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Handheld Multimedia Devices: Semiconductors and IP enabling multimedia on handhelds and phones
Jon Peddie, Aug 2004, Pages: 450
Multimedia will propel handhelds to next level
The mobile market is hot and there is obvious and sustained growth in the handheld and PDA segments. However, that growth is not universal and it is dependent on a mix of new capabilities that will bring new customers into the market and inspire existing customers to upgrade.
The handheld market is merging and evolving to include products which have been called PDAs, handsets, phones, and game devices, and many more devices will come into play. In this report, a handset is defined as a device that will fit in the pocket of a man's shirt or in a woman's purse comfortably, run on batteries, and offer either personal management information (PIM) services and/or wireless communications through a user's interface displayed on a small screen and accompanied by an input mechanism of a keyboard and/or a touch screen.
This somewhat broad definition includes commonly recognized devices like mobile phones and PDAs, and now encompasses always-on client-server information devices like RIMM's BlackBerry. It does not include handheld game machines like Nintendo's Gameboy or the new portable media players like Apple's iPod or Microsoft's video media player.
Multimedia, for this report, consists of audio of MP3 quality or better, imaging (photos), video, 3D games, and associated applications like GPS.
Personal and business cultures worldwide are being changed rapidly and permanently by portable electronic devices called 'handhelds,' which include cell phones, game devices, PDAs, Pocket PCs, and even media players. The handheld revolution already dwarfs the personal computer in terms of users, units shipped, and economic activity. Besides affecting industry insiders, the handheld tsunami will alter the practices of most enterprises and the behavior of individuals of all ages.
This inaugural report of 'Handheld Multimedia Devices' is the result of an intense two-year study of over 40 companies and hundreds of products. The data and analysis have been prepared for anyone who wants to get into the nuts and bolts of the technology and business as it relates to multimedia. The report is especially valuable for players—those individuals and companies whose very futures and livelihoods depend on keeping abreast of this rapid evolution.
This is a report on the components that go into a handheld device and in particular components used for, or having great influence on, multimedia operations. That includes media processors and software specifically, and to a lesser degree displays, sensors, and operating systems.
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