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

Date: March 5, 2012
Pages: N/A
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US$ 1,995.00
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Publisher: Mind Commerce Publishing LLC
Report type: Strategic Report
Delivery: E-mail Delivery (PDF)
ID: M5A99BBE911EN
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Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition
Overview:

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. 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. 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.
1 EXECUTIVE SUMMARY

2 DEFINITION OF A MOBILE APP

2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE?
2.2 EXAMPLES OF CURRENT MOBILE APPS

3 HISTORY OF MOBILE PLATFORM PROGRAMMING

3.1 THE FIRST WIDGET
3.2 HARDWARE WIDGETS?
3.3 HARDWARE AND SOFTWARE EVOLUTION
  3.3.1 Hardware evolution
    3.3.1.1 The Smartphone revolution
  3.3.2 Development platform evolution
    3.3.2.1 Palm
    3.3.2.2 WAP, WML, and HTML
      3.3.2.2.1 HTML and Mini Browsers
      3.3.2.2.2 Adobe, Flash, and SilverLight
      3.3.2.2.3 JavaScript
      3.3.2.2.4 AJAX
  3.3.3 Development future

4 PLATFORM ARCHITECTURES

4.1 PLATFORM SPECIFIC DEVELOPMENT
  4.1.1 Symbian
  4.1.2 Windows Mobile, Windows Phone 7
  4.1.3 Blackberry OS
  4.1.4 iPhone OSX
  4.1.5 Linux
  4.1.6 Palm OS
  4.1.7 Danger Hiptop, SideKick
  4.1.8 Android
4.2 PORTABLE APP DEVELOPMENT
  4.2.1 J2ME Platform
4.3 WEB BASED APPS
  4.3.1 WAP/WML/XML
  4.3.2 HTML
    4.3.2.1 Browser Constraints by Platform

5 KEY DEVELOPMENT CONCEPTS

5.1 SIZE CONSTRAINTS
  5.1.1 Compact Code
  5.1.2 Compact File Space
5.2 DISPLAY CONSTRAINTS
  5.2.1 Display Sizes and Standards
  5.2.2 Multiple Displays
5.3 INPUT AND CONTROLS
  5.3.1 Input device types
    5.3.1.1 Keypad
    5.3.1.2 Keyboard
    5.3.1.3 Touch Screen
    5.3.1.4 Scroll Wheel
    5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads.
  5.3.2 Environmental Controls
    5.3.2.1 Motion and Orientation Sensors
    5.3.2.2 Light Sensors
  5.3.3 Peripheral Access
    5.3.3.1 GPS onboard and off
    5.3.3.2 Bluetooth
    5.3.3.3 Infrared
5.4 NETWORK ACCESS
  5.4.1 Connection Persistence
    5.4.1.1 Dial on Demand
    5.4.1.2 Always On
  5.4.2 Connection Types and Limitations
    5.4.2.1 Cellular Data
    5.4.2.2 WiFi
    5.4.2.3 WiMax
    5.4.2.4 Bluetooth
5.5 PROCESSING
  5.5.1 Platforms and Speeds
5.6 WEB APP DEVELOPMENT
  5.6.1 Limitations of Web Based Applications
  5.6.2 A note about WAP/WML translators, compression gateways, and proxies
5.7 LICENSING
  5.7.1 License Model Table by Platform
5.8 FUTURE APPLICATIONS
  5.8.1 3D APPLICATIONS
  5.8.2 THE VR-MALL CONCEPT
  5.8.3 VR-Mall
  5.8.4 VR-world Module
  5.8.5 3D in Mobile Phones
  5.8.6 3D Mobile Applications
  5.8.7 Challenges of the 3D Applications
  5.8.9 Solutions to Overcome Challenges
  5.8.10 List of Phones that Uses 3D technology
  5.8.10 Future of 3D Applications
5.9 AUGMENTED REALITY
  5.9.1 Introduction
  5.9.2 AR 3D applications
  5.9.3 Tracking User's Position
  5.9.4 QR Codes
  5.9.5 Mobile Systems in AR
Collaborative Applications
  5.9.6 Augmented Reality Challenges
  5.9.7 AR Applications
  5.9.8 AR in Tourism
  5.9.9 AR and Face Recognition
  5.9.10 Case Study: How to Use AR with in M-Commerce
  5.9.11 WEB 2.0 AND SOCIAL SOFTWARE
  5.9.12 Location-based Service in AR
  5.9.12 Conclusion

6 MARKETS

6.1 MOBILE ADVERTISING
  6.1.1 The Advertising Double Edged Sword
  6.1.2 Mobile Web Advertising
6.2 MARKET SUMMARY
  6.2.1 Case Study RIM
  6.2.2 Case Study Apple
  6.2.3 Case Study Android
  6.2.4 Case Study PopCap Games
  6.2.5 Case Study Car Locator
  6.2.6 Platform Market Share

2012-2017

6.3 MARKET SIZING
  6.3.1 Predicted Mobile Sales
THE MARKET FOR MOBILE PHONE DEVICES IN ASIA: 2011 - 2016
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN EUROPE
THE MARKET FOR MOBILE PHONE DEVICES IN EUROPE: 2011 - 2016
MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN LATIN AMERICA
THE MARKET FOR MOBILE PHONE DEVICES IN LATIN AMERICA: 2011 - 2016
  6.3.2 Predicted Smart Phone Sales
  6.3.3 Recent Market Developments as Growth Indicators

7 MARKET SIZING AND FORECAST

7.1 SMART PHONE MARKET PERFORMANCE
7.2 APPLICATION STORE MARKET PERFORMANCE
  7.2.1 Handango Mobile Content
  7.2.2 Apple App Store Mobile Content
    7.2.2.1 Medialets App Store and Android Marketplace Analysis
7.3 INDIVIDUAL APPLICATION PERFORMANCE
7.4 RECOMMENDATIONS FOR THE MOBILE APP MARKETPLACE
7.5 HOW TABLETS CAN AFFECT THE APPLICATION STORE
7.6 Next Generation Devices (what's Beyond Tablet and Cell Phones..?)
7.7 Mobile Games Potential Earning and Markets 2012-2016
  7.7.1 Smartphones in Context
  7.7.2 Smartphones vs. Portable Game Players
  7.7.3 Mobile Games

8 SMART PHONE USER SURVEY

9 MARKET BREAKDOWN BY MOBILE OPERATING SYSTEM

9.1 SYMBIAN
9.2 RIM BLACKBERRY
9.3 APPLE OSX MOBILE
9.4 GOOGLE ANDROID
9.5 WINDOWS MOBILE AND PHONE 7
9.6 PALM WEBOS
9.7 SAMSUNG BADA
9.8 EMERGING PLATFORMS

10 MOBILE APPLICATION EXAMPLES

10.1 SALESFORCE
10.2 DEXTERRA
10.3 AMERICA'S EMERGENCY NETWORK

11 CARRIER AND VENDOR ADAPTATIONS

11.1 TOPOLOGY AND NETWORK CHANGES
11.2 POLICY CHANGES
  11.2.1 Open Network Movements
  11.2.2 Billing Plan Changes
11.3 INFRASTRUCTURE HARDWARE CHANGES
  11.3.1 Location Based Services
  11.3.2 WiFi Localized Service Hosting
  11.3.3 Network Monitoring Changes and Effects
11.4 HANDSET MANUFACTURER CHANGES
  11.4.1 Integrating New Handset Features
  11.4.2 Evolving the Handset
11.5 SOFTWARE CHANGES
  11.5.1 Mobile Browser Evolution
  11.5.2 Multiple Platform Mobile Operating Systems

12 THE FUTURE OF APPS

12.1 INNOVATIVE SOLUTIONS ON THE HORIZON
  12.1.1 Context and Location Sensitive Applications
  12.1.2 Pay Point Solutions
  12.1.3 Swarm Data Mining
12.2 PREDICTIONS FOR THE NEXT GENERATION
  12.2.1 Obsolescence of the Wallet
  12.2.2 Mobile Payment Systems
  12.2.3 Current M-Payment Market
  12.2.4 M-payment Analysis
  12.2.5 Money Transfers
  12.2.6 The M-Banking Regional Market and Service Providers
    12.2.1.1 Digital ID
    12.2.1.2 Electronic Signature
  12.2.2 Convergence of Portable Devices
    12.2.2.1 Geo Tagging Multimedia
    12.2.2.2 Geocasting, Personal Broadcasting
  12.2.3 Breaking the Phone Mold
    12.2.3.1 Unlocking and Starting Your Car
    12.2.3.2 Authentication on a Computer and Elsewhere
    12.2.3.3 Remote Control

13 SUMMARY

14 INDEX OF TABLES

15 IMAGE CREDITS

16 REFERENCES

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