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Wednesday, May 28, 2008

Handsets

Nokia is currently the world's largest manufacturer of mobile phones, with a global device market share of approximately 40% in 2008. Other major mobile phone manufacturers (in order of market share) include Samsung (14%), Motorola (14%), Sony Ericsson (9%) and LG (7%).[2]These manufacturers account for over 80% of all mobile phones sold and produce phones for sale in most countries.

Other manufacturers include Apple Inc.Audiovox (now UTStarcom), BenefonBenQ-SiemensCECTHigh Tech Computer Corporation (HTC)FujitsuKyoceraMitsubishi ElectricNECNeonodePanasonic (Matsushita Electric), Pantech CuritelPhilipsResearch In Motion,SagemSanyoSharpSiemensSierra WirelessSK TeletechSonim TechnologiesT&A AlcatelHuaweiTrium and Toshiba. There are also specialist communication systems related to (but distinct from) mobile phones.

Main article: Mobile phone features

Mobile phones often have features beyond sending text messages and making voice calls, including Internet browsing, music (MP3) playback, memo recording, personal organizer functions, e-mail, instant messaging, built-in cameras and camcorders, ringtones, games, radio, Push-to-Talk (PTT), infrared and Bluetooth connectivity, call registers, ability to watch streaming video or download video for later viewing, video calling and serve as a wireless modem for a PC, and soon will also serve as a console of sorts to online games and other high quality games. The total value of mobile data services exceeds the value of paid services on the Internet, and was worth 31 billion dollars in 2006 (source Informa).[citation needed] The largest categories of mobile services are music, picture downloads, videogaming, adult entertainment, gambling, video/TV.

Applications

The most commonly used data application on mobile phones is SMS text messaging, with 74% of all mobile phone users as active users (over 2.4 billion out of 3.3 billion total subscribers at the end of 2007). SMS text messaging was worth over 100 billion dollars in annual revenues in 2007 and the worldwide average of messaging use is 2.6 SMS sent per day per person across the whole mobile phone subscriber base. (source Informa 2007). The first SMS text message was sent from a computer to a mobile phone in 1992 in the UK, while the first person-to-person SMS from phone to phone was sent in Finland in 1993.

The other non-SMS data services used by mobile phones were worth 31 Billion dollars in 2007, and were led by mobile music, downloadable logos and pictures, gaming, gambling, adult entertainment and advertising (source: Informa 2007). The first downloadable mobile content was sold to a mobile phone in Finland in 1998, when Radiolinja (now Elisa) introduced the downloadable ringing tone service. In 1999 Japanese mobile operator NTT DoCoMo introduced its mobile internet service, i-Mode, which today is the world's largest mobile internet service and roughly the same size as Google in annual revenues.

The first mobile news service, delivered via SMS, was launched in Finland in 2000. Mobile news services are expanding with many organizations providing "on-demand" news services by SMS. Some also provide "instant" news pushed out by SMS. Mobile telephony also facilitates activism and public journalism being explored by Reuters and Yahoo![3] and small independent news companies such as Jasmine News in Sri Lanka. Companies like Monster[4] are starting to offer mobile services such as job search and career advice. Consumer applications are on the rise and include everything from information guides on local activities and events to mobile coupons and discount offers one can use to save money on purchases. Even tools for creating websites for mobile phones are increasingly becoming available, e.g. Mobilemo.

Mobile payments were first trialled in Finland in 1998 when two coca cola machines in Espoo were enabled to work with SMS payments. Eventually the idea spread and in 1999 the Philippines launched the first commercial mobile payments systems, on the mobile operators Globe and Smart. Today mobile payments ranging from mobile banking to mobile credit cards to mobile commerce are very widely used in Asia and Africa, and in selected European markets. For example in the Philippines it is not unusual to have your whole paycheck paid to the mobile account. In Kenya the limit of money transfers from one mobile banking account to another is one million US dollars. In India paying utility bills with mobile gains a 5% discount. In Estonia the government found criminals collecting cash parking fees, so the government declared that only mobile payments via SMS were valid for parking and today all parking fees in Estonia are handled via mobile and the crime involved in the activity has vanished.

Mobile Applications are developed using the Six M's (previously Five M's) service-development theory created by the author Tomi Ahonen with Joe Barrett of Nokia and Paul Golding of Motorola. The Six M's are Movement (location), Moment (time), Me (personalization), Multi-user (community), Money (payments) and Machines (automation). The Six M's / Five M's theory is widely referenced in the telecoms applications literature and used by most major industry players. The first book to discuss the theory was Services for UMTS by Ahonen & Barrett in 2002.

The availability of mobile phone backup applications is growing with the increasing amount of mobile phone data being stored on mobile phones today. With mobile phone manufacturers producing mobile handsets with more and more memory storage capabilities the awareness of the importance in backing up mobile phone data is increasing. Corporate mobile phone users today keep very important company information on their mobiles, information if lost then not easily replaced. Wireless backup applications like SC BackUp offer users the chance to backup mobile phone data using advanced wireless technology. Users can backup, restore or transfer mobile data anytime, anywhere all over the world, to a secured server.

Media

The mobile phone became a mass media channel in 1998 when the first ringing tones were sold to mobile phones by Radiolinja in Finland. Soon other media content appeared such as news, videogames, jokes, horoscopes, TV content and advertising. In 2006 the total value of mobile phone paid media content exceeded internet paid media content and was worth 31 Billion dollars (source Informa 2007). The value of music on phones was worth 9.3 Billion dollars in 2007 and gaming was worth over 5 billion dollars in 2007 (source Netsize Guide 2008).

The mobile phone is often called the Fourth Screen (if counting cinema, TV and PC screens as the first three) or Third Screen (counting only TV and PC screens). It is also called the Seventh of the Mass Media (with Print, Recordings, Cinema, Radio, TV and Internet the first six). Most early content for mobile tended to be copies of legacy media, such as the banner advertisement or the TV news highlight video clip. Recently unique content for mobile has been emerging, from the ringing tones and ringback tones in music to "mobisodes" the video content that has been produced exclusively for mobile phones.

The advent of media on the mobile phone has also produced the opportunity to identify and track Alpha Users or Hubs, the most influential members of any social community. AMF Ventures measured in 2007 the relative accuracy of three mass media, and found that audience measures on mobile were nine times more accurate than on the internet and 90 times more accurate than on TV.

Power supply

Mobile phones generally obtain power from batteries which can be recharged from a USB port or from mains power or a cigarette lightersocket in a car using an adapter (often called battery charger or wall wart). Formerly, the most common form of mobile phone batteries werenickel metal-hydride, as they have a low size and weight. Lithium-Ion batteries are sometimes used, as they are lighter and do not have the voltage depression that nickel metal-hydride batteries do. Many mobile phone manufacturers have now switched to using lithium-Polymer batteries as opposed to the older Lithium-Ion, the main advantages of this being even lower weight and the possibility to make the battery a shape other than strict cuboid. Mobile phone manufacturers have been experimenting with alternate power sources, including solar cells.

In addition to the battery, most cellphones require a small microchip, called a Subscriber Identity Module or SIM Card, to function. Approximately the size of a one-cent postage stamp, the SIM Card is installed underneath the battery in the rear of the unit, and (when properly activated) stores the phone's configuration data, and information about the phone itself, such as which calling plan the subscriber is using. When the subscriber removes the SIM Card, it can be re-inserted into another phone and used as normal.

Each SIM Card is activated by use of a unique numerical identifier; once activated, the identifier is locked down and the card is permanently locked in to the activating network. For this reason, most retailers will refuse the return of an activated SIM Card.

Those cell phones that do not use a SIM Card have the data programmed in to their memory. This data is accessed by using a special digit sequence to access the "NAM" as in "Name" or number programming menu. From here, one can add information such as a new number for your phone, new Service Provider numbers, new emergency numbers, change their Authentication Key or A-Key code, and update their Preferred Roaming List or PRL. However, to prevent the average Joe from totally disabling their phone or removing it from the network, the Service Provider puts a lock on this data called a Master Subsidiary Lock or MSL.

The MSL also ensures that the Service Provider gets payment for the phone that was purchased or "leased". For example, the Motorola Razr V9C costs upwards of CAD $500. You can get one from Bell Mobility for approximately $200. The difference is paid by the customer in the form of a monthly bill. If, in this case, Bell Mobility did not use a MSL, then they may lose the $300–$400 difference that is paid in the monthly bill, since some customers would cancel their service and take the phone to another carrier such as Telus, or Verizon. This would eventually put the carrier or in this case, Bell Mobility out of business.

Usage

By civilians

This Railfone found on some Amtrak trains in North America uses cellular technology.
This Railfone found on someAmtrak trains in North America uses cellular technology.
See also: List of mobile network operators

An increasing number of countries, particularly in Europe, now have more mobile phones than people. According to the figures from Eurostat, the European Union's in-house statistical office, Luxembourg had the highest mobile phone penetration rate at 158 mobile subscriptions per 100 people (158%), closely followed by Lithuania and Italy.[5] In Hong Kong the penetration rate reached 139.8% of the population in July 2007.[6] Over 50 countries have mobile phone subscription penetration rates higher than that of the population and the Western European average penetration rate was 110% in 2007 (source Informa 2007). The U.S. currently has one of the lowest rates of mobile phone penetrations in the industrialized world at 85%.

There are over five hundred million active mobile phone accounts in China, as of 2007, but the total penetration rate there still stands below 50%.[7] The total number of mobile phone subscribers in the world was estimated at 2.14 billion in 2005.[8] The subscriber count reached 2.7 billion by end of 2006 according to Informa[citation needed], and 3.3 billion by November, 2007[9], thus reaching an equivalent of over half the planet's population. Around 80% of the world's population enjoys mobile phone coverage as of 2006. This figure is expected to increase to 90% by the year 2010.[10]

In some developing countries with little "landline" telephone infrastructure, mobile phone use has quadrupled in the last decade.[11] The rise of mobile phone technology in developing countries is often cited as an example of the leapfrog effect. In many remote regions in the third world went literally from having no telecommunications infrastructure to having satellite based communications systems. At present, Africa has the largest growth rate of cellular subscribers in the world,[12] its markets expanding nearly twice as fast as Asian markets.[13] The availability of prepaid or 'pay-as-you-go' services, where the subscriber is not committed to a long term contract, has helped fuel this growth in Africa as well as in other continents.

On a numerical basis, India is the largest growth market, adding about 6 million mobile phones every month.[14] With 256.55 million mobile phones, market penetration in the country is still low at 22.52%. India expects to reach 500 million subscribers by end of 2010.

There are three major technical standards for the current generation of mobile phones and networks, and two major standards for the next generation 3G phones and networks. All European, African and many Asian countries have adopted a single system, GSM, which is the only technology available on all continents and in most countries and covers over 74% of all subscribers on mobile networks. In many countries, such as the United StatesAustraliaBrazilCosta RicaIndiaJapan, and South Korea and Vietnam GSM co-exists with other internationally adopted standards such as CDMA and TDMA, as well as national standards such as iDEN in the USA and PDC in Japan. Over the past five years several dozen mobile operators (carriers) have abandoned networks on TDMA and CDMA technologies, switching over to GSM.

With third generation (3G) networks, which are also known as IMT-2000 networks, about three out of four networks are on the W-CDMA (also known as UMTS) standard, usually seen as the natural evolution path for GSM and TDMA networks. One in four 3G networks is on the CDMA2000 1x EV-DO technology. Some analysts count a previous stage in CDMA evolution, CDMA2000 1x RTT, as a 3G technology whereas most standardization experts count only CDMA2000 1x EV-DO as a true 3G technology. Because of this difference in interpreting what is 3G, there is a wide variety in subscriber counts. As of June 2007, on the narrow definition there are 200 million subscribers on 3G networks. By using the more broad definition, the total subscriber count of 3G phone users is 475 million.

Culture and customs

Between the 1980s and the 2000s, the mobile phone has gone from being an expensive item used by the business elite to a pervasive, personal communications tool for the general population. In most countries, mobile phones outnumber land-line phones, with fixed landlines numbering 1.3 Billion but mobile subscriptions 3.3 Billion at the end of 2007.

In many advanced markets from Japan and South Korea, to Scandinavia, to Israel, Singapore, Taiwan and Hong Kong, most children age 8-9 have mobile phones and the new accounts are now opened for customers aged 6 and 7. Where mostly parents tend to give hand-me-down used phones to their youngest children, in Japan already new cameraphones are on the market whose target age group is under 10 years of age, introduced by KDDI in February 2007. The USA also lags on this measure, as in the US so far, about half of all children have mobile phones.[15] In many young adults' households it has supplanted the land-line phone. Mobile phone usage is banned in some countries, such as North Korea and restricted in some other countries such as Burma.[16]

Given the high levels of societal mobile phone service penetration, it is a key means for people to communicate with each other. The SMSfeature spawned the "texting" sub-culture amongst younger users. In December 1993, the first person-to-person SMS text message was transmitted in Finland. Currently, texting is the most widely-used data service; 1.8 billion users generated $80 billion of revenue in 2006 (source ITU). Many phones offer Instant Messenger services for simple, easy texting. Mobile phones have Internet service (e.g. NTT DoCoMo's i-mode), offering text messaging via e-mail in Japan, South Korea, China, and India. In Europe, 30–40 per cent of internet access is via mobile phone. Most mobile internet access is much different from computer access, featuring alerts, weather data, e-mail, search engines, instant messages, and game and music downloading; most mobile internet access is hurried and short.

The mobile phone can be a fashion totem custom-decorated to reflect the owner's personality.[17] This aspect of the mobile telephony business is, in itself, an industry, e.g. ringtone sales amounted to $3.5 billion in 2005.[18]

The use of a mobile phone is prohibited in some train company carriages
The use of a mobile phone is prohibited in some train company carriages

Mobile phone use can be an important matter of social discourtesy: phones ringing during funerals or weddings; in toilets, cinemas and theatres. Some book shopslibrariesbathroomscinemas, doctors' offices and places of worship prohibiting their use, so that other patrons will not be disturbed by conversations. Some facilities install signal-jamming equipment to prevent their use, although in many countries, including the US, such equipment is illegal. Some new auditoriums have installed wire mesh in the walls to make a Faraday cage, which prevents signal penetration without violating signal jamming laws.

Trains, particularly those involving long-distance services, often offer a "quiet carriage" where phone use is prohibited, much like the designated non-smoking carriage of the past. In the UK however many users tend to ignore this as it is rarely enforced, especially if the other carriages are crowded and they have no choice but to go in the "quiet carriage".[citation needed] In Japan, it is generally considered impolite to talk using a phone on any train -- texting is generally the mode of mobile communication. Mobile phone usage on local public transport is also increasingly seen as a nuisance; the city of Graz, for instance, has mandated a total ban of mobile phones on its tram and bus network in 2008 (though texting is still allowed).[19][20]

Mobile phone use on aircraft is also prohibited and many airlines claim in their in-plane announcements that this prohibition is due to possible interference with aircraft radio communications. Shut-off mobile phones do not interfere with aircraft avionics; the concern is partially based on the crash of Crossair Flight 498.

Monday, May 19, 2008

Several examples of non-flip mobile phones.
Several examples of non-flip mobile phones.

The mobile phone (also called a mobile, wireless, cellular phone, cell phone, or hand phone(hp))[1] is a short-range, portable electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites. In addition to the standard voice function of a telephone, current mobile phones may support many additional services, and accessories, such as SMS for text messaging, email, packet switching for access to the Internet,java gaming, bluetooth, infared, camera with video recorder and MMS for sending and receiving photos and video. Most current mobile phones connect to a cellular network of base stations (cell sites), which is in turn interconnected to the public switched telephone network (PSTN) (the exception is satellite phones). Since the mid-2000s, an increasing number of cellphones can connect to the Internet, a portion of which can be navigated using cellphones.

Contents

[hide]

[edit] Technology

[edit] Cellular systems

See also: Cellular frequencies
Mobile phone tower
Mobile phone tower

Mobile phones send and receive radio signals with any number of cell site base stations fitted with microwave antennas. These sites are usually mounted on a tower, pole or building, located throughout populated areas, then connected to a cabled communication network and switching system. The phones have a low-power transceiver that transmits voice and data to the nearest cell sites, normally not more than 8 to 13 km (approximately 5 to 8 miles) away.

When the mobile phone or data device is turned on, it registers with the mobile telephone exchange, or switch, with its unique identifiers, and will then be alerted by the mobile switch when there is an incoming telephone call. The handset constantly listens for the strongest signal being received from the surrounding base stations. As the user moves around the network, the mobile device will "handoff" to various cell sites during calls, or while waiting (idle) between calls it will reselect cell sites.

Cell sites have relatively low-power (often only one or two watts) radio transmitters which broadcast their presence and relay communications between the mobile handsets and the switch. The switch in turn connects the call to another subscriber of the same wireless service provider or to the public telephone network, which includes the networks of other wireless carriers. Many of these sites are camouflaged to blend with existing environments, particularly in scenic areas.

The dialogue between the handset and the cell site is a stream of digital data that includes digitized audio (except for the first generation analog networks). The technology that achieves this depends on the system which the mobile phone operator has adopted. The technologies are grouped by generation. The first-generation systems started in 1979 with Japan, are all analog and include AMPS and NMT. Second-generation systems, started in 1991 in Finland, are all digital and include GSM, CDMA and TDMA.

The nature of cellular technology renders many phones vulnerable to 'cloning': anytime a cellphone moves out of coverage (for example, in a road tunnel), when the signal is re-established, the phone will send out a 're-connect' signal to the nearest cell-tower, identifying itself and signalling that it is again ready to transmit. WIth the proper equipment, it's possible to intercept the re-connect signal and encode the data it contains into a 'blank' phone -- in all respects, the 'blank' is then an exact duplicate of the real phone and any calls made on the 'clone' will be charged to the original account.

Third-generation (3G) networks, which are still being deployed, began in Japan in 2001. They are all digital, and offer high-speed data access in addition to voice services and include W-CDMA (known also as UMTS), and CDMA2000 EV-DO. China will launch a third generation technology on the TD-SCDMA standard. Operators use a mix of predesignated frequency bands determined by the network requirements and local regulations.

[edit] Handsets

Nokia is currently the world's largest manufacturer of mobile phones, with a global device market share of approximately 40% in 2008. Other major mobile phone manufacturers (in order of market share) include Samsung (14%), Motorola (14%), Sony Ericsson (9%) and LG (7%).[2] These manufacturers account for over 80% of all mobile phones sold and produce phones for sale in most countries.

Other manufacturers include Apple Inc., Audiovox (now UTStarcom), Benefon, BenQ-Siemens, CECT, High Tech Computer Corporation (HTC), Fujitsu, Kyocera, Mitsubishi Electric, NEC, Neonode, Panasonic (Matsushita Electric), Pantech Curitel, Philips, Research In Motion, Sagem, Sanyo, Sharp, Siemens, Sierra Wireless, SK Teletech, Sonim Technologies, T&A Alcatel, Huawei, Trium and Toshiba. There are also specialist communication systems related to (but distinct from) mobile phones.

Main article: Mobile phone features

Mobile phones often have features beyond sending text messages and making voice calls, including Internet browsing, music (MP3) playback, memo recording, personal organizer functions, e-mail, instant messaging, built-in cameras and camcorders, ringtones, games, radio, Push-to-Talk (PTT), infrared and Bluetooth connectivity, call registers, ability to watch streaming video or download video for later viewing, video calling and serve as a wireless modem for a PC, and soon will also serve as a console of sorts to online games and other high quality games. The total value of mobile data services exceeds the value of paid services on the Internet, and was worth 31 billion dollars in 2006 (source Informa).[citation needed] The largest categories of mobile services are music, picture downloads, videogaming, adult entertainment, gambling, video/TV.