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A mobile device or handheld device is a computer small enough to hold and operate in hand. Mobile devices are typically battery-powered and possess a flat-panel display and one or more built-in input devices, such as a touchscreen or keypad. Modern mobile devices often emphasize wireless networking, to both the Internet and to other devices in their vicinity, such as headsets or in-car entertainment systems, via Wi-Fi, Bluetooth, cellular networks, or near-field communication. [1]
Device mobility can be viewed in the context of several qualities: [2]
Strictly speaking, many so-called mobile devices are not mobile. It is the host that is mobile, i.e., a mobile human host carries a non-mobile smartphone device. An example of a true mobile computing device, where the device itself is mobile, is a robot. Another example is an autonomous vehicle.
There are three basic ways mobile devices can be physically bound to mobile hosts:
Accompanied refers to an object being loosely bound and accompanying a mobile host, e.g., a smartphone can be carried in a bag or pocket but can easily be misplaced. [2] Hence, mobile hosts with embedded devices such as an autonomous vehicle can appear larger than pocket-sized.
The most common size of a mobile computing device is pocket-sized, but other sizes for mobile devices exist. Mark Weiser, known as the father of ubiquitous computing, [3] referred to device sizes that are tab-sized, pad, and board sized, [4] where tabs are defined as accompanied or wearable centimeter-sized devices, e.g. smartphones, phablets and tablets are defined as hand-held decimeter-sized devices. If one changes the form of the mobile devices in terms of being non-planar, one can also have skin devices and tiny dust-sized devices. [2]
Dust refers to miniaturized devices without direct HCI interfaces, e.g., micro-electromechanical systems (MEMS), ranging from nanometers through micrometers to millimeters. See also Smart dust. Skin: fabrics based upon light emitting and conductive polymers and organic computer devices. These can be formed into more flexible non-planar display surfaces and products such as clothes and curtains, see OLED display. Also, see smart device.
Although mobility is often regarded as synonymous with having wireless connectivity, these terms are different. Not all network access by mobile users, applications, and devices needs to be via wireless networks and vice versa. Wireless access devices can be static and mobile users can move between wired and wireless hotspots such as in Internet cafés. [2] Some mobile devices can be used as mobile Internet devices to access the Internet while moving, but they do not need to do this and many phone functions or applications are still operational even while disconnected from the Internet.
What makes the mobile device unique compared to other technologies is the inherent flexibility in the hardware and software. Flexible applications include video chat, web browsing, payment systems, near field communication, audio recording etc. [5] As mobile devices become ubiquitous, there will be an increase of services which include the use of the cloud. [6] Although a common form of mobile device, a smartphone, has a display, another perhaps even more common form of smart computing device, the smart card, e.g., used as a bank card or travel card, does not have a display. This mobile device often has a CPU and memory but needs to connect or be inserted into a reader to display its internal data or state.
There are many kinds of mobile devices, designed for different applications. They include, but are not limited to:
The history of the mobile device has been marked by increasing technological convergence. Early mobile devices—such as pocket calculators, portable media players, satellite navigation devices, and digital cameras—excelled at their intended use but were not multifaceted. Personal digital assistants (PDAs) proliferated in the 1990s as a way to quickly write down notes, schedule business appointments, and set personal reminders, as a handheld supplement to bulkier laptops.
During the same period, the mobile phone evolved from supporting voice communication only to accommodating text messaging, Internet connectivity, multimedia, and videotelephony. [7] These feature phones eventually gave way to the modern smartphone, which combined all the aforementioned devices, and more, into one device. Since the late 2000s, smartphones have been the most common mobile device in the world, in terms of quantity sold, owing to their great convergence of technologies. [8] [9] [10]
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By the early 2010s, mobile devices began integrating sensors such as accelerometers, magnetometers, and gyroscopes, allowing the detection of orientation and motion. [11] Mobile devices may provide biometric user authentication, such as face recognition or fingerprint recognition.
Handheld devices such as enterprise digital assistants have become more rugged for use in mobile field management. This involves tasks such as digitizing notes, sending and receiving invoices, asset management, recording signatures, managing parts, and scanning barcodes and RFID tags.
In 2009, developments in mobile collaboration systems enabled the use of handheld devices that combine video, audio, and on-screen drawing capabilities to enable multi-party conferencing in real-time, independent of location. [12] Handheld computers are available in a variety of form factors, including smartphones, handheld PDAs, ultra-mobile PCs and tablet computers (Palm OS, WebOS). [13] Users can watch television through the Internet by IPTV on some mobile devices. Mobile television receivers have existed since 1960, [14] and, in the 21st-century, mobile phone providers began making television available on cellular phones. [15]
In the 2010s, mobile devices were observed to frequently include the ability to sync and share a variety of data despite the distance or specifications of the devices. In the medical field, mobile devices are quickly becoming essential tools for accessing clinical information such as drugs, treatment, and even medical calculations. [16] Due to the popularity of mobile gaming, the gambling industry started offering casino games on mobile devices, which led to the inclusion of these devices in the anti-hazard legislature as devices that could potentially be used for illegal gambling. Additional potentially unlawful actions could encompass the utilization of mobile devices in disseminating explicit material involving minors. Moreover, the legitimate adult entertainment sector's incorporation of mobile apps and technology to advance its operations raises concerns. There is also a prospect of leveraging mobile devices to facilitate cross-border services, warranting regulatory attention.
Within the military domain, mobile devices have introduced novel prospects for delivering training and educational resources to soldiers, irrespective of their stationed location. [17]
A personal digital assistant (PDA) is a multi-purpose mobile device which functions as a personal information manager. Following a boom in the 1990s and 2000s, PDA's were mostly displaced by the widespread adoption of more highly capable smartphones, in particular those based on iOS and Android in the late 2000s, and thus saw a rapid decline.
Ubiquitous computing is a concept in software engineering, hardware engineering and computer science where computing is made to appear seamlessly anytime and everywhere. In contrast to desktop computing, ubiquitous computing implies use on any device, in any location, and in any format. A user interacts with the computer, which can exist in many different forms, including laptop computers, tablets, smart phones and terminals in everyday objects such as a refrigerator or a pair of glasses. The underlying technologies to support ubiquitous computing include the Internet, advanced middleware, kernels, operating systems, mobile codes, sensors, microprocessors, new I/Os and user interfaces, computer networks, mobile protocols, global navigational systems, and new materials.
A wearable computer, also known as a body-borne computer, is a computing device worn on the body. The definition of 'wearable computer' may be narrow or broad, extending to smartphones or even ordinary wristwatches.
A Pocket PC is a class of personal digital assistant (PDA) that runs the Windows Mobile operating system, which is based on Windows CE/Windows Embedded Compact, and that has some of the abilities of modern desktop PCs. The name was introduced by Microsoft in 2000 as a rebranding of the Palm-size PC category and was marketed until 2007. Some of these devices also had integrated phone and data capabilities, which were called Pocket PC Phone Edition. Windows "Smartphone" is another Windows CE based platform for non-touch and non-PDA devices.
Palm is a now discontinued line of personal digital assistants (PDAs) and mobile phones developed by California-based Palm, Inc., originally called Palm Computing, Inc. Palm devices are often remembered as "the first wildly popular handheld computers," responsible for ushering in the smartphone era.
Mobile may refer to:
A smartphone is a mobile device that combines the functionality of a traditional mobile phone with advanced computing capabilities. It typically has a touchscreen interface, allowing users to access a wide range of applications and services, such as web browsing, email, and social media, as well as multimedia playback and streaming. Smartphones have built-in cameras, GPS navigation, and support for various communication methods, including voice calls, text messaging, and internet-based messaging apps.
Mobile computing is human–computer interaction in which a computer is expected to be transported during normal usage and allow for transmission of data, which can include voice and video transmissions. Mobile computing involves mobile communication, mobile hardware, and mobile software. Communication issues include ad hoc networks and infrastructure networks as well as communication properties, protocols, data formats, and concrete technologies. Hardware includes mobile devices or device components. Mobile software deals with the characteristics and requirements of mobile applications.
A smart device is an electronic device, generally connected to other devices or networks via different wireless protocols that can operate to some extent interactively and autonomously. Several notable types of smart devices are smartphones, smart speakers, smart cars, smart thermostats, smart doorbells, smart locks, smart refrigerators, phablets and tablets, smartwatches, smart bands, smart keychains, smart glasses, and many others. The term can also refer to a device that exhibits some properties of ubiquitous computing, including—although not necessarily—machine learning.
A mobile game is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone, tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994.
Windows Mobile is a discontinued mobile operating system developed by Microsoft for smartphones and personal digital assistants (PDA). Designed to be the portable equivalent of the Windows desktop OS in the emerging mobile/portable area, the operating system is built on top of Windows CE and was originally released as Pocket PC 2000.
A handheld projector is an image projector in a handheld device. It was developed as a computer display device for compact portable devices such as mobile phones, personal digital assistants, and digital cameras, which have sufficient storage capacity to handle presentation materials but are too small to accommodate a display screen that an audience can see easily. Handheld projectors involve miniaturized hardware, and software that can project digital images onto a nearby viewing surface.
A mobile phone feature is a capability, service, or application that a mobile phone offers to its users. Mobile phones are often referred to as feature phones, and offer basic telephony. Handsets with more advanced computing ability through the use of native code try to differentiate their own products by implementing additional functions to make them more attractive to consumers. This has led to great innovation in mobile phone development over the past 20 years.
The IBM Simon Personal Communicator is a handheld, touchscreen PDA designed by International Business Machines (IBM), and manufactured by Mitsubishi Electric. Although the term "smartphone" was not coined until 1995, because of Simon's features and capabilities, it has been retrospectively referred to as the first true smartphone.
Construction field computing is the use of handheld devices that augment the construction superintendent's ability to manage the operations on a construction site. These information appliances (IA) must be portable devices which can be carried or worn by the user, and have computational and connectivity capacity to perform the tasks of communication management. Data entry and retrieval must be simple so that the user can manipulate the device while simultaneously moving, observing events, studying materials, checking quality, or performing other tasks required. Examples of these devices are the PDA, tablet PC modern tablet devices including iPad and Android Tablets and smartphone.
A mobile phone, or cell phone, is a portable telephone that allows users to make and receive calls over a radio frequency link while moving within a designated telephone service area, unlike fixed-location phones. This radio frequency link connects to the switching systems of a mobile phone operator, providing access to the public switched telephone network (PSTN). Modern mobile telephony relies on a cellular network architecture, which is why mobile phones are often referred to as 'cell phones' in North America.
Mobile interaction is the study of interaction between mobile users and computers. Mobile interaction is an aspect of human–computer interaction that emerged when computers became small enough to enable mobile usage, around the 1990s.
Mobile technology is the technology used for cellular communication. Mobile technology has evolved rapidly over the past few years. Since the start of this millennium, a standard mobile device has gone from being no more than a simple two-way pager to being a mobile phone, GPS navigation device, an embedded web browser and instant messaging client, and a handheld gaming console. Many experts believe that the future of computer technology rests in mobile computing with wireless networking. Mobile computing by way of tablet computers is becoming more popular. Tablets are available on the 3G and 4G networks.
Mobile computer-supported collaborative learning may have different meanings depending on the context in which it is applied. Mobile CSCL includes any in-class and out-of-class use of handheld mobile devices such as cell phones, smart phones, and personal digital assistants (PDAs) to enable collaborative learning.