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Description
Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there

Smartphones have become increasingly common over the past few years, and mobile games continue to be the most common type of application (Apple, Inc., 2013). For many people, the social aspect of gaming is very important, and thus most mobile games include support for playing with multiple players. However, there is a lack of common knowledge about which implementation of this functionality is most favorable from a development standpoint. In this study, we evaluate three different types of multiplayer gameplay (pass-and-play, Bluetooth, and GameCenter) via development cost and user interviews. We find that pass-and-play, the most easily-implemented mode, is not favored by players due to its inconvenience. We also find that GameCenter is not as well favored as expected due to latency of GameCenter's servers, and that Bluetooth multiplayer is the most well favored for social play due to its similarity to real-life play. Despite there being a large overhead in developing and testing Bluetooth and GameCenter multiplayer due to Apple's development process, this is irrelevant since professional developers must enroll in this process anyway. Therefore, the most effective multiplayer mode to develop is mostly determined by whether Internet play is desirable: Bluetooth if not, GameCenter if so. Future studies involving more complete development work and more types of multiplayer modes could yield more promising results.
ContributorsBradley, Michael Robert (Author) / Collofello, James (Thesis director) / Wilkerson, Kelly (Committee member) / Barrett, The Honors College (Contributor) / School of Mathematical and Statistical Sciences (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-12
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Description
Over the past several years, the three major mobile platforms have seen
tremendous growth and success; as a result, the platforms have been the target
of many malicious attacks. These attacks often request certain permissions in
order to carry out the malicious activities, and uninformed users usually grant
them. One prevalent example of this

Over the past several years, the three major mobile platforms have seen
tremendous growth and success; as a result, the platforms have been the target
of many malicious attacks. These attacks often request certain permissions in
order to carry out the malicious activities, and uninformed users usually grant
them. One prevalent example of this type of malware is one that requests
permission  to  the  device’s  SMS  service,  and  once  obtained,  uses  the  SMS
service to accrue charges to the user. This type of attack is one of the most
prevalent on the Android application marketplace, and requires a long-term
solution. Replication of an attack is necessary to fully understand efficient
prevention methods, and due to the open-source nature of Android development,
to determine the likely mechanics of the attack as feasible.
This study uses the Hacker News application, an open source application
that is available for download through GitHub as a basis for creating a malware
application to study the SMS attack and explore prevention methods. From the
results and knowledge gained from both research and experimentation, a
proposition for a more secure operating system architecture was defined to
prevent and mitigate various attacks on mobile systems with a focus on SMS
attacks.
ContributorsRomo, James Tyler (Co-author) / Rezende, Bryan (Co-author) / Whitaker, Jeremy (Co-author) / Ahn, Gail-Joon (Thesis director) / Wilkerson, Kelly (Committee member) / Conquest, Kevin (Committee member) / Barrett, The Honors College (Contributor) / Computer Science and Engineering Program (Contributor)
Created2013-05