a question

Showing papers on "Mobile search published in 2009"


Journal ArticleDOI
TL;DR: The results from a proof-of-concept prototype suggest that VM technology can indeed help meet the need for rapid customization of infrastructure for diverse applications, and this article discusses the technical obstacles to these transformations and proposes a new architecture for overcoming them.
Abstract: Mobile computing continuously evolve through the sustained effort of many researchers. It seamlessly augments users' cognitive abilities via compute-intensive capabilities such as speech recognition, natural language processing, etc. By thus empowering mobile users, we could transform many areas of human activity. This article discusses the technical obstacles to these transformations and proposes a new architecture for overcoming them. In this architecture, a mobile user exploits virtual machine (VM) technology to rapidly instantiate customized service software on a nearby cloudlet and then uses that service over a wireless LAN; the mobile device typically functions as a thin client with respect to the service. A cloudlet is a trusted, resource-rich computer or cluster of computers that's well-connected to the Internet and available for use by nearby mobile devices. Our strategy of leveraging transiently customized proximate infrastructure as a mobile device moves with its user through the physical world is called cloudlet-based, resource-rich, mobile computing. Crisp interactive response, which is essential for seamless augmentation of human cognition, is easily achieved in this architecture because of the cloudlet's physical proximity and one-hop network latency. Using a cloudlet also simplifies the challenge of meeting the peak bandwidth demand of multiple users interactively generating and receiving media such as high-definition video and high-resolution images. Rapid customization of infrastructure for diverse applications emerges as a critical requirement, and our results from a proof-of-concept prototype suggest that VM technology can indeed help meet this requirement.

3,599 citations


Proceedings ArticleDOI
20 Sep 2009
TL;DR: It is argued that the increasing number of sensors on mobile phones presents new opportunities for logical localization, and proposed SurroundSense, a mobile phone based system that explores logical localization via ambience fingerprinting, can achieve an average accuracy of 87% when all sensing modalities are employed.
Abstract: A growing number of mobile computing applications are centered around the user's location. The notion of location is broad, ranging from physical coordinates (latitude/longitude) to logical labels (like Starbucks, McDonalds). While extensive research has been performed in physical localization, there have been few attempts in recognizing logical locations. This paper argues that the increasing number of sensors on mobile phones presents new opportunities for logical localization. We postulate that ambient sound, light, and color in a place convey a photo-acoustic signature that can be sensed by the phone's camera and microphone. In-built accelerometers in some phones may also be useful in inferring broad classes of user-motion, often dictated by the nature of the place. By combining these optical, acoustic, and motion attributes, it may be feasible to construct an identifiable fingerprint for logical localization. Hence, users in adjacent stores can be separated logically, even when their physical positions are extremely close. We propose SurroundSense, a mobile phone based system that explores logical localization via ambience fingerprinting. Evaluation results from 51 different stores show that SurroundSense can achieve an average accuracy of 87% when all sensing modalities are employed. We believe this is an encouraging result, opening new possibilities in indoor localization.

859 citations


Proceedings ArticleDOI
Hong Lu1, Wei Pan1, Nicholas D. Lane1, Tanzeem Choudhury1, Andrew T. Campbell1 
22 Jun 2009
TL;DR: This paper proposes SoundSense, a scalable framework for modeling sound events on mobile phones that represents the first general purpose sound sensing system specifically designed to work on resource limited phones and demonstrates that SoundSense is capable of recognizing meaningful sound events that occur in users' everyday lives.
Abstract: Top end mobile phones include a number of specialized (e.g., accelerometer, compass, GPS) and general purpose sensors (e.g., microphone, camera) that enable new people-centric sensing applications. Perhaps the most ubiquitous and unexploited sensor on mobile phones is the microphone - a powerful sensor that is capable of making sophisticated inferences about human activity, location, and social events from sound. In this paper, we exploit this untapped sensor not in the context of human communications but as an enabler of new sensing applications. We propose SoundSense, a scalable framework for modeling sound events on mobile phones. SoundSense is implemented on the Apple iPhone and represents the first general purpose sound sensing system specifically designed to work on resource limited phones. The architecture and algorithms are designed for scalability and Soundsense uses a combination of supervised and unsupervised learning techniques to classify both general sound types (e.g., music, voice) and discover novel sound events specific to individual users. The system runs solely on the mobile phone with no back-end interactions. Through implementation and evaluation of two proof of concept people-centric sensing applications, we demostrate that SoundSense is capable of recognizing meaningful sound events that occur in users' everyday lives.

686 citations


Patent
03 Apr 2009
TL;DR: In this article, improved capabilities are described for a mobile broadband routable internet (MBRI) providing for carrier-grade, networked, broadband, IP-routable communication among a plurality of mobile devices.
Abstract: In embodiments of the present invention improved capabilities are described for a mobile broadband routable internet (MBRI) providing for carrier-grade, networked, broadband, IP-routable communication among a plurality of mobile devices, where the mobile devices may represent a plurality of nodes that are linked together through a mobile ad-hoc network (MANET). Mobile devices may operate as peers in a peer-to-peer network, with full IP routing capabilities enabled within each mobile device, thereby allowing routing of IP-based traffic, including deployment of applications, to the mobile device without need for infrastructure conventionally required for mobile ad hoc networks, such as cellular telephony infrastructure. Full IP-routing to mobile devices may allow seamless integration to the fixed Internet, such as through fixed or mobile access points, such as for backhaul purposes. Thus, the MBRI may function as a standalone mobile Internet, without connection to the fixed Internet, or as an IP-routable extension of another network, whether it be the Internet, a local area network, a wide area network, a cellular network, a personal area network, or some other type of network that is capable of integration with an IP-based network.

434 citations


Proceedings ArticleDOI
17 Aug 2009
TL;DR: This work designs and implements a novel mobile social networking middleware named MobiClique, which distinguishes itself from other mobile social software by removing the need for a central server to conduct exchanges, by leveraging existing social networks to bootstrap the system, and by taking advantage of the social network overlay to disseminate content.
Abstract: We consider a mobile ad hoc network setting where Bluetooth enabled mobile devices communicate directly with other devices as they meet opportunistically. We design and implement a novel mobile social networking middleware named MobiClique. MobiClique forms and exploits ad hoc social networks to disseminate content using a store-carry-forward technique. Our approach distinguishes itself from other mobile social software by removing the need for a central server to conduct exchanges, by leveraging existing social networks to bootstrap the system, and by taking advantage of the social network overlay to disseminate content. We also propose an open API to encourage third-party application development. We discuss the system architecture and three example applications. We show experimentally that MobiClique successfully builds and maintains an ad hoc social network leveraging contact opportunities between friends and people sharing interest(s) for content exchanges. Our experience also provides insight into some of the key challenges and short-comings that researchers face when designing and deploying similar systems.

400 citations


Patent
31 Jul 2009
TL;DR: In this article, improved mobile content presentation capabilities are disclosed for mobile communications facilities, such as cell phones, and information relating to the user characteristics associated with a mobile communication facility and other capabilities are employed to improve the presentation and relevance of mobile content.
Abstract: Improved mobile content presentation capabilities are disclosed for mobile communications facilities, such as cell phones. Information relating to the user characteristics associated with a mobile communication facility and other capabilities are employed to improve the presentation and relevance of mobile content to appropriate or desirable mobile communication facilities.

382 citations


Journal ArticleDOI
16 Sep 2009-PLOS ONE
TL;DR: Data collection frameworks utilising mobile phones with data submission to and from central databases are widely applicable and can give a field worker similar display and analysis tools on their mobile phone that they would have if viewing the data in their laboratory via the web.
Abstract: Background: Epidemiologists and ecologists often collect data in the field and, on returning to their laboratory, enter their data into a database for further analysis. The recent introduction of mobile phones that utilise the open source Android operating system, and which include (among other features) both GPS and Google Maps, provide new opportunities for developing mobile phone applications, which in conjunction with web applications, allow two-way communication between field workers and their project databases. Methodology: Here we describe a generic framework, consisting of mobile phone software, EpiCollect, and a web application located within www.spatialepidemiology.net. Data collected by multiple field workers can be submitted by phone, together with GPS data, to a common web database and can be displayed and analysed, along with previously collected data, using Google Maps (or Google Earth). Similarly, data from the web database can be requested and displayed on the mobile phone, again using Google Maps. Data filtering options allow the display of data submitted by the individual field workers or, for example, those data within certain values of a measured variable or a time period. Conclusions: Data collection frameworks utilising mobile phones with data submission to and from central databases are widely applicable and can give a field worker similar display and analysis tools on their mobile phone that they would have if viewing the data in their laboratory via the web. We demonstrate their utility for epidemiological data collection and display, and briefly discuss their application in ecological and community data collection. Furthermore, such frameworks offer great potential for recruiting ‘citizen scientists’ to contribute data easily to central databases through their mobile phone.

379 citations


Journal ArticleDOI
TL;DR: This paper attempts to connect telecoms usage data from Telecom Italia Mobile (TIM) to a geography of human activity derived from data on commercial premises advertised through Pagine Gialle, the Italian ‘Yellow Pages’.
Abstract: Several attempts have already been made to use telecommunications networks for urban research, but the datasets employed have typically been neither dynamic nor fine grained. Against this research ...

298 citations


Book ChapterDOI
26 Mar 2009
TL;DR: In the MetroSense Project's vision of people-centric sensing, users are the key architectural system component, enabling a host of new application areas such as personal, public, and social sensing.
Abstract: Technological advances in sensing, computation, storage, and communications will turn the near-ubiquitous mobile phone into a global mobile sensing device. People-centric sensing will help drive this trend by enabling a different way to sense, learn, visualize, and share information about ourselves, friends, communities, the way we live, and the world we live in. It juxtaposes the traditional view of mesh wireless sensor networks with one in which people, carrying mobile devices, enable opportunistic sensing coverage. In the MetroSense Project's vision of people-centric sensing, users are the key architectural system component, enabling a host of new application areas such as personal, public, and social sensing.

293 citations


Proceedings ArticleDOI
19 Apr 2009
TL;DR: An energy-efficient localization framework called EnLoc is developed, driven by measurements from Nokia N95 phones, that characterizes the optimal localization accuracy for a given energy budget, and develops prediction- based heuristics for real-time use.
Abstract: A growing number of mobile phone applications utilize physical location to express the context of information. Most of these location-based applications assume GPS capabilities. Unfortunately, GPS incurs an unacceptable energy cost that can reduce the phone's battery life to less than nine hours. Alternate localization technologies, based on WiFi or GSM, improve battery life at the expense of localization accuracy. This paper quantifies this important tradeoff that underlies a range of emerging services. Driven by measurements from Nokia N95 phones, we develop an energy-efficient localization framework called EnLoc. The framework characterizes the optimal localization accuracy for a given energy budget, and develops prediction- based heuristics for real-time use. Evaluation on traces from real users demonstrates the possibility of achieving good localization accuracy for a realistic energy budget.

266 citations


Proceedings ArticleDOI
25 Oct 2009
TL;DR: The architectural considerations of creating next generation mobile applications using Cloud Computing and RESTful Web Services are examined to best leverage the capabilities and constraints of these architectures.
Abstract: In this paper we will examine the architectural considerations of creating next generation mobile applications using Cloud Computing and RESTful Web Services. With the advent of multimodal smart mobile devices like the iPhone, connected applications can be created that far exceed traditional mobile device capabilities. Combining the context that can be ascertained from the sensors on the smart mobile device with the ability to offload processing capabilities, storage, and security to cloud computing over any one of the available network modes via RESTful web-services, has allowed us to enter a powerful new era of mobile consumer computing. To best leverage this we need to consider the capabilities and constraints of these architectures. Some of these are traditional trade-offs from distributed computing such as a web-services request frequency vs. payload size. Others are completely new - for instance, determining which network type we are on for bandwidth considerations, federated identity limitations on mobile platforms, and application approval.

Proceedings ArticleDOI
09 Nov 2009
TL;DR: The impact of the large scale compromise and coordination of mobile phones in attacks against the core of cellular networks is characterized and a number of countermeasures that may help to partially mitigate the threats posed by such attacks are discussed.
Abstract: The vast expansion of interconnectivity with the Internet and the rapid evolution of highly-capable but largely insecure mobile devices threatens cellular networks. In this paper, we characterize the impact of the large scale compromise and coordination of mobile phones in attacks against the core of these networks. Through a combination of measurement, simulation and analysis, we demonstrate the ability of a botnet composed of as few as 11,750 compromised mobile phones to degrade service to area-code sized regions by 93%. As such attacks are accomplished through the execution of network service requests and not a constant stream of phone calls, users are unlikely to be aware of their occurrence. We then investigate a number of significant network bottlenecks, their impact on the density of compromised nodes per base station and how they can be avoided. We conclude by discussing a number of countermeasures that may help to partially mitigate the threats posed by such attacks.

Proceedings ArticleDOI
08 Feb 2009
TL;DR: A four-week diary study of mobile information needs is carried out, looking in particular at the goal/intent behindMobile information needs, the topics users are interested in and the impact of mobile contexts such as location and time on user needs.
Abstract: Mobile phones are becoming increasingly popular as a means of information access while on-the-go. Mobile users are likely to be interested in locating different types of content. However, the mobile space presents a number of key challenges, many of which go beyond issues with device characteristics such as screen-size and input capabilities. In particular, changing contexts such as location, time, activity and social interactions are likely to impact on the types of information needs that arise. In order to offer personalized, effective mobile services we need to understand mobile users in more detail. Thus we carried out a four-week diary study of mobile information needs, looking in particular at the goal/intent behind mobile information needs, the topics users are interested in and the impact of mobile contexts such as location and time on user needs.

Patent
Bin Zhu1, Min Feng1, Xu Yin1, Yang Yang1, Yao Zhang1, Jun Shao1 
15 May 2009
TL;DR: In this article, mobile device assisted secure computer network communications are presented that employ a mobile device (e.g., a mobile phone, personal digital assistant (PDA), and the like) to assist in user authentication.
Abstract: Mobile device assisted secure computer network communications embodiments are presented that employ a mobile device (e.g., a mobile phone, personal digital assistant (PDA), and the like) to assist in user authentication. In general, this is accomplished by having a user enter a password into a client computer which is in contact with a server associated with a secure Web site. This password is integrated with a secret value, which is generated in real time by the mobile device. The secret value is bound to both the mobile device's hardware and the secure Web site being accessed, such that it is unique to both. In this way, a different secret value is generated for each secure Web site accessed, and another user cannot impersonate the user and log into a secure Web site unless he or she knows the password and possesses the user's mobile device simultaneously.

Journal ArticleDOI
TL;DR: The authors' evaluation identifies usability issues regarding the design of physical mobile interactions, interfaces, and applications and their framework for integrating Web services and mobile interaction with physical objects relies on information typing to increase interoperability.
Abstract: The advancement of ubiquitous computing technologies has greatly improved the availability of digital resources in the real world. Here, the authors investigate mobile interaction with tagged, everyday objects and associated information that's based on the Internet of things and its technologies. Their framework for integrating Web services and mobile interaction with physical objects relies on information typing to increase interoperability. Two prototypes for mobile interaction with smart posters build upon this framework to realize multi-tag interaction with physical user interfaces. The authors' evaluation identifies usability issues regarding the design of physical mobile interactions, interfaces, and applications.

Patent
30 Apr 2009
TL;DR: In this paper, a mobile device and server system is described, where the mobile devices communicate with the server system and present targeted content, such as advertisements to the mobile device users.
Abstract: Embodiments of a mobile device and server system are described. The mobile devices communicate with the server system and present targeted content, such as advertisements to the mobile device users. The content is targeted based on usage statistics stored on the server system which were previously collected from the mobile device. The server receives the usage statistics collected from the mobile device, makes inferences about preferences of users by tracking application and/or content usage behaviors of the users, generates recommendations for advertisements targeted toward the users of the mobile devices based on usage statistics; and transmits the recommendations to one or more of the mobile devices for presentation to the user(s).

Proceedings ArticleDOI
20 Apr 2009
TL;DR: It is suggested that for the higher-end phones, a close integration with the standard computer-based interface would be beneficial for the user, since these phones seem to be treated as an extension of the users' computer.
Abstract: We present a logs-based comparison of search patterns across three platforms: computers, iPhones and conventional mobile phones. Our goal is to understand how mobile search users differ from computer-based search users, and we focus heavily on the distribution and variability of tasks that users perform from each platform. The results suggest that search usage is much more focused for the average mobile user than for the average computer-based user. However, search behavior on high-end phones resembles computer-based search behavior more so than mobile search behavior. A wide variety of implications follow from these findings. First, there is no single search interface which is suitable for all mobile phones. We suggest that for the higher-end phones, a close integration with the standard computer-based interface (in terms of personalization and available feature set) would be beneficial for the user, since these phones seem to be treated as an extension of the users' computer. For all other phones, there is a huge opportunity for personalizing the search experience for the user's "mobile needs", as these users are likely to repeatedly search for a single type of information need on their phone.

Patent
04 Sep 2009
TL;DR: In this article, improved capabilities are described for a mobile, broadband, routable internet in environments, markets, management systems, web applications, mobile applications, devices, and the like, in which a plurality of mobile devices interact as nodes in a mobile ad hoc network and packets are IP routable to the individual device independent of fixed infrastructure elements.
Abstract: In embodiments of the present invention improved capabilities are described for a mobile, broadband, routable internet in environments, markets, management systems, web applications, mobile applications, devices, and the like, in which a plurality of mobile devices interact as nodes in a mobile ad hoc network and in which packets are IP routable to the individual device independent of fixed infrastructure elements. Certain environments may be enabled on the mobile broadband routable internet by one or more enablers associated with the mobile broadband routable internet.

Journal ArticleDOI
01 Feb 2009
TL;DR: This paper presents the design and implementation issues of a “mobile tourism” research prototype, which brings together the main assets of the two aforementioned approaches, and enables the creation of portable tourist applications with rich content that matches user preferences.
Abstract: "Mobile tourism" represents a relatively new trend in the field of tourism and involves the use of mobile devices as electronic tourist guides. While much of the underlying technology is already available, there are still open challenges with respect to design, usability, portability, functionality and implementation aspects. Most existing "mobile tourism" solutions either represent of-the-shelf applications with rigidly defined content or involve portable devices with networking capabilities that access tourist content with the requirement of constant airtime, i.e., continuous wireless network coverage. This paper presents the design and implementation issues of a "mobile tourism" research prototype, which brings together the main assets of the two aforementioned approaches. Namely, it enables the creation of portable tourist applications with rich content that matches user preferences. The users may download these personalized applications (optimized for their specific device's model) either directly to their mobile device or first to a PC and then to a mobile terminal (through infrared or bluetooth). Thereafter, network coverage is not further required as the applications execute in standalone mode and may be updated when the user returns online. The dynamically created tourist applications also incorporate a "push model", wherein new tourist content is forwarded to the mobile terminal with minimal user intervention as soon as it is added or updated by the administrator. Our prototype has been developed on the top of Java 2 Micro Edition (J2ME) which offers an ideal platform for the development of full-fledged, interactive and portable applications tailored for resource-constrained mobile devices. The paper presents our development experiences with J2ME and highlights its main advantages and shortcomings in relation to the implementation of such kind of applications. Finally, an empirical evaluation of user experience with the mobile application prototype is presented.

Proceedings ArticleDOI
04 Nov 2009
TL;DR: mCrowd as mentioned in this paper is an iPhone based mobile crowdsourcing platform that enables mobile users to post and work on sensor-related crowdsourcing tasks, including geolocation-aware image collection, image tagging, road traffic monitoring, and others.
Abstract: Crowdsourcing is a new paradigm for utilizing the power of "crowds" of people to facilitate large scale tasks that are costly or time consuming with traditional methods. Crowdsourcing has enormous potential that can be truly unleashed when extended to sensor-rich mobile devices, such as smart phones. In this paper, we demonstrate mCrowd, an iPhone based mobile crowdsourcing platform that enables mobile users to post and work on sensor-related crowdsourcing tasks. mCrowd enables mobile users to fully utilize the rich sensors equipped with iPhone to participate and accomplish crowdsourcing tasks at fingertips, including geolocation-aware image collection, image tagging, road traffic monitoring, and others.

Proceedings ArticleDOI
04 Apr 2009
TL;DR: The diversity of guest user categorizations and associated security constraints expressed by the participants suggests the need for a security model richer than today's binary model.
Abstract: Mobile phones are becoming increasingly personalized in terms of the data they store and the types of services they provide. At the same time, field studies have reported that there are a variety of situations in which it is natural for people to share their phones with others. However, most mobile phones support a binary security model that offers all-or-nothing access to the phone. We interviewed 12 smartphone users to explore how security and data privacy concerns affected their willingness to share their mobile phones. The diversity of guest user categorizations and associated security constraints expressed by the participants suggests the need for a security model richer than today's binary model.

Proceedings ArticleDOI
04 Apr 2009
TL;DR: Results confirm that non-text designs are strongly preferred over text-based designs and that while task-completion rates are better for the rich multimedia UI, speed is faster and less assistance is required on the spoken-dialog system.
Abstract: Due to the increasing penetration of mobile phones even into poor communities, mobile payment schemes could bring formal financial services to the "unbanked". However, because poverty for the most part also correlates with low levels of formal education, there are questions as to whether electronic access to complex financial services is enough to bridge the gap, and if so, what sort of UI is best. In this paper, we present two studies that provide preliminary answers to these questions. We first investigated the usability of existing mobile payment services, through an ethnographic study involving 90 subjects in India, Kenya, the Philippines and South Africa. This was followed by a usability study with another 58 subjects in India, in which we compared non-literate and semi-literate subjects on three systems: text-based, spoken dialog (without text), and rich multimedia (also without text). Results confirm that non-text designs are strongly preferred over text-based designs and that while task-completion rates are better for the rich multimedia UI, speed is faster and less assistance is required on the spoken-dialog system.

Proceedings ArticleDOI
16 Mar 2009
TL;DR: Through the testing approach, this paper was able to identify a number of previously unknown vulnerabilities, some of which can be exploited for spoofing of tag content, an NFC-based worm, and for Denial-of-Service attacks.
Abstract: Near Field Communication (NFC)-enabled mobile phones and services are starting to appear in the field, yet no attempt was made to analyze the security of NFC-enabled mobile phones. The situation is critical because NFC is mostly used in the area of payment and ticketing. This paper presents our approach to security testing of NFC-enabled mobile phones. Our approach takes into account not only the NFC-subsystem but also software components that can be controlled through the NFC-interface. Through our testing approach, we were able to identify a number of previously unknown vulnerabilities, some of which can be exploited for spoofing of tag content, an NFC-based worm, and for Denial-of-Service attacks. We further show that our findings can be applied to real world NFC-services.

Proceedings ArticleDOI
04 Jun 2009
TL;DR: An innovative mobile payment system based on 2-Dimentional (2D) barcodes for mobile users to improve mobile user experience in mobile payment and 2D barcode based security solutions are presented.
Abstract: Mobile payment is very important and critical solution for mobile commerce. A user-friendly mobile payment solution is strongly needed to support mobile users to conduct secure and reliable payment transactions using mobile devices. This paper presents an innovative mobile payment system based on 2-Dimentional (2D) barcodes for mobile users to improve mobile user experience in mobile payment.Unlike other existing mobile payment systems, the proposed payment solution provides distinct advantages to support buy-and-sale products and services based on 2D Barcodes.This system uses one standard 2D Barcode (DataMatrix) as an example to demonstrate how to deal with underlying mobile business workflow, mobile transactions and security issues. The paper discusses system architecture, design and implementation of the proposed mobile payment solution, as well as 2D barcode based security solutions. In addition, this paper also presents some application examples of the system.

Patent
17 Feb 2009
TL;DR: In this article, information regarding a mobile user's context including but not limited to current mobile activity, social relations and associations history, and past mobile, search and browsing history is identified and converted to metadata.
Abstract: Information regarding a mobile user's context including but not limited to current mobile activity, social relations and associations history, and past mobile, search and browsing history is identified and converted to metadata. Metadata is also applied to content sources delivering content to a search engine or personalized content engine. The metadata is used in part to determine the relative display of content objects delivered to the mobile user as search results or a personalized aggregated information resource, e.g., home page. The user may select information, from one or more entities or search results or as presented to the user in other contexts, to be automatically delivered to the user's home page as a content feed including multiple content objects or content feeds associated with an entity. Information regarding mobile user activity is compiled and used to permit publishers and advertisers to identify target candidates to receive advertisements or marketing materials.

Book ChapterDOI
01 Oct 2009
TL;DR: VirusMeter is proposed, a novel and general malware detection method, to detect anomalous behaviors on mobile devices and can effectively detect these malware activities with less than 1.5% additional power consumption in real time.
Abstract: Due to the rapid advancement of mobile communication technology, mobile devices nowadays can support a variety of data services that are not traditionally available. With the growing popularity of mobile devices in the last few years, attacks targeting them are also surging. Existing mobile malware detection techniques, which are often borrowed from solutions to Internet malware detection, do not perform as effectively due to the limited computing resources on mobile devices. In this paper, we propose VirusMeter, a novel and general malware detection method, to detect anomalous behaviors on mobile devices. The rationale underlying VirusMeter is the fact that mobile devices are usually battery powered and any malicious activity would inevitably consume some battery power. By monitoring power consumption on a mobile device, VirusMeter catches misbehaviors that lead to abnormal power consumption. For this purpose, VirusMeter relies on a concise user-centric power model that characterizes power consumption of common user behaviors. In a real-time mode, VirusMeter can perform fast malware detection with trivial runtime overhead. When the battery is charging (referred to as a battery-charging mode), VirusMeter applies more sophisticated machine learning techniques to further improve the detection accuracy. To demonstrate its feasibility and effectiveness, we have implemented a VirusMeter prototype on Nokia 5500 Sport and used it to evaluate some real cellphone malware, including FlexiSPY and Cabir. Our experimental results show that VirusMeter can effectively detect these malware activities with less than 1.5% additional power consumption in real time.

Journal ArticleDOI
01 Jun 2009
TL;DR: The algorithm that identifies context based on raw data provides a new angle to mobile end-user research and the accuracy of the algorithm will be improved with the integration of seamless cell-id logging and GPS data.
Abstract: Mobile services differ from other services because of their temporal and spatial attributes. Mobile services additionally differ from each other in their value-added to the end-user. Some services--such as emailing and voice--are more business oriented. On the other hand, various free-time oriented services are provided in new smartphones, such as imaging and music playback. The present paper studies how mobile services are used in different contexts. For this, the paper develops a specialized algorithm that can be used with handset-based usage data acquired straight from end-users in an established panel study process. Educated guesses can be drawn on the user context based on the developed algorithm. In the present exercise usage contexts were divided into home, office and "on the move". The algorithm is used with exemplary data from Finland and the UK covering 324 consumers in 2006. More than 70% of contextual use cases are correctly classified based on raw data. According to exemplary results particularly multimedia services are used "on the move", whereas legacy mobile services experience more evenly distributed usage across all contexts. The algorithm that identifies context based on raw data provides a new angle to mobile end-user research. In the future, the accuracy of the algorithm will be improved with the integration of seamless cell-id logging and GPS data.

Proceedings ArticleDOI
19 Jul 2009
TL;DR: An analysis of abandoned internet search queries across two modalities (PC and mobile) in three locales is presented, to approximate the prevalence of good abandonment, and to identify types of information needs that may lead to good Abandonment, across different locales and modalities.
Abstract: Query abandonment by search engine users is generally considered to be a negative signal. In this paper, we explore the concept of good abandonment. We define a good abandonment as an abandoned query for which the user's information need was successfully addressed by the search results page, with no need to click on a result or refine the query. We present an analysis of abandoned internet search queries across two modalities (PC and mobile) in three locales. The goal is to approximate the prevalence of good abandonment, and to identify types of information needs that may lead to good abandonment, across different locales and modalities. Our study has three key findings: First, queries potentially indicating good abandonment make up a significant portion of all abandoned queries. Second, the good abandonment rate from mobile search is significantly higher than that from PC search, across all locales tested. Third, classified by type of information need, the major classes of good abandonment vary dramatically by both locale and modality. Our findings imply that it is a mistake to uniformly consider query abandonment as a negative signal. Further, there is a potential opportunity for search engines to drive additional good abandonment, especially for mobile search users, by improving search features and result snippets.

Proceedings ArticleDOI
04 Oct 2009
TL;DR: Virtual Shelves, a technique to trigger programmable shortcuts that leverages the user's spatial awareness and kinesthetic memory, is presented and it is shown that Virtual Shelves is faster than the N93's native interface for common mobile phone tasks.
Abstract: Triggering shortcuts or actions on a mobile device often requires a long sequence of key presses. Because the functions of buttons are highly dependent on the current application's context, users are required to look at the display during interaction, even in many mobile situations when eyes-free interactions may be preferable. We present Virtual Shelves, a technique to trigger programmable shortcuts that leverages the user's spatial awareness and kinesthetic memory. With Virtual Shelves, the user triggers shortcuts by orienting a spatially-aware mobile device within the circular hemisphere in front of her. This space is segmented into definable and selectable regions along the phi and theta planes. We show that users can accurately point to 7 regions on the theta and 4 regions on the phi plane using only their kinesthetic memory. Building upon these results, we then evaluate a proof-of-concept prototype of the Virtual Shelves using a Nokia N93. The results show that Virtual Shelves is faster than the N93's native interface for common mobile phone tasks.

Proceedings ArticleDOI
17 May 2009
TL;DR: Results of power and energy consumption measurements conducted on mobile phones for 2G and 3G networks for text messaging and voice services imply that mobile phones should switch the network in dependency of the service used to save the maximum amount of energy.
Abstract: Over the last years mobile phones had a remarkable evolution. From a simple device for voice communication, it became a full blown multimedia device with multiple features and appealing services. In parallel with the introduction of novel services, mobile devices became more and more energy-hungry reducing the operational time for the user. To extend the battery life of mobile phones is one of the top priorities for mobile phones' manufacturers. This paper presents results of power and energy consumption measurements conducted on mobile phones for 2G and 3G networks. The services under investigation were text messaging, voice and data. The paper reports larger energy consumption in 3G networks for text messaging and voice services than energy consumption in 2G networks. On the other side the 3G networks become more energy friendly when large volumes of data have to be downloaded. The results imply that mobile phones should switch the network in dependency of the service used to save the maximum amount of energy. As this handover consumes energy, we include its analysis in our measurements.