Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition

2012-03-07
Published : Mar-2012

The state of the current market is defined through current market statistical data, financial and sales trends, user surveys, and assessing the impressions of news media outlets.

Each of the top hardware and software platforms are reviewed and evaluated to provide a thorough understanding of the competitive landscape of the smart phone market.

Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition provides a complete understanding of the mobile software marketplace. The reader will learn about mobile applications from the inception and evolution of applications on mobile platforms, to current market trends. This research is an essential read for any organization directly or indirectly involved in the mobile marketplace.

Target Audience: 

This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space.

Mobile Applications and Widgets Market

Published: March 2012
No. of Pages: 210

Table of Contents: 

1 EXECUTIVE SUMMARY 7
2 DEFINITION OF A MOBILE APP 9
2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE? 9
2.2 EXAMPLES OF CURRENT MOBILE APPS 9
3 HISTORY OF MOBILE PLATFORM PROGRAMMING 10
3.1 THE FIRST WIDGET 10
3.2 HARDWARE WIDGETS? 10
3.3 HARDWARE AND SOFTWARE EVOLUTION 12
3.3.1 Hardware evolution 12
3.3.1.1 The Smartphone revolution 12
3.3.2 Development platform evolution 13
3.3.2.1 Palm 13
3.3.2.2 WAP, WML, and HTML 14
3.3.2.2.1 HTML and Mini Browsers 15
3.3.2.2.2 Adobe, Flash, and SilverLight 15
3.3.2.2.3 JavaScript 15
3.3.2.2.4 AJAX 16
3.3.3 Development future 16
4 PLATFORM ARCHITECTURES 17
4.1 PLATFORM SPECIFIC DEVELOPMENT 17
4.1.1 Symbian 17
4.1.2 Windows Mobile, Windows Phone 7 18
4.1.3 Blackberry OS 19
4.1.4 iPhone OSX 20
4.1.5 Linux 21
4.1.6 Palm OS 22
4.1.7 Danger Hiptop, SideKick 22
4.1.8 Android 23
4.2 PORTABLE APP DEVELOPMENT 24
4.2.1 J2ME Platform 24
4.3 WEB BASED APPS 25
4.3.1 WAP/WML/XML 25
4.3.2 HTML 26
4.3.2.1 Browser Constraints by Platform 26
5 KEY DEVELOPMENT CONCEPTS 26
5.1 SIZE CONSTRAINTS 27
5.1.1 Compact Code 27
5.1.2 Compact File Space 27
5.2 DISPLAY CONSTRAINTS 28
5.2.1 Display Sizes and Standards 28
5.2.2 Multiple Displays 29
5.3 INPUT AND CONTROLS 29
5.3.1 Input device types 29
5.3.1.1 Keypad 30
5.3.1.2 Keyboard 30
5.3.1.3 Touch Screen 30
5.3.1.4 Scroll Wheel 31
5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads. 31
5.3.2 Environmental Controls 32
5.3.2.1 Motion and Orientation Sensors 32
5.3.2.2 Light Sensors 32
5.3.3 Peripheral Access 32
5.3.3.1 GPS onboard and off 32
5.3.3.2 Bluetooth 33
5.3.3.3 Infrared 33
5.4 NETWORK ACCESS 33
5.4.1 Connection Persistence 33
5.4.1.1 Dial on Demand 33
5.4.1.2 Always On 34
5.4.2 Connection Types and Limitations 34
5.4.2.1 Cellular Data 34
5.4.2.2 WiFi 34
5.4.2.3 WiMax 35
5.4.2.4 Bluetooth 36
5.5 PROCESSING 36
5.5.1 Platforms and Speeds 36
5.6 WEB APP DEVELOPMENT 37
5.6.1 Limitations of Web Based Applications 38
5.6.2 A note about WAP/WML translators, compression gateways, and proxies 38
5.7 LICENSING 39
5.7.1 License Model Table by Platform 39
5.8 FUTURE APPLICATIONS 40
5.8.1 3D APPLICATIONS 40
5.8.2 THE VR-MALL CONCEPT 41
5.8.3 VR-Mall 42
5.8.4 VR-world Module 43
5.8.5 3D in Mobile Phones 44
5.8.6 3D Mobile Applications 46
5.8.7 Challenges of the 3D Applications 47
5.8.9 Solutions to Overcome Challenges 49
5.8.10 List of Phones that Uses 3D technology 49
5.8.10 Future of 3D Applications 49
5.9 AUGMENTED REALITY 50
5.9.1 Introduction 50
5.9.2 AR 3D applications 52
5.9.3 Tracking User’s Position 54
5.9.4 QR Codes 56
5.9.5 Mobile Systems in AR 57
Collaborative Applications 61
5.9.6 Augmented Reality Challenges 62
5.9.7 AR Applications 64
5.9.8 AR in Tourism 66
5.9.9 AR and Face Recognition 66
5.9.10 Case Study: How to Use AR with in M-Commerce 67
5.9.11 WEB 2.0 AND SOCIAL SOFTWARE 67
5.9.12 Location-based Service in AR 68
5.9.12 Conclusion 68
6 MARKETS 69
6.1 MOBILE ADVERTISING 70
6.1.1 The Advertising Double Edged Sword 71
6.1.2 Mobile Web Advertising 71
6.2 MARKET SUMMARY 72
6.2.1 Case Study RIM 78
6.2.2 Case Study Apple 79
6.2.3 Case Study Android 80
6.2.4 Case Study PopCap Games 81
6.2.5 Case Study Car Locator 82
6.2.6 Platform Market Share 84
2012-2017 87
6.3 MARKET SIZING 90
6.3.1 Predicted Mobile Sales 92
THE MARKET FOR MOBILE PHONE DEVICES IN ASIA: 2011 – 2016 94
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN EUROPE 94
THE MARKET FOR MOBILE PHONE DEVICES IN EUROPE: 2011 – 2016 95
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN LATIN AMERICA 96
THE MARKET FOR MOBILE PHONE DEVICES IN LATIN AMERICA: 2011 – 2016 97
6.3.2 Predicted Smart Phone Sales 97
6.3.3 Recent Market Developments as Growth Indicators 98
7 MARKET SIZING AND FORECAST 102
7.1 SMART PHONE MARKET PERFORMANCE 103
7.2 APPLICATION STORE MARKET PERFORMANCE 105
7.2.1 Handango Mobile Content 105
7.2.2 Apple App Store Mobile Content 108
7.2.2.1 Medialets App Store and Android Marketplace Analysis 110
7.3 INDIVIDUAL APPLICATION PERFORMANCE 116
7.4 RECOMMENDATIONS FOR THE MOBILE APP MARKETPLACE 117
7.5 HOW TABLETS CAN AFFECT THE APPLICATION STORE 118
7.6 Next Generation Devices (what’s Beyond Tablet and Cell Phones..?) 119
7.7 Mobile Games Potential Earning and Markets 2012-2016 121
7.7.1 Smartphones in Context 121
7.7.2 Smartphones vs. Portable Game Players 122
7.7.3 Mobile Games 123
8 SMART PHONE USER SURVEY 130
9 MARKET BREAKDOWN BY MOBILE OPERATING SYSTEM 144
9.1 SYMBIAN 144
9.2 RIM BLACKBERRY 145
9.3 APPLE OSX MOBILE 146
9.4 GOOGLE ANDROID 150
9.5 WINDOWS MOBILE AND PHONE 7 154
9.6 PALM WEBOS 158
9.7 SAMSUNG BADA 159
9.8 EMERGING PLATFORMS 160
10 MOBILE APPLICATION EXAMPLES 161
10.1 SALESFORCE 161
10.2 DEXTERRA 162
10.3 AMERICA’S EMERGENCY NETWORK 164
11 CARRIER AND VENDOR ADAPTATIONS 165
11.1 TOPOLOGY AND NETWORK CHANGES 165
11.2 POLICY CHANGES 165
11.2.1 Open Network Movements 166
11.2.2 Billing Plan Changes 166
11.3 INFRASTRUCTURE HARDWARE CHANGES 166
11.3.1 Location Based Services 166
11.3.2 WiFi Localized Service Hosting 167
11.3.3 Network Monitoring Changes and Effects 167
11.4 HANDSET MANUFACTURER CHANGES 167
11.4.1 Integrating New Handset Features 167
11.4.2 Evolving the Handset 167
11.5 SOFTWARE CHANGES 168
11.5.1 Mobile Browser Evolution 168
11.5.2 Multiple Platform Mobile Operating Systems 169
12 THE FUTURE OF APPS 169
12.1 INNOVATIVE SOLUTIONS ON THE HORIZON 169
12.1.1 Context and Location Sensitive Applications 169
12.1.2 Pay Point Solutions 169
12.1.3 Swarm Data Mining 170
12.2 PREDICTIONS FOR THE NEXT GENERATION 171
12.2.1 Obsolescence of the Wallet 171
12.2.2 Mobile Payment Systems 174
12.2.3 Current M-Payment Market 176
12.2.4 M-payment Analysis 177
12.2.5 Money Transfers 179
12.2.6 The M-Banking Regional Market and Service Providers 179
12.2.1.1 Digital ID 183
12.2.1.2 Electronic Signature 183
12.2.2 Convergence of Portable Devices 183
12.2.2.1 Geo Tagging Multimedia 183
12.2.2.2 Geocasting, Personal Broadcasting 184
12.2.3 Breaking the Phone Mold 185
12.2.3.1 Unlocking and Starting Your Car 185
12.2.3.2 Authentication on a Computer and Elsewhere 185
12.2.3.3 Remote Control 186
13 SUMMARY 187
14 INDEX OF TABLES 189
15 IMAGE CREDITS 190
16 REFERENCES 195

Filed in: Technology, Telecommunications
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