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.
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Description for each of the variables:
To date (April 2020), Android is still the most popular mobile operating system in the world. Taking into account billion of Android users worldwide, mining this data has the potential to reveal user behaviors and trends in the whole global scope.
There are 2 CSV files: - app.csv with 53,732 rows and 18 columns. - comment.csv with 1,468,173 rows and 4 columns.
The scraping was done in April 2020.
This dataset is obtained from scraping Google Play Store. Without Google and Android, this dataset wouldn’t have existed.
The dataset is first published in this blog.
Business trends on mobile can be explored by examining this dataset.
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.
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License information was derived automatically
This dataset contains data acquired on various Android devices, using an Android app called ''Mimir'', developed by the authors. Focus is given on raw GNSS measurements, but other sensors are also logged in the surveys. The dataset is provided under the CC-BY 4.0 license. More information are provided inside the ''readme.md'' provided along the dataset, as well as in our related publication.
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License information was derived automatically
A large-scale dataset on the dynamic profiles based on function calls of 35,974 benign and malicious Android apps from 10 historical years (2010 through 2019). Function calls are a commonly used means to model program behaviors, which may contribute to various code analysis approaches to assuring software correctness, reliability, and security. In particular, our dataset includes dynamic profiles of each app resulting from the same-length of time (10 mins) of being exercised by randomly generated inputs on both emulator and real device, enabling interesting and useful app analysis that reason about app behaviors in an evolutionary perspective while informing the differences of app behaviors on different run-time hardware platforms. Since we have 20 yearly datasets associated with 35,974 unique Android apps across the 10 years, profiling these apps took 12,000 hours. Considering the costs of filtering out apps that were originally sampled but that we were unable to profile (due to various reasons such as broken APKs, not being executable because of incompatibility issues, not instrumentable, etc.), we took over two years to produce all these traces. We hope to save future researchers' time in producing such a set of dynamic data to enable their empirical and technical work.
==================
Thanks for your interest in our dataset. Collecting this dataset took tremendous computational and human effort. Thus, please observe the following restrictions in using our dataset:
- Do not redistribute this dataset without our consent.
- Do not make commercial usage of this dataset.
- Get a faculty, or someone in a permanent position, to agree and commit to these conditions.
- When publishing your work that uses our dataset, please cite the following MSR 2021 data paper.
@inproceedings{AndroidCT,
title = {AndroCT: Ten Years of App Call Traces in Android},
author = {Wen Li, Xiaoqin Fu, and Haipeng Cai},
booktitle = {The 18th International Conference on Mining Software Repositories (MSR 2021), Data Showcase Track},
year = {2021},
}
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
This is the dataset used for paper: "A Recommender System of Buggy App Checkers for App Store Moderators", published on the International Conference on Mobile Software Engineering and Systems (MOBILESoft) in 2015.
Dataset Collection We built a dataset that consists of a random sample of Android app metadata and user reviews available on the Google Play Store on January and March 2014. Since the Google Play Store is continuously evolving (adding, removing and/or updating apps), we updated the dataset twice. The dataset D1 contains available apps in the Google Play Store in January 2014. Then, we created a new snapshot (D2) of the Google Play Store in March 2014.
The apps belong to the 27 different categories defined by Google (at the time of writing the paper), and the 4 predefined subcategories (free, paid, new_free, and new_paid). For each category-subcategory pair (e.g. tools-free, tools-paid, sports-new_free, etc.), we collected a maximum of 500 samples, resulting in a median number of 1.978 apps per category.
For each app, we retrieved the following metadata: name, package, creator, version code, version name, number of downloads, size, upload date, star rating, star counting, and the set of permission requests.
In addition, for each app, we collected up to a maximum of the latest 500 reviews posted by users in the Google Play Store. For each review, we retrieved its metadata: title, description, device, and version of the app. None of these fields were mandatory, thus several reviews lack some of these details. From all the reviews attached to an app, we only considered the reviews associated with the latest version of the app —i.e., we discarded unversioned and old-versioned reviews. Thus, resulting in a corpus of 1,402,717 reviews (2014 Jan.).
Dataset Stats Some stats about the datasets:
D1 (Jan. 2014) contains 38,781 apps requesting 7,826 different permissions, and 1,402,717 user reviews.
D2 (Mar. 2014) contains 46,644 apps and 9,319 different permission requests, and 1,361,319 user reviews.
Additional stats about the datasets are available here.
Dataset Description To store the dataset, we created a graph database with Neo4j. This dataset therefore consists of a graph describing the apps as nodes and edges. We chose a graph database because the graph visualization helps to identify connections among data (e.g., clusters of apps sharing similar sets of permission requests).
In particular, our dataset graph contains six types of nodes: - APP nodes containing metadata of each app, - PERMISSION nodes describing permission types, - CATEGORY nodes describing app categories, - SUBCATEGORY nodes describing app subcategories, - USER_REVIEW nodes storing user reviews. - TOPIC topics mined from user reviews (using LDA).
Furthermore, there are five types of relationships between APP nodes and each of the remaining nodes:
Dataset Files Info
Neo4j 2.0 Databases
googlePlayDB1-Jan2014_neo4j_2_0.rar
googlePlayDB2-Mar2014_neo4j_2_0.rar We provide two Neo4j databases containing the 2 snapshots of the Google Play Store (January and March 2014). These are the original databases created for the paper. The databases were created with Neo4j 2.0. In particular with the tool version 'Neo4j 2.0.0-M06 Community Edition' (latest version available at the time of implementing the paper in 2014).
Neo4j 3.5 Databases
googlePlayDB1-Jan2014_neo4j_3_5_28.rar
googlePlayDB2-Mar2014_neo4j_3_5_28.rar Currently, the version Neo4j 2.0 is deprecated and it is not available for download in the official Neo4j Download Center. We have migrated the original databases (Neo4j 2.0) to Neo4j 3.5.28. The databases can be opened with the tool version: 'Neo4j Community Edition 3.5.28'. The tool can be downloaded from the official Neo4j Donwload page.
In order to open the databases with more recent versions of Neo4j, the databases must be first migrated to the corresponding version. Instructions about the migration process can be found in the Neo4j Migration Guide.
First time the Neo4j database is connected, it could request credentials. The username and pasword are: neo4j/neo4j
Attribution-NonCommercial-ShareAlike 4.0 (CC BY-NC-SA 4.0)https://creativecommons.org/licenses/by-nc-sa/4.0/
License information was derived automatically
Android GPU Performance Counter to Key Press Dataset
Description
This dataset comes from our mobile GPU-based eavesdropping work, Eavesdropping user credentials via GPU side channels on smartphones, presented at the 27th ACM International Conference on Architectural Support for Programming Languages and Operating Systems (ASPLOS 2022). It contains 3,466 traces of mapping between the on-screen keyboard key presses and corresponding Snapdragon Adreno GPU performance counter… See the full description on the dataset page: https://huggingface.co/datasets/pittisl/android-perfcounter-to-key-press.
https://creativecommons.org/publicdomain/zero/1.0/https://creativecommons.org/publicdomain/zero/1.0/
Includes three .csv files. Any analysis is appreciated, even if it is a short one 😎
Benchmarks allow for easy comparison between multiple devices by scoring their performance on a standardized series of tests, and they are useful in many instances: When buying a new phone or tablet
smartphone cpu_stats.csv is the main data. Updated performance rating of smartphone SoCs as of 2022. Includes summary of Geekbench 5 and AnTuTu v9 scores. Includes CPU specs such as clock speed, core count, core config, and GPU.
ML ALL_benchmarks.csv is the Geekbench ML Benchmark data. This tells you how well each smartphone device performs when performing Machine Learning tasks. The data is gathered from user-submitted Geekbench ML results from the Geekbench Browser. To make sure the results accurately reflect the average performance of each device, the dataset only includes devices with at least five unique results in the Geekbench Browser.
antutu android vs ios_v4.csv is the AnTuTu benchmarks data. It includes information about CPU, GPU, MEM, UX and Total score.
Benchmark apps gives your device an overall numerical score as well as individual scores for each test it performs. The overall score is created by adding the results of those individual scores. These score numbers don't mean much on their own, they're just helpful for comparing different devices. For example, if your device's score is 300000, a device with a score of 600000 is about twice as fast. You can use individual test scores to compare the relative performance of specific parts of different devices. For example, you could compare how fast your phone's storage performs compared to another phone's storage.
The first part of the overall score is your CPU score. The CPU score in turn includes the output of CPU Mathematical Operations, CPU Common Algorithms, and CPU Multi-Core. In simpler words, the CPU score means how fast your phone processes commands. Your device's central processing unit (CPU) does most of the number-crunching. A faster CPU can run apps faster, so everything on your device will seem faster. Of course, once you get to a certain point, CPU speed won't affect performance much. However, a faster CPU may still help when running more demanding applications, such as high-end games.
The second part of the overall score is your GPU score. This score is comprised of the output of graphical components like Metal, OpenGL or Vulkan, depending on your device. The GPU score means how well your phone displays 2D and 3D graphics. Your device's graphics processing unit (GPU) handles accelerated graphics. When you play a game, your GPU kicks into gear and renders the 3D graphics or accelerates the shiny 2D graphics. Many interface animations and other transitions also use the GPU. The GPU is optimized for these sorts of graphics operations. The CPU could perform them, but it's more general-purpose and would take more time and battery power. You can say that your GPU does the graphics number-crunching, so a higher score here is better.
The third part of the overall score is your MEM score. The MEM score includes the results of the output of RAM Access, ROM APP IO, ROM Sequential Read and Write, and ROM Random Access. In simpler words, the MEM score means how fast and how much memory your phone possesses. RAM stands for random-access memory; while ROM stands for read-only memory. Your device uses RAM as working memory, while flash storage or an internal SD card is used for long-term storage. The faster it can write to and read data from its RAM, the faster your device will perform. Your RAM is constantly being used on your device, whatever you're doing. While RAM is volatile in nature, ROM is its opposite. RAM mostly stores temporary data, while ROM is used to store permanent data like the firmware of your phone. Both the RAM and ROM make up the memory of your phone, helping it to perform tasks efficiently.
The fourth and final part of the overall score is your UX score. The UX score is made up of the results of the output of the Data Security, Data Processing, Image Processing, User Experience, and Video CTS and Decode tests. The UX score means an overall score that represents how the device's "user experience" will be in the real world. It's a number you can look at to get a feel for a device's overall performance without digging into the above benchmarks or relying too much on the overall score.
Sourced from Geekbench and AnTuTu.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Measurement sensitivity of RVFL+ JS against other metaheuristic algorithms.
Protection against ransomware is particularly relevant in systems running the Android operating system, due to its huge users' base and, therefore, its potential for monetization from the attackers. In "Extinguishing Ransomware - A Hybrid Approach to Android Ransomware Detection" (see references for details), we describe a hybrid (static + dynamic) malware detection method that has extremely good accuracy (100% detection rate, with false positive below 4%).
We release a dataset related to the dynamic detection part of the aforementioned methods and containing execution traces of ransomware Android applications, in order to facilitate further research as well as to facilitate the adoption of dynamic detection in practice. The dataset contains execution traces from 666 ransomware applications taken from the Heldroid project [https://github.com/necst/heldroid] (the app repository is unavailable at the moment). Execution records were obtained by running the applications, one at a time, on the Android emulator. For each application, a maximum of 20,000 stimuli were applied with a maximum execution time of 15 minutes. For most of the applications, all the stimuli could be applied in this timeframe. In some of the traces none of the two limits is reached due to emulator hiccups. Collected features are related to the memory and CPU usage, network interaction and system calls and their monitoring is performed with a period of two seconds. The Android emulator of the Android Software Development Kit for Android 4.0 (release 20140702) was used. To guarantee that the system was always in a mint condition when a new sample is started, thus avoiding possible interference (e.g., changed settings, running processes, and modifications of the operating system files) from previously run samples, the Android operating system was each time re-initialized before running each application. The application execution process was automated by means of a shell script that made use of Android Debug Bridge (adb) and that was run on a Linux PC. The Monkey application exerciser was used in the script as a generator of the aforementioned stimuli. The Monkey is a command-line tool that can be run on any emulator instance or on a device; it sends a pseudo-random stream of user events (stimuli) into the system, which acts as a stress test on the application software.
In this dataset, we provide both per-app CSV files as well as unified files, in which CSV files of single applications have been concatenated. The CSV files contain the features extracted from the raw execution record. The provided files are listed below:
ransom-per_app-csv.zip - features obtained by executing ransomware applications, one CSV per application
ransom-unified-csv.zip - features obtained by executing ransomware applications, only one CSV file
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Results from the Wilcoxon rank sum test (p ≥ 0.05).
The WiFi Fingerprint Dataset, JUIndoorLoc, for Indoor Localization contains received signal strength data (RSS) collected from multiple WiFi access points (APs) across various predefined indoor locations. Each entry in the dataset corresponds to a unique location identified by specific coordinates as labels and includes RSS values from nearby APs. The dataset is typically structured to facilitate machine learning applications for indoor positioning, offering sufficient diversity in environmental conditions such as temporal, indoor ambiance, and device variability. It serves as a benchmark for evaluating machine learning algorithms in tasks like location classification, important AP identification, indoor region clustering, etc. This dataset is indispensable for research in indoor location-based services. The dataset is published and analyzed in the following research paper.
Roy P, Chowdhury C, Ghosh D, Bandyopadhyay S. JUIndoorLoc: A Ubiquitous Framework for Smartphone-Based Indoor Localization Subject to Context and Device Heterogeneity. Wireless Personal Communications. 2019:1-24, doi:10.1007/s11277-019-06188-2.
Link: https://link.springer.com/article/10.1007/s11277-019-06188-2
Dataset Information: - The data has been captured from the three floors of a five-story building at Jadavpur University in different times, indoor ambience, and devices. - Data has been collected with 1 meter × 1 meter cell size so that different WiFi signal patterns of rooms, laboratories, corridors, and stairs can be investigated. - The numbers of WiFi APs appearing in the dataset are 172. - A total of 1000 location points from three floors are covered. - The RSS of WiFi APs has been collected by 4 Android devices with different configurations. - The RSS values are represented as negative integer values ranging from -11 dBm to -100 dBm (extremely weak signal). - A negative value of -110 dBm is used to fill up the missing entries, which indicate APs have not been detected.
Information about Features: | Feature | Description | | --- | --- | | Cid | A unique number to identify the indoor region where the capture is taken. Each cell number has two parts; the first part is floor number and the second part is the position of a cell on the two-dimensional building map. | | AP001-AP172 | Received signal strength value of 172 APs. Negative integer values from -11dBm to -100dBm and -110 used to identify the APs which are not detected in scan duration.| | Rs | Represents the status of room, the value is either 1 or 0. 1 and 0 represent open and closed rooms, respectively. | | Hpr | Represents the presence or absence of human, the value is either 1 or 0. 1 and 0 represent the presence and absence of humans, respectively.| | Did | A unique identifier is assigned to each Android device, which is used to capture data. These device identifiers are given as: D1 : Samsung Galaxy Tab 2, Android version 4.1.1, D2 : Samsung Galaxy Tab E, Android version 5.0, D3 : Samsung Galaxy Tab 10, Android version 4.0, D4 : Motorola Moto E 2nd Generation, Android version 5.1 | | Ts | 13-digit integer value used to record time when the fingerprint is taken. |
Applications:
This dataset is ideal for: Predictive Modeling: Train and test models for predicting the location of a user in an indoor region.
Educational and Research Purpose: Practice data exploration, cleaning, and analysis in a realistic WiFi fingerprint dataset that considers time, indoor ambience, and device heterogeneity.
License: This dataset is shared for educational and research purposes. Please refer to the following publication when using it in any project or publication.
Roy P, Chowdhury C, Ghosh D, Bandyopadhyay S. JUIndoorLoc: A Ubiquitous Framework for Smartphone-Based Indoor Localization Subject to Context and Device Heterogeneity. Wireless Personal Communications. 2019:1-24, doi:10.1007/s11277-019-06188-2.
```Link: https://link.springer.com/article/10.1007/s11277-019-06188-2
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Global Cloud Mobile Backend as a Service (BaaS) Market size was $3.0 Billion in 2022 and is slated to hit $7.3 Billion by the end of 2030 with a CAGR of nearly 24.1%.
The Stata data file "CAP2030_Plant_Atlas_Jumla_2022-06-20-19-18-13_labelled.dta” and equivalent excel file of the same name comprises data collected by adolescent secondary school students during a "Citizen Science" project in the district of Jumla in the remote mountains of West Nepal during June 2022. The project was part of a CIFF-funded Children in All Policies 2030 (CAP2030) project. The data were generated by the students using a mobile device data collection form developed using "Open Data Kit (ODK) Collect" electronic data collection platform by Kathmandu Living Labs (KLL) and University College London (UCL) for the purposes of this study. KLL and UCL adapted a CommCare form, and a printed 'Plant Atlas' developed by Bristol University and HERD International as part of the ‘Micropoll’ project, implemented in Jumla district between 2021 and 2022. Citizen science users of the app used the printed photographic 'Plant Atlas', which depicts different species of plant and their flowers and encodes information about its Nepali, English and Scientific names in a QR code. Data collectors had to scan the QR code of the plant once they had matched it to a species in their locale. They then went on to record any insects visiting the flowers and any pests of diseases affecting the plant. They took photographs of the plants and of pests or diseases. Researchers from KLL and UCL trained the adolescents to record the plants identified and associated pollinators or pests and take photos. The resulting datafile includes the latitude/longitude, name of the plant and category (crop, wild), date it was recorded, and the district. Links to photographs of the plant are included but require login to the KLL server. Users of the data may contact KLL (contact@kathmandulivinglabs.org) or UCL (n.saville@ucl.ac.uk) if access to photographs is required. The data were generated as part of a learning exercise for students to raise awareness of biodiversity in their locale and to develop a sense of environmental stewardship. Since the students were using 10 android tablets to record information in a reasonably limited geographical area, the dataset may contain several copies of the same plant recorded by different individuals, so cannot be used for calculation of prevalence of species. Rather, the data serve to demonstrate the potential of citizen science methods with Nepali school students to record such information. The app and the process of gathering the data are described in a paper entitled "Citizen science for climate change resilience: engaging adolescents to study climate hazards, biodiversity and nutrition in rural Nepal" submitted to Wellcome Open Research in Feb 2023. The data contributed to Annex 3 of this paper.
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.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Accuracy comparison of other works to the proposed model.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
Hardware and software of computing system.
Attribution 4.0 (CC BY 4.0)https://creativecommons.org/licenses/by/4.0/
License information was derived automatically
DATASET
The present dataset comprises keystroke timing and pressure data that correspond to short text excerpts typed by early Parkinson’s disease (PD) patients (n=18) and healthy controls (n=15) on a common touchscreen-equipped smartphone (LG Nexus 5X with a screen of 5.2 inches in diagonal and a resolution of 1080 × 1920 pixels, running native Android 7.0). Subjects were asked to transcribe up to 11 short text excerpts, with the initial one being 200 characters-long and common for all subjects, while the rest were 40-115 characters-long, pseudorandomly drawn from the fairy tale 'The Little Prince'. Data were recorded using a custom Android Operating System input method (keyboard), developed for the purposes of the study. Additional details on exepriment design, material and methods can be found in the related research article mentioned below.
Data consist of sequences of raw press and release timestamps (in milliseconds), as well as of values of normalized pressure (0.000-1.000) applied to initiate keystrokes, corresponding to the consecutive keys tapped during the transcription of each text excerpt. Data included in the 'Data' folder are organised in sub-folders per subject. Each sub-folder contains a number of .txt files with each one corresponding to a text excerpt typed by the particular subject. Files are named using the format S##_TEX##.txt, with S## denoting the subject's coded ID and TEX## the serial number of the transcribed text excerpt. For all subjects, file S##_TEX01.txt corresponds to the initial and common 200 characters-long text excerpt. Each file contains the sequences of raw key press/release timestamps (Tp#, Tp#) and normalized pressure (NP#), applied to initiate each keystroke, in the following format:
{
Press, Tp1, Release, Tr1, NP1
Press, Tp2, Release, Tr2, NP2
.
.
.
Press, Tpn, Release, Trn, NPn
}
where 1,2,...,n denote the serial index of the key tapped during typing.
Note: Out of 33 subjects, 32 managed to transcribe 8 to 11 text excerpts, while the remaining one (Subject ID: 16) typed only 5. Ten subjects (Subject IDs: 6, 14, 16, 17, 25, 27, 29, 31, 32, 33) did not manage to type the initial 200 characters-long excerpt in its entirety.
The dataset also includes a record, in Microsoft Excel format (Demographics_Clinical_Characteristics.xlsx), of the demographic and clinical characteristics (with respect to PD) of subjects. Entries of the Excel file are linked to subjects' sub-folders and individual keystroke data text files via the coded ID of the subject.
Demographic characteristics included:
Age; Gender; Education level; Years of smartphone usage; Dominant hand1
Clinical characteristics included:
Group (PD, Control); Years from diagnosis; Hoehn-Yahr disease stage; Most affected side2; Levodopa Equivalent Daily Dose; UPDRS_III3 total score; UPDRS_III Item 21 Tremor-Right hand; UPDRS_III Item 21 Tremor-Left hand; UPDRS_III Item 22 Rigidity-Right hand; UPDRS_III Item 22 Rigidity-Left hand; UPDRS_III Item 23 Finger taps-Right hand; UPDRS_III Item 23 Finger taps-Left hand; UPDRS_III Item 31 Body bradykinesia/ Hypokinesia
1Dominant hand: (Relating to handedness) the operant hand generally used for performing fine motor-skills tasks. 2Most affected body side by Parkinson's disease 3UPDRS_III: Unified Parkinson's Disease Rating Scale Part III (Motor section)
RELATED RESEARCH
This dataset was originally used and described in the OPEN ACCESS publication:
[1] Iakovakis, D., Hadjidimitriou, S., Charisis, V., Bostantzopoulou, S., Katsarou, Z., & Hadjileontiadis, L. J. (2018). Touchscreen typing-pattern analysis for detecting fine motor skills decline in early-stage Parkinson’s disease. Scientific reports, 8(1), 7663. https://doi.org/10.1038/s41598-018-25999-0
All documents and papers that report on research that uses this dataset will acknowledge this by citing the above publication.
ETHICS & FUNDING
The study during which the present dataset was collected was approved by the Aristotle University of Thessaloniki Bioethics Committee of Medical School (approval no. 359/3.4.17), Thessaloniki, Greece. Informed consent, including permission for third-party access to pseudo-anonymised data, was obtained from all subjects prior to their engagement with the study. The work has received funding from the European Union's Horizon 2020 research and innovation programme under Grant Agreement No 690494 - i-PROGNOSIS: Intelligent Parkinson early detection guiding novel supportive interventions (i-prognosis.eu).
CORRESPONDANCE
Any inquiries regarding this dataset should be adressed to:
Mr. Dimitrios Iakovakis (Electrical & Computer Engineer, PhD candidate)
Signal Processing & Biomedical Technology Unit Department of Electrical & Computer Engineering Aristotle University of Thessaloniki University Campus, Building D, 6th floor Thessaloniki, Greece, GR54124
Tel: +30 2310 996319 Fax: +30 2310 996312 E-mail: dimiiako12@gmail.com
LICENSE
This is an open access dataset, licensed under Creative Commons Attribution 4.0 International (https://creativecommons.org/licenses/by/4.0/).
WARRANTY
This dataset comes without any warranty. Administrators of this dataset can not be held accountable for any damage (physical, financial or otherwise) caused by the use of this dataset.
https://catalog.elra.info/static/from_media/metashare/licences/ELRA_VAR.pdfhttps://catalog.elra.info/static/from_media/metashare/licences/ELRA_VAR.pdf
1285 Indonesian native speakers participated in the recording with authentic accent. The recorded script is designed by linguists and cover a wide range of topics including generic, interactive, on-board and home. The text is manually proofread with high accuracy. It matches with mainstream Android and Apple system phones. The data set can be applied for automatic speech recognition, and machine translation scenes.Format:16kHz, 16bit, uncompressed wav, mono channelRecording Environment:quiet indoor environment, low background noise, without echoRecording Content:oral category; human-machine interaction category; smart home command and in-car command category; numbers; news categoryPopulation:1,285 speakers totally, with 47% male and 53% female; and 77.3% speakers of all are in the age group of 18-25,22.3% speakers of all are in the age group of 26-45, 0.4% speakers of all are in the age group of 46-60;Device:Android mobile phone, iPhoneLanguage:IndonesianApplication Scene:speech recognition, voiceprint recognition
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.