The document describes an app called Connect2Console that allows users to type on their Xbox or PlayStation consoles using their smartphone keyboard. It avoids the difficulties of typing with a console controller, which can be time consuming and lead to hand strain. The document includes assignments describing the problem statement, market research on alternatives, user personas, a scenario map, and business model for the app.
Malware detection techniques for mobile devicesijmnct
Mobile devices have become very popular nowadays, due to is portability and high performance, a mobile device became a must device for persons using information and communication technologies. In addition to hardware rapid evolution, mobile applications are also increasing in their complexity and performance to cover most the needs of their users. Both software and hardware design focused on increasing performance and the working hours of a mobile device. Different mobile operating systems are being used today with different platforms and different market shares. Like all information systems, mobile systems are prone to malware attacks. Due to
the personality feature of mobile devices, malware detection is very important and is a must tool in each device to protect private data and mitigate attacks. In
this paper, we will study and analyze different malware detection techniques used for mobile operating systems. We will focus on the to two competing mobile operating systems – Android and iOS. We will asset each technique summarizing its advantages and disadvantages. The aim of the work is to establish a basis for developing a mobile malware detection tool based on user profiling.
MALWARE DETECTION TECHNIQUES FOR MOBILE DEVICESijmnct
Mobile devices have become very popular nowadays, due to is portability and high performance, a mobile
device became a must device for persons using information and communication technologies. In addition to
hardware rapid evolution, mobile applications are also increasing in their complexity and performance to
cover most the needs of their users. Both software and hardware design focused on increasing performance
and the working hours of a mobile device. Different mobile operating systems are being used today with
different platforms and different market shares. Like all information systems, mobile systems are prone to
malware attacks. Due to the personality feature of mobile devices, malware detection is very important and
is a must tool in each device to protect private data and mitigate attacks. In this paper, we will study and
analyze different malware detection techniques used for mobile operating systems. We will focus on the to
two competing mobile operating systems – Android and iOS. We will asset each technique summarizing its
advantages and disadvantages. The aim of the work is to establish a basis for developing a mobile malware
detection tool based on user profiling.
An Improvised Methodology to Unbar Android Mobile Phone for Forensic Examinat...IJECEIAES
At the end of 2015, there were 4.7 billion noteworthy mobile subscribers globally, equivalent to 63% of the world‟s population. Mobile phones had all the essential components or characteristics neatly fitted into a small space and designed to achieve high speeds, massive storage, and increased functionalities. Smart phones used to carry out imparting or exchanging of information such as calling, texting, Internet browsing, e-mail, photos, videos, and etc. Criminals can use smart phones for a number of activities. Namely, committing a fraud over e-mail, harassment via text messages, drug trafficking, child pornography, etc. In this research paper, We demonstrate, if a mobile phone is identified in a criminal activity and if it is locked by any one of the locking mechanisms such as pattern lock, PIN lock and password lock, then how to unlock the mobile device without data loss for forensic examination. It is a great challenge for forensic experts to extract data from a mobile phone for forensic purpose that can be used as evidence in the court of law. The experimental results show that our approach can break all kinds of pattern locks.
26 sinisa rodic distributed intelligence and energy - sinisa rodic undp co bi_hUNDPhr
This document discusses a project by UNDP Bosnia and Herzegovina to provide renewable energy access to over 3,000 remote families currently without power. UNDP held an innovation challenge to design affordable and sustainable off-grid energy solutions. The winning design was a renewable energy kit that provided over 1 kWh of solar power and 120 liters of hot water daily for under €5,000. The kit was tested successfully, proving it could meet families' energy needs. The project aims to pilot the winning solution for 50 families and demonstrates how innovation challenges can develop real solutions to global energy access problems.
6 miroslav hrenovcik undp brc greening activityUNDPhr
The document summarizes the UNDP BRC's experience with greening their office over 5 pillars: reducing consumption, recycling, awareness raising, offsetting emissions, and establishing a green strategy. It details their activities like renovating for efficiency, green purchases, recycling programs, and awareness events. Results showed lower electricity use. The BRC shared their experience by installing solar panels at other UNDP offices and providing green team support. The conclusion is that with motivation, involvement, senior support, and experience sharing, offices can successfully green their operations.
5 john o'brien presentations success storiesUNDPhr
This document summarizes a presentation on successful UNDP GEF projects promoting renewable energy and energy efficiency in the Western Balkans region. It discusses two case studies in particular - a solar water heating project in Albania and an energy efficiency project in Croatia's residential and service sectors. Both projects were deemed highly satisfactory. The presentation emphasizes that successful projects go beyond workshops and materials to implement transformational activities like new policies, legislation, and demonstration projects. It also stresses the importance of adaptive management, scaling up, and leveraging additional funds. Lessons highlighted include focusing financial support mechanisms, engaging the private sector to invest, and improving coordination between agencies.
The document describes an app called Connect2Console that allows users to type on their Xbox or PlayStation consoles using their smartphone keyboard. It avoids the difficulties of typing with a console controller, which can be time consuming and lead to hand strain. The document includes assignments describing the problem statement, market research on alternatives, user personas, a scenario map, and business model for the app.
Malware detection techniques for mobile devicesijmnct
Mobile devices have become very popular nowadays, due to is portability and high performance, a mobile device became a must device for persons using information and communication technologies. In addition to hardware rapid evolution, mobile applications are also increasing in their complexity and performance to cover most the needs of their users. Both software and hardware design focused on increasing performance and the working hours of a mobile device. Different mobile operating systems are being used today with different platforms and different market shares. Like all information systems, mobile systems are prone to malware attacks. Due to
the personality feature of mobile devices, malware detection is very important and is a must tool in each device to protect private data and mitigate attacks. In
this paper, we will study and analyze different malware detection techniques used for mobile operating systems. We will focus on the to two competing mobile operating systems – Android and iOS. We will asset each technique summarizing its advantages and disadvantages. The aim of the work is to establish a basis for developing a mobile malware detection tool based on user profiling.
MALWARE DETECTION TECHNIQUES FOR MOBILE DEVICESijmnct
Mobile devices have become very popular nowadays, due to is portability and high performance, a mobile
device became a must device for persons using information and communication technologies. In addition to
hardware rapid evolution, mobile applications are also increasing in their complexity and performance to
cover most the needs of their users. Both software and hardware design focused on increasing performance
and the working hours of a mobile device. Different mobile operating systems are being used today with
different platforms and different market shares. Like all information systems, mobile systems are prone to
malware attacks. Due to the personality feature of mobile devices, malware detection is very important and
is a must tool in each device to protect private data and mitigate attacks. In this paper, we will study and
analyze different malware detection techniques used for mobile operating systems. We will focus on the to
two competing mobile operating systems – Android and iOS. We will asset each technique summarizing its
advantages and disadvantages. The aim of the work is to establish a basis for developing a mobile malware
detection tool based on user profiling.
An Improvised Methodology to Unbar Android Mobile Phone for Forensic Examinat...IJECEIAES
At the end of 2015, there were 4.7 billion noteworthy mobile subscribers globally, equivalent to 63% of the world‟s population. Mobile phones had all the essential components or characteristics neatly fitted into a small space and designed to achieve high speeds, massive storage, and increased functionalities. Smart phones used to carry out imparting or exchanging of information such as calling, texting, Internet browsing, e-mail, photos, videos, and etc. Criminals can use smart phones for a number of activities. Namely, committing a fraud over e-mail, harassment via text messages, drug trafficking, child pornography, etc. In this research paper, We demonstrate, if a mobile phone is identified in a criminal activity and if it is locked by any one of the locking mechanisms such as pattern lock, PIN lock and password lock, then how to unlock the mobile device without data loss for forensic examination. It is a great challenge for forensic experts to extract data from a mobile phone for forensic purpose that can be used as evidence in the court of law. The experimental results show that our approach can break all kinds of pattern locks.
26 sinisa rodic distributed intelligence and energy - sinisa rodic undp co bi_hUNDPhr
This document discusses a project by UNDP Bosnia and Herzegovina to provide renewable energy access to over 3,000 remote families currently without power. UNDP held an innovation challenge to design affordable and sustainable off-grid energy solutions. The winning design was a renewable energy kit that provided over 1 kWh of solar power and 120 liters of hot water daily for under €5,000. The kit was tested successfully, proving it could meet families' energy needs. The project aims to pilot the winning solution for 50 families and demonstrates how innovation challenges can develop real solutions to global energy access problems.
6 miroslav hrenovcik undp brc greening activityUNDPhr
The document summarizes the UNDP BRC's experience with greening their office over 5 pillars: reducing consumption, recycling, awareness raising, offsetting emissions, and establishing a green strategy. It details their activities like renovating for efficiency, green purchases, recycling programs, and awareness events. Results showed lower electricity use. The BRC shared their experience by installing solar panels at other UNDP offices and providing green team support. The conclusion is that with motivation, involvement, senior support, and experience sharing, offices can successfully green their operations.
5 john o'brien presentations success storiesUNDPhr
This document summarizes a presentation on successful UNDP GEF projects promoting renewable energy and energy efficiency in the Western Balkans region. It discusses two case studies in particular - a solar water heating project in Albania and an energy efficiency project in Croatia's residential and service sectors. Both projects were deemed highly satisfactory. The presentation emphasizes that successful projects go beyond workshops and materials to implement transformational activities like new policies, legislation, and demonstration projects. It also stresses the importance of adaptive management, scaling up, and leveraging additional funds. Lessons highlighted include focusing financial support mechanisms, engaging the private sector to invest, and improving coordination between agencies.
The document discusses mobile gaming, including different gaming platforms like Android and types of mobile games such as multiplayer, location-based, and educational games. It also covers topics like limitations of mobile games, research into dependability issues for Android games, and the development of a 3D Android gaming application called DAVE. Popular free mobile games that have been downloaded over 100 million times are identified as Angry Birds, Fruit Ninja Free, Temple Run, Temple Run 2, and Subway Surfers.
Mobile Gaming Application Development Mobile Gaming Application Tutorials, Course On Mobile Gaming Application Development at Learning Catalyst for beginners. The sessions will include J2ME platform & specifications, CLDC Config & MIDP Profiles, MIDlets, MIDlet User Interfaces, Low-Level MIDlet User Interface API, Networking and Persistent Storage, Packages – Mobile Gaming, Packages - Mobile Application.
Which are the top played games on mobile phones? How much time is spent on them? Which are the most popular genres? This report is based on actual usage data captured using an opt-in research panel and mobile metering technology.
This document discusses security issues and abuse in mobile games. It notes that worldwide spending on mobile games tripled to $16 billion in 2013 and gaming apps account for a large percentage of downloads. The document then summarizes typical mobile game architecture and motivations for abusive behavior like not wanting to spend money or lose. It outlines various abuse mechanisms like file tampering, malware, sensor spoofing, and API abuse. It also discusses potential solutions and notes that mobile games face fewer security challenges than PC games but that abuse still hurts players, developers, and platforms.
Tablet Market Shares, Strategies, and Forecasts, Worldwide, 2012 to 2018ReportsnReports
The document provides an in-depth analysis of the global tablet market from 2012 to 2018, including market shares, strategies, and forecasts. It details quarterly and annual shipment numbers for major tablet manufacturers like Apple, Samsung, and Amazon. The 334-page report also examines the competitive tablet landscape, emerging features, operating systems, pricing trends, and regional shipment analyses. Key factors influencing the market are discussed, such as usability, bring-your-own-device policies, and the integration of hardware, software, and services across platforms. Worldwide tablet revenues are projected to grow from $32 billion in 2011 to $181.5 billion by 2018.
This document summarizes the design, implementation, and testing of an Android game called Foxes and Chickens. The game was developed using strict software engineering processes. Key aspects include:
- The game has origins in South America and the developers sought to create a digital version for Android devices.
- It has two modes (single/multi-player) and three difficulty levels. The goal is for chickens to reach safety while foxes try to catch them.
- The game was tested on several Android devices and is available to download from the Google Play store, receiving positive user feedback.
- Solid software engineering practices like use cases, UML diagrams, testing and debugging were used in the development process
IRJET- G-Chat: A Game and Chat ApplicationIRJET Journal
This document describes a proposed mobile application called G-Chat that combines chat and gaming features. The application aims to provide full-time entertainment for users and improve thinking capabilities. It would allow users to chat, add games, create subgroups, and play games like quizzes on general knowledge and aptitude. The application would be developed using Android Studio, Java, JavaScript and Unity for scripting and displaying games. It would assign each registered user a unique ID number to login via username and password. Users could then select games and join chat groups to communicate with others playing the same game. The application seeks to make chatting and gaming more engaging and improve user interaction and intelligence.
The document discusses data-oriented design (DOD) as an emerging method for game development that prioritizes gameplay data over visuals and narrative. It describes the three stages of the DOD process: data gathering from sources like player surveys, analyzing trends in the data, and creating gameplay mechanics informed by the data analysis. The outcome is intended to be a game customized to player needs and tastes for a more satisfying experience. The document also references debates around considering video games an art form and lists popular game engines that can be used to develop games.
IRJET - Colt: The Code Series Game for Learning Program Logic through Rea...IRJET Journal
This document proposes Colt: The Code Series, a game designed to teach programming concepts to novice learners through a combination of coding challenges and a racing game. The game aims to make learning programming more engaging by allowing players to write code that controls a car in a racing environment. It uses an interface for writing Python code, with correct code moving the car forward and incorrect code moving it backward. A Firebase database checks the code and communicates commands to an Arduino/NodeMCU hardware system to physically move the toy cars. The game is meant to bridge the gap between programming knowledge and real-world applications to facilitate more efficient and interesting learning compared to traditional methods.
Mobile Application development is a process in which software application is developed for mobiles and tablets. In the age of smartphones, mobile application development is a booming industry. Learning Catalyst offers courses in Mobile Development Application. To know more visit http://learningcatalyst.in/mobile-gaming-application-development-training-course-pr
Kingston University AR Drone game-final report.pdfAnne David
A game developed as part of the digital media specialist module at Kingston University.
For any suggestions or job opportunities, please get in touch with me at: annedavid89@gmail.com
website: annedaavid89.wix.com/profile
In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity’s Scripting API for C# and
incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.
The document discusses research conducted on the game market in Japan, including an overview of the Japanese gaming market, the impact of smartphones, efforts by the Japanese government to regulate the industry, and implications for foreign companies looking to enter the Japanese game market. It provides details on market sizes, popular gaming platforms, and strategies used by both game and console makers to adapt to changes in the industry due to smartphones.
A Complete Guide to Game Testing - Its Types and Processes.pdfkalichargn70th171
Video games are more popular than ever today. These flood our newsfeeds, drive social interactions and give us boatloads of fun for hours. There is a myriad of game genres to choose from, whether these are point-and-click adventures, simulations, virtual reality games, and many more. Especially with the COVID-19 pandemic, the number of users of these games has exponentially increased. According to Statista, the number of gamers increased to 201.9 million in 2020 from 188.2 million digital gamers in 2019. It is further projected to rise to 213.3 gamers by 2025.
Bangcle is a mobile app security company that provides various security services for mobile apps. It has secured over 240,000 Android apps and worked with 30,000 mobile developers. Bangcle has seen 100% business growth from 2012-2014. Its services include source code auditing, app penetration testing, app distribution monitoring, and programming security features like encryption and anti-tampering. It aims to help developers and businesses protect their apps from threats like reverse engineering, illegal data copying, and piracy.
The document contains summaries of several mobile games. Some key points mentioned across the summaries include puzzle and logic games that train observation and thinking skills, casual games with creative ideas and designs, classic games adapted to mobile, and apps that allow organizing social meetups or protecting device security and privacy.
Math quiz is application for Android devices. The purpose of the application is to encourage students in solving mathematical expressions. The application allows students a fun way to solve mathematical expressions. It is intended for students who loves to take challenges to calculate swiftly. In this application user can play single player and multiplayer.
We will be using Android for our project.
The conception of the Android platform is attracting more and more programmers in mobile computing fields. Android is a package of software for mobile devices, including an operating system, middleware and
Core applications. The Android SDK provides powerful tools and APIs necessary to develop applications on the Android platform using the Java programming language. Android platform is of open system architecture, with
Versatile development and debugging environment, but also supports a variety of scalable user experience, which has optimized graphics systems, rich media support and a very powerful browser. It enables reuse and replacement of
Components and an efficient database support and support various wireless communication means. Android platform will not only promote the technology (including the platform itself) of innovation, but also help to reduce development costs, and enable developers to form their mobile systems with unique characteristics.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
Using Audience Measurement Data to Acquire, Retain and Maximize Revenues | Al...Jessica Tams
Delivered at Casual Connect USA 2016. The most challenging aspect of mobile game marketing is discoverability and awareness. The mobile games market is the most fragmented of all industries. This session will give attendees a deeper understanding of successful audience acquisition strategies, trends and the demographics of the core mobile gamer.
AVG Android App Performance Report by AVG TechnologiesAVG Technologies
This document summarizes an AVG Technologies report on the impact of Android apps on device performance and resource usage between Q2-Q3 2014. The top findings include:
1. News and media apps were among the biggest battery drainers and storage hogs due to frequent updates.
2. Pre-installed apps from manufacturers like Samsung also negatively impacted devices at times.
3. Mobile games accounted for 62% of usage but were major battery users, with titles from King in the top 10 drainers.
4. Google apps like Search and Translate were highly resource-intensive according to the analysis.
The report provides rankings of the top apps in terms of overall impact, battery drain,
This document summarizes two tasks for a final project using Yelp data:
1. Predicting business categories using an information retrieval approach. The dataset was divided into training and test sets. Categories were predicted for businesses in the test set based on features extracted from reviews in the training set. Precision and recall were calculated by comparing predictions to ground truths.
2. Predicting the most discussed attributes for each city, such as "good for kids" or "music". An attribute map was created using WordNet. Attributes were ranked for cities in test and training sets using BM25. Precision and recall were calculated by comparing test set predictions to those from the training set. Challenges included data cleaning, feature extraction, and evaluation
Collaborative filtering is a technique used in recommender systems to predict a user's preferences based on other similar users' preferences. It involves collecting ratings data from users, calculating similarities between users or items, and making recommendations. Common approaches include user-user collaborative filtering, item-item collaborative filtering, and probabilistic matrix factorization. Recommender systems are evaluated both offline using metrics like MAE and RMSE, and through online user testing.
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Similar to Android gamesanalysis hunger-gamesfinal
The document discusses mobile gaming, including different gaming platforms like Android and types of mobile games such as multiplayer, location-based, and educational games. It also covers topics like limitations of mobile games, research into dependability issues for Android games, and the development of a 3D Android gaming application called DAVE. Popular free mobile games that have been downloaded over 100 million times are identified as Angry Birds, Fruit Ninja Free, Temple Run, Temple Run 2, and Subway Surfers.
Mobile Gaming Application Development Mobile Gaming Application Tutorials, Course On Mobile Gaming Application Development at Learning Catalyst for beginners. The sessions will include J2ME platform & specifications, CLDC Config & MIDP Profiles, MIDlets, MIDlet User Interfaces, Low-Level MIDlet User Interface API, Networking and Persistent Storage, Packages – Mobile Gaming, Packages - Mobile Application.
Which are the top played games on mobile phones? How much time is spent on them? Which are the most popular genres? This report is based on actual usage data captured using an opt-in research panel and mobile metering technology.
This document discusses security issues and abuse in mobile games. It notes that worldwide spending on mobile games tripled to $16 billion in 2013 and gaming apps account for a large percentage of downloads. The document then summarizes typical mobile game architecture and motivations for abusive behavior like not wanting to spend money or lose. It outlines various abuse mechanisms like file tampering, malware, sensor spoofing, and API abuse. It also discusses potential solutions and notes that mobile games face fewer security challenges than PC games but that abuse still hurts players, developers, and platforms.
Tablet Market Shares, Strategies, and Forecasts, Worldwide, 2012 to 2018ReportsnReports
The document provides an in-depth analysis of the global tablet market from 2012 to 2018, including market shares, strategies, and forecasts. It details quarterly and annual shipment numbers for major tablet manufacturers like Apple, Samsung, and Amazon. The 334-page report also examines the competitive tablet landscape, emerging features, operating systems, pricing trends, and regional shipment analyses. Key factors influencing the market are discussed, such as usability, bring-your-own-device policies, and the integration of hardware, software, and services across platforms. Worldwide tablet revenues are projected to grow from $32 billion in 2011 to $181.5 billion by 2018.
This document summarizes the design, implementation, and testing of an Android game called Foxes and Chickens. The game was developed using strict software engineering processes. Key aspects include:
- The game has origins in South America and the developers sought to create a digital version for Android devices.
- It has two modes (single/multi-player) and three difficulty levels. The goal is for chickens to reach safety while foxes try to catch them.
- The game was tested on several Android devices and is available to download from the Google Play store, receiving positive user feedback.
- Solid software engineering practices like use cases, UML diagrams, testing and debugging were used in the development process
IRJET- G-Chat: A Game and Chat ApplicationIRJET Journal
This document describes a proposed mobile application called G-Chat that combines chat and gaming features. The application aims to provide full-time entertainment for users and improve thinking capabilities. It would allow users to chat, add games, create subgroups, and play games like quizzes on general knowledge and aptitude. The application would be developed using Android Studio, Java, JavaScript and Unity for scripting and displaying games. It would assign each registered user a unique ID number to login via username and password. Users could then select games and join chat groups to communicate with others playing the same game. The application seeks to make chatting and gaming more engaging and improve user interaction and intelligence.
The document discusses data-oriented design (DOD) as an emerging method for game development that prioritizes gameplay data over visuals and narrative. It describes the three stages of the DOD process: data gathering from sources like player surveys, analyzing trends in the data, and creating gameplay mechanics informed by the data analysis. The outcome is intended to be a game customized to player needs and tastes for a more satisfying experience. The document also references debates around considering video games an art form and lists popular game engines that can be used to develop games.
IRJET - Colt: The Code Series Game for Learning Program Logic through Rea...IRJET Journal
This document proposes Colt: The Code Series, a game designed to teach programming concepts to novice learners through a combination of coding challenges and a racing game. The game aims to make learning programming more engaging by allowing players to write code that controls a car in a racing environment. It uses an interface for writing Python code, with correct code moving the car forward and incorrect code moving it backward. A Firebase database checks the code and communicates commands to an Arduino/NodeMCU hardware system to physically move the toy cars. The game is meant to bridge the gap between programming knowledge and real-world applications to facilitate more efficient and interesting learning compared to traditional methods.
Mobile Application development is a process in which software application is developed for mobiles and tablets. In the age of smartphones, mobile application development is a booming industry. Learning Catalyst offers courses in Mobile Development Application. To know more visit http://learningcatalyst.in/mobile-gaming-application-development-training-course-pr
Kingston University AR Drone game-final report.pdfAnne David
A game developed as part of the digital media specialist module at Kingston University.
For any suggestions or job opportunities, please get in touch with me at: annedavid89@gmail.com
website: annedaavid89.wix.com/profile
In the current era of smartphone, mobile games have become really popular. To the high growth rate of mobile media, online games are getting progressively well-known and have been generally played, particularly among teenage-aged citizens. Our paper is about learning the development process of an ordinary online multiplayer game model and analysis of the complexity for its mobile option by several types of testing using Unity game engine. The emphasis is put on utilizing the inherent Unity segments in a multiplayer game in particular, building up accessory practices to utilize Unity’s Scripting API for C# and
incorporating outsider segments like the networking engine, 2D models, and molecule frameworks made for use with Unity and accessible through the Unity Asset Store. We choose to lead a convenient testing on the implemented mobile game application. We also make remarks on Unity as a multiplayer game improvement condition and execution engine.
The document discusses research conducted on the game market in Japan, including an overview of the Japanese gaming market, the impact of smartphones, efforts by the Japanese government to regulate the industry, and implications for foreign companies looking to enter the Japanese game market. It provides details on market sizes, popular gaming platforms, and strategies used by both game and console makers to adapt to changes in the industry due to smartphones.
A Complete Guide to Game Testing - Its Types and Processes.pdfkalichargn70th171
Video games are more popular than ever today. These flood our newsfeeds, drive social interactions and give us boatloads of fun for hours. There is a myriad of game genres to choose from, whether these are point-and-click adventures, simulations, virtual reality games, and many more. Especially with the COVID-19 pandemic, the number of users of these games has exponentially increased. According to Statista, the number of gamers increased to 201.9 million in 2020 from 188.2 million digital gamers in 2019. It is further projected to rise to 213.3 gamers by 2025.
Bangcle is a mobile app security company that provides various security services for mobile apps. It has secured over 240,000 Android apps and worked with 30,000 mobile developers. Bangcle has seen 100% business growth from 2012-2014. Its services include source code auditing, app penetration testing, app distribution monitoring, and programming security features like encryption and anti-tampering. It aims to help developers and businesses protect their apps from threats like reverse engineering, illegal data copying, and piracy.
The document contains summaries of several mobile games. Some key points mentioned across the summaries include puzzle and logic games that train observation and thinking skills, casual games with creative ideas and designs, classic games adapted to mobile, and apps that allow organizing social meetups or protecting device security and privacy.
Math quiz is application for Android devices. The purpose of the application is to encourage students in solving mathematical expressions. The application allows students a fun way to solve mathematical expressions. It is intended for students who loves to take challenges to calculate swiftly. In this application user can play single player and multiplayer.
We will be using Android for our project.
The conception of the Android platform is attracting more and more programmers in mobile computing fields. Android is a package of software for mobile devices, including an operating system, middleware and
Core applications. The Android SDK provides powerful tools and APIs necessary to develop applications on the Android platform using the Java programming language. Android platform is of open system architecture, with
Versatile development and debugging environment, but also supports a variety of scalable user experience, which has optimized graphics systems, rich media support and a very powerful browser. It enables reuse and replacement of
Components and an efficient database support and support various wireless communication means. Android platform will not only promote the technology (including the platform itself) of innovation, but also help to reduce development costs, and enable developers to form their mobile systems with unique characteristics.
The document provides details of the project plan for the game "Ghost in the Town". It discusses the background and scope of the project, which involves creating a single-player strategy game for Android devices. It outlines the project schedule, with stages including planning, design and implementation, testing, and submission. It aims to provide both structured and unstructured information about the virtual world and story of the game.
Using Audience Measurement Data to Acquire, Retain and Maximize Revenues | Al...Jessica Tams
Delivered at Casual Connect USA 2016. The most challenging aspect of mobile game marketing is discoverability and awareness. The mobile games market is the most fragmented of all industries. This session will give attendees a deeper understanding of successful audience acquisition strategies, trends and the demographics of the core mobile gamer.
AVG Android App Performance Report by AVG TechnologiesAVG Technologies
This document summarizes an AVG Technologies report on the impact of Android apps on device performance and resource usage between Q2-Q3 2014. The top findings include:
1. News and media apps were among the biggest battery drainers and storage hogs due to frequent updates.
2. Pre-installed apps from manufacturers like Samsung also negatively impacted devices at times.
3. Mobile games accounted for 62% of usage but were major battery users, with titles from King in the top 10 drainers.
4. Google apps like Search and Translate were highly resource-intensive according to the analysis.
The report provides rankings of the top apps in terms of overall impact, battery drain,
Similar to Android gamesanalysis hunger-gamesfinal (20)
This document summarizes two tasks for a final project using Yelp data:
1. Predicting business categories using an information retrieval approach. The dataset was divided into training and test sets. Categories were predicted for businesses in the test set based on features extracted from reviews in the training set. Precision and recall were calculated by comparing predictions to ground truths.
2. Predicting the most discussed attributes for each city, such as "good for kids" or "music". An attribute map was created using WordNet. Attributes were ranked for cities in test and training sets using BM25. Precision and recall were calculated by comparing test set predictions to those from the training set. Challenges included data cleaning, feature extraction, and evaluation
Collaborative filtering is a technique used in recommender systems to predict a user's preferences based on other similar users' preferences. It involves collecting ratings data from users, calculating similarities between users or items, and making recommendations. Common approaches include user-user collaborative filtering, item-item collaborative filtering, and probabilistic matrix factorization. Recommender systems are evaluated both offline using metrics like MAE and RMSE, and through online user testing.
This document outlines the sprints and epics planned for a restaurant management system over three sprints from July 6 to August 13, 2015. Sprint 1 focuses on account, organization, and data creation. Epics include order creation, queue and delivery, and completion. Sprint 2 adds user creation, roles, and permissions. New features include delivery options and time tracking. Sprint 3 covers menu, restaurant, and inventory management. Reporting is added at the outlet and chain level. Complex items like raw material adjustment are deferred due to time constraints.
This document summarizes the results of a technology survey comparing Visualforce and Lightning platforms in Salesforce. It finds that while Lightning is designed for mobile and integrates with Bootstrap, it has poor performance with slow loading and scrolling. Visualforce has better performance with fast page loads but some JavaScript issues. Considering performance is a major concern, Visualforce is chosen as it has good performance and easily integrates additional libraries. The document also provides an outline for a landing page with menu, cart, and food category tabs.
The document summarizes two surveys:
1) A survey of current manual order management systems in small restaurants, which typically involve paper order slips that are tracked through the kitchen and to customer tables.
2) Surveys of two automated order management systems: a fully automated sushi restaurant in Japan that uses conveyor belts and barcodes for contactless ordering and payment, and U.S. restaurant chain Chili's which provides tablets at tables to electronically place and pay for orders.
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1. Android Games Analysis – Why does my playtime reduce
my talk time?
Milind Gokhale
Indiana University
+1-812-369-7654
mgokhale@indiana.edu
Renuka Deshmukh
Indiana University
+1-812-606-2884
renudesh@indiana.edu
ABSTRACT
Mobile games are heavy and consume huge amount of memory
(RAM), Storage Space, Data and most importantly Battery. This
makes them kill the phone battery and reduce the talk time of the
phone which results in smartphones not lasting even one full day
of charge. The light casual and social games are connected to
internet all the time and also cause battery drain on phones. In
this project we intend to study the smartphone resource
consumption by games and come up with the main issues which
cause battery drain. Our study identified many issues in Games
and showed that some of the popular games today fail to keep in
mind some simple things like avoiding wakelocks and closing
connections prompty owing to which they end up sucking more
power from the phone and more data usage for the user.
Categories and Subject Descriptors
D.2.5 [Software Engineering]: Testing and Debugging;
D.2.8 [Metrics]: Performance Measures; D.2.10 [Design]:
Methodologies; C.4 [Performance of Systems]:
Measurement Techniques;
General Terms
Mobile Computing, Measurement, Documentation,
Performance, Design, Economics.
Keywords
Smartphone Applications, Radio Resource Utilization,
Keywords are your own designated keywords.
1. INTRODUCTION
Now-a-days smartphones have become very common in
households. Almost every individual uses a smartphone
now and as per a study by COMSCORE [1], Games
account for 16% of the total time spent on mobile apps in
the US. Mobile games are one of the biggest source of
mass entertainment these days. It appeals to a diverse
group of audience ranging from young to old people across
the world. Growth is because of the emergence of modern
technology and higher configuration in smartphones as a
platform for games and innovative games that attract a lot
of people. As per a study by Juniper Research [3], Mobile
game revenues will reach $28.9Bn by 2016, up 38% from
2014. 64% of users who downloaded apps have
downloaded a game (as shown in figure 1). Among most
frequent gamers, social games are now the most popular
genre, and are increasing in popularity continuously.
Social games and puzzle, board games account for 77% of
the played games on smartphones.
Figure 1: Most Popular Mobile App Categories [6]
However, mobile games consume huge amount of memory,
Storage Space, Data and most importantly Battery. This
reduces the talk time of the phone drastically. According to
utility developer Cheetah Mobile, today’s top mobile
games are often one of the biggest drains on the
performance of iOS and android devices and games like
Bejeweled and Candy Crush Saga require lot of storage
space and huge amount of memory (RAM) when running.
This results in the poor performance of the battery than if
the phone is used for just texting and calls.
This area is relatively unexplored with very few prior
studies that evaluate the adverse effects of high gaming on
smartphones. This may be because there are innumerable
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2. genres of games and numerous games in every genre. So
the categorization of games becomes difficult based on
liking, age group and location. Moreover every genre of
games has its own possible resource requirements and
limitations. Our study points out some major issues in
today’s games due to which the games end up using more
resources on smartphones.
In section 2 we mention some of the work related to our
study done till now, in section 3 we explain our
methodology of testing and evaluation in detail. In section
4 we give our evaluation and findings from the tests done
and in section 5 we discuss some of the possible future
enhancements and implementation.
2. RELATED WORK
Recently some amount of attention is being given on the
issue of battery drain due to games by certain service
providers and organizations. [2] Cheetah Mobile – a
mobile utility developer also did a study on mobile games
in which they tested out games like Bejeweled, Candy
Crush Saga, FarmVille etc. and checked to see how much
memory they use, how much storage space is required and
how much unnecessary data is kept by each game on the
smartphone. As a solution, Cheetah Mobile suggested
users to clean up junk files of their phone and to close their
games when they’re not using them.
Service provider Verizon Wireless also keeps a watch on
the detrimental apps for smartphones and maintains a list
of high risk apps on their website [4] which contains apps
which can have negative effects on user’s devices like loss
of functionality, unexpected high data usage, battery
draining 2 or 3 times faster than normal, and security and
privacy exposure. Verizon also suggests android users to
close these high risk apps when not in use.
These studies although focus on effects of games on
devices, they fail to explore the root cause of inefficiencies
and bad practices or negligence in games development.
Our study goes beyond and tries to find the root cause of
inefficiencies in games and suggest recommendations to
game developers. In [5] the study conducted by Zhang et
al. characterized the energy and bandwidth efficiency of
instant messaging apps which require constant user
interaction like gaming apps. In a similar approach we
study the characterization of two popular gaming apps in
this paper.
3. METHODOLOGY
In this section we describe the approach for data collection
and analysis. For this we d
3.1 Game States
We evaluate two states of game play – 1. When the game
is running in foreground and 2. When the user has
switched to another app and the game is running in
background.
3.1.1 Foreground
This is the state when the gamer is playing the game or the
game is on the foreground of the apps running on the
smartphone.
3.1.1.1 Idle
Even though smartphones are with the people all the time,
people do a lot of things off the smartphone as well. Hence
there are numerous possible occasions when the user has
started the game however has switched on to some other
work. This typically can happen in transit during
travelling, in commute or when the user falls asleep
without manually closing the game.
3.1.1.2 Playing
This is the active state when the user is actually playing
the game. This is expectedly the most resource consuming
state. We measure the resource consumption of the game
in this state in 3 scenarios –
No Internet: When the user is playing the game,
however the phone is not connected to the internet.
Wi-Fi: When the user is playing the game and the
phone is connected to a Wi-Fi network.
LTE: When the user is playing the game and the
phone is on the LTE network.
3.1.2 Background
This is the state when the user started the game, however
switched to the other application without closing the game.
This state can also occur when the game is ON but the
phone is in sleep mode. We measure this state with the
expectation that the game must consume minimal
resources when running in background.
3.2 Experiment Setup
We use a rooted Samsung Galaxy S2 LTE smartphone
running on Android Jellybean 4.3.2 OS for collecting data
specific to games running with no internet and Wi-Fi. For
LTE based tests, we use HTC One M7 running on Android
Lollipop 5.0.2 OS and connected to AT&T service
provider. For data collection and offline data analysis we
used HP Envy Laptop running on Windows 8.1 operating
system. We installed the USB drivers of the respective
smartphones, android SDK and AT&T ARO data analyzer
on the laptop. AT&T ARO data collector apk was installed
on both the phones. To analyze the network traffic dump
we installed Wireshark and Microsoft Network Monitor.
3. 3.3 Games
3.3.1 Farm Heroes Saga
Farm Heroes Saga is one of the most popular games in
Google Play Store. It is a social game which can be played
both online as well as offline. This gave us an opportunity
to execute the game in both environments with and
without internet connection and hence compare and study
the resource consumption in both these setups. It is also a
graphics intensive game which could help us monitor its
energy consumption due to the CPU usage.
3.3.2 2048
2048 is also a highly popular game on Google Play Store.
It also supports both online and offline versions. However
unlike Farm Heroes Saga, 2048 is a casual game which
does not require heavy graphic rendering. We expect this
game to give better resource consumption values.
3.4 Tools
3.4.1 ARO
ARO is a free diagnostic tool which can pinpoint the
source of wasteful data and power drains. It also gives
useful suggestions about the ways for fixing these issues.
Majorly, ARO will be used for capturing game-related
traces from the smartphone and analyze the associated
TCP connections and data traffic.
3.4.2 Wakelock Detector
Wakelock detector will be used to detect wakelock issues
in the games. Wakelock Detector app needs root
permissions to execute. This app is useful in detecting no-
sleep bugs as suggested in [10].
3.4.3 Power Tutor
Power tutor tool gives 5 minute duration graphs for CPU,
Memory, Screen rotation and GPU. These details will help
measure and monitor the effects of the games on the
resources of the smartphone.
3.4.4 Usemon
Usemon is a simple application for monitoring usage of
system resources. It displays graphs of CPU, RAM, and
network usage. This app does not require rooted
permissions to monitor data related to system resources
[9].
3.5 Test Subjects
Initially we planned to collect the data from multiple users
playing games on their smartphones and later perform
offline analysis of this data on laptop. However, ARO
needs rooted phone for remote data collection which may
not be available with multiple users. ARO also supports
data collection on a phone without rooting via the USB
debugging mode. So we are using the USB debugging
mode for our project. For USB debugging mode, the phone
needs to be connected to the laptop via cable during the
test. Moreover the resource consumption of the game is not
dependent upon expertise of player playing the game.
Hence, test subjects will not be required for specifically
collecting data.
3.6 Test Cases
We identified the test cases to be covered in the current
scope of our project. Each test was recorded over duration
of 5 min. These test cases are listed in the following table.
Table 1: Test Cases
Description Network Channel
1 Game Screen On,
Idle
No Internet/Wi-
Fi/LTE
2 Game Playing No Internet/Wi-
Fi/LTE
3 Ad Statistics Wi-Fi/LTE
4 App in background -
3.7 Testing Steps and Analysis Approach
To obtain a comprehensive view of the game resource
consumption, we test the game execution in different
identified states by using AT&T ARO tool. We collect data
for each state in various settings of the phone like when
the phone is not connected to internet (NoInternet), when
the phone is connected to Wi-Fi and when the phone is
connected to LTE network. For every ARO test we connect
the phone to the laptop via USB cable in USB debugging
mode and execute the test for about 5 mins duration. Then
we start the ARO video recording on laptop and begin
playing the game on phone. Next we analyze the test
report produced by ARO for any issues reported by ARO
and look into the data traffic statistics, energy consumption
statistics, RRC states and Trace Graph produced by the
ARO profiler.
Before beginning the test, we close all the open
applications and background applications using Greenify.
For NoInternet tests the phone has to be connected to
internet (via LTE/Wi-Fi) when starting ARO test. Once
the test begins successfully and video recording for the test
is visible, we disconnect the phone from internet
connection. This is a required step because in order for the
ARO analysis engine to start the VPN connection on the
phone, it must be connected to internet. In order to isolate
the game statistics from other applications, we identify the
IP addresses in the domains accessed section of the ARO
analyzer.
4. Figure 2: Diagnostics chart for LTE tests on (a) 2048 and (b) Farm Saga
3.8 Metrics
We mainly use three metrics to measure the network
traffic, data transfer and the energy consumption and
efficiency. (i) We measure energy consumption as shown
by ARO tool in Joules (J), (ii) Energy efficiency is
measured in Joules/second (J/min) (iii) Data transfer rate
is measured in bytes/s. (iv) The test duration is measured
in minutes.
4. FINDINGS
4.1 Idle
Keeping the screen ON consumes a lot of battery owing to
the LCD display requirements of the phone. For efficient
battery consumption, Android OS consists of settings for
turning the screen OFF after a certain amount of time has
passed without any user interaction on the screen. In all
the idle state tests for Farm Saga, it was noted that Farm
Saga overrides default screen timeout and keeps screen in
ON state even when the game is idle. Farm Saga drained
2% battery when run in idle mode. At this rate the entire
battery will drain out in under 5 hours. About 210 J of
energy is consumed during the idle tests for Farm Saga.
Total screen energy consumed remains almost constant
whether the phone is connected to internet or not. This
causes the battery to drain a lot faster and results in the
phone not lasting for a long time. We further analyze the
root cause of this issue and discuss our findings in section
4.5.
The Radio Resource Control (RRC) in UMTS state
machine's main purpose is to efficiently utilize limited
radio resources and to improve the phone battery life [18].
Typically there are three RRC states: IDLE, CELL_DCH,
and CELL_FACH. The radio power consumption at DCH
is the highest (600 to 800 mW). The FACH state is an
intermediate state between IDLE and DCH with only low-
speed shared channels allocated to a handset. Radio power
at FACH is 55% to 75% of that at DCH. LTE on the other
hand has only two states- IDLE and Connected. Connected
is the high powered states, hence LTE consumed a lot of
energy for even small data transfers, and reduce battery
life. We found in the idle test for Farm Saga that even
though the phone was not connected to internet, the RRC
state of the phone remains in the DCH state for 38.91%
and in FACH state for 43.66% of the time which consumes
more battery unnecessarily.
If an app opens too many simultaneous TCP connections,
the size of each connection will be smaller. This means
that throughput will be limited, performance will decrease,
and energy will be wasted. In Farm Saga as well as 2048
tests, on multiple occasions even when the phone was idle
and connected to LTE or Wi-Fi there were multiple sets of
bursts found in the ARO diagnostics trace. Whenever
possible, it is good practice to group requests together in
order to improve performance, save energy and reduce
bandwidth. Since a single request for more data is likely to
provide a better user experience than several smaller
requests, bundling, or batching up multiple requests at the
application level is recommended [14]. This can be done
with persistent connections. Another technique for
improving application performance is HTTP pipelining. If
an application is running on a client that supports
persistent connections, it can "pipeline" its requests [14].
Recommendation: Whenever possible, multiple connection
bursts should be grouped together using persistent TCP
connections and HTTP pipelining.
5. 4.2 Playing
4.2.1 Connection Closing
If the connection is not closed by design, it will likely be
closed by a time-out as part of connection management.
However this requires a timeout and thus energy is wasted
in managing these connections. In the tests on Farm Saga
it was found that on an average more than 25% of the total
consumed energy (16.9 J – 84.5 J) is wasted in controlling
the connections that were not closed by the server
promptly. Even though 2048 is not a social game and
requires low graphics rendering, it wasted an average of
50% energy (37.9 J – 161 J) in controlling unclosed
connections. Figure 2 shows that the phone remains in
active state of RRC consuming more energy because the
open connections are not closed promptly.
Recommendation: The TCP connection should be closed
quickly after the data is transferred to prevent leaving
radio channels open.
4.2.2 Duplicate TCP Content and Cache Control
Duplicate requests and TCP content is a typical issue in
games and websites. It has several effects on the phone like
more bandwidth consumption and battery drain because of
multiple requests for downloading the same content [16].
Some applications do not make use of caching
mechanisms which also leads to unnecessary downloads
that waste energy and make the application slower as well
as increases the data usage of the user. During the tests of
Farm Saga it was noted that there was 29% duplicate TCP
content transferred. Also 50% of the times cache headers
were absent which resulted in the files being downloaded
in duplicate manner.
Recommendation: Cache Control should be implemented
properly in the applications.
4.3 Background
The expected result when the game is put in background is
that it does not make any requests to the game or ad
server. 2048 made no calls to any ad or game server when
the game was put in background. But interestingly, Farm
Saga continued to make calls to the game server even
though the app was put in background. This resulted in
unnecessary data and battery usage, thereby reducing the
phone battery life and increasing the data usage. Farm
Saga made a total of 17 calls to the game server and 6 calls
to the Facebook server in 5 mins duration even though the
game was running in background.
Recommendation: When the game has been put to
background, all requests to the game and ad server should
be stopped, thereby conserving battery and data usage of
the users’ phone, and further improving the performance.
4.4 Ad Statistics
Most of the games on Google Play Store are free games. In
order to gain revenues, game companies collaborate with
ad providers because they pay the developers for the ads
displayed and the ads clicked by the user [11]. This leads
to a lot of inefficiencies in the performance of the game as
discussed below.
Figure 3: Ad after 2048 gameplay
Sending multiple files over the internet without
compression consumes bandwidth and energy [12]. In
multiple tests for 2048, ARO recorded about 10-15 KB of
files were sent without compression. In order to make
efficient use of bandwidth, the files sent over the network
should be compressed. Moreover zipping files on server
and unzipping files on the client is a very low cost
operation. Many text files contain excess whitespace to
allow for better human coding. Files like javascript files,
HTML, CSS and JSON consume a lot of time to download
when not minified. Running these files through a minifier
removes the whitespaces and reduces file size. As per ARO
reports, during the Idle state test of Farm Saga on LTE
network, a total of 24 KB would have been saved by
minification of files. All these files were related to Ads.
The CSS rule "display: none;" is used to hide HTML
objects from being shown on a page. However, this does
not prevent the objects from being downloaded to the
mobile device. This increases the overhead for an app and
slows down rendering especially in the mobile networks
where bandwidth is constrained. In the multiple tests for
2048, it was found that ARO discovered files with CSS
styling “display:none”. On analysis of these files it was
found that they were generated by Ad servers like
ad.mopub.com, ad.doubleclick.net and gcdn.2mdn.net.
Such content which need not be displayed on the page
should be removed from the HTML thus reducing the size
of the HTML and decreasing the bandwidth overhead.
It was noted that even when the game is being played by
the user (game in foreground), the game calls the Ad
servers to fetch ads which were never shown to the user.
Ads were only visible once the game had ended (figure 3).
As shown in table 2 (highlighted rows), 2048 sent 26
6. requests to various ad servers requesting for ads in a span
of just 5 mins. Since the user was playing the game he
never saw these downloaded ads. This leads to a wastage
of bandwidth, increases user’s data consumption and
battery drainage [11].
Table 2: Domains Accessed (2048 Gameplay)
Row Labels
Reques
ts per
domai
n
Sum of
Byte
Count
Sum
of
Pac
ket
Cou
nt
ads.get.it 3 131530 264
ads.mopub.com 6 5899 32
android.clients.google
.com 2 8088 31
cpp-
test.imp.mpx.mopub.c
om
3 3773 22
get.it 6 5607 51
in.metamx.com 3 3697 21
play.googleapis.com 3 384 6
rtb-05.get.it 5 4966 41
Grand Total 31 163944 468
Recommendation: Some heuristic should be applied to
detect when the running instance of the game has ended
and only then requests for ads should be placed.
4.5 Wakelocks
Wakelock is a mechanism of power management service in
Android OS, which can be used to keep CPU awake
(Partial wakelock) and keep the screen on (Full wakelock).
Applications which use wakelock privilege improperly
lead to situations where the CPU or phone screen stays
active without user's knowledge and thus causing battery
drain [13].
Wakelocks on Android platform are used to ensure that the
CPU does not sleep during some critical phase. But they
also give the developer of a game the ability to prevent the
CPU/screen from going to sleep. A typical smartphone app
is written as a set of event handlers where events can be
user or external activities. A developer of smartphone apps
needs to keep a track of all possible scenarios of these
events and handle wakelocks accordingly [10].
To detect wake locks in our chosen games, we used a
freely available app on Google Play – Wakelock Detector,
which shows wakelock usage statistics for all running
apps. We found that Farm Saga misuses the wakelock,
thus, keeping the screen awake, till the application is
manually closed or put in the background. Figure 4a shows
that within a span of just 4min 46sec Farm Saga triggered
5 wakelocks. This leads to battery wastage as the screen
stays on unnecessarily for the entire duration of the game,
even though the user is not interacting with the screen. In
fact the game asks for user permissions to prevent the
phone from sleeping (figure 4b), however most of the users
unknowingly install the game.
Figure 4: (a) Screen Wakelock in Farm Saga, (b)
Required permissions for Farm Saga
Recommendation: Wakelocks should not be misused. The
game should detect when there is no user interaction and
then the game should allow the screen to turn off after the
default timeout duration.
4.6 User Privacy
We observed that all the network traffic to the game server
is using HTTPS connections, thus signing into Facebook
or Google Play services to save game progress and
achievements does not affect user privacy.
5. DISCUSSION
As future work, we would like to go through the
implementation of the game, to identify issues like
wakelocks, inefficient code, improper exception handling,
multiple database calls, etc. We can also study other type
of games, not covered in the current case study. These
games include online multiplayer games like – Clash of
Clans which requires continuous data transfer across
network and high CPU and GPU intensive action games
like Counter Strike.
We can study the benefits of offloading computation heavy
code to a remote server to improve game performance and
efficiency [7]. The current study focuses only on Android
devices. This can be broadened to include iOS devices as
well. We can implement the recommendations made in
this paper and study the performance improvement.
In the current case study, we focus mainly on battery
usage, network usage and energy efficiency. Future work
might involve studying other resources. Also, the tests for
game play with LTE were carried out on out personal
7. phone. Though we used Greenify app to force close other
apps, it does not close all the applications as the phone was
not rooted. Hence there may be some services running in
background which could not be stopped. Thus the recorded
data usage may not be strictly due to game statistics. The
current study is limited to the study of only two games. We
are confident that studying more games belonging to
different genres will enrich and add to the findings we
have made so far. One of the major limitations we faced is
that the game traffic is on HTTPS. Hence, we are unable to
analyze the individual requests and responses of the data
exchanged by the phone and the game server.
6. CONCLUSION
From the industry perspective, our project will help mobile
app developers to improve their games and consume
smartphone resources efficiently thus increasing games
usage stats and revenues. From a consumer point of view,
users will play games and still not require charging their
phones often thus making better use of the mobile charge
and the data plans. We show how following simple
protocols like minifying the JSON and Java scripts, closing
connections promptly and cache control mechanisms can
help in efficient resource utilization in android games.
7. ACKNOWLEDGEMENT
We would like to thank Dr. Prof. Feng Qian for his
guidance and help throughout the duration of this project.
We appreciate the valuable advice given and the study
material provided to us, without which this study
would not have been a success. We also express our
gratitude for all the help extended by Dr. Qian regarding
the use of ARO.
8. Individual Contribution
Renuka worked on conducting the tests for Farm Saga in
Idle and WiFi mode. She also conducted the tests for 2048
in LTE mode. Also, Renuka work on identifying the
challenges, limitations and future work for this
study. Renuka worked on the Discussion, Introduction,
Methodology, Evaluation and Conclusion section of the
paper. Milind conducted the test on Farm Saga LTE, 2048
Idle and 2048 WiFi. Milind worked on research for the
project to identify study material for state-of-the-art and
related work. Milind also worked on the Abstract, Related
Study, Methodology, Evaluation and Conclusion section of
the paper.
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Www.factbrowser.com. September 3, 2014. Accessed
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http://www.factbrowser.com/facts/15662/.
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Kardashian Are Doing to Your Phone's Storage and
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crush-saga-and-kim-kardashian-are-doing-to-your-
phones-storage-and-battery-life/.
[3] JUNIPER RESEARCH, "Mobile Game Revenue Will
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Www.factbrowser.com. June 18, 2014. Accessed
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[5] Zhang, Li, Chao Xu, Parth H. Pathak, and Prasant
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[7] Cuervo, Eduardo, Aruna Balasubramanian, Dae-ki
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