Open Model for the Distribution of Mobile Applications on Multiple Platforms

Total Page:16

File Type:pdf, Size:1020Kb

Open Model for the Distribution of Mobile Applications on Multiple Platforms DIPLOMARBEIT Titel der Diplomarbeit „Concept of a distribution and infrastructure model for mobile applications development across multiple mobile platforms― Verfasserin / Verfasser Peter Bacher Angestrebter akademischer Grad Magister der Sozial- und Wirtschaftswissenschaften (Mag. rer. soc. oec.) Wien, 2011 Studienkennzahl lt. Studienblatt: A 157 Studienrichtung lt. Studienblatt: Diplomstudium Internationale Betriebswirtschaft Betreuer/: Univ.-Prof. Dr. Dimitris Karagiannis Erklärung Hiermit versichere ich, die vorliegende Diplomarbeit ohne Hilfe Dritter und nur mir den angegebenen Quellen und Hilfsmitteln angefertigt zu haben. Alle Stellen, die den Quellen entnommen wurden, sind als solche kenntlich gemacht worden. Diese Arbeit hat in gleicher oder ähnlicher Form noch keiner Prüfungsbehörde vorgelegen. Wien, 05.12.2011 ————————– Peter Bacher Page 2 Table of Contents Table of Contents ..................................................................................................... 3 1 Introduction ..................................................................................................... 10 1.1 Motivation ................................................................................................. 10 1.2 General problem statement ...................................................................... 11 1.3 Goal of the Thesis ..................................................................................... 12 1.4 Approach .................................................................................................. 12 2 Historical development of mobile telecommunication ..................................... 16 2.1 The history of the mobile phone ................................................................ 16 2.2 The history of telecommunication networks .............................................. 18 2.2.1 First Generation ................................................................................. 18 2.2.2 Second Generation ............................................................................ 18 2.2.3 Generation 2.5G ................................................................................. 19 2.2.4 3G ...................................................................................................... 19 2.2.5 3.5G ................................................................................................... 20 2.2.6 4G ...................................................................................................... 21 3 Characteristics of the mobile phone market .................................................... 23 3.1 Classification of operating systems for mobile devices ............................. 24 3.1.1 Overview of Operating Systems and Languages ............................... 24 4 Characteristics of the mobile application market ............................................. 26 4.1 Mobile Application Ecosystem .................................................................. 26 4.2 Differentiation of mobile native applications, mobile widgets, mobile browsers applications ......................................................................................... 27 4.2.1 Mobile Widgets ................................................................................... 28 4.2.2 Mobile Native Applications ................................................................. 30 4.2.3 Mobile Browser applications ............................................................... 32 Peter Bacher Page 3 4.3 Application Store Definition ....................................................................... 33 4.4 Distribution channels for mobile application .............................................. 33 4.5 Numeric overview of application stores:.................................................... 37 4.6 Business Models ....................................................................................... 39 4.6.1 Pay Per Download Model ................................................................... 39 4.6.2 Advertising Model ............................................................................... 39 4.6.3 Freemium Model ................................................................................ 39 4.6.4 Data Usage Model.............................................................................. 40 4.6.5 Subscription Model ............................................................................. 40 5 Developer Communities ................................................................................. 41 5.1 JIL — Joint Innovation Lab ....................................................................... 41 5.2 BONDI from the Open Mobile Terminal Platform ...................................... 42 5.3 Wholesale Application Community WAC .................................................. 43 5.3.1 Widget Definition WAC ....................................................................... 44 5.3.2 WAC Technologies............................................................................. 44 5.3.3 Key Milestones of WAC ...................................................................... 45 5.3.4 WAC Development Environment ........................................................ 45 5.4 Conclusion ................................................................................................ 47 6 Distribution Model ........................................................................................... 49 6.1 Approach .................................................................................................. 49 6.1.1 BOC Management Office ................................................................... 50 6.2 Meta Model Apps Distribution ................................................................... 51 6.2.1 Cross Platform distribution ................................................................. 52 6.3 Platform Distribution Classification ........................................................... 54 6.3.1 Enabler Platform ................................................................................ 54 6.3.2 System Integrator Platform ................................................................. 55 Peter Bacher Page 4 6.3.3 Neutral Platform ................................................................................. 56 6.3.4 Broker Platform .................................................................................. 57 6.3.5 Telco centric model ............................................................................ 59 6.3.6 Device centric model .......................................................................... 59 6.3.7 Aggregator centric model ................................................................... 60 6.4 Distribution characteristics ........................................................................ 61 6.4.1 Mobile application development tools................................................. 61 6.4.2 Mobile application portals ................................................................... 62 6.4.3 Device set .......................................................................................... 62 6.4.4 Platform integration ............................................................................ 63 6.5 Aggregated Distribution Model – Concept Criteria Analysis ..................... 63 6.6 Aggregated Distribution Model - Business Process Analysis .................... 74 6.7 Infrastructure Analysis .............................................................................. 94 6.7.1 Approach ............................................................................................ 94 6.7.2 Open Model Infrastructure Concepts.................................................. 94 6.7.3 Aggregated Infrastructure Model ...................................................... 100 7 Multiple Platform Application Development .................................................. 104 7.1 Platform Approach .................................................................................. 104 7.2 SWOT Analysis of native vs. alternative application development .......... 105 7.2.1 Software development platforms ...................................................... 106 7.2.2 Portable Applications........................................................................ 109 8 Perfect Egg - Application implementation ..................................................... 113 8.1 Installation – Developer Environment ..................................................... 113 8.2 Platform requirements ............................................................................ 113 8.2.1 WAC SDK ........................................................................................ 114 8.2.2 Eclipse .............................................................................................. 114 Peter Bacher Page 5 8.2.3 Typical widget structure .................................................................... 115 8.2.4 ID Attribute ....................................................................................... 115 8.2.5 Perfect Egg – An application description .......................................... 116 8.2.6 Development and source code ......................................................... 117 9 Conclusion .................................................................................................... 122 10 List of Figures ............................................................................................ 124 11 List of Tables .............................................................................................
Recommended publications
  • Android (Operating System) 1 Android (Operating System)
    Android (operating system) 1 Android (operating system) Android Home screen displayed by Samsung Nexus S with Google running Android 2.3 "Gingerbread" Company / developer Google Inc., Open Handset Alliance [1] Programmed in C (core), C++ (some third-party libraries), Java (UI) Working state Current [2] Source model Free and open source software (3.0 is currently in closed development) Initial release 21 October 2008 Latest stable release Tablets: [3] 3.0.1 (Honeycomb) Phones: [3] 2.3.3 (Gingerbread) / 24 February 2011 [4] Supported platforms ARM, MIPS, Power, x86 Kernel type Monolithic, modified Linux kernel Default user interface Graphical [5] License Apache 2.0, Linux kernel patches are under GPL v2 Official website [www.android.com www.android.com] Android is a software stack for mobile devices that includes an operating system, middleware and key applications.[6] [7] Google Inc. purchased the initial developer of the software, Android Inc., in 2005.[8] Android's mobile operating system is based on a modified version of the Linux kernel. Google and other members of the Open Handset Alliance collaborated on Android's development and release.[9] [10] The Android Open Source Project (AOSP) is tasked with the maintenance and further development of Android.[11] The Android operating system is the world's best-selling Smartphone platform.[12] [13] Android has a large community of developers writing applications ("apps") that extend the functionality of the devices. There are currently over 150,000 apps available for Android.[14] [15] Android Market is the online app store run by Google, though apps can also be downloaded from third-party sites.
    [Show full text]
  • Lg Electronics
    LEHDISTÖTIEDOTE LG ELECTRONICS Helsinki, 5.1.2010 LG esittelee uuden Optimus Black - älypuhelimen maailman valovoimaisimmalla näytöllä LG:n uudessa Optimus Black -älypuhelimessa loistaa ensimmäistä kertaa LG:n innovatiivinen NOVA-näyttöteknologia. Uusi LG:n Android- puhelinmalli on ohut, kevyt ja elegantti ja sen näytönkirkkaus on jopa 700 nitiä. LG esittelee uuden Android-älypuhelimen CES-tapahtumassa Las Vegasissa. Optimus Black on maailman ensimmäinen LG:n NOVA- näyttöteknologiaan perustuva matkapuhelin. Puhelin tarjoaa kuluttajille 700 nitin näytönkirkkaudellaan matkapuhelinmarkkinoiden valovoimaisimman, kirkkaimman ja terävimmän näytön. NOVA-teknologian ansiosta Optimus Black -mallin näyttö näkyy yhtä hyvin sisällä kuin ulkona kirkkaassa auringonvalossa. Näytön kirkkauden lisäksi se on myös hyvin virtapihi. Uuden teknologian ansiosta sisätiloissa ja peruskäytössä näytön virrankulutus vähenee 50 prosenttia perinteiseen lcd-näyttöön verrattuna. Lisäksi NOVA kuluttaa puolet vähemmän virtaa valkoisen näytön valaisemiseen AMOLED-näyttöön verrattuna. Valkoinen väri on yleisin verkkoselaimissa. Optimus Black painaa vain 109 grammaa. Ohuimmassa kohtaa sen paksuus on vain 6 mm, muualla enintään 9,2 mm. Puhelimen omaperäisen muotoilun ansiosta se on myös erittäin tyylikäs. LG:n Optimus Black -älypuhelin on myös maailman ensimmäinen Wi- - toiminnolla varustettu matkapuhelin. Toiminnon ansiosta tiedonsiirto on helppoa ja nopeaa kannettavien laitteiden välillä. LG Optimus Black pohjautuu Android 2.2 -käyttöjärjestelmään, ja sen voi myöhemmin
    [Show full text]
  • Sidekick LX™ Reference Guide
    Sidekick LX™ Reference Guide 27-4007-01 Rev. A - R4.4 - July 9, 2007 Copyright © 2007 Danger, Inc. All rights reserved. Removable Battery 15 Application Customization 7 Contents SIM Card Slot 16 The Device Interface 8 Memory Card Slot 17 The Jump Screen 8 Welcome! 5 USB / Power Port 18 Menus 9 Device Basics 6 Registration 18 Quick Jump 9 Opening and Closing the Display 6 Setting Up Your Device Indicators 30 Control Buttons 7 Bluetooth® Technology Setup Type and Edit Text 3 Phone Controls 9 Backgrounds 3 Navigate in Text Boxes 3 Sound Controls 11 Font Size 4 Delete Text 3 Mini Music Player 11 Backlighting 4 Cut, Copy, Paste, Undo 3 Volume Controls 1 Key Guard Mode 5 AutoText 33 Wireless On/Off Control 13 Device Privacy Code 6 Type Special Unicode Display Controls 13 Sound Profiles 6 Characters 34 Battery Charger 14 -- The Desktop Interface 35 Answer a Phone Call 40 Bookmark a Web Page 46 Using the Applications 36 Add a Number to Your Speed Dial Copy Text on a Web Page 46 myFaves List 41 Email Add a Contact to myFaves 36 Check Your Voice Mail 41 Send an Email Message 47 Communicate with a myFaves Change Your Phone Ringtone 4 Fetch Email from External Contact 37 Import Contacts from Your SIM Accounts 48 Assign an Icon to a myFaves Card 4 Fetch Email Using Your Device’s Contact 38 Text Messaging Web Browser 51 Replace a myFaves Phone Send a Text Message 43 Attach a Photo, Sound, or vCard to Number 38 Picture Messaging an Email Message 5 Phone Send a Picture Message 44 Address Book Make a Phone Call 39 Web Browser Add a Contact to the Address
    [Show full text]
  • Complete Control Mobile App for Ios User's Guide
    Complete Control Mobile App for use with a Complete Control system from URC iPhone/iPod touch iPad Complete Control Mobile App Overview As with iOS apps for the iPad, iPhone and iPod touch, finding your way around the Complete Control Mobile App is simple. Although, with the power of a Complete Control system, each and every page shown on the application could be slightly different ( depending upon the system programmer ), there are some consistencies. The button layout for the iOS devices consists of Volume, Channel, Colored, Numeric Keypad, Navigation/Information, Transport and Custom Keys. No matter which view your iOS device is in, portrait or landscape, the button layout is available for full control of your entertainment system. Features and Benefits ● House-Wide Control Control any IR, RS-232 or Relay controlled device anywhere in your home! By simply adding additional MRX-1s, expand control anywhere on your local network. ● iOS Gesture Navigation Use the familiar iOS gestures, like swipe, tap and rotate, to access and control your devices. Browse through the devices and their pages by swiping. Rotate the iPad, iPhone or iPod touch to display the remote in portrait or landscape view. ● Home Lighting Control With the addition of the optional RFTX-1 and URC Lighting by Lutron, easily control the environment within the home. Access lighting scenes, room scenes and specific control of each individual lighting load. 1 Complete Control Mobile App Button Overview The following common buttons are found in the Complete Control Mobile app, regardless of how the system was programmed: Volume/Channel Keys In this section you find VOLUME (Vol +, Vol -, Mute ) commands as well as CHANNEL (CH+, CH-, Jump ) commands for applicable devices.
    [Show full text]
  • Calendrical Calculations: Third Edition
    Notes and Errata for Calendrical Calculations: Third Edition Nachum Dershowitz and Edward M. Reingold Cambridge University Press, 2008 4:00am, July 24, 2013 Do I contradict myself ? Very well then I contradict myself. (I am large, I contain multitudes.) —Walt Whitman: Song of Myself All those complaints that they mutter about. are on account of many places I have corrected. The Creator knows that in most cases I was misled by following. others whom I will spare the embarrassment of mention. But even were I at fault, I do not claim that I reached my ultimate perfection from the outset, nor that I never erred. Just the opposite, I always retract anything the contrary of which becomes clear to me, whether in my writings or my nature. —Maimonides: Letter to his student Joseph ben Yehuda (circa 1190), Iggerot HaRambam, I. Shilat, Maaliyot, Maaleh Adumim, 1987, volume 1, page 295 [in Judeo-Arabic] Cuiusvis hominis est errare; nullius nisi insipientis in errore perseverare. [Any man can make a mistake; only a fool keeps making the same one.] —Attributed to Marcus Tullius Cicero If you find errors not given below or can suggest improvements to the book, please send us the details (email to [email protected] or hard copy to Edward M. Reingold, Department of Computer Science, Illinois Institute of Technology, 10 West 31st Street, Suite 236, Chicago, IL 60616-3729 U.S.A.). If you have occasion to refer to errors below in corresponding with the authors, please refer to the item by page and line numbers in the book, not by item number.
    [Show full text]
  • Going Live with a Mobile App
    An AppDynamics Business White Paper Going live with a mobile app According to a report from Kleiner Perkins, mobile applications now account for 15% of all Internet traffic, with 1.5 billion users worldwide. Whether you are a brick and mortar retailer or an ecommerce web site the need to go mobile is greater than ever. With mobile market share growing year over year, mobile applications are the new web site. If you don’t have one available you are missing a major market. Mobile adoption has accelerated like never before. http://visual.ly/reaching-50-million-users As of May 2013 91% of American adults own a cell phone and 56% of American adults own a smart phone according to a recent survey by Pew Internet. So you want to launch a mobile application and skyrocket to your first 50 million users. There are many concerns when going live with a modern mobile application. From project planning, to development, to quality assurance and managing a successful launch. In this white paper we’ll talk about some important considerations for planning, building and launching a mobile application in order to ensure a good experience for your end users and a good outcome for your business. Phase 1: Planning a mobile application Planning a major mobile application is the one of the most difficult projects to execute. What platforms do you build for and what devices should you support? Do you build your own backend or use a platform as a service? Do you build a native mobile application or a web based HTML5 application? All of these questions and more will come up and you need to understand the market to make decisions you won’t soon regret.
    [Show full text]
  • 35 Articles, 2016-07-30 18:01 1
    Articles 35 articles, 2016-07-30 18:01 First Windows 10 Redstone 2 Build Shows Up Online, 1 Public Release in August (0.02/1) The Anniversary Update is also referred to as Redstone 1, so the second Redstone update is what comes next, with sources claiming that the public debut will take place in the spring. Microsoft, however, is ready to start work on it in August, and the first builds are likely to be released to insiders soon after the debut of the Anniversary Update. And according to BuildFeed, the first Windows 10 Redstone 2 build 14894 was already compiled on July 27, and Microsoft is testing it internally. For the moment, however, nobody can tell for sure whether the exact same build will be released to insiders too, but the chances are that it won’t as Microsoft compiles new builds daily, and a release candidate will only come later when we get closer to the launch date. What this build does actually is to confirm that work on Redstone 2 has already started and that Insiders will soon receive new goodies to try out on their PCs and mobile devices. Of course, it’s premature to discuss features and improvements that will be part of the first Windows 10 Redstone 2 builds, but given the fact that it’s just the first version, don’t expect any breaking changes to be released so early. Usually, new features are released throughout the development process, and engineers are now just trying to lay off the foundation for this be possible in the next builds.
    [Show full text]
  • Mirroring and Disruption - a Case Study of Nokia’S Decline Master of Science Thesis in the Management and Economics of Innovation Program
    heh Mirroring and Disruption - A Case Study of Nokia’s Decline Master of Science Thesis in the Management and Economics of Innovation Program CARL-JOHAN BLOMQVIST DAÐI SNÆR SKÚLASON MAGNUS SJÖLANDER Department of Technology Management and Economics Division of Innovation Engineering and Management CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden, 2014 Report No. E 2014:008 MASTER’S THESIS E 2014:008 Mirroring and Disruption A Case Study of Nokia’s Decline CARL-JOHAN BLOMQVIST DAÐI SNÆR SKÚLASON MAGNUS SJÖLANDER Supervisor: Christian Sandström, Ph.D. Department of Technology Management and Economics Division of Innovation Engineering and Management CHALMERS UNIVERSITY OF TECHNOLOGY Göteborg, Sweden 2014 MIRRORING AND DISRUPTION Carl-Johan Blomqvist Daði Snær Skúlason Magnus Sjölander © CARL-JOHAN BLOMQVIST, DAÐI SNÆR SKÚLASON & MAGNUS SJÖLANDER, 2014 Master’s Thesis E 2014: 008 Department of Technology Management and Economics Division of Innovation Engineering and Management Chalmers University of Technology SE-412 96 Göteborg, Sweden Telephone: + 46 (0)31-772 1000 Chalmers Reproservice Göteborg, Sweden 2014 Abstract The mobile industry is an ever changing and fast growing technology based industry that is very interesting to examine at this point in time due to the technological shift the industry has gone through in the recent years. This technological shift has caused a disruption in the industry and led to the demise of many incumbents as new firms entered the industry. We argue that the shift the mobile industry has gone through is not merely a technological one, but rather a paradigm shift from the old feature phone paradigm to the new smartphone paradigm. Further, this paradigm shift brings substantial changes; where the institutions and underlying logic as well as those competences and business models that are important differ between the two paradigms.
    [Show full text]
  • Solution 6: Drag and Drop 169
    06_0132344815_ch06.qxd 10/16/07 11:41 AM Page 167 SolutionSolution 1: Drag and Drop 167 6 Drag and Drop The ultimate in user interactivity, drag and drop is taken for granted in desktop appli- cations but is a litmus test of sorts for web applications: If you can easily implement drag and drop with your web application framework, then you know you’ve got something special. Until now, drag and drop for web applications has, for the most part, been limited to specialized JavaScript frameworks such as Script.aculo.us and Rico.1 No more. With the advent of GWT, we have drag-and-drop capabilities in a Java-based web applica- tion framework. Although GWT does not explicitly support drag and drop (drag and drop is an anticipated feature in the future), it provides us with all the necessary ingre- dients to make our own drag-and-drop module. In this solution, we explore drag-and-drop implementation with GWT. We implement drag and drop in a module of its own so that you can easily incorporate drag and drop into your applications. Stuff You’re Going to Learn This solution explores the following aspects of GWT: • Implementing composite widgets with the Composite class (page 174) • Removing widgets from panels (page 169) • Changing cursors for widgets with CSS styles (page 200) • Implementing a GWT module (page 182) • Adding multiple listeners to a widget (page 186) • Using the AbsolutePanel class to place widgets by pixel location (page 211) • Capturing and releasing events for a specific widget (page 191) • Using an event preview to inhibit browser reactions to events (page 196) 1 See http://www.script.aculo.us and http://openrico.org for more information about Script.aculo.us and Rico, respectively.
    [Show full text]
  • Sidekick II Reference Guide
    Sidekick II Reference Guide 27-2002-01 Rev. G - Release 2.0 - July 13, 2004 Copyright © 2004 Danger, Inc. All rights reserved. Contents Welcome! 6 I. Device Controls 8 Opening and Closing the Display 8 Phone Controls 9 Control Buttons 10 II. Registration 12 III. Device Basics 16 Battery Charger 16 USB Port 17 Wrist Strap Holder 17 The Jump Screen 18 Title Bar and Indicators 19 Menus 20 Device Settings 21 Sound and Display Controls 21 Backlighting 22 Key Guard Mode 22 Device Privacy Code 23 2 Contents Customization 24 Default Locale Setting 25 Typing and Editing Text 25 Navigating in Text Boxes 25 Deleting Text 26 Entering Special Unicode Characters 26 Cut, Copy, Paste 27 AutoText 27 IV. The Desktop Interface 28 V. Using the Applications 30 Phone Make a Phone Call 30 Answer a Phone Call 31 Add a Number to Your Speed Dial List 31 Change Your Phone Ringtone 32 Check Your Voice Mail 32 Import Contacts from Your SIM Card 33 Phone Messages Send a Text Message 33 Contents 3 Web Browser Browse the Web 34 Bookmark a Web Page 34 Email Send an Email Message 35 Fetch Email from External Accounts 35 Fetch Email Using Your Device’s Web Browser 39 Attach a Photo to an Email Message 39 Address Book Add a Contact to the Address Book 40 Import Address Book Contacts 41 Calendar Add an Event to Calendar 42 Notes Create a Note 43 To Do Add a Task 43 Camera Take a Photo 44 Send a Photo by Email 44 4 Contents Download Fun™ Catalog Purchase Items 45 Manage Your Purchases 46 Instant Messaging Sign On 47 Send an Instant Message 47 Switch Between IM Conversations 48 VI.
    [Show full text]
  • The Effect of Smartphone on the Society Beau Patrick, Dylan Austin
    www.idosr.org Beau et al ©IDOSR PUBLICATIONS International Digital Organization for Scientific Research IDOSR JOURNAL OF COMPUTER AND APPLIED SCIENCES 4(1):1-6, 2019. ISSN: 2579-0803 The Effect of Smartphone on the Society Beau Patrick, Dylan Austin and Charles O. Connor Computer Science Murdoch University, Australia. ABSTRACT Smartphones are a class of mobile phones and of multi-purpose mobile computing devices. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which facilitate wider software, internet (including web browsing over mobile broadband), and multimedia functionality (including music, video, cameras, and gaming), alongside core phone functions such as voice calls and text messaging. Smartphones typically contain a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, include various sensors that can be leveraged by their software (such as a magnetometer, proximity sensors, barometer, gyroscope, or accelerometer), and support wireless communications protocols (such as Bluetooth, Wi-Fi, or satellite navigation. The first smartphone was designed by IBM and sold by BellSouth (formerly part of the AT&T Corporation) in 1993. It included a touchscreen interface for accessing its calendar, address book, calculator, and other functions. The emergence of communication and computing for mobile consumer devices is on the evolutionary course to bring interoperability and leverage the services and functions of every industry. smartphone has a sizeable impact on society and other aspects of life. Smartphone has impacted almost all walk of human life. Keywords: Effect, smartphone, society. INTRODUCTION The development of the smartphone was feature phones by their stronger hardware enabled by several key technological capabilities and extensive mobile advances.
    [Show full text]
  • IMS - Mobile Server Platform the Foundation of Mobile-To-Mobile Service Networks for Future Cellular Systems
    IMS - Mobile Server Platform The foundation of Mobile-to-Mobile service networks for future cellular Systems Von der Fakult¨atf¨urMathematik, Informatik und Naturwissenschaften der RWTH Aachen University zur Erlangung des akademischen Grades eines Doktors der Naturwissenschaften genehmigte Dissertation vorgelegt von M.Sc. Muzzamil Aziz aus Kuwait City, Kuwait Berichter: Universit¨atsprofessorDr. rer. pol. Matthias Jarke Universit¨atsprofessorDr.-Ing. Bernhard Walke Tag der m¨undlichen Pr¨ufung:9. Feb 2017 Diese Dissertation ist auf den Internetseiten der Universit¨atsbibliothekonline verf¨ugbar \He grants wisdom to whom He pleases, and whoever is granted wisdom, he indeed is given a great good and none but men of understanding mind." Quran: Chapter 2, Verse 269 Abstract The unprecedented growth of mobile application market is the evidence of twofold technological advancement in the wireless world: first, the enormous increase in the capacity of mobile networks and second, the rapid increase in the computing powers of mobile devices. The former has enabled the network operators to ensure quality of service on their network by inducing more capacity for seamless data transmissions. Whereas, the latter has contributed in the novel space of mobile server paradigm, where the mobile devices are assumed to have sufficient computing power of hosting and distributing small and medium-sized data services among the peers on the network. Nevertheless, considering the mobile server paradigm or peer-to-peer mobile applications, the availability of such applications are mostly limited to WiFi and Wireless Local Area Networks (WLAN) only and, hence, not available for cellular data networks. There are various technical and political reasons behind this phenomena.
    [Show full text]