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A summary report on Chapter 7: Mobile Computing and Commerce =

ARINTOK, Chris Eugene CHING, Denise OLA, Jeannievilyn SEE, John Andrew

Submitted to: Prof. Benedict Avila INFOMAN 131, T2 SY 13-14 28 August 2013

Mobile Computing Technology

Mobile computing has changed dramatically as portable devices that connect wirelessly to the internet. These devices are now fast becoming lighter, smaller, thinner, and much more powerful. As such, wireless technology makes location irrelevant, increasing opportunities for businesses through mobile computing and commerce.

There are three technological foundations of mobile computing: mobile devices, mobile operating systems and software, and wireless networks.

Mobile Computing Technology Mobile devices Some examples of mobile computing devices include the following: Laptops. Perform most of the basic functions of a desktop computer and which usually weighs over 3.6kg or 8 lbs. Notebooks. Smaller and less powerful than the standards and weigh from 2.7 to 3.6 kg or between 6 to 8 lbs. Netbooks. Sometimes called mini-notebook and are ultra-portable. These are designed for Internet access and cloud computing and usually have limited RAM, processing power, and storage capabilities, weighing less than 1.8 kg or 4 lbs. Ultra-thin laptops. Serve the needs of users who need very light and thin computers. Some processing power and functionality are sacrificed to achieve the size and weight requirements, and typically falls between 1.8 to 2.7 kg or 4 to 6 lbs. Tablet PCs. Some of which may be called slates, because they lack a dedicated keyboard, relying primarily on stylus input. These are especially popular in healthcare, education, and the hospitality field and weigh 1 to 1.8 kg or around 2 to 4 lbs. Smartphones. Mobile phones capable of Internet connectivity and a variety of mobile computing capabilities. Other handheld devices including PDAs, tablets, and e-readers. These devices initially focused on organization applications such as calendars, address books, to-do lists, and notes. But with advances in technology, the difference between a smartphone with PDA apps and a PDA with cell phone capability is practically zero. Another device in this category is the ereader, which looks similar to slate tablet computers but are positioned primarily as a way for users to read electronic books. Wearable devices. This is one recent addition to mobile computing devices which may come in a variety of forms, including wrist devices, small screens worn close to the eyes, voice-activated equipment, and keyboards built into gloves or clothing.

Mobile device wars: Apple vs. Samsung Infographics made with Piktochart

Mobile Computing Technology

Mobile computing software There are several mobile computing software available in the market for mobile devices, such as the following:

BlackBerry OS. Made by Research in Motion (RIM), and powers a variety of BlackBerry-style smartphones manufactured by RIM. iOS. Formerly called the iPhone OS, it is used in Apple’s iPhone, iPod Touch, and iPod products. Windows Mobile OS. Developed by software giant Microsoft. It was preceded by an earlier version called Pocket PC, which pioneered the use of multiple computing apps in a small handheld. Android OS. Developed by Google, this is not just limited to smartphones but can also be found in smaller tablet computers, notebooks, and e-readers. Linux OS. This had Linux Kernel, which is actually the original version prior to being modified into becoming the iOS, Android, and Palm operating systems. Symbian OS. This has open-source software and runs mainly on phones manufactured by Nokia. The fourth generation of this OS became available in 2011.

Mobile Financial Services

The term “Mobile Banking” is often used nowadays and it is generally defined as carrying out banking transactions and other related activities via mobile devices. These include services such as the following:     

Money Transfers Account Administration Checkbook requests Balance Inquiry Interest and exchange rates

All these services have been made available because retail banks have continuously innovated over the years to make personal banking more convenient and consumer-friendly. Banking, as we know today, is mobile, with mobile devices such as smartphones and tablets taking center-stage as medium for financial decisions, which may also include payment as well as personal finance solutions.

Selected developments in mobile payments and banking from 2011 to 2013

Mobile Shopping, Entertainment and Advertising

Business-to-consumer mobile apps are expanding in multiple areas – in retail shopping, entertainment, gaming, travel and hospitality services, and even in the sales of digitized content.

With internet-enabled mobile devices, as well as apps that are specifically developed for these activities, consumers are drawn towards taking shopping and entertainment online, enabling them for a more mobile lifestyle.

Mobile shopping Shopping has never been easier with the expansion of businessto-consumer mobile apps in multiple areas such as retail shopping, entertainment, gaming, travel and hospitality services, and even sales of digitized content. In fact, according to a Google study, 79% of smartphone users are smartphone shoppers. As such, e-commerce is truly transforming retail shopping experience as 8 out of 10 shoppers use their mobile device while in-store. “Self-help� is becoming the new norm, with 1 in 3 shoppers using their mobile device to find information instead of asking an actual store employee! Some common examples of products available via mobile shopping include music, podcasts, videos, books in stores such as iTunes and Amazon. In addition, mobile users can also participate in online auctions such as in eBay.

Mobile entertainment Aside from shopping, mobile entertainment is similarly expanding on wireless devices. There are a lot of mobile apps for sports enthusiasts where they can check game scores, track updates on athletes, participate in fantasy teams, get sports trivia, and even get tips on their own athletic performance. Mobile users can also download digital music or videos directly to their mobile devices, or watch via live stream.

Mobile Shopping, Entertainment and Advertising Mobile games Games in mobile devices are also evolving. Some of the trends today include allowing users to play in more screens. Whereas before it was just on PCs and TV, people nowadays can play in smartphones and tablets, anytime, anywhere. It has been noted that users also crave games with multiplayer and social features. There are also augmented reality games that allow users to interact with their surroundings in real time.

Hotel services and travel go wireless Hotels today are also going mobile, with many offering online room availability and reservations as well as promotions.

Mobile social networking Aside from these, social networking is also becoming more and more popular on mobile devices with 55 percent of social networking consumption occurring on a mobile device. As more people are going mobile - moving away from traditional media– it also makes sense for brands to take their advertising mobile. Aside from banner ads in apps and SMS ads, marketers can also go for targeted advertising, making use of GPS to send user-specific ads based on their location.

Location-based services and commerce

Location-based commerce or services, or L-commerce, refers to the delivery of advertisements, products, or services to customers whose locations are known at a given time.

They usually revolve around five key concepts, namely:  Location, such as determining the basic position of a person or a thing at any given time  Navigation, such as plotting a route from one location to another  Tracking, such as monitoring the movement of a person or thing  Mapping, such as creating digital maps of specific geographic locations  Timing, such as determining the precise time at a specific location

L-commerce technologies To be able to provide location-based services requires the following technologies:

 Position-determining equipment (PDE), which identifies the location of the mobile device either through GPS or by locating the nearest base station.  Mobile positioning center (MPC), which is a server that manages the location information sent from the PDE.  Location-based technology consists of groups of servers that combine the position information with geographicand location-specific content to provide an L-commerce service. For example, this could present a list of addresses of nearby restaurants based on the position of the caller, etc. and is provided via the content center via the internet.  Geographic content, which consists of digitized streets, road maps, addresses, routes, landmarks, etc.  Location-specific content, which is used in conjunction with the geographic content to provide the location of particular services, such as the Yellow pages directories.

Location-based services and commerce All these are made possible via technologies such as global positioning and geographical information systems.

Global Positioning System (GPS) is a wireless system that uses satellites to determine where the GPS device is located anywhere on earth, such as is commonly used in commercial airlines, ships, trucks and buses.

Geographic Information System (GIS) is a system that integrates the latitude and longitude data onto a digital map to make the location provided by GPS into information that would be useful to businesses and consumers.

Common applications for location-based services and commerce include automotive GPS, commercial airline and shipping services, including trucking and bus locations through the use of tracking numbers. Other mobile apps that also make use of this technology include foursquare, looloo, and waze.

Mobile enterprise applications

There are also many noted enterprise applications for new mobile technologies such as the mobile Point of Sale (POS), inventory management such as those offered by IBM’s Maximo Mobile Inventory Manager, Barcode scanner applications from XSCANPET, and job dispatch solutions such as those provided by Grab Taxi Philippines.

With people becoming more and more mobile, it is simply imperative for technology companies to keep pace with the growing needs and wants of consumers or risk getting left behind. Mobility in Technology, therefore, is the name of the game.

Presentation tools used Camtasia Photoshop Adobe Premiere Snip Tool Snag It

Infoman summary report for chapter 7  
Infoman summary report for chapter 7