The number of smartphone users in the United States was forecast to continuously increase between 2024 and 2029 by in total 17.4 million users (+5.61 percent). After the fifteenth consecutive increasing year, the smartphone user base is estimated to reach 327.54 million users and therefore a new peak in 2029. Notably, the number of smartphone users of was continuously increasing over the past years.Smartphone users here are limited to internet users of any age using a smartphone. The shown figures have been derived from survey data that has been processed to estimate missing demographics.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).Find more key insights for the number of smartphone users in countries like Mexico and Canada.
MIT Licensehttps://opensource.org/licenses/MIT
License information was derived automatically
This dataset contains information on application install interactions of users in the Myket android application market. The dataset was created for the purpose of evaluating interaction prediction models, requiring user and item identifiers along with timestamps of the interactions. Hence, the dataset can be used for interaction prediction and building a recommendation system. Furthermore, the data forms a dynamic network of interactions, and we can also perform network representation learning on the nodes in the network, which are users and applications.
Data Creation
The dataset was initially generated by the Myket data team, and later cleaned and subsampled by Erfan Loghmani a master student at Sharif University of Technology at the time. The data team focused on a two-week period and randomly sampled 1/3 of the users with interactions during that period. They then selected install and update interactions for three months before and after the two-week period, resulting in interactions spanning about 6 months and two weeks.
We further subsampled and cleaned the data to focus on application download interactions. We identified the top 8000 most installed applications and selected interactions related to them. We retained users with more than 32 interactions, resulting in 280,391 users. From this group, we randomly selected 10,000 users, and the data was filtered to include only interactions for these users. The detailed procedure can be found in here.
Data Structure
The dataset has two main files.
myket.csv
: This file contains the interaction information and follows the same format as the datasets used in the "JODIE: Predicting Dynamic Embedding Trajectory in Temporal Interaction Networks" (ACM SIGKDD 2019) project. However, this data does not contain state labels and interaction features, resulting in associated columns being all zero.app_info_sample.csv
: This file comprises features associated with applications present in the sample. For each individual application, information such as the approximate number of installs, average rating, count of ratings, and category are included. These features provide insights into the applications present in the dataset.Dataset Details
For a detailed summary of the data's statistics, including information on users, applications, and interactions, please refer to the Python notebook available at summary-stats.ipynb. The notebook provides an overview of the dataset's characteristics and can be helpful for understanding the data's structure before using it for research or analysis.
Top 20 Most Installed Applications
Package Name | Count of Interactions |
---|---|
com.instagram.android | 15292 |
ir.resaneh1.iptv | 12143 |
com.tencent.ig | 7919 |
com.ForgeGames.SpecialForcesGroup2 | 7797 |
ir.nomogame.ClutchGame | 6193 |
com.dts.freefireth | 6041 |
com.whatsapp | 5876 |
com.supercell.clashofclans | 5817 |
com.mojang.minecraftpe | 5649 |
com.lenovo.anyshare.gps | 5076 |
ir.medu.shad | 4673 |
com.firsttouchgames.dls3 | 4641 |
com.activision.callofduty.shooter | 4357 |
com.tencent.iglite | 4126 |
com.aparat | 3598 |
com.kiloo.subwaysurf | 3135 |
com.supercell.clashroyale | 2793 |
co.palang.QuizOfKings | 2589 |
com.nazdika.app | 2436 |
com.digikala | 2413 |
Comparison with SNAP Datasets
The Myket dataset introduced in this repository exhibits distinct characteristics compared to the real-world datasets used by the project. The table below provides a comparative overview of the key dataset characteristics:
Dataset | #Users | #Items | #Interactions | Average Interactions per User | Average Unique Items per User |
---|---|---|---|---|---|
Myket | 10,000 | 7,988 | 694,121 | 69.4 | 54.6 |
LastFM | 980 | 1,000 | 1,293,103 | 1,319.5 | 158.2 |
10,000 | 984 | 672,447 | 67.2 | 7.9 | |
Wikipedia | 8,227 | 1,000 | 157,474 | 19.1 | 2.2 |
MOOC | 7,047 | 97 | 411,749 | 58.4 | 25.3 |
The Myket dataset stands out by having an ample number of both users and items, highlighting its relevance for real-world, large-scale applications. Unlike LastFM, Reddit, and Wikipedia datasets, where users exhibit repetitive item interactions, the Myket dataset contains a comparatively lower amount of repetitive interactions. This unique characteristic reflects the diverse nature of user behaviors in the Android application market environment.
Citation
If you use this dataset in your research, please cite the following preprint:
@misc{loghmani2023effect,
title={Effect of Choosing Loss Function when Using T-batching for Representation Learning on Dynamic Networks},
author={Erfan Loghmani and MohammadAmin Fazli},
year={2023},
eprint={2308.06862},
archivePrefix={arXiv},
primaryClass={cs.LG}
}
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
The ORBIT (Object Recognition for Blind Image Training) -India Dataset is a collection of 105,243 images of 76 commonly used objects, collected by 12 individuals in India who are blind or have low vision. This dataset is an "Indian subset" of the original ORBIT dataset [1, 2], which was collected in the UK and Canada. In contrast to the ORBIT dataset, which was created in a Global North, Western, and English-speaking context, the ORBIT-India dataset features images taken in a low-resource, non-English-speaking, Global South context, a home to 90% of the world’s population of people with blindness. Since it is easier for blind or low-vision individuals to gather high-quality data by recording videos, this dataset, like the ORBIT dataset, contains images (each sized 224x224) derived from 587 videos. These videos were taken by our data collectors from various parts of India using the Find My Things [3] Android app. Each data collector was asked to record eight videos of at least 10 objects of their choice.
Collected between July and November 2023, this dataset represents a set of objects commonly used by people who are blind or have low vision in India, including earphones, talking watches, toothbrushes, and typical Indian household items like a belan (rolling pin), and a steel glass. These videos were taken in various settings of the data collectors' homes and workspaces using the Find My Things Android app.
The image dataset is stored in the ‘Dataset’ folder, organized by folders assigned to each data collector (P1, P2, ...P12) who collected them. Each collector's folder includes sub-folders named with the object labels as provided by our data collectors. Within each object folder, there are two subfolders: ‘clean’ for images taken on clean surfaces and ‘clutter’ for images taken in cluttered environments where the objects are typically found. The annotations are saved inside a ‘Annotations’ folder containing a JSON file per video (e.g., P1--coffee mug--clean--231220_084852_coffee mug_224.json) that contains keys corresponding to all frames/images in that video (e.g., "P1--coffee mug--clean--231220_084852_coffee mug_224--000001.jpeg": {"object_not_present_issue": false, "pii_present_issue": false}, "P1--coffee mug--clean--231220_084852_coffee mug_224--000002.jpeg": {"object_not_present_issue": false, "pii_present_issue": false}, ...). The ‘object_not_present_issue’ key is True if the object is not present in the image, and the ‘pii_present_issue’ key is True, if there is a personally identifiable information (PII) present in the image. Note, all PII present in the images has been blurred to protect the identity and privacy of our data collectors. This dataset version was created by cropping images originally sized at 1080 × 1920; therefore, an unscaled version of the dataset will follow soon.
This project was funded by the Engineering and Physical Sciences Research Council (EPSRC) Industrial ICASE Award with Microsoft Research UK Ltd. as the Industrial Project Partner. We would like to acknowledge and express our gratitude to our data collectors for their efforts and time invested in carefully collecting videos to build this dataset for their community. The dataset is designed for developing few-shot learning algorithms, aiming to support researchers and developers in advancing object-recognition systems. We are excited to share this dataset and would love to hear from you if and how you use this dataset. Please feel free to reach out if you have any questions, comments or suggestions.
REFERENCES:
Daniela Massiceti, Lida Theodorou, Luisa Zintgraf, Matthew Tobias Harris, Simone Stumpf, Cecily Morrison, Edward Cutrell, and Katja Hofmann. 2021. ORBIT: A real-world few-shot dataset for teachable object recognition collected from people who are blind or low vision. DOI: https://doi.org/10.25383/city.14294597
microsoft/ORBIT-Dataset. https://github.com/microsoft/ORBIT-Dataset
Linda Yilin Wen, Cecily Morrison, Martin Grayson, Rita Faia Marques, Daniela Massiceti, Camilla Longden, and Edward Cutrell. 2024. Find My Things: Personalized Accessibility through Teachable AI for People who are Blind or Low Vision. In Extended Abstracts of the 2024 CHI Conference on Human Factors in Computing Systems (CHI EA '24). Association for Computing Machinery, New York, NY, USA, Article 403, 1–6. https://doi.org/10.1145/3613905.3648641
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We are publishing a walking activity dataset including inertial and positioning information from 19 volunteers, including reference distance measured using a trundle wheel. The dataset includes a total of 96.7 Km walked by the volunteers, split into 203 separate tracks. The trundle wheel is of two types: it is either an analogue trundle wheel, which provides the total amount of meters walked in a single track, or it is a sensorized trundle wheel, which measures every revolution of the wheel, therefore recording a continuous incremental distance.
Each track has data from the accelerometer and gyroscope embedded in the phones, location information from the Global Navigation Satellite System (GNSS), and the step count obtained by the device. The dataset can be used to implement walking distance estimation algorithms and to explore data quality in the context of walking activity and physical capacity tests, fitness, and pedestrian navigation.
Methods
The proposed dataset is a collection of walks where participants used their own smartphones to capture inertial and positioning information. The participants involved in the data collection come from two sites. The first site is the Oxford University Hospitals NHS Foundation Trust, United Kingdom, where 10 participants (7 affected by cardiovascular diseases and 3 healthy individuals) performed unsupervised 6MWTs in an outdoor environment of their choice (ethical approval obtained by the UK National Health Service Health Research Authority protocol reference numbers: 17/WM/0355). All participants involved provided informed consent. The second site is at Malm ̈o University, in Sweden, where a group of 9 healthy researchers collected data. This dataset can be used by researchers to develop distance estimation algorithms and how data quality impacts the estimation.
All walks were performed by holding a smartphone in one hand, with an app collecting inertial data, the GNSS signal, and the step counting. On the other free hand, participants held a trundle wheel to obtain the ground truth distance. Two different trundle wheels were used: an analogue trundle wheel that allowed the registration of a total single value of walked distance, and a sensorized trundle wheel which collected timestamps and distance at every 1-meter revolution, resulting in continuous incremental distance information. The latter configuration is innovative and allows the use of temporal windows of the IMU data as input to machine learning algorithms to estimate walked distance. In the case of data collected by researchers, if the walks were done simultaneously and at a close distance from each other, only one person used the trundle wheel, and the reference distance was associated with all walks that were collected at the same time.The walked paths are of variable length, duration, and shape. Participants were instructed to walk paths of increasing curvature, from straight to rounded. Irregular paths are particularly useful in determining limitations in the accuracy of walked distance algorithms. Two smartphone applications were developed for collecting the information of interest from the participants' devices, both available for Android and iOS operating systems. The first is a web-application that retrieves inertial data (acceleration, rotation rate, orientation) while connecting to the sensorized trundle wheel to record incremental reference distance [1]. The second app is the Timed Walk app [2], which guides the user in performing a walking test by signalling when to start and when to stop the walk while collecting both inertial and positioning data. All participants in the UK used the Timed Walk app.
The data collected during the walk is from the Inertial Measurement Unit (IMU) of the phone and, when available, the Global Navigation Satellite System (GNSS). In addition, the step count information is retrieved by the sensors embedded in each participant’s smartphone. With the dataset, we provide a descriptive table with the characteristics of each recording, including brand and model of the smartphone, duration, reference total distance, types of signals included and additionally scoring some relevant parameters related to the quality of the various signals. The path curvature is one of the most relevant parameters. Previous literature from our team, in fact, confirmed the negative impact of curved-shaped paths with the use of multiple distance estimation algorithms [3]. We visually inspected the walked paths and clustered them in three groups, a) straight path, i.e. no turns wider than 90 degrees, b) gently curved path, i.e. between one and five turns wider than 90 degrees, and c) curved path, i.e. more than five turns wider than 90 degrees. Other features relevant to the quality of collected signals are the total amount of time above a threshold (0.05s and 6s) where, respectively, inertial and GNSS data were missing due to technical issues or due to the app going in the background thus losing access to the sensors, sampling frequency of different data streams, average walking speed and the smartphone position. The start of each walk is set as 0 ms, thus not reporting time-related information. Walks locations collected in the UK are anonymized using the following approach: the first position is fixed to a central location of the city of Oxford (latitude: 51.7520, longitude: -1.2577) and all other positions are reassigned by applying a translation along the longitudinal and latitudinal axes which maintains the original distance and angle between samples. This way, the exact geographical location is lost, but the path shape and distances between samples are maintained. The difference between consecutive points “as the crow flies” and path curvature was numerically and visually inspected to obtain the same results as the original walks. Computations were made possible by using the Haversine Python library.
Multiple datasets are available regarding walking activity recognition among other daily living tasks. However, few studies are published with datasets that focus on the distance for both indoor and outdoor environments and that provide relevant ground truth information for it. Yan et al. [4] introduced an inertial walking dataset within indoor scenarios using a smartphone placed in 4 positions (on the leg, in a bag, in the hand, and on the body) by six healthy participants. The reference measurement used in this study is a Visual Odometry System embedded in a smartphone that has to be worn at the chest level, using a strap to hold it. While interesting and detailed, this dataset lacks GNSS data, which is likely to be used in outdoor scenarios, and the reference used for localization also suffers from accuracy issues, especially outdoors. Vezovcnik et al. [5] analysed estimation models for step length and provided an open-source dataset for a total of 22 km of only inertial walking data from 15 healthy adults. While relevant, their dataset focuses on steps rather than total distance and was acquired on a treadmill, which limits the validity in real-world scenarios. Kang et al. [6] proposed a way to estimate travelled distance by using an Android app that uses outdoor walking patterns to match them in indoor contexts for each participant. They collect data outdoors by including both inertial and positioning information and they use average values of speed obtained by the GPS data as reference labels. Afterwards, they use deep learning models to estimate walked distance obtaining high performances. Their results share that 3% to 11% of the data for each participant was discarded due to low quality. Unfortunately, the name of the used app is not reported and the paper does not mention if the dataset can be made available.
This dataset is heterogeneous under multiple aspects. It includes a majority of healthy participants, therefore, it is not possible to generalize the outcomes from this dataset to all walking styles or physical conditions. The dataset is heterogeneous also from a technical perspective, given the difference in devices, acquired data, and used smartphone apps (i.e. some tests lack IMU or GNSS, sampling frequency in iPhone was particularly low). We suggest selecting the appropriate track based on desired characteristics to obtain reliable and consistent outcomes.
This dataset allows researchers to develop algorithms to compute walked distance and to explore data quality and reliability in the context of the walking activity. This dataset was initiated to investigate the digitalization of the 6MWT, however, the collected information can also be useful for other physical capacity tests that involve walking (distance- or duration-based), or for other purposes such as fitness, and pedestrian navigation.
The article related to this dataset will be published in the proceedings of the IEEE MetroXRAINE 2024 conference, held in St. Albans, UK, 21-23 October.
This research is partially funded by the Swedish Knowledge Foundation and the Internet of Things and People research center through the Synergy project Intelligent and Trustworthy IoT Systems.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
This dataset includes network traffic data from more than 50 Android applications across 5 different scenarios. The applications are consistent in all scenarios, but other factors like location, device, and user vary (see Table 2 in the paper). The current repository pertains to Scenario D. Within the repository, for each application, there is a compressed file containing the relevant PCAP files. The PCAP files follow the naming convention: {Application Name}{Scenario ID}{#Trace}_Final.pcap.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Nowadays, mobile applications (a.k.a., apps) are used by over two billion users for every type of need, including social and emergency connectivity. Their pervasiveness in today world has inspired the software testing research community in devising approaches to allow developers to better test their apps and improve the quality of the tests being developed. In spite of this research effort, we still notice a lack of empirical analyses aiming at assessing the actual quality of test cases manually developed by mobile developers: this perspective could provide evidence-based findings on the future research directions in the field as well as on the current status of testing in the wild. As such, we performed a large-scale empirical study targeting 1,780 open-source Android apps and aiming at assessing (1) the extent to which these apps are actually tested, (2) how well-designed are the available tests, and (3) what is their effectiveness. The key results of our study show that mobile developers still tend not to properly test their apps, possibly because of time to market requirements. Furthermore, we discovered that the test cases of the considered apps have a low (i) design quality, both in terms of test code metrics and test smells, and (ii) effectiveness when considering code coverage as well as assertion density.
In 2022, smartphone vendors sold around 1.39 billion smartphones were sold worldwide, with this number forecast to drop to 1.34 billion in 2023.
Smartphone penetration rate still on the rise
Less than half of the world’s total population owned a smart device in 2016, but the smartphone penetration rate has continued climbing, reaching 78.05 percent in 2020. By 2025, it is forecast that almost 87 percent of all mobile users in the United States will own a smartphone, an increase from the 27 percent of mobile users in 2010.
Smartphone end user sales
In the United States alone, sales of smartphones were projected to be worth around 73 billion U.S. dollars in 2021, an increase from 18 billion dollars in 2010. Global sales of smartphones are expected to increase from 2020 to 2021 in every major region, as the market starts to recover from the initial impact of the coronavirus (COVID-19) pandemic.
The global smartphone penetration in was forecast to continuously increase between 2024 and 2029 by in total 20.3 percentage points. After the fifteenth consecutive increasing year, the penetration is estimated to reach 74.98 percent and therefore a new peak in 2029. Notably, the smartphone penetration of was continuously increasing over the past years.The penetration rate refers to the share of the total population.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).Find more key insights for the smartphone penetration in countries like North America and the Americas.
The number of smartphone users in the Philippines was forecast to increase between 2024 and 2029 by in total 5.6 million users (+7.29 percent). This overall increase does not happen continuously, notably not in 2026, 2027, 2028 and 2029. The smartphone user base is estimated to amount to 82.33 million users in 2029. Notably, the number of smartphone users of was continuously increasing over the past years.Smartphone users here are limited to internet users of any age using a smartphone. The shown figures have been derived from survey data that has been processed to estimate missing demographics.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).
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The number of smartphone users in the United States was forecast to continuously increase between 2024 and 2029 by in total 17.4 million users (+5.61 percent). After the fifteenth consecutive increasing year, the smartphone user base is estimated to reach 327.54 million users and therefore a new peak in 2029. Notably, the number of smartphone users of was continuously increasing over the past years.Smartphone users here are limited to internet users of any age using a smartphone. The shown figures have been derived from survey data that has been processed to estimate missing demographics.The shown data are an excerpt of Statista's Key Market Indicators (KMI). The KMI are a collection of primary and secondary indicators on the macro-economic, demographic and technological environment in up to 150 countries and regions worldwide. All indicators are sourced from international and national statistical offices, trade associations and the trade press and they are processed to generate comparable data sets (see supplementary notes under details for more information).Find more key insights for the number of smartphone users in countries like Mexico and Canada.