Mobile Computing 1 2 Mahendrakumar Manilal Patelp ,P Dr
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Mobile Phones and Cloud Computing
Mobile phones and cloud computing A quantitative research paper on mobile phone application offloading by cloud computing utilization Oskar Hamrén Department of informatics Human Computer Interaction Master’s programme Master thesis 2-year level, 30 credits SPM 2012.07 Abstract The development of the mobile phone has been rapid. From being a device mainly used for phone calls and writing text messages the mobile phone of today, or commonly referred to as the smartphone, has become a multi-purpose device. Because of its size and thermal constraints there are certain limitations in areas of battery life and computational capabilities. Some say that cloud computing is just another buzzword, a way to sell already existing technology. Others claim that it has the potential to transform the whole IT-industry. This thesis is covering the intersection of these two fields by investigating if it is possible to increase the speed of mobile phones by offloading computational heavy mobile phone application functions by using cloud computing. A mobile phone application was developed that conducts three computational heavy tests. The tests were run twice, by not using cloud computing offloading and by using it. The time taken to carry out the tests were saved and later compared to see if it is faster to use cloud computing in comparison to not use it. The results showed that it is not beneficial to use cloud computing to carry out these types of tasks; it is faster to use the mobile phone. 1 Table of Contents Abstract ..................................................................................................................................... 1 Table of Contents ..................................................................................................................... 2 1. Introduction .......................................................................................................................... 5 1.1 Previous research ........................................................................................................................ -
Uses and Effects of Mobile Computing Devices in K–8 Classrooms
Uses and Effects of Mobile Computing Devices in K–8 Classrooms Karen Swan Mark van ‘t Hooft Annette Kratcoski Kent State University Darlene Unger Virginia Commonwealth University Abstract This preliminary study employed mixed methodologies to explore students’ use of mobile comput- ing devices and its effects on their motivation to learn, engagement in learning activities, and support for learning processes. Data collected from students in four elementary and two seventh grade science classes in Northeast Ohio included usage logs, student work samples, student and teacher interviews, and classroom observations. Findings highlight the personalization of learning afforded by such devices both in terms of individuals and individual classroom cultures, as well as their usefulness in extending learning beyond the classroom. They also sug- gest that increased motivation due to mobile device use leads to increases in the quality and quantity of student work. (Keywords: mobile computing, motivation, writing.) BACKGROUND More than a decade ago, Mark Weiser (1991) wrote that we live in a society in which technology is so pervasive that we do not notice it anymore when used for everyday tasks such as information retrieval, communication, and entertainment. Defining this environment as ubiquitous computing, he described it more as a state of mind, as “a new way of thinking about computers in the world . [that] allows the computers themselves to vanish into the background . [and] be- come indistinguishable from everyday life” (p. 94). As a result, the current gener- ation of K–12 students is growing up more technologically literate than children their age were a decade ago, with access to an increasing number of devices and services such as video game consoles, mobile gaming devices, cell phones, the In- ternet, and instant messaging. -
On Energy Consumption of Mobile Cloud Gaming Using Gaminganywhere
Thesis no.:MSEE-2016-54 On energy consumption of mobile cloud gaming using GamingAnywhere Suren Musinada Faculty of Computing Blekinge Institute of Technology SE–371 79 Karlskrona, Sweden This thesis is submitted to the Faculty of Computing at Blekinge Institute of Technology in partial fulfillment of the requirements for the degree of Masters in Electrical Engineering with Emphasis on Telecommunication Systems. The thesis is equivalent to 20 weeks of full time studies. Contact Information: Author(s): Suren Musinada E-mail: [email protected] University advisor: Dr. Yong Yao Department of communication systems E-mail: [email protected] Faculty of Computing Internet : www.bth.se Blekinge Institute of Technology Phone : +46 455 38 50 00 SE–371 79 Karlskrona, Sweden Fax : +46 455 38 50 57 Abstract In the contemporary world, there has been a great proliferation of using smart-phone devices and broadband wireless networks, the young gener- ation using mobile gaming market is tremendously increasing because of the enormous entertainment features. Mobile cloud gaming is a promising technology that overcome the implicit restrictions such as computational capacity and limited battery life. GamingAnywhere is an open source cloud gaming system which is used in this thesis and calculate the energy con- sumption of mobile device when using GamingAnywhere. The aim of the thesis is to measure the power consumption of the mo- bile device when the game is streamed from the GamingAnywhere server to GamingAnywhere client. Total power consumption is calculated for four resolutions by using the hardware monsoon power monitoring tool and the individual components of mobile device such as CPU, LCD and Audio power are calculated by software PowerTutor. -
Mobile Supercomputers
EMBEDDED COMPUTING ing. We also anticipate the emergence of relatively simple, disposable devices Mobile that support the pervasive computing infrastructure—for example, sensor network nodes. The requirements of low-end devices Supercomputers are increasing exponentially, and com- puter architectures must adapt to keep Todd Austin, David Blaauw, Scott Mahlke, up. Some elements of high-end devices and Trevor Mudge, University of Michigan are already present in 3G cell phones Chaitali Chakrabarti, Arizona State University from the major manufacturers. High- Wayne Wolf, Princeton University end PDAs also include an amazing range of features, such as networking and cameras. oore’s law has held sway over the past several Current trends in computer decades, with the number architecture and power cannot M of transistors per chip doubling every 18 meet the demands of mobile months. As a result, a fairly inexpen- supercomputing. Significant sive CPU can perform hundreds of millions of operations per second— innovation is required. performance that would have cost mil- lions of dollars two decades ago. We should be proud of our achieve- puters. Rather than worrying solely SUPERCOMPUTING REQUIREMENTS ments and rest on our laurels, right? about performance, with the occa- A mobile supercomputer will employ Unfortunately, no. sional nod to power consumption and natural I/O interfaces to the mobile The human appetite for computation cost, we need to judge computers by user. For example, input could come has grown even faster than the pro- their performance-power-cost product. through a continuous real-time speech- cessing power that Moore’s law pre- This new way of looking at proces- processing component. -
The Application of Personal Digital Assistants As Mobile Computing Device on Construction Site
The Application of Personal Digital Assistants as Mobile Computing Device on Construction Site Kenji Kimoto, Kazuyoshi Endo, Satoru Iwashita and Mitsuhiro Fujiwara Konoike Construction Co., Ltd., Research Institute of Technology 1-20-1 Sakura, Tsukuba-Science City, IBARAKI 305-0003, Japan. {kimoto_kj, Iwashita_st, fujiwara_mh}@konoike.co.jp . Kogakuin University, Department of Architecture, 1-24-2 Nishishinjuku, Shinjyuku-ku, TOKYO 163-8677, Japan. [email protected] ABSTRACT: Construction managers need to access the real construction site to manage the construction project. They have recently handled various types of digital information such as drawings, specification, checklists and daily reports. They usually use sheets of paper and/or field notes. As a result, a gap in time and space between the outdoor construction site and the office, which leads to the low efficiency, occurs. This paper reports the application of PDA (Personal Digital Assistants) as mobile computing device for construction managers on construction sites. First, this paper describes the aim and the essential element of the mobile systems. This also shows the analysis of necessary functions as mobile computing device through the discussion with construction managers, and the concept of development of this computer-aided engineering system. Secondly, this paper describes the outline of below subsystems with PDA: Progress Monitoring System, Inspection System and Position Check System. Subsystems have two programs: the data input program in PDA and the output program in PC. Finally, this paper indicates the development of more refined process of construction management with the mobile computing device on construction site. • Progress Monitoring System has been built for construction managers to monitor the progress of works. -
Comprehensive Review of the Nokia N810 Internet Tablet
Comprehensive Review of the Nokia N810 Internet Tablet Introduction So what is the Nokia N810? Is it a tablet computer? A PDA? An Internet appliance? An E-Book reader? A MP3 player? A portable video player? Well, it has aspects of all of those devices and more. However, it is marketed as a convenient, wireless, web browsing appliance. As you will soon see, you can do much more than that with it... The entry price was targeted at $479, quite The older N770 on the left next to the new N810 on the right and a bit higher than the debut price of the a dollar bill (for scale). N770 which was $400. Expect the prices to drop, however. The target audience for the Nokia Internet Tablets is people who want to quickly and wirelessly jump on the web to research something or communicate, without having to go to a larger machine or laptop. The N810 extends the convenience of the net in ways no smart phone or PDA ever has. In the Box In the pretty packaging you will find the N810, a very slim battery, a stereo headset with drop (necklace style) mic, a USB cable, a car mount, a tiny charger, a screen wipe cloth, a soft case, a spare stylus, and an instruction poster. Yes, I said “poster”. Unfortunately, they didn't include a real user's manual. There is a manual PDF and help file on the N810, but it would be nice to have a real manual or even a DVD video included. The padded slip-on case is light and will give scratch and shock protection, although it has no hard insert, so there is no crush protection for the screen. -
Sustainable Principles of Mobile Computing
Journal of Information Technology & Software Engineering Short communication Sustainable Principles of Mobile Computing Nicholas Furness* Department of Trauma & Orthopaedics, Royal United Hospital Bath NHS Trust, Combe Park, Bath, United Kingdom ABSTRACT Mobile Computing is the advanced and developing computer application that allows voice and video transmission in the form of data through computer or wireless devices without any further linking. Mobile computing has three aspects: mobile communication, mobile hardware, and mobile software. Modern way of mobile computing view as any electronic device that helps you organize your life, communicate with coworkers or friends, or do your job more efficiently is part of mobile computing. Keywords: Mobile computing; Cloud computing; Internet of Things INTRODUCTION • Good battery life. Cloud computing empowered Internet of Things (IoT) • Huge memory capacity. technology has conceptualized the ideology of Industry 4.0. APPLICATIONS Inspired by this, the food industry 4.0 presents a unique concept for determining food quality in real-time. Conspicuously, the current research provides an IoT-based smart framework for Traffic evaluating the food-quality parameters in restaurants and food During traveling in traffic if we require to know road situation, outlets. IoT technology is primarily utilized to gather data that latest news and when if feel more stress in driving then can play can explicitly affect food quality within a food serving music and other important broadcast data are received through environment. This allows us to synthetically generate realistic Digital Audio Broadcasting (DAB). content requests starting from real-world databases of user activities in smart homes [1-3]. Emergencies situation FUTURE OF MOBILE COMPUTING Only Wireless networks work of communication in nature disaster 2 such as earthquakes, tsunami, flood, and fire. -
Eff Dmca Jailbreaking Exemptio
Before the U.S. COPYRIGHT OFFICE, LIBRARY OF CONGRESS In the matter of Exemption to Prohibition on Circumvention of Copyright Protection Systems for Access Control Technologies Docket No. 2014-07 Petition of Electronic Frontier Foundation Submitted by: Electronic Frontier Foundation Mitchell L. Stoltz Corynne McSherry Kit Walsh 815 Eddy St San Francisco, CA 94109 (415) 436-9333 [email protected] The Electronic Frontier Foundation submits the following petition and respectfully asks the Librarian of Congress to exempt the class of copyrighted works described below from 17 U.S.C. § 1201(a)(1)’s prohibition on the circumvention of access control technologies for 2015-2018: Proposed Class: Computer programs that enable mobile computing devices, such as telephone handsets and tablets, to execute lawfully obtained software, where circumvention is accomplished for the sole purposes of enabling interoperability of such software with computer programs on the device, or removing software from the device.1 I. The Commenting Party The Electronic Frontier Foundation (EFF) is a member-supported, nonprofit public interest organization devoted to maintaining the traditional balance that copyright law strikes between the interests of copyright owners and the interests of the public. Founded in 1990, EFF represents thousands of dues-paying members, including consumers, hobbyists, computer programmers, entrepreneurs, students, teachers, and researchers, who are united in their reliance on a balanced copyright system that ensures adequate protection for copyright owners while facilitating innovation and broad access to information in the digital age. 1 Petitioners expect to further develop the proposed exemption consistent with the principles identified in this petition and the record developed in the course of this proceeding. -
Chapter 1: Definitions
ATHABASCA UNIVERSITY THE FRAMEWORK FOR THE RATIONAL ANALYSIS OF MOBILE EDUCATION (FRAME) MODEL: AN EVALUATION OF MOBILE DEVICES FOR DISTANCE EDUCATION BY MARGUERITE LEANNE KOOLE A thesis submitted to the Athabasca University Governing Council in partial fulfillment of the requirements for the degree of MASTER OF DISTANCE EDUCATION Athabasca, Alberta February, 2006 ATHABASCA UNIVERSITY The undersigned certify that they have read and recommend to the Athabasca University Governing Council for acceptance the thesis “FRAMEWORK FOR THE RATIONAL ANALYSIS OF MOBILE EDUCATION (FRAME) MODEL: AN ANALYSIS OF MOBILE DEVICES FOR DISTANCE EDUCATION” submitted by MARGUERITE LEANNE KOOLE in partial fulfillment of the requirements for the degree of MASTER OF DISTANCE EDUCATION. ______________________________________ Mohamed Ally, Ph.D. Committee Supervisor ______________________________________ Rory McGreal, Ph.D. Committee Member ______________________________________ Richard Kenny, Ph.D. Committee Member February, 2006 i ABSTRACT Mobile technology is a new and promising area of research in distance education. Currently, there are few if any descriptive models of mobile learning that can be used to develop appropriate pedagogical practices. This thesis has two main purposes: to develop a theoretical model of mobile learning and to use the model to evaluate a set of mobile devices. The Framework for the Rational Analysis of Mobile Education (FRAME) model describes mobile learning as a process resulting from the convergence of mobile technologies, human learning characteristics, and social interaction. The devices included in this study were equipped with wireless networking capacity, but varied in size, weight, processing power, interface design, portability, as well as input and output capabilities. This study is both theoretical and evaluative, relying on a small panel of experts to review the devices. -
Reading on the Go: an Evaluation of Three Mobile Display Technologies
Reading on the Go: An Evaluation of Three Mobile Display Technologies Kristin Vadas1, Kent Lyons1, Daniel Ashbrook1, Ji Soo Yi2, Thad Starner1 and Julie Jacko3 1 College of Computing 2 Department of Industrial and Systems Engineering 3 Department of Biomedical Engineering Georgia Institute of Technology Atlanta, GA 30332 1 vadas,kent,anjiro,thad ¡ @cc.gatech.edu [email protected] [email protected] Abstract. As mobile technology becomes a more integral part of our everyday lives, understanding the impact of different displays on perceived ease of use and overall performance is becoming increasingly important. In this paper, we evaluate three mobile displays: the MicroOptical SV-3, the Sony Librie,´ and the OQO Model 01. These displays each use different underlying technologies and offer unique features which could impact mobile use. The OQO is a hand-held device that utilizes a traditional transflective liquid crystal display (LCD). The MicroOptical SV-3 is a head-mounted display that uses a miniature LCD and offers hands free use. Finally, the Librie´ uses a novel, low power reflective elec- tronic ink technology. We present a controlled 15-participant evaluation to assess the effectiveness of using these displays for reading while in motion. 1 Introduction Mobile computing platforms are rapidly replacing the personal computer as the most widely adopted computing device on the planet. Mobile phones, PDA, smartphones, laptops, palmtops and wearables are becoming widely used: for example, in 2004 there were 1.3 billion mobile phone subscribers, and two billion are predicted by 2007 [1]. Wireless text messaging is widespread, with predictions that soon over one trillion mes- sages will be sent per year [13]. -
Connecting to a Network
connecting to a network The model 02 offers a number of ways to connect your com- If you purchased your model 02 with integrated WWAN puter to a network: technology, you will need to activate your service following the separate instruction card in your box. For enhanced WWAN • Use the integrated WiFi for high-speed wireless connections reception, your model 02 is also equipped with a retractable in hot spots. whip antenna. • Use the integrated Wireless Wide Area Network* (WWAN) To connect the computer to an Ethernet network, use the technology (optional) for mobile broadband connectivity. supplied VGA/Ethernet adapter. Plug the VGA/Ethernet adapter • Use the VGA/Ethernet adapter to attach an Ethernet cable into the computer’s docking connector and connect the and connect to a Local Area Network (LAN). Ethernet cable to the adapter. • Use the integrated Bluetooth and a Bluetooth-enabled cel- For detailed information about configuring WiFi or Ethernet lular phone to connect to a mobile broadband network (see network connections, see the documentation for Windows XP. http://www.oqo.com/support for more information). The OQO wireless dashboard provides fast and convenient *requires activation with third party service provider control of your wireless connections. You can turn radios on and off and view connection status information. Additionally, you can access device-specific configuration settings through the wireless dashboard. To access the wireless dashboard, use the keyboard shortcut: 14 retractable whip antenna (WWAN models only) networking WiFi Wireless Wide Area Network (WWAN) connect VGA/Ethernet adapter to docking connector standard WiFi and optional WWAN antennas 15 connecting the docking station and peripherals The model 02 offers a number of ways to connect peripherals • The optional OQO docking station also has VGA and HDMI to your computer. -
Mobile Computing
Mobile computing Telxon PTC-710 is a 16-bit mobile computer PTC-710 with MP 830-42 microprinter 42- column version. It was manufactured by the Telxon corporation since early 1990s. This one was used as a portable ticket machine by Czech Railways (České dráhy) in the 1990s. Mobile computing is a form of human–computer interaction by which a computer is expected to be transported during normal usage. Mobile computing has three aspects: mobile communication, mobile hardware, and mobile software. The first aspect addresses communication issues in ad-hoc and infrastructure networks as well as communication properties, protocols, data formats and concrete technologies. The second aspect is on the hardware, e.g., mobile devices or device components. The third aspect deals with the characteristics and requirements of mobile applications. Contents [hide] • 1 Definitions • 2 Devices • 3 Limitations • 4 In-vehicle computing and fleet computing • 5 Portable computing devices • 6 Mobile data communication • 7 See also • 8 References • 9 Further reading Definitions Mobile computing is "taking a computer and all necessary files and software out into the field."[1] "Mobile computing: being able to use a computing device even when being mobile and therefore changing location. Portability is one aspect of mobile computing."[2] "Mobile computing is the ability to use computing capability without a pre-defined location and/or connection to a network to publish and/or subscribe to information ." Uwe Vieille, AAMC.org Devices Many types of mobile computers have been introduced since the 1990s including the: • Carputer • Personal digital assistant /enterprise digital assistant • Smartphone • Tablet computer • Ultra-Mobile PC • Wearable computer ] Limitations • Insufficient bandwidth: Mobile Internet access is generally slower than direct cable connections, using technologies such as GPRS and EDGE, and more recently HSDPA and HSUPA 3G networks.