Mobile, Wireless, and Pervasive Computing

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Chapter 6

Mobile, Wireless, and Pervasive


Computing

Information Technology For Management 4th Edition


Turban, McLean, Wetherbe
Lecture Slides by A. Lekacos,
Stony Brook University
John Wiley & Sons, Inc.
Chapter 6 1
Chapter Objectives
 Discuss the characteristics and attributes of mobile computing
and m-commerce.
 Describe the drivers of mobile computing.
 Understand the technologies that support mobile computing.
 Describe wireless standards and transmission networks.
 Discuss m-commerce applications in financial and other
services, advertising, and providing of content.
 Describe the applications of m-commerce within organizations.
 Understand B2B and supply chain applications of m-
commerce.
 Describe consumer and personal applications of m-commerce.
 Describe some non-Internet m-commerce applications.
 Describe location-based commerce (l-commerce).
 Discuss the key characteristics and current uses of pervasive
computing.
 Describe the major inhibitors and barriers of mobile computing
and m-commerce.

Chapter 6 2
Mobile Computing
In the traditional computing environment it was necessary to
come to the computer to do some work on it. All computers were
connected to each other, to networks, servers, etc. via wires.
 Mobile Computing
 The first phase was to make computers small enough so
they can be easily carried - Mobile devices
 The second solution to the need for mobile computing was
to replace wires with wireless communication media.
 The third phase was a combination of the first two, namely
to use mobile devices in a wireless environment. Referred
to as wireless mobile computing, this combination enables
real-time connections between mobile devices and other
computing environments.

Ubiquitous Computing – computing anytime anywhere

Chapter 6 3
Mobile Commerce
M-commerce and m-business is any e-commerce or e-business
activities performed in a wireless environment. It is not merely a
variation on existing Internet services; it is a natural extension of
e-business creating new opportunities.

 Typical Applications include:


 Financial applications
 Inventory management
 Field Service management
 Product locating
 Real Estate

Chapter 6 4
Mobile Computing Basic Terminology
 Personal digital assistant (PDA). A small portable
computer, such as Palm handhelds and Pocket PC devices.
 Short Message Service (SMS). A technology, in existence
since 1991, that allows sending short text messages.
 Enhanced Messaging Service (EMS). An extension of SMS
that is capable of simple animation, tiny pictures, and short
melodies.
 Multimedia Messaging Service (MMS). The next
generation of wireless messaging, this technology will be able
to deliver rich media
 Wireless Application Protocol (WAP). A technology that
offers Internet browsing from wireless devices.
 Smartphones. Internet-enabled cell phones that can
support mobile applications.
 Wi-Fi (Wireless Fidelity). Refers to a standard 802.11b which
most of the wireless local area networks are based on.

Chapter 6 5
Mobile Computing – Characteristics
Mobile computing has two major characteristics that differentiate
it from other forms of computing: mobility and broad reach.

 Mobility implies portability based on the fact that users


carry a mobile device everywhere they go. Therefore, users
can initiate real-time contact with other systems from
wherever they happen to be.
 Broad reach is the characteristic that describes the
accessibility of people. They can be reached at any time.

Ubiquitous Computing
Constant connectivity

Chapter 6 6
Mobile Computing – Attributes
The characteristics of M-commerce, mobility and broad reach
break the barriers of geography and time. Creating unique
value added attributes.
 Ubiquity refers to the attribute of being available at any
location at any given time. A mobile terminal in the form of a
smartphone or a PDA offers ubiquity.
 Convenience. It is very convenient for users to operate in the
wireless environment. All they need is an Internet enabled
mobile device such as a smartphone.
 Instant connectivity. Mobile devices enable users to connect
easily and quickly to the Internet, intranets, other mobile
devices and databases.
 Personalization. Personalization refers to customizing the
information for individual consumers.
 Localization of products and services. Knowing the users
physically location at any particular moment is key to offering
relevant products and services.

Chapter 6 7
Mobile Computing – Drivers
The development of mobile computing and m-commerce is being
driven by number of factors.
 Widespread availability of mobile devices. The number of cell
phones exceeds 1.3 billion
 No need for a PC. The Internet can be accessed via smartphone or
other Internet-enabled wireless devices.
 The handset culture. The widespread use of cell phones
 Vendors are pushing m-commerce. Both mobile communication
network operators and manufacturers of mobile devices.
 Declining prices and increased functionalities.
 Improvement of bandwidth. To properly conduct m-commerce, it
is necessary to have sufficient bandwidth. 3G (third-generation)
technology provides the necessary bandwidth, at a data rate of up to
2 Mbps.

Chapter 6 8
Mobile Computing – Value Chain
M-commerce is a complex process involving a number of operations
and entities (customers, merchants, mobile operators, etc.).

The key elements in the m-commerce value chain (for delivering m-


commerce content and applications to end users
Link Function Provider
Transport Maintenance and operation of the infrastructure Technology platform vendors
supporting data communication between mobile users
and application providers
Enabling services Server hosting, data backup, and system integration Infrastructure equipment vendors
Transaction support Mechanisms for assisting with transactions, security, Application platform vendor
and billing
Presentation services Conversion of content of Internet-based applications Application developer
to applications suitable for mobile devices
Personalization Gathering of users’ preferences, information, and Content developer
support devices in order to provide individualized applications

User applications General and specialized applications for mobile users Mobile service provider
Content aggregators Design and operation of portals that offer categorized Mobile portal provider
information and search facilities

Chapter 6 9
Mobile Computing Infrastructure –
Hardware
To conduct m-commerce, one needs devices for data entry and
access to the Internet, applications, and other equipment.

 Cellular phones Cell phones that are Internet-enabled phones,


also known as smartphones.
 Attachable keyboard A larger keyboard attachment.
 Personal digital assistants (PDAs) with Internet access are now
available.
 Interactive pagers Two-way pagers with limited mobile
computing and m-commerce activities on the Internet.
 Screenphones A telephone equipped with a color screen, a
keyboard, e-mail service and Internet capabilities.
 E-mail handhelds Integrated device, which includes a keypad, e-
mail service and Internet capabilities , without the need to dial
into an Internet provider for access.
 There are many other devices that support wireless operations.

Chapter 6 10
Mobile Computing Infrastructure –
Hardware
M-commerce also requires the following hardware which is
essential for wireless connectivity:
 A WAN modem
 A wireless LAN or MAN (metro-area network) adapter.
 A Web server with wireless support
 A WAP gateway
 A communications server
 An application or database server
 An enterprise application server.
 A GPS locator

Chapter 6 11
Mobile Computing Infrastructure –
Software
There is no widely accepted standard for wireless applications.
Therefore, software need to be customized for each type of device.
Software Description

Microbrowser A browser with limited bandwidth and memory requirements. Provides wireless
access to the Internet

Operating system (OS) for An OS for mobile devices. Examples: Palm OS, Pocket PC, Win CE.
Specialized OS’s: Blackberry and Web browser.
mobile-client
Bluetooth (named for a Chip technology for short-range communication among wireless devices. See
bluethooth.com.
Viking king)
User interface Application logic for handheld devices.

Application middleware Provides connecting among applications, databases, and Web-based servers.

Wireless middleware Links wireless networks to application servers.

Wireless Application Protocol A set of communication protocols that enables wireless devices to “talk” to a
server on a mobile network, so users can access the Internet. Specially designed
(WAP) for small screen. (see wapforum.org).

Wireless Markup Language An XML-based scripting language for creating content for wireless systems.

Voice XML An extension of XML designed to accommodate voice.

Chapter 6 12
Mobile Computing Infrastructure – WWAN’s
At the core of most mobile computing applications are mobile
networks. These are of two general types: the wide area and the
local area. The wide area networks for mobile computing are
known as wireless wide area networks (WWAN).

Communication
Tower Mobile
Base Station Switching
Controller Station
(BSC) (MSC)
Mobile
Mobile Network
Network
Wireless
transmission
Mobile
Phone
(terminal)

Fixed
Telephone
Infrastructure
Mobile
Phone

Chapter 6 13
Mobile Computing Infrastructure – WWAN’s
The success of mobile computing depends on the capabilities of
the WWAN communication systems
 1G. The first generation of wireless technology. It was an
analog-based technology, in effect from 1979 to 1992.
 2G. The second generation of digital wireless technology.
In existence today, 2G is based on digital radio technology
and mainly accommodates text.
 2.5G. An interim technology based on GPRS (General
Packet Radio Services) and EDGE (Enhanced Data Rates for
Global Evaluation) that can accommodate limited graphics.
 3G. The third generation of digital wireless technology,
which supports rich media such as video clips. It started in
2001 in Japan, and reached Europe in 2002 and the United
States in 2003.
 4G. The expected next generation after 3G. 4G will provide
faster display of multimedia and is expected between 2006
and 2010.

Chapter 6 14
Mobile Computing Infrastructure – Protocol’s
Through multiplexing protocols mobile communication system
providers will be able to service extremely large numbers of users.

Three main protocols:


 Frequency Division Multiple Access (FDMA). Used by 1G
systems, this protocol gives each user a different
frequency to communicate on.
 Time Division Multiple Access (TDMA). Used with some
of the more popular 2G systems, this protocol assigns
different users different time slots on a given
communications channel.
 Code Division Multiple Access (CDMA). Used with most
2.5G and 3G systems, this protocol separates different
users by assigning different codes to the segments of
each user’s communications.

Chapter 6 15
Mobile Computing Infrastructure – WLAN’s
Wireless local area networks (WLAN) - another technology, has
been making its way to the forefront as the market factors
impeding its growth are being addressed. It is like a wired LAN
but without the cables transmitting and receiving data over the
airwaves.
 Wireless access point - a transmitter with an antenna,
connected to a wired LAN that provides an Internet connection. (A
wireless access point provides service to a number of users within a small
geographical perimeter known as a “hot spot”)
 Wireless network card incorporated with laptops, desktops, or
PDAs will provide access
 WLAN’s employ the Wi-Fi (wireless fidelity) standard developed
by the IEEE
 802.11b Speeds up to 11Mbps
 802.11a and 802.11g Speeds up to 54 Mbps
 Wireless Encryption Protocol (WEP) a built-in security system in Wi-
Fi encrypts the communications between a client machine and a
wireless access point.

Chapter 6 16
Mobile Computing – Financial Services
Mobile financial applications include:
 Banking: offer mobile access to financial and account information.
 Wireless payments: provides mobile phones with a secure purchasing
tools capable of instantly authorizing payments
 Micropayments: electronic payments for small-purchase amounts
(generally less than $10)
 Wireless wallets: Software (e-wallet) that stores an online shopper’s
credit card numbers and other personal information.
 Bill payment services: Paying bills directly from a mobile device
 Brokerage services: stock trades and quotes
 Money transfers: from one account to another

These service have the potential to turn a mobile device into a


business tool, replacing banks, ATMs, and credit cards by allowing a
user to conduct financial transactions any time and from anywhere

Chapter 6 17
Mobile Computing – Shopping
Shopping from wireless devices enables customers to perform
quick searches, compare prices, use a shopping cart, order, and
view the status of their order using their mobile wireless devices.

Some shopping applications include:


 Restaurant chains enabling consumers to place an order
for pick up or delivery virtually any time, anywhere.
 eBay offers “anywhere wireless” services as does
Amazon.com
 Purchasing movie tickets by wireless device

Chapter 6 18
Mobile Computing – Advertising
Knowing the current location of mobile users (using GPS) and their
preferences or surfing habits, marketers can send user-specific
advertising messages to wireless devices.

This location-sensitive advertising, will informing a


user about:
 sales at a specific shop or mall
 today’s specials at a restaurant
 loyalty programs
 and much more
all when a potential buyer is within close proximity.
The most promising avenues of success for wireless advertising
will incorporate it with other advertising media, Web sites or
physical locations.
Chapter 6 19
Mobile Computing – Mobile Portals
These are customer channels, optimized for mobility, that
aggregates and provides content and services to mobile users.

The services provided by mobile portals include:


 News
 Sports
 E-mail
 Entertainment
 Travel information
 Restaurants
 Event information
 Leisure-related services (e.g., games, TV and movie listings)
 Community services
 Stock trading.

Chapter 6 20
Mobile Computing – Enterprise Applications
Today’s m-commerce applications are mainly used within
organizations.

 Support Of Mobile Workers: are those working outside


the corporate premises. Service technician’s, Sales
personnel, Delivery workers, etc.
 Wearable Devices. Employees may be equipped with a
special form of mobile wireless computing devices
 Camera.
 Screen.
 Keyboard/Touch-panel display.
 Speech translator

Chapter 6 21
Mobile Computing – Enterprise Applications
Continued

 Job Dispatch. To assign jobs to mobile employees, along


with info about the task.
 transportation (delivery of food, oil, newspapers, cargo,
courier services)
 Utilities measurement (gas, electricity, phone, water)
 Field service (computer, office equipment, home repair)
 Health care (visiting nurses, doctors, social services)
 Security (patrols, alarm installation).
 Supporting Other Types of Work.
 Tractors
 Mystery shoppers
 Collaboration

Chapter 6 22
Mobile Computing – Intrabusiness Applications
Wireless applications in the non-Internet environment have
been around since the early 1990s.

 Wireless networking, used to pick items out of storage in


warehouses via PCs mounted on forklifts
 Delivery-status updates, entered on PCs inside distribution
trucks
 Collection of data such as competitors’ inventories and
prices in stores using a handheld (but not networked)
device, from which data were transferred to company
headquarters each evening.
 Taking physical inventories

Chapter 6 23
Mobile Computing – Mobile B2B
Mobile computing solutions (B2B and supply chain management)
enable organizations to respond faster to disruptions by shifting
resources related to critical events as they occur. The wireless
environment has enhanced these c-commerce transactions.
 By integrating the mobile device into the supply chain,
it is possible to
 make mobile reservations of goods
 check availability of a particular item in the warehouse
 order a particular product
 provide security access to confidential financial data
 reduce clerical mistakes and improve operations

Chapter 6 24
Mobile Computing – Mobile B2C
A large number of applications exist that support consumers and
provide personal services.
 B2C transactions
 Personalize Merchandise Notification
 Mobile games
 Hotels services

Chapter 6 25
Mobile Computing – Mobile B2C Continued

 Wireless telemedicine
 storage of data and transferring of digital images from
one location to another
 videoconferencing used for “real-time” consultation
between a patient in one location and a medical
specialist in another.
 Services
 News
 Weather
 Sports
 online language translation

Chapter 6 26
Mobile Computing – Location-based Commerce
Location-based commerce (l-commerce) refers to the
localization of products and services. From a consumer’s viewpoint,
l-commerce offers safety. From a business supplier’s point of view, l-
commerce offers an opportunity to provide services that meet
customers’ needs.

 The l-commerce services revolve around five key areas:


 Location: determining the basic position of a person or
a thing (e.g., car or boat).
 Navigation: plotting a route from one location to
another.
 Tracking: monitoring the movement of a person or a
thing (e.g., a package or vehicle).
 Mapping: creating maps of specific geographical
locations.
 Timing: determining the precise time at a specific
location. online language translation

Chapter 6 27
Mobile Computing – L-Commerce Technologies
 Providing location-based services requires the following
location-based and network technologies:
 Position Determining Equipment (PDE). This equipment
identifies the location of the mobile device. (GPS)
 Mobile Positioning Center (MPC). The MPC is a server
that manages the location information sent from the
PDE.
 Location-based technology. This technology consists of
groups of servers that combine the position information
with geographic- and location-specific content to
provide an l-commerce service.
 Geographic content. Geographic contents consists of
streets, road maps, addresses, routes, landmarks, land
usage, Zip codes, and the like. (GIS)
 Location-specific content. Location-specific content is
used in conjunction with the geographic content to
provide the location of particular services.

Chapter 6 28
Mobile Computing – L-Commerce Applications
 There are many applications related to Location Based
Commerce:
 Location-based advertising.
 The wireless device is detected, and similar to a pop-up
ads on a PC, advertising is directed towards the PC.
 A dynamic billboard ad will be personalized specifically for
the occupant of an approaching car.
 Ads on vehicles (taxicabs, trucks, buses) will change
based on the vehicles location.
 E-911 emergency cell phone calls
 Telematics and telemetry applications: integration of
computers and wireless communications in order to
improve information flow (OnStar system by GM)

Chapter 6 29
Mobile Computing – L-Commerce
Applications

Chapter 6 30
Mobile Computing – Pervasive Computing
A world in which virtually every object has processing power with
wireless or wired connections to a global network. The user doesn’t
have to think about how to use the processing power in the object;
rather, the processing power automatically helps the user perform a
task (Invisible Computing Everywhere).

 RFID (radio frequency identification) tag attached to items


for sale.
 Active badges worn as ID cards by employees.
 Memory buttons are nickel-sized devices that store information
relating to whatever it is attached to.
 Contextual computing, refers to the process of understanding
the user’s interactions within a valid context, to better understand
what the consumer needs, and what products or services they
might possibly be interested in at this time. Context awareness
refers to capturing a broad range of contextual attributes to
better understand those needs.

Chapter 6 31
Mobile Computing – Pervasive Computing (continued)
 Smart homes provide a local Intranet where appliances within
the home communicate with each other and television, lighting,
heating controls and home security are programmed and
monitored by the system.
 Smart Cars have microprocessors controlling the radio,
transmission, remembering your seat position, adjusting the
temperature, making the suspension work better, helping you see
in the dark, and warning when tire pressure is low. In the shop,
the onboard microprocessors are used to diagnose problems.
 Smart “Things” Several other devices and instruments can be
made to be “smart.”
 Barcodes.
 Auto Identification (Auto-ID)
 RFID: It is used in wireless tollbooth systems, such as E-Z
Pass.

Chapter 6 32
Mobile Computing – Pervasive Computing (continued)
 Smart Schools. Exploring communication between
students, teachers, and the environment to create a smart
learning environment.
 Intelligent Elder- Care
 Smart Offices.
 Digital Cities.

Embedded
Computing

Chapter 6 33
MANAGERIAL ISSUES
 Comparing wireless to synchronized mobile devices. In many cases,
transmitting data in the evening, using a docking device, is sufficient. In others, real
time communication is needed, justifying a wireless system.
 Timetable. Although there has been much hype about m-commerce, only a small
number of large-scale mobile computing applications have been deployed to date.
The most numerous applications are in e-banking, stock trading, emergency services,
and some B2B tasks. Companies still have time to carefully craft an m-commerce
strategy.
 Setting applications priorities. Finding and prioritizing applications is a part of an
organization’s e-strategy. Although location-based advertising is logically attractive,
its effectiveness may not be known for several years. Therefore, companies should be
very careful in committing resources to m-commerce. For the near term, applications
that enhance the efficiency and effectiveness of mobile workers are likely to have the
highest payoff.
 Just a buzzword? In the short run, mobile computing, m-commerce, and especially
l-commerce, may be just buzzwords due to the many limitations they now face.
However, in the long run, the concepts will be increasingly popular. Management
should monitor the technological developments and make plans accordingly.
 Choosing a system. The multiplicity of standards, devices, and supporting hardware
and software can confuse a company planning to implement mobile computing. An
unbiased consultant can be of great help. Checking the vendors and products
carefully, as well as who is using them, is also critical.
Chapter 6 34
Chapter 6
Copyright © 2004 John Wiley & Sons, Inc.  All rights
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caused by the use of these programs or from the
use of the information contained herein.

Chapter 6 35

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