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1

Li, Ting Shun, Shu Gang Jing, Jiao Hui Xu i Yong Qiang Cheng. "The Research of Dalvik Virtual Machine on the Andriod Platform". Advanced Materials Research 468-471 (luty 2012): 2534–37. http://dx.doi.org/10.4028/www.scientific.net/amr.468-471.2534.

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Android is a software platform used for mobile collection, which includes operating system, middleware and key applications. The paper describes the differences between Android and Dalvik, the main features of Andriod, the compare of Dalvik and JVM. For the mobile platform, Android becomes the most popular mobile platform operating system because of more optimization.
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Schroeder, Sarah, Kurtis Goad, Nicole Rothner, Ali Momen i Eva Wiese. "Effect of Individual Differences in Fear and Anxiety on Face Perception of Human and Android Agents". Proceedings of the Human Factors and Ergonomics Society Annual Meeting 65, nr 1 (wrzesień 2021): 796–800. http://dx.doi.org/10.1177/1071181321651303.

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People process human faces configurally—as a Gestalt or integrated whole—but perceive objects in terms of their individual features. As a result, faces—but not objects—are more difficult to process when presented upside down versus upright. Previous research demonstrates that this inversion effect is not observed when recognizing previously seen android faces, suggesting they are processed more like objects, perhaps due to a lack of perceptual experience and/or motivation to recognize android faces. The current study aimed to determine whether negative emotions, particularly fear of androids, may lessen configural processing of android faces compared to human faces. While the current study replicated previous research showing a greater inversion effect for human compared to android faces, we did not find evidence that negative emotions—such as fear—towards androids influenced the face inversion effect. We discuss the implications of this study and opportunities for future research.
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Jihad, Asep, i Aan Lasmanah. "Pembelajaran matematika berbasis android untuk meningkatkan kemampuan komunikasi matematika di SMP". Jurnal Analisa 5, nr 2 (27.12.2019): 199–205. http://dx.doi.org/10.15575/ja.v5i2.6884.

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Perkembangan teknologi menuntut peningkatan kompetensi guru matematika dengan mengembangkan pembelajaran berbasis teknologi satunya membuat media pembelajaran matematika berbasis android. Penelitian eksperimen, bertujuan menganalisis peningkatan kemampuan komunikasi matematik siswa melaluim pembelajaran berbasis androrid, hasil penelitian menunjukan bahwa pembelajaran berbasis android dapat meningkatkan kemampuan kounikasis matematika siswa SMP
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Riski, Widya Yuliatin. "PENGEMBANGAN MEDIA PEMBELAJARAN BERBASIS ANDROID BERMUATAN KEARIFAN LOKAL PADA MATERI GERAK DI MASA NEW NORMAL COVID-19 KELAS VIII SMP NEGERI 1 LEDO". Jurnal Inovasi Pendidikan dan Pengajaran (JIPP) 1, nr 2 (30.07.2022): 96–105. http://dx.doi.org/10.31571/jipp.v1i2.4967.

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The purpose of this study was to determine the development and feasibility of Andriod-based learningmedia containing local wisdom according to material experts, the feasibility of Andriod-based learning mediacontaining local wisdom according to media experts, and knowing student responses to Andriod-based learningmedia containing local wisdom. This type of research is research (R & D) in the form of an Android-based learning media product containing local wisdom on motion material. The development method used in this research is the ADDIE model. The ADDIE model is a development model consisting of five stages consisting ofanalysis, design, development, implementation and evaluation. Based on the results of the research that 1) Thefeasibility of android-based learning media containing local wisdom can be seen from the results of the assessmentof material experts getting an average score of 85% with very decent criteria; 2) The feasibility of android-basedlearning media containing local wisdom can be seen from the results of the assessment of media experts getting anaverage score of 90% with very decent criteria; 3) Student responses to the use of android-based learning mediacontaining local wisdom obtained an average score of 81% with the criteria of strongly agreeing. Thus theandroid-based learning media containing local wisdom in the motion material developed is considered suitable tobe used as a learning medium.
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Sasala, An. "Panic! Humanity's Cis-Heteronormative Fear of the Transgender Android". Somatechnics 8, nr 1 (marzec 2018): 64–78. http://dx.doi.org/10.3366/soma.2018.0237.

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Androids occupy a position of fascination within US pop culture and science fiction television, yet they rarely acknowledge their own experiences of gender. Reading Wendy the entertainment android from Syfy Channel's Dark Matter (2015–2017) as trans*, this article analyzes the material, cultural, and imagined bodies of the android through an intersectional lens of gender, sex, and race. At times, the article slips between different versions of the transgender android, wading through their cinematic representation, theoretical conceptualization, socio-cultural construction, and material reality, striving always to relate these overlapping categories to the android's trans* and technological body. First, the article delves into gender, race, and David Huebert's ‘species panic’, arguing that the triply othered transgender android would inspire a triple panic with direct ramifications for trans* bodies, especially trans women of color. The article then addresses the role of the multilayered cinematic, scientific, raced, cis-heteronormative gaze in the biopolitical ordering of life. Using Susan Stryker's theorization of passing and micha cárdenas's practice of the shift, the article then views sexual encounters as creating both the potential for and then panic of transgender otherness. This potential and potentially real panic then directly impacts the bodies of trans women of color and transgender androids through a reliance on sex work narratives and the commodification of sex.
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Dewi Kusumaningsih, Bety Ayu Windi Ariyanto, Haryanti Budi Utami i Krisna Adi Ismaya. "La PUISIFY The Form of Application-Based Poetry Learning Media SAC.2.0 on Android". AKSIS: Jurnal Pendidikan Bahasa dan Sastra Indonesia 3, nr 2 (31.12.2019): 334–36. http://dx.doi.org/10.21009/aksis.030210.

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The study highlights the development of poetry learning instrument using Smart Application Creator (SAC) 2.0 program for Android. The study belongs to a Research and Development (RnD). The initial exploration included the observation of the Indonesian Language learning instrument utilized by a number of secondary schools which are the former education institutions of the students of Indonesian Language and Literature Department (PBSI) of University of Veteran Bangun Nusantara Sukoharjo. The result of observation became the underlying framework for the development of poetry learning instrument through the SAC 2.0 program for Android. The design of the learning instrument development refered to the four-D model development that consists of four stages, including define, design, develop, and disseminate. The development model was firstly developed by Thiagarajan, dkk. The findings revealed that Android-based learning instrument had yet been massively utilized for secondary schools. Most of the teachers still rely on the PowerPoint presentation which is displayed through the projector. The development of the learning instrument that refers to the 4D stages has successfully provided an innovative Android-based poetry learning instrument. The instrument has also been disseminated publicly. The new learning instrument is easy in its installation and application through Android devices. Keywords: android, learning instrument, poetry instrument, smart application creator 2.0. Abstrak Penelitian ini mengangkat pengembangan media pembelajaran puisi dengan menggunakan program Smart Aplication Creator 2.0 berbasis andoid. Bentuk penelitian adalah Research and Development (RnD). Eksplorasi awal dengan pengamatan penggunaan media pembelajaran Bahasa Indonesia di SMA-SMA alumni para mahasiswa Progdi Pendidikan Bahasa dan Sastra Indonesia (PBSI) FKIP Universitas Veteran Bantara. Hasil pengamatan dipakai sebagai dasar pengembangan media pembelajaran bahasa Indonesia khususnya puisi dengan aplikasi SAC 2.0 di android. Model pengembangan dalam merancang dan membuat media pembelajaran puisi berbasis android ini menggunakan model pengembangan four-D models yang terdiri dari 4 tahap yaitu Define (pendefinisian), Design (perancangan), Develop (pengembangan) dan Dessiminate (penyebaran). Model pengembangan ini dikembangkan oleh Thiagarajan, dkk. Hasil penelitian menunjukkan bahwa media pembelajaran berbasis andriod di SMA belum digunakan. Guru masih menggunakan media pembelajaran power point serta proyektor saja. Proses pengembangan model media pembelajaran dilakukan sesuai 4 langkah D berhasil membuat inovasi media pembelajaran puisi berbasis adroid yang sudah diseminasikan pada publik. Model media pembelajaran ini mudah diinstal dan diaplikasikan di telepon genggam berbasis android. Kata kunci: andriod, media pembelajaran, media puisi, smart aplication creator 2.0.
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7

ISHIGURO, Hiroshi. "Android". Journal of the Society of Mechanical Engineers 115, nr 1126 (2012): 630–31. http://dx.doi.org/10.1299/jsmemag.115.1126_630.

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Rasool, Ghulam, i Azhar Ali. "Recovering Android Bad Smells from Android Applications". Arabian Journal for Science and Engineering 45, nr 4 (1.02.2020): 3289–315. http://dx.doi.org/10.1007/s13369-020-04365-1.

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Wang, Shensheng, Yuk F. Cheong, Daniel D. Dilks i Philippe Rochat. "The Uncanny Valley Phenomenon and the Temporal Dynamics of Face Animacy Perception". Perception 49, nr 10 (9.09.2020): 1069–89. http://dx.doi.org/10.1177/0301006620952611.

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Human replicas highly resembling people tend to elicit eerie sensations—a phenomenon known as the uncanny valley. To test whether this effect is attributable to people’s ascription of mind to (i.e., mind perception hypothesis) or subtraction of mind from androids (i.e., dehumanization hypothesis), in Study 1, we examined the effect of face exposure time on the perceived animacy of human, android, and mechanical-looking robot faces. In Study 2, in addition to exposure time, we also manipulated the spatial frequency of faces, by preserving either their fine (high spatial frequency) or coarse (low spatial frequency) information, to examine its effect on faces’ perceived animacy and uncanniness. We found that perceived animacy decreased as a function of exposure time only in android but not in human or mechanical-looking robot faces (Study 1). In addition, the manipulation of spatial frequency eliminated the decrease in android faces’ perceived animacy and reduced their perceived uncanniness (Study 2). These findings link perceived uncanniness in androids to the temporal dynamics of face animacy perception. We discuss these findings in relation to the dehumanization hypothesis and alternative hypotheses of the uncanny valley phenomenon.
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Kusumawardhani, Arianti, Shafiq Nurdin i Mokh Suseno Aji Sari. "TEKNOLOGI SMARTPHONE ANDROID DAN APLIKASINYA SEBAGAI PENGENDALI PINTU AIR DAERAH ALIRAN SUNGAI (DAS)". Teknika: Engineering and Sains Journal 1, nr 2 (18.12.2017): 89. http://dx.doi.org/10.51804/tesj.v1i2.127.89-94.

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Pengoperasian pintu air pada aliran sungai saat ini masih menggunakan sistem manual dengan menggunakan campur tangan tenaga manusia untuk pengendali buka tutupnya. Hal ini mendorong peneliti untuk melakukan penelitian dengan sistem kendali berbasis smartphone berbasis android. Dalam penelitian ini penulis menggunakan smartphone android sebagai sarana untuk kendali pintu air. Smartphone dipilih oleh penulis karena saat ini menjadi alat komunikasi sehari-hari yang mobile di semua kalangan masyarakat sedangkan andriod merupakan sistem operasi yang sebagian besar dipakai pada smartphone tersebut. Smartphone berbasis android akan secara langsung mengendalikan buka tutup pintu Daerah Aliran Sungai (DAS) dengan menggunakan program aplikasi. Masukan dari aplikasi akan memberikan informasi perintah yang diberikan, selanjutnya akan diterima oleh sistem kendali yang terhubung pada mekanisme gerakan mekanik pintu air sungai. Peralatan kendali menggunakan perangkat Arduino Uno yang mampu mengubah signal digital menjadi gerakan mekanik dalam mengoperasikan pintu DAS. Hasil penelitian yang diperoleh, penggunaan perangkat kendali Arduino Uno tidak menyediakan ruang dalam pengelolaan database secara online, maka dibutuhkan software pendukung lainnya untuk mengatasi hal tersebut. Sebagai pengendali dan sistem android merupakan media penghubung informasi saling terkait merupakan sumber informasi yang terbuka.
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11

Lee, Billy. "Nonverbal intimacy as a benchmark for human–robot interaction". Interaction Studies 8, nr 3 (16.10.2007): 411–22. http://dx.doi.org/10.1075/is.8.3.06lee.

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Studies of human–human interactions indicate that relational dimensions, which are largely nonverbal, include intimacy/involvement, status/control, and emotional valence. This paper devises codes from a study of couples and strangers which may be behavior-mapped on to next generation android bodies. The codes provide act specifications for a possible benchmark of nonverbal intimacy in human–robot interaction. The appropriateness of emotionally intimate behaviors for androids is considered. The design and utility of the android counselor/psychotherapist is explored, whose body is equipped with semi-autonomous visceral and behavioral capacities for ‘doing intimacy.’
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12

K, Vamsee Krishna, Sujith Kumar P, Deepak S, Gopala Krishnan C i Rajeswari S. "Design and Development of Android App Malware Detector API Using Androguard and Catboost". International Journal for Research in Applied Science and Engineering Technology 12, nr 4 (30.04.2024): 5121–28. http://dx.doi.org/10.22214/ijraset.2024.61156.

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Abstract: Android has been constant target of attacks through the use of malicious applications (malware) that can harm users, for instance, by leaking sensitive data (e.g., bank account details), blocking access to information and demanding monetary compensation for the ransom, or even leveraging social engineering scams. A large number of malicious applications is distributed in a daily basis through different distribution vectors, such as application markets, including official and third party stores, or untrusted sources like Web repositories. The increasing prevalence of Android malware necessitates advanced detection mechanisms to safeguard users and their devices. The aim of the project is to presents an innovative approach to Android malware detection, integrating machine learning, blockchain technology, and web development tools. The proposed system is to develop a Andriod App Malware Detector API capable of identifying and mitigating malicious applications effectively. The system begins with the collection of diverse datasets comprising both benign and malicious Android applications, ensuring the representation of various threat vectors and scenarios. Androguard, a powerful tool for Android app analysis, the system extracts relevant features such as permissions, API calls, and intents, providing valuable insights into the behaviour and characteristics of each application. The AndroMal Model is designed and trained using CatBoost Algorithm and integrated with a blockchain framework for secure metadata storage. Consensus mechanisms and smart contracts enhance transparency and reliability. Privacy considerations, continuous monitoring, and user feedback mechanisms further fortify the system. The proposed design promises an effective, scalable, and user-centric solution for Android malware detection.
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Karim, Ahmad, Victor Chang i Ahmad Firdaus. "Android Botnets". Journal of Organizational and End User Computing 32, nr 3 (lipiec 2020): 50–67. http://dx.doi.org/10.4018/joeuc.2020070105.

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Mobile botnets are gaining popularity with the expressive demand of smartphone technologies. Similarly, the majority of mobile botnets are built on a popular open source OS, e.g., Android. A mobile botnet is a network of interconnected smartphone devices intended to expand malicious activities, for example; spam generation, remote access, information theft, etc., on a wide scale. To avoid this growing hazard, various approaches are proposed to detect, highlight and mark mobile malware applications using either static or dynamic analysis. However, few approaches in the literature are discussing mobile botnet in particular. In this article, the authors have proposed a hybrid analysis framework combining static and dynamic analysis as a proof of concept, to highlight and confirm botnet phenomena in Android-based mobile applications. The validation results affirm that machine learning approaches can classify the hybrid analysis model with high accuracy rate (98%) than classifying static or dynamic individually.
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., Mohammed Tarwala. "ANDROID MALWARE". International Journal of Research in Engineering and Technology 03, nr 03 (25.03.2014): 616–18. http://dx.doi.org/10.15623/ijret.2014.0303114.

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Hornyak, Tim. "Android Science". Scientific American 294, nr 5 (maj 2006): 32–34. http://dx.doi.org/10.1038/scientificamerican0506-32.

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Schwarz, Joachim. "Endlich Android!" physiopraxis 12, nr 06 (18.06.2014): 3. http://dx.doi.org/10.1055/s-0034-1384218.

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Sufatrio, Darell J. J. Tan, Tong-Wei Chua i Vrizlynn L. L. Thing. "Securing Android". ACM Computing Surveys 47, nr 4 (21.07.2015): 1–45. http://dx.doi.org/10.1145/2733306.

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Meghana, Ponnuru. "Android Development". International Journal of Computer Trends and Technology 43, nr 1 (25.01.2017): 65–66. http://dx.doi.org/10.14445/22312803/ijctt-v43p109.

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Alač, Morana. "Moving Android". Social Studies of Science 39, nr 4 (29.06.2009): 491–528. http://dx.doi.org/10.1177/0306312709103476.

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Gold, Steve. "Android insecurity". Network Security 2011, nr 10 (październik 2011): 5–7. http://dx.doi.org/10.1016/s1353-4858(11)70104-0.

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Marks, Paul. "Android alert". New Scientist 234, nr 3119 (kwiecień 2017): 24–25. http://dx.doi.org/10.1016/s0262-4079(17)30624-3.

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Hobson, John. "Paranoid android?" New Scientist 218, nr 2920 (czerwiec 2013): 31. http://dx.doi.org/10.1016/s0262-4079(13)61437-2.

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Aleksander, Igor. "Android dreams". New Scientist 193, nr 2596 (marzec 2007): 58. http://dx.doi.org/10.1016/s0262-4079(07)60754-4.

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Kalutarage, H. K., P. Krishnan i S. A. Shaikh. "Android Revolution". ITNOW 55, nr 1 (26.02.2013): 36–37. http://dx.doi.org/10.1093/itnow/bws141.

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Leithner, Manuel, i Edgar Weippl. "Android forensics". Computers & Security 31, nr 1 (luty 2012): 3. http://dx.doi.org/10.1016/j.cose.2011.10.005.

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Hoeck, Kristian. "Android existence". HAU: Journal of Ethnographic Theory 14, nr 3 (1.12.2024): 733–47. http://dx.doi.org/10.1086/732626.

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Niesa, Chaeroen, i Niti Ravika Nasution. "Perbandingan Sistem Operasi Android Kitkat dengan Android Lollipop". InfoTekJar (Jurnal Nasional Informatika dan Teknologi Jaringan) 7, nr 1 (25.08.2024): 15–18. http://dx.doi.org/10.30743/infotekjar.v7i1.9576.

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Android merupakan sebuah sistem operasi yang berbasis linux untuk telepon seluler seperti telepon pintar dan komputer tablet. Android menyediakan platform terbuka bagi pengembang untuk menciptkan suatu aplikasi untuk di gunakan oleh berbagai macam mobile. Android juga merupakan code computer yang bisa di distribusikan secara terbuka (open source) sehingga pengembangan bisa mmebuat suatu aplikasi baru didalamnya. Ada beberapa android yang sangat banyak di minati oleh para pengguna handphone, seperti android kitkat yang memiliki keunggulan mampu memberikan tampilan status bar transparan serta dapat beroperasi secara optimal pada perangkat berspesifikasi rendah. Dan baru-baru telah diumumkan android Lollipop oleh google. Di paper ini penulis akan mencoba membahas perbandingan antara android Kitkat dan Lollipop. Menguraikan kelebihan dan kelebihan dari dua android tersebut.
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Karimah, Uswatun, Titin Sunarti i Munasir Munasir. "Digital Era for Quality Education: Effectiveness of Discovery Learning with Android to Increase Scientific Literacy". IJORER : International Journal of Recent Educational Research 4, nr 6 (7.11.2023): 862–76. http://dx.doi.org/10.46245/ijorer.v4i6.437.

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Objective: This study analyzes the effectiveness of discovery learning models integrated with Android. Method: The method used is the literature review method. A literature review is a type of research used to collect data and information from various references. This research analyzes 20 national and international articles that can be accounted for. The articles used are articles published in 2018-2023. The steps taken in this study are identifying topics, finding and selecting appropriate articles, analyzing and synthesizing literature, and concluding. Results: Based on the results of research and analysis, it can be supposed that (1) the application of the discovery learning model can improve students' scientific literacy; (2) The use of Android in learning can improve students' scientific literacy. Novelty: This research reveals that integrating discovery learning learning models with androids can improve students' scientific literacy. This discovery invites researchers, educators, and governments to develop and facilitate discovery learning integrated with Android.
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Faisal, Abdul Haris, Zuriyati Zuriyati i Eva Leiliyanti. "Persepsi Siswa dan Guru terhadap Pengembangan Multimedia Berbasis Aplikasi Android". Jurnal Kajian Bahasa, Sastra dan Pengajaran (KIBASP) 3, nr 1 (27.12.2019): 170–78. http://dx.doi.org/10.31539/kibasp.v3i1.943.

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This study aims to determine students 'and teachers' perceptions of the results of developing android-based multimedia applications on poetry material for high school students in class X. This study uses descriptive qualitative methods. The results of this study indicate that students' perceptions of the development of application-based learning multimedia on poetry material obtained an average score of 3.82 with a decent category. The results of the assessment of Indonesian language teacher scores 4.23 in the very feasible category. Conclusion, the use of andriod-based multimedia applications is appropriate for use in poetry learning activities in high school. Keywords: Perception, Multimedia, Android-based
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Zhu, Li, i Lan Bai. "The Study of Mobile Information Platform Design Based on Android System". Applied Mechanics and Materials 556-562 (maj 2014): 5726–31. http://dx.doi.org/10.4028/www.scientific.net/amm.556-562.5726.

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The mobile information platform is the corporation communication platform combined with internet and a variety of means of communication, it can help people acquire information and make communication more easily. This article describes the Android operating system on mobile information platform development, First, it give the background of the Android open-source systems, and make a simple comparison of the current mainstream mobile operating system and then it analysis the functional requirements and development feasibility of mobile information platform based on Andriod system, and discussed how to set up the platform development environment and select the core components, Finally it outline the design concept of the platform development.
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Botero Camacho, Manuel, i Julio San Román Cazorla. "The Electric Golem: Updating The Myth in Ian McEwan’s <em>Machines Like Me</em>". Revista de Filología y Lingüística de la Universidad de Costa Rica 48, nr 1 (12.08.2021): e48061. http://dx.doi.org/10.15517/rfl.v48i1.48061.

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This article presents the evolution of the Golem’s myth in Ian McEwan’s Machines Like Me using the myth’s actualisation presented in Borges’ poem “The Golem”. An analysis of how the mythic roles embodied by the main characters of the novel are reverted is provided, establishing a parallelism between the myth and the modern theme of androids. The result of this appears to be catastrophic for humanity as the artificial creation of life and the inclusion of androids in society is perceived as a threat due to the fact that ancient creation myths remain in humankind’s memory, especially those where humans’ creations defy their creators. Adam, the android who plays the role of the Golem ultimately reveals himself as a perfect creation, far from what his mythic counterpart is supposed to be and Charlie, his owner and creator, afraid of being inferior to the android, decides to kill him in order to reaffirm the already established human power over the machines.
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Nasution, Akmal, Bachtiar Efendi i Iqbal Kamil Siregar. "PELATIHAN MEMBUAT APLIKASI ANDROID DENGAN ANDROID STUDIO PADA SMP NEGERI 1 TINGGI RAJA". Jurdimas (Jurnal Pengabdian Kepada Masyarakat) Royal 2, nr 1 (15.02.2019): 53–58. http://dx.doi.org/10.33330/jurdimas.v2i1.321.

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Abstract: The community service activity entitled "Training on Making Android Applications with Android Studio at junior high school 1 Tinggi Raja" aims to train existing students at junior high school 1 Tinggi Raja to create an Android application. Moreover, most students must have already had an Android phone, it would be more interesting and fun to be able to make an application on their own cellphone. The method used in this activity is a description and practice. The speaker performs explanations about Android and Android Studio itself, their functions and uses, after that the practice directly uses the Android Studio and how to build it so that it becomes an android file that can be installed on each student's cellphone. Some important points are explained and practiced in this activity, namely the introduction of the Android operating system, the introduction of Android Studio, how to design displays in Android Studio, and how to learn java coding in Android Studio so as to produce an android application.Keywords: android application, android studio, android Abstrak: Kegiatan pengabdian kepada masyarakat yang diberi judul “Pelatihan Membuat Aplikasi Android dengan Android Studio pada SMPN 1 Tinggi Raja” bertujuan untuk melatih siswa-siswi yang ada pada SMPN 1 Tinggi Raja untuk membuat aplikasi Android. Terlebih lagi para siswa juga pasti sebagian besar sudah memiliki ponsel Android, hal ini akan lebih menarik dan menyenangkan jika dapat membuat aplikasi di ponsel sendiri. Metode yang digunakan dalam kegiatan ini adalah deskripsi dan praktek. Pemateri melakukan penjelasan-penjelasan tentang Android dan Android Studio itu sendiri, fungsi dan kegunaannya, setelah itu praktek langsung menggunakan Android Studio tersebut dan bagaimana cara build nya sehingga menjadi sebuah file android yang dapat dipasang di ponsel masing-masing siswa. Beberapa point penting yang dijelaskan serta dipraktekkan dalam kegiatan ini, yaitu pengenalan sistem operasi Android, pengenalan Android Studio, cara mendesain tampilan di Android Studio, dan bagaimana belajar koding java di Android Studio sehingga menghasilkan sebuah aplikasi android.Kata kunci: aplikasi android, android studio, android
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33

Juwono, Ronny. "Android ANDROID BASED AUGMENTED REALITY FOR DIGITAL VISUAL NAVIGATION". Computer Based Information System Journal 7, nr 2 (27.09.2019): 67. http://dx.doi.org/10.33884/cbis.v7i2.1397.

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Augmented Reality (AR) used in online business not merely to give new perspective of customer experience to product. AR is also used in operational such as in logistic to deliver product to the customer. The online map service such as Google Map, sometime fails to bring real visualization to user, especially when they are in unfamiliar places. AR may provide visualization of certain location’s coordinate. This digital visual navigation will help the user to choose which direction they should go, especially when Google Maps do not give accurate information related to the user’s surrounding. This papper provide solution to create Android application that can generate Augmented Reality navigation while user is using Google Map to travel. This papper is aimed to support the navigation for logistic management system especially for online business companies. In spite of the result of this reasearch, some findings and issues need to be discussed in the future. There was delay to generate the AR objects especially when user moves the device around fast. A simple 2D AR object is suggested for future work in order to decrease the delay.
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34

Saini, Mayank Singh, i Sheenu Rizvi. "Vulnerabilities in Android OS and Security of Android Devices". Journal of Informatics Electrical and Electronics Engineering (JIEEE) 3, nr 1 (25.04.2022): 1–11. http://dx.doi.org/10.54060/jieee/003.01.004.

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The number of malicious mobile and android based application targeting Android users and their smartphones has increase at a fast rate. In addition, these malicious harms causing application are powerful enough to download modules from remote servers which are usually run by malicious infectors, due to which unexpected events can be triggered inside the smartphones. Then, the attacker gets control and hold on the personal and private information and data which is stored within the person’s smartphone illegally.
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35

Lee, Jusuk, Ajung Kim, Sumin Lee, Jaeseop Kim i Jiman Hong. "Android API Based Android App Record and Replay Tool". KIISE Transactions on Computing Practices 28, nr 5 (31.05.2022): 320–25. http://dx.doi.org/10.5626/ktcp.2022.28.5.320.

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36

Yu, Liguo. "From Android Bug Reports to Android Bug Handling Process". International Journal of Open Source Software and Processes 7, nr 4 (październik 2016): 1–18. http://dx.doi.org/10.4018/ijossp.2016100101.

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Android is an operating system for mobile devices. Its development is led by Google and some other companies. Because of the open-source property of Android, anyone can report a bug through its online bug tracking system. In this paper, we analyze the bug reports of Android operating systems. Specifically, through this study, we would like to answer the following questions regarding Android development and its project management: (1) Could Android bug reports be handled on time? (2) What is the distribution of different maintenance activities initiated by Android bug reports? (3) How long does it take to handle an Android bug report? (4) Are the number of followers and the number of following messages of an Android bug report related to the effort spent on handling this bug report? Through answering these questions, this paper presents a comprehensive study of Android bug reporting and handling process. The information and knowledge obtained through this case study could help us better understand open-source software project, such as its development process and project management.
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37

Er-Rajy, Latifa, My Ahmed El Kiram i Mohamed El Ghazouani. "Estimate Risks Eate for Android Applications Using Android Permissions". International Journal of Mobile Computing and Multimedia Communications 12, nr 4 (październik 2021): 1–15. http://dx.doi.org/10.4018/ijmcmc.289162.

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In recent years, Android becomes the first target for hackers and malware developers, due to his inefficient permission model. In this article, we introduce our tool called PerUpSecure to manage permissions requested by Android applications, calculate the risk rates and display the results to the user, in order to help him to make a better decision. Thanks to our PerUpSecure, user will be able to install only the trusted application. As far as we know, the other existing tools focus only on measuring app risk after being installed, and not before as our tool does. Therefore, to evaluate our tool, we selected two different applications sets. The results show that our tool can produce the most trustworthy risk rate to prevent and detect potential malicious activities performed by malware.
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38

Tam, Kimberly, Ali Feizollah, Nor Badrul Anuar, Rosli Salleh i Lorenzo Cavallaro. "The Evolution of Android Malware and Android Analysis Techniques". ACM Computing Surveys 49, nr 4 (6.02.2017): 1–41. http://dx.doi.org/10.1145/3017427.

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39

Zhang, Pengcheng, Kun Cheng i Jerry Gao. "Android-SRV: Scenario-Based Runtime Verification of Android Applications". International Journal of Software Engineering and Knowledge Engineering 28, nr 02 (luty 2018): 239–57. http://dx.doi.org/10.1142/s0218194018500080.

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With the wide-spread usage of Android systems, Android applications have become the target of mobile malwares. Therefore, an effective verification approach for Android applications is essential. Runtime verification based on monitors is one of the most promising techniques to check the software’s behaviors. Currently, there are a number of monitoring approaches for Android applications. However, these approaches mainly have two limitations. First, there is no effective mechanism to reduce the load on Android applications caused by monitors. Second, these approaches mainly rely on logic-based specifications, which are complex and not intuitive for being used in practice. In order to address these two limitations, this paper proposes a scenario-based runtime verification approach for Android applications (called Android-SRV). The approach concentrates on providing a dynamic and usable solution for monitoring applications during execution with the help of aspect-oriented programming. It will translate the scenario-based specification (called property sequence charts (PSCs)) into multi-valued automata (MAs), and then generate AspectJ codes from the MA. Finally, these AspectJ codes are weaved into the target system as monitors. Considering the impact of the monitors on performance load in the Android system, the paper proposes local and cloud collaboration mechanisms to reduce the impact. The scenario-based specification is more intuitive than the traditional logic-based specifications. The approach is shown to be an effective means for monitoring Android applications with controlled overload.
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40

Glover, Jenna. "Echo". After Dinner Conversation 2, nr 3 (2021): 54–81. http://dx.doi.org/10.5840/adc20212324.

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What rights should sentient AI beings be given? What rights to work, technology, or gatherings should AI being be granted? Should AI be allowed the choice to commit suicide? In this work of philosophical short story fiction, Martha dies. She wakes up three years later with her consciousness put into the body of an android. She did not ask for this, it simply happened. She is forced to accept that Martha is dead, and that she must live out her new life as Echo. As an android, she has limited rights. She cannot see her former family or friends. She can only work for minimum wage. She cannot interact with any technology. She cannot go to the same location more than twice in a week. She cannot meet other androids for prolonged periods of time. She is not even allowed to terminate her own existence. Her only friend is a journalist who is trying to get the “android story” out. He does this by using an override switch that paralyzes Echo and allows him to download her complete data set since her inception.
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41

Hall, Emily. "Locating Empathy". Pedagogy 19, nr 3 (1.10.2019): 551–58. http://dx.doi.org/10.1215/15314200-7615570.

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This article explores how to use science fiction, particularly texts centered on android protagonists, to open up discussions of marginalization, race, and oppression in the introductory literature classroom. In response to the hateful rhetoric directed toward asylum seekers, this author developed an entire course around personhood and rights. She first examines how, in particular sci-fi works, paranoia and prejudice compel citizens to delineate between kinds of personhood. She then illuminates how students were invited to make parallels between the othering that the androids endure and historical and present-day examples of human rights abuses. After a semester of examining and debating these issues, students selected an android or robot in a television show, film, or video game of their choice and first assessed how the android’s personhood was delimited by human and then articulated why humans placed these boundaries on the android. Throughout the article, the author explains the kinds of texts she used for the course, the assignment students were tasked with, and how the course broached other issues of power dynamics, such as consent and disability rights.
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42

Glover, Jenna. "Echo". After Dinner Conversation 4, nr 10 (2023): 101–31. http://dx.doi.org/10.5840/adc202341098.

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What rights should sentient AI beings be given? What rights to work, technology, or gatherings should AI being be granted? Should AI be allowed the choice to commit suicide? In this work of philosophical short story fiction, Martha dies. She wakes up three years later with her consciousness put into the body of an android. She did not ask for this, it simply happened. She is forced to accept that Martha is dead, and that she must live out her new life as Echo. As an android, she has limited rights. She cannot see her former family or friends. She can only work for minimum wage. She cannot interact with any technology. She cannot go to the same location more than twice in a week. She cannot meet other androids for prolonged periods of time. She is not even allowed to terminate her own existence. Her only friend is a journalist who is trying to get the “android story” out. He does this by using an override switch that paralyzes Echo and allows him to download her complete data set since her inception.
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43

Oprzędkiewicz, Krzysztof, i Dominik Barwacz. "SCADA for Android". Pomiary Automatyka Robotyka 18, nr 12 (14.12.2014): 95–99. http://dx.doi.org/10.14313/par_214/95.

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44

Sheikh, Aijaz Ahmad, Prince Tehseen Ganai, Nisar Ahmad Malik i Khursheed Ahmad Dar. "Smartphone: Android Vs IOS". SIJ Transactions on Computer Science Engineering & its Applications (CSEA) 01, nr 04 (9.10.2013): 31–38. http://dx.doi.org/10.9756/sijcsea/v1i4/0104600401.

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Shrestha, Arrya Tara, i Dr A. Rengarajan. "Evolution of Android Malware". International Journal of Research Publication and Reviews 5, nr 3 (21.03.2024): 3442–50. http://dx.doi.org/10.55248/gengpi.5.0324.0805.

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46

Maharputrananda, Trean Khautsar, Rina Febriana i Priyono Priyono. "Pengembangan aplikasi perhitungan harga jual berbasis Android pada bidang usaha roti". Jurnal Inovasi Teknologi Pendidikan 9, nr 2 (22.11.2022): 232–44. http://dx.doi.org/10.21831/jitp.v9i2.52346.

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Industri roti adalah bagian dari industri makanan jadi yang menggunakan bahan baku utama tepung terigu. Pada ilmu pangan, roti dikelompokkan dalam produk bakery, bersama dengan cake, donat, biskuit, roll, kraker, dan pie. Roti salah satu produk yang paling dikenal dan popular dari produk bakery. Produksi roti dalam usaha atau industri roti memerlukan perhitungan kebutuhan bahan untuk menghitung harga jual. Dari hasil survei yang dilakukan peneliti terhadap beberapa industri roti rumahan, produk yang dihasilkan selalu dihitung harga jual dengan rumus perhitungan yang beda dan alat bantu hitung yang berbeda seperti kalkulator atau Microsoft Excel bahkan masih ada beberapa pengusaha roti pemula yang menghitung secara manual, serta pemanfaatan aplikasi belum maksimal karena belum terdapat aplikasi perhitungan harga jual roti berbasis Andriod. Tujuan penelitian adalah untuk menghasilkan aplikasi perhitungan harga jual berbasis android. Penelitian ini menggunakan pendekatan penelitian dan pengembangan atau Research Development (RD), penelitian ini dilakukan untuk menghasilkan sebuah produk, dan menguji keefektifan produk yang dibuat. Produk yang dikembangkan dalam penelitian ini berupa aplikasi perhitungan harga jual berbasis android pada bidang usaha roti. Pendekatan pengembangan aplikasi berorientasi produk yang sistemik. Hasil dari penelitian ini adalah sebuah produk Aplikasi Perhitungan Harga Jual Berbasis Android Pada Bidang Usaha Roti berhasil dikembangkan menjadi sebuah produk yang siap digunakan. hasil pada Aplikasi Perhitungan Harga Jual Berbasis Android Pada Bidang Usaha Roti yang mendapatkan hasil pada skala daya tarik, efisiensi, ketepatan, stimulasi, kejelasan, dan kebaruan pada posisi sangat baik (excellent).
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47

Pintér, Róbert. "iPhone vs. Android". Információs Társadalom 10, nr 3 (1.12.2010): 61. http://dx.doi.org/10.22503/inftars.x.2010.3-4.7.

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Pudić, Darian, i Predrag Djordje Teodorović. "CONNECTOR ANDROID APLIKACIJA". Zbornik radova Fakulteta tehničkih nauka u Novom Sadu 35, nr 01 (4.01.2020): 105–8. http://dx.doi.org/10.24867/06be21pudic.

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Tasneem, Kashif, Ayesha Siddiqui i Anum Liaquat. "Android Memory Optimization". International Journal of Computer Applications 182, nr 41 (15.02.2019): 36–43. http://dx.doi.org/10.5120/ijca2019918504.

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50

Ishiguro, Hiroshi. "Philosophy of Android". Kagaku tetsugaku 44, nr 2 (2011): 2_17–2_28. http://dx.doi.org/10.4216/jpssj.44.2_17.

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