WORLD'S LARGEST MARKET RESEARCH RESOURCE — 1,519,265 REPORTS

 
 
• SEARCH FOR A REPORT

Viewing report

Search
Enter keywords, a title or a report id number below.
Advanced

• ORDER BY FAX

Order By Fax

• SELECT SITE CURRENCY

Select a currency for use throughout the site



  • Electronic (PDF) Information Icon
  • 1 - 5 Users Information Icon
  • Enterprisewide Information Icon
Live Chat Live Help Software for Website

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

Mind Commerce LLC, March 2012, Pages: 210

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.

Keywords: Mobile Widgets, Mobile Apps, Mobile Software, Mobile Operating Systems, Smart Phones, Mobile Application Stores

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

- RIM
- Apple
- Android
- PopCap Games
- Car Locator

Customers who bought this item also bought