We propose a novel tree classification system called Treelogy, that fuses deep representations with hand-crafted features obtained from leaf images to perform leaf-based plant classification. Key to this system are segmentation of the leaf from an untextured background, using convolutional neural networks (CNNs) for learning deep representations, extracting hand-crafted features with a number of image processing techniques, training a linear SVM with feature vectors, merging SVM and CNN results, and identifying the species from a dataset of 57 trees. Our classification results show that fusion of deep representations with hand-crafted features leads to the highest accuracy. The proposed algorithm is embedded in a smart-phone application, which is publicly available. Furthermore, our novel dataset comprised of 5408 leaf images is also made public for use of other researchers.
It is worth noting that some studies developed mobile applications to serve their approaches through which users can benefit from the automated leaf classification algorithms. For example, LeafSnap @cite_20 which is developed for iOS, is one of the first released applications of this kind. Subsequently, Pl@ntNet @cite_13 mobile application, a more sophisticated one, has been released. A similar application MobileFlora @cite_26 , which is for flower recognition, is also relevant. We also built a mobile application to showcase our tree identification system. This application can be freely downloaded from Google Play Store https: play.google.com store apps details?id=com.payinekereg.treelogy .
@cite_26 @cite_13 @cite_20
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User review is a crucial component of open mobile app markets such as the Google Play Store. How do we automatically summarize millions of user reviews and make sense out of them? Unfortunately, beyond simple summaries such as histograms of user ratings, there are few analytic tools that can provide insights into user reviews. In this paper, we propose Wiscom, a system that can analyze tens of millions user ratings and comments in mobile app markets at three different levels of detail. Our system is able to (a) discover inconsistencies in reviews; (b) identify reasons why users like or dislike a given app, and provide an interactive, zoomable view of how users' reviews evolve over time; and (c) provide valuable insights into the entire app market, identifying users' major concerns and preferences of different types of apps. Results using our techniques are reported on a 32GB dataset consisting of over 13 million user reviews of 171,493 Android apps in the Google Play Store. We discuss how the techniques presented herein can be deployed to help a mobile app market operator such as Google as well as individual app developers and end-users. App developers would like to understand the impact of their own and their competitors’ software releases. To address this we introduce Causal Impact Release Analysis for app stores, and our tool, CIRA, that implements this analysis. We mined 38,858 popular Google Play apps, over a period of 12 months. For these apps, we identified 26,339 releases for which there was adequate prior and posterior time series data to facilitate causal impact analysis. We found that 33 of these releases caused a statistically significant change in user ratings. We use our approach to reveal important characteristics that distinguish causal significance in Google Play. To explore the actionability of causal impact analysis, we elicited the opinions of app developers: 56 companies responded, 78 concurred with the causal assessment, of which 33 claimed that their company would consider changing its app release strategy as a result of our findings. Although millions of users download and use third-party Android applications from the Google Play store, little information is known on an aggregated level about these applications. We have built PlayDrone, the first scalable Google Play store crawler, and used it to index and analyze over 1,100,000 applications in the Google Play store on a daily basis, the largest such index of Android applications. PlayDrone leverages various hacking techniques to circumvent Google's roadblocks for indexing Google Play store content, and makes proprietary application sources available, including source code for over 880,000 free applications. We demonstrate the usefulness of PlayDrone in decompiling and analyzing application content by exploring four previously unaddressed issues: the characterization of Google Play application content at large scale and its evolution over time, library usage in applications and its impact on application portability, duplicative application content in Google Play, and the ineffectiveness of OAuth and related service authentication mechanisms resulting in malicious users being able to easily gain unauthorized access to user data and resources on Amazon Web Services and Facebook. One of the most intriguing challenges in mobile apps development is its fragmentation with respect to mobile platforms (e.g., Android, Apple iOS, Windows Phone). Large companies like IBM and Adobe and a growing community of developers advocate hybrid mobile apps development as a possible solution to mobile platforms fragmentation. Hybrid mobile apps are consistent across platforms and built on web standards. How hybrid apps are performing in production settings is still highly debated, with limited objective evidence.In this paper, we present the first realistic investigation into mobile hybrid apps through a solid empirical strategy. Our goal is exploratory and we aim at identifying, analysing, and understanding the traits and distinctions of publicly available hybrid mobile apps within their real-life context. The study has been conducted by mining 11,917 free apps and 3,041,315 reviews from the Google Play Store, and analyzing them from both a technical and end users' perception perspective. The results of this study build an objective and reproducible snapshot about how hybrid mobile development is performing "in the wild" in real projects. Developers always focus on delivering high-quality updates to improve, or maintain the rating of their apps. Prior work has studied user reviews by analyzing all reviews of an app. However, this app-level analysis misses the point that users post reviews to provide their feedback on a certain update. For example, two bad updates of an app with a history of good updates would not be spotted using app-level analysis. In this paper, we examine reviews at the update-level to better understand how users perceive bad updates. We focus our study on the top 250 bad updates (i.e., updates with the highest increase in the percentage of negative reviews relative to the prior updates of the app) from 26,726 updates of 2,526 top free-to-download apps in the Google Play Store. We find that feature removal and UI issues have the highest increase in the percentage of negative reviews. Bad updates with crashes and functional issues are the most likely to be fixed by a later update. However, developers often do not mention these fixes in the release notes. Our work demonstrates the necessity of an update-level analysis of reviews to capture the feelings of an app's user-base about a particular update. During last ten years, the number of smartphones and mobile applications has been constantly growing. Android, iOS and Windows Mobile are three mobile platforms that cover almost all smartphones in the world in 2017. Developing a mobile app involves first to choose the platforms the app will run, and then to develop specific solutions (i.e., native apps) for each chosen platform using platform-related toolkits such as Android SDK. A cross-platform mobile application is an app that runs on two or more mobile platforms. Several frameworks have been proposed to simplify the development of cross-platform mobile applications and to reduce development and maintenance costs. They are called cross-platform mobile app development frameworks. However, to our knowledge, the life-cycle and the quality of cross-platforms mobile applications built using those frameworks have not been studied in depth. Our main goal is to first study the processes of development and maintenance of mobile applications built using cross-platform mobile app development frameworks, focusing particularly on the bug-fixing activity. Then, we aim at defining tools for automated repairing bugs from cross-platform mobile applications. Pl@ntNet is an image sharing and retrieval application for the identification of plants, available on iPhone and iPad devices. Contrary to previous content-based identification applications it can work with several parts of the plant including flowers, leaves, fruits and bark. It also allows integrating user's observations in the database thanks to a collaborative workflow involving the members of a social network specialized on plants. Data collected so far makes it one of the largest mobile plant identification tool. A citing sentence is one that appears in a scientific article and cites previous work. Citing sentences have been studied and used in many applications. For example, they have been used in scientific paper summarization, automatic survey generation, paraphrase identification, and citation function classification. Citing sentences that cite multiple papers are common in scientific writing. This observation should be taken into consideration when using citing sentences in applications. For instance, when a citing sentence is used in a summary of a scientific paper, only the fragments of the sentence that are relevant to the summarized paper should be included in the summary. In this paper, we present and compare three different approaches for identifying the fragments of a citing sentence that are related to a given target reference. Our methods are: word classification, sequence labeling, and segment classification. Our experiments show that segment classification achieves the best results. Optimizing the energy efficiency of mobile applications can greatly increase user satisfaction. However, developers lack viable techniques for estimating the energy consumption of their applications. This paper proposes a new approach that is both lightweight in terms of its developer requirements and provides fine-grained estimates of energy consumption at the code level. It achieves this using a novel combination of program analysis and per-instruction energy modeling. In evaluation, our approach is able to estimate energy consumption to within 10 of the ground truth for a set of mobile applications from the Google Play store. Additionally, it provides useful and meaningful feedback to developers that helps them to understand application energy consumption behavior. MSRLM is the release of our internal language modeling tool chain used in Microsoft Research. It was used in our submission for NIST MT 2006. The main difference with other freely available tools is that it was designed to scale to large amounts of data. We successfully built a language model on high end hardware on 40 billion words of web data within 8 hours. It only supports a minimal set of features. Large gigaword language models may be consumed in a first pass machine translation decoding without further processing. This document describes the implementation and usage of the tools summarily. It is our stated goal and hope that this release will be useful to the scientific community. The tool may not be used in a commercial product, or to build models used in a commercial product, or in for any commercial purpose. In addition, we require that you kindly cite this technical report when publishing results derived with this language model tool chain. This describes the LM tool which is available as: http: research.microsoft.com research downloads details 78e26f9c-fc9a-44bb-80a769324c62df8c details.aspx Driven by huge monetary reward, some mobile application (app) developers turn to the underground market to buy positive reviews instead of doing legal advertisements. These promotion reviews are either directly posted in app stores like iTunes and Google Play, or published on some popular websites that have many app users. Until now, a clear understanding of this app promotion underground market is still lacking. In this work, we focus on unveiling this underground market and statistically analyzing the promotion incentives, characteristics of promoted apps and suspicious reviewers. To collect promoted apps, we built an automatic data collection system, AppWatcher, which monitored 52 paid review service providers for four months and crawled all the app metadata from their corresponding app stores. Finally, AppWatcher exposes 645 apps promoted in app stores and 29, 680 apps promoted in some popular websites. The current underground market is then reported from various perspectives (e.g., service price, app volume). We identified some interesting features of both promoted apps and suspicious reviewers, which are significantly different from those of randomly chosen apps. Finally, we built a simple tracer to narrow down the suspect list of promoted apps in the underground market. Location-Based Service (LBS) has become a vital part of our daily life. While enjoying the convenience provided by LBS, users may lose privacy since the untrusted LBS server has all the information about users in LBS and it may track them in various ways or release their personal data to third parties. To address the privacy issue, we propose a Dummy- Location Selection (DLS) algorithm to achieve k-anonymity for users in LBS. Different from existing approaches, the DLS algorithm carefully selects dummy locations considering that side information may be exploited by adversaries. We first choose these dummy locations based on the entropy metric, and then propose an enhanced-DLS algorithm, to make sure that the selected dummy locations are spread as far as possible. Evaluation results show that the proposed DLS algorithm can significantly improve the privacy level in terms of entropy. The enhanced-DLS algorithm can enlarge the cloaking region while keeping similar privacy level as the DLS algorithm. I. INTRODUCTION With the rapid development of mobile devices and social networks, Location-Based Service (LBS) has become a vital part in our daily activities in recent years. With smartphones or tablets, users can download location-based applications from Apple Store or Google Play Store. With the help of these In this demo we present IBR-DTN for Android: IBR-DTN is a fully featured RFC5050 compliant Bundle Protocol implementation that can run on un-rooted Android devices starting from Android Version 2.3 (Gingerbread). IBR-DTN for Android supports all features of the IBR-DTN version for PCs and embedded systems. It is available in the Google Play Store for free. In addition to the protocol stack we provide two simple real world applications: a text messaging system and a push-to-talk application. They can serve as an example how to build DTN applications for mobile phones as both applications as well as the protocol implementation itself are open sourced. We describe the first mobile app for identifying plant species using automatic visual recognition. The system --- called Leafsnap --- identifies tree species from photographs of their leaves. Key to this system are computer vision components for discarding non-leaf images, segmenting the leaf from an untextured background, extracting features representing the curvature of the leaf's contour over multiple scales, and identifying the species from a dataset of the 184 trees in the Northeastern United States. Our system obtains state-of-the-art performance on the real-world images from the new Leafsnap Dataset --- the largest of its kind. Throughout the paper, we document many of the practical steps needed to produce a computer vision system such as ours, which currently has nearly a million users. Mobile application (app) stores have lowered the barriers to app market entry, leading to an accelerated and unprecedented pace of mobile software production. To survive in such a highly competitive and vibrant market, release engineering decisions should be driven by a systematic analysis of the complex interplay between the user, system, and market components of the mobile app ecosystem. To demonstrate the feasibility and value of such analysis, in this paper, we present a case study on the rise and fall of Yik Yak, one of the most popular social networking apps at its peak. In particular, we identify and analyze the design decisions that led to the downfall of Yik Yak and track rival apps' attempts to take advantage of this failure. We further perform a systematic in-depth analysis to identify the main user concerns in the domain of anonymous social networking apps and model their relations to the core features of the domain. Such a model can be utilized by app developers to devise sustainable release engineering strategies that can address urgent user concerns and maintain market viability. Smartphone users do not fully know what their apps do. For example, an applications' network usage and underlying security configuration is invisible to users. In this paper we introduce Securacy, a mobile app that explores users' privacy and security concerns with Android apps. Securacy takes a reactive, personalized approach, highlighting app permission settings that the user has previously stated are concerning, and provides feedback on the use of secure and insecure network communication for each app. We began our design of Securacy by conducting a literature review and in-depth interviews with 30 participants to understand their concerns. We used this knowledge to build Securacy and evaluated its use by another set of 218 anonymous participants who installed the application from the Google Play store. Our results show that access to address book information is by far the biggest privacy concern. Over half (56.4 ) of the connections made by apps are insecure, and the destination of the majority of network traffic is North America, regardless of the location of the user. Our app provides unprecedented insight into Android applications' communications behavior globally, indicating that the majority of apps currently use insecure network connections. The Google Android mobile phone platform is one of the most anticipated smartphone operating systems on the market. The open source Android platform allows developers to take full advantage of the mobile operation system, but also raises significant issues related to malicious applications. On one hand, the popularity of Android absorbs attention of most developers for producing their applications on this platform. The increased numbers of applications, on the other hand, prepares a suitable prone for some users to develop different kinds of malware and insert them in Google Android market or other third party markets as safe applications. In this paper, we propose to combine permission and API (Application Program Interface) calls and use machine learning methods to detect malicious Android Apps. In our design, the permission is extracted from each App's profile information and the APIs are extracted from the packed App file by using packages and classes to represent API calls. By using permissions and API calls as features to characterize each Apps, we can learn a classifier to identify whether an App is potentially malicious or not. An inherent advantage of our method is that it does not need to involve any dynamical tracing of the system calls but only uses simple static analysis to find system functions involved in each App. In addition, because permission settings and APIs are alwaysavailable for each App, our method can be generalized to all mobile applications. Experiments on real-world Apps with more than 1200 malware and 1200 benign samples validate the algorithm performance. The tremendous rate of growth in the mobile app market over the past few years has attracted many developers to build mobile apps. However, while there is no shortage of stories of how lone developers have made great fortunes from their apps, the majority of developers are struggling to break even. For those struggling developers, knowing the “DNA” (i.e., characteristics) of high-rated apps is the first step towards successful development and evolution of their apps. In this paper, we investigate 28 factors along eight dimensions to understand how high-rated apps are different from low-rated apps. We also investigate what are the most influential factors by applying a random-forest classifier to identify high-rated apps. Through a case study on 1,492 high-rated and low-rated free apps mined from the Google Play store, we find that high-rated apps are statistically significantly different in 17 out of the 28 factors that we considered. Our experiment also shows that the size of an app, the number of promotional images that the app displays on its web store page, and the target SDK version of an app are the most influential factors. App Stores, such as Google Play or the Apple Store, allow users to provide feedback on apps by posting review comments and giving star ratings. These platforms constitute a useful electronic mean in which application developers and users can productively exchange information about apps. Previous research showed that users feedback contains usage scenarios, bug reports and feature requests, that can help app developers to accomplish software maintenance and evolution tasks. However, in the case of the most popular apps, the large amount of received feedback, its unstructured nature and varying quality can make the identification of useful user feedback a very challenging task. In this paper we present a taxonomy to classify app reviews into categories relevant to software maintenance and evolution, as well as an approach that merges three techniques: (1) Natural Language Processing, (2) Text Analysis and (3) Sentiment Analysis to automatically classify app reviews into the proposed categories. We show that the combined use of these techniques allows to achieve better results (a precision of 75 and a recall of 74 ) than results obtained using each technique individually (precision of 70 and a recall of 67 ). Mobile-app quality is becoming an increasingly important issue. These apps are generally delivered through app stores that let users post reviews. These reviews provide a rich data source you can leverage to understand user-reported issues. Researchers qualitatively studied 6,390 low-rated user reviews for 20 free-to-download iOS apps. They uncovered 12 types of user complaints. The most frequent complaints were functional errors, feature requests, and app crashes. Complaints about privacy and ethical issues and hidden app costs most negatively affected ratings. In 11 percent of the reviews, users attributed their complaints to a recent app update. This study provides insight into the user-reported issues of iOS apps, along with their frequency and impact, which can help developers better prioritize their limited quality assurance resources.