66 resultados para modello @ppZTL android QR-Code GPS NFC


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With over 50 billion downloads and more than 1.3 million apps in Google’s official market, Android has continued to gain popularity amongst smartphone users worldwide. At the same time there has been a rise in malware targeting the platform, with more recent strains employing highly sophisticated detection avoidance techniques. As traditional signature based methods become less potent in detecting unknown malware, alternatives are needed for timely zero-day discovery. Thus this paper proposes an approach that utilizes ensemble learning for Android malware detection. It combines advantages of static analysis with the efficiency and performance of ensemble machine learning to improve Android malware detection accuracy. The machine learning models are built using a large repository of malware samples and benign apps from a leading antivirus vendor. Experimental results and analysis presented shows that the proposed method which uses a large feature space to leverage the power of ensemble learning is capable of 97.3 % to 99% detection accuracy with very low false positive rates.

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The battle to mitigate Android malware has become more critical with the emergence of new strains incorporating increasingly sophisticated evasion techniques, in turn necessitating more advanced detection capabilities. Hence, in this paper we propose and evaluate a machine learning based approach based on eigenspace analysis for Android malware detection using features derived from static analysis characterization of Android applications. Empirical evaluation with a dataset of real malware and benign samples show that detection rate of over 96% with a very low false positive rate is achievable using the proposed method.

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This document describes the cryptographic hash function BLAKE2 and makes the algorithm specification and C source code conveniently available to the Internet community. BLAKE2 comes in two main flavors: BLAKE2b is optimized for 64-bit platforms and BLAKE2s for smaller architectures. BLAKE2 can be directly keyed, making it functionally equivalent to a Message Authentication Code (MAC).

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This paper investigates the profile of teachers in the island of Ireland who declared themselves willing to undertake professional development activities in programming, in particular to master programming by taking on-line courses involving the design of computer games. Using the Technology Acceptance Model (TAM), it compares scores for teachers “willing” to undertake the courses with scores for those who declined, and examines other differences between the groups of respondents. Findings reflect the perceived difficulties of programming and the current low status accorded to the subject in Ireland. The paper also reviews the use of games-based learning as a “hook” to engage learners in programming and discusses the role of gamification as a tool for motivating learners in an on-line course. The on-line course focusing on games design was met with enthusiasm, and there was general consensus that gamification was appropriate for motivating learners in structured courses such as those provided.

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Real-space grids are a powerful alternative for the simulation of electronic systems. One of the main advantages of the approach is the flexibility and simplicity of working directly in real space where the different fields are discretized on a grid, combined with competitive numerical performance and great potential for parallelization. These properties constitute a great advantage at the time of implementing and testing new physical models. Based on our experience with the Octopus code, in this article we discuss how the real-space approach has allowed for the recent development of new ideas for the simulation of electronic systems. Among these applications are approaches to calculate response properties, modeling of photoemission, optimal control of quantum systems, simulation of plasmonic systems, and the exact solution of the Schrödinger equation for low-dimensionality systems.