This paper evaluates the performances of numerous encryption algorithms on mobile devices running the Android operating system. The primary objective of our research was to measure and compare the relative performances of tested algorithm implementations (Data Encryption Standard (DES), 3DES, Advanced Encryption Standard (AES), ChaCha20, Blowfish, and Rivest Cipher 4 (RC4)) on the Android platform. The algorithms were compared in terms of CPU utilization by measuring the time required to encrypt and decrypt variable size text files. Besides evaluating the six common symmetric encryption ciphers, a comparison has been conducted for several Password-Based Encryption (PBE) algorithms. Diverse cipher transformations were evaluated for each algorithm by utilizing various feedback modes and padding schemes. Two smartphone devices were used for testing, with different versions of the Android operating system and hardware specifications. The summarized performance outcomes for various cipher transformations are presented to demonstrate the effectiveness of each algorithm.
In this paper, we investigate the possibilities for augmenting interaction around the mobile device, with the aim of enabling input techniques that do not rely on typical touch-based gestures. The presented research focuses on utilizing a built-in magnetic field sensor, whose readouts are intentionally affected by moving a strong permanent magnet around a smartphone device. Different approaches for supporting magnet-based Around-Device Interaction are applied, including magnetic field fingerprinting, curve-fitting modeling, and machine learning. We implemented the corresponding proof-of-concept applications that incorporate magnet-based interaction. Namely, text entry is achieved by discrete positioning of the magnet within a keyboard mockup, and free-move pointing is enabled by monitoring the magnet’s continuous movement in real-time. The related solutions successfully expand both the interaction language and the interaction space in front of the device without altering its hardware or involving sophisticated peripherals. A controlled experiment was conducted to evaluate the provided text entry method initially. The obtained results were promising (text entry speed of nine words per minute) and served as a motivation for implementing new interaction modalities. The use of neural networks has shown to be a better approach than curve fitting to support free-move pointing. We demonstrate how neural networks with a very small number of input parameters can be used to provide highly usable pointing with an acceptable level of error (mean absolute error of 3 mm for pointer position on the smartphone display).
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