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  • 1.
    Almquist, Mathias
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska högskolan.
    Almquist, Viktor
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska högskolan.
    A study on Android games: 3G energy consumption, CPU-utilization and system calls2015Självständigt arbete på grundnivå (högskoleexamen), 10,5 poäng / 16 hpStudentuppsats (Examensarbete)
    Abstract [en]

    The popularity of mobile games has increased drastically during the recent years andmany people use them as their main source of entertainment. Mobile gamescommunicate with other devices over the network which consumes a lot of energy,especially when connected to cellular networks (e.g., 3G). This high energy expensecan feel unjustified to the player since always-on network connectivity is not requiredin order to play most games.Furthermore, the number of malware-infected applications in offical applicationstores has increased significantly in the recent years. These malware-infectedapplications can gain unrestricted access and control of users phones which can be athreat to security. Information about the behaviour characteristics of games can beused to develop or improve systems for detecting malware applications.In this thesis, 20 popular Android games are analysed with a focus on the datacommunication, CPU utilization and system call behaviour. The main subject of thedata communication study is the 3G communication energy consumed by games. Thesystem call study aims at quantifying the number and type of calls used by games.This may be useful in a further study of harmful behaviour by apps.The profiling results presented in this report show that the communication energyvaries drastically among games. Games with a very similar gameplay can consumevery different amounts of energy which indicates that there is room for improvementsin many of the games. Ad-free games consume significantly less energy than gamesthat use in-app advertisements. The results show that improving the advertisementfetching policy could reduce the energy consumption of these games. The majority ofthe games can be played without network connectivity and therefore thecommunication energy consumed could be completely avoided. The thesis alsoshows that games use a wide variety of system calls and that many of the system callsare common among the games.

  • 2.
    Almquist, Mathias
    et al.
    Linköpings universitet, Institutionen för datavetenskap.
    Almquist, Viktor
    Linköpings universitet, Institutionen för datavetenskap.
    Analysis of 360° Video Viewing Behaviours2018Självständigt arbete på avancerad nivå (masterexamen), 20 poäng / 30 hpStudentuppsats (Examensarbete)
    Abstract [en]

    In this thesis we study users' viewing motions when watching 360° videos in order to provide information that can be used to optimize future view-dependent streaming protocols. More specifically, we develop an application that plays a sequence of 360° videos on an Oculus Rift Head Mounted Display and records the orientation and rotation velocity of the headset during playback. The application is used during an extensive user study in order to collect more than 21 hours of viewing data which is then analysed to expose viewing patterns, useful for optimizing 360° streaming protocols. 

  • 3.
    Almquist, Mathias
    et al.
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Almquist, Viktor
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Vergara Alonso, Ekhiotz Jon
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska fakulteten.
    Nadjm-Tehrani, Simin
    Linköpings universitet, Institutionen för datavetenskap, Programvara och system. Linköpings universitet, Tekniska fakulteten.
    Communication Energy Overhead of Mobiles Games2015Ingår i: MobiGames '15: Proceedings of the 2nd Workshop on Mobile Gaming, Association for Computing Machinery (ACM), 2015, s. 1-6Konferensbidrag (Övrigt vetenskapligt)
    Abstract [en]

    Although a significant proportion of the mobile apps are games there has been little attention paid to their specific characteristics with respect to communication energy. In this paper we select 20 mobile games among the top 100 free Android games, and study their data patterns and communication energy use over a total of 25 hours of playing. The analysis of the energy for communication over 3G networks indicates that there is a wide variation among the games, the largest footprint being 8 times higher than the lowest one. The results also indicates both app-specific and category-specific relations between data pattern and energy use, as well as variations in CPU utilisation.

  • 4.
    de Leng, Daniel
    et al.
    Linköpings universitet, Institutionen för datavetenskap, Artificiell intelligens och integrerade datorsystem. Linköpings universitet, Tekniska fakulteten.
    Tiger, Mattias
    Linköpings universitet, Institutionen för datavetenskap, Artificiell intelligens och integrerade datorsystem. Linköpings universitet, Tekniska fakulteten.
    Almquist, Mathias
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Almquist, Viktor
    Linköpings universitet, Institutionen för datavetenskap. Linköpings universitet, Tekniska fakulteten.
    Carlsson, Niklas
    Linköpings universitet, Institutionen för datavetenskap, Databas och informationsteknik. Linköpings universitet, Tekniska fakulteten.
    Second Screen Journey to the Cup: Twitter Dynamics during the Stanley Cup Playoffs2018Ingår i: Proceedings of the 2nd Network Traffic Measurement and Analysis Conference (TMA), 2018, s. 1-8Konferensbidrag (Refereegranskat)
    Abstract [en]

    With Twitter and other microblogging services, users can easily express their opinion and ideas in short text messages. A recent trend is that users use the real-time property of these services to share their opinions and thoughts as events unfold on TV or in the real world. In the context of TV broadcasts, Twitter (over a mobile device, for example) is referred to as a second screen. This paper presents the first characterization of the second screen usage over the playoffs of a major sports league. We present both temporal and spatial analysis of the Twitter usage during the end of the National Hockey League (NHL) regular season and the 2015 Stanley Cup playoffs. Our analysis provides insights into the usage patterns over the full 72-day period and with regards to in-game events such as goals, but also with regards to geographic biases. Quantifying these biases and the significance of specific events, we then discuss and provide insights into how the playoff dynamics may impact advertisers and third-party developers that try to provide increased personalization.

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