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Overview of Mobile Devices

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22 views9 pages

Overview of Mobile Devices

Uploaded by

rparker44322
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Mobile device

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]

Samsung Galaxy S25 Ultra - example of


mobile devices

Characteristics

Device mobility can be viewed in the context of several qualities:[2]

Physical dimensions and weight

Whether the device is mobile or some kind of host to which it is attached is mobile

What kind of host devices it can be bound with

How devices communicate with a host

When mobility occurs

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,

Surface-mounted, or

Embedded into the fabric of a host, e.g., an embedded controller in a host device.

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.

Types

Smartphones, handheld mobile devices

Android tablet computer

Smartwatches, wearable mobile devices


Smart glasses, wearable computer glasses

There are many kinds of mobile devices, designed for different applications. They include, but are
not limited to:

Mobile computers
Tablet computer

Netbook

Digital media player

Enterprise digital assistant (EDA)

Graphing calculator

Handheld game console

Handheld PC

Laptop

Mobile digital computer (MDC)

Mobile Internet device (MID)

Personal digital assistant (PDA)

Pocket calculator

Pocket computer

Portable media player

Ultra-mobile PC
Mobile phone
Camera phone

Feature phone

Smartphone

Foldable smartphone

Digital camera
Digital camcorder

Digital still camera (DSC)

Digital video camera (DVC)

Front-facing camera

Pager

Satellite navigation device


Personal navigation assistant (PNA)

Wearable computer
Calculator watch

Smartwatch

Smartglasses

Head-mounted display

Smart ring

Smart card

History

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 camera—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]

Uses

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 PC 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]
See also

Mobile interaction

Problematic smartphone use

References

1. Iversen, Jakob; Michael Eierman (2014). Learning Mobile App Development: A Hands-on Guide
to Building Apps with IOS and Android ([Link] .
Addison-Wesley. p. 3. ISBN 978-0-321-94786-4 – via Google Books.

2. Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments, and Smart
Interaction ([Link]
e/stefan/ubicom/[Link]) . Wiley. ISBN 978-0-470-03560-3. Archived from the original (htt
p://[Link]/people/stefan/ubicom/[Link]) on December 10, 2014.
Retrieved January 7, 2015.

3. Markoff, John (May 1, 1999). "Mark Weiser, a Leading Computer Visionary, Dies at 46" (https://
[Link]/1999/05/01/business/mark-weiser-a-leading-computer-visionary-dies-at-4
[Link]) . The New York Times. ISSN 0362-4331 ([Link]
1) . Archived ([Link]
9/05/01/business/[Link]) from the
original on April 11, 2019. Retrieved April 9, 2019.

4. Weiser, Mark (1991). "The Computer for the Twenty-First Century". Scientific American. 265 (3):
94–104. doi:10.1038/scientificamerican0991-94 ([Link]
n0991-94) .

5. Beddall-Hill, Nicola; Jabbar, Abdul & Al Shehri, Saleh (2011). "Social Mobile Devices as Tools for
Qualitative Research in Education: iPhones and iPads in Ethnography, Interviewing, and Design-
Based Research" ([Link] . Journal of the Research Center for
Educational Technology. 7 (1): 67–90. ISSN 1948-075X ([Link]
075X) . Archived ([Link]
507/) from the original on June 18, 2017. Retrieved January 21, 2015.
6. "Characteristics of Mobility in Wireless Networking" ([Link]
[Link]) . Lyna Griffin. Archived ([Link]
org/web/20230210040457/[Link]
[Link]) from the original on February 10, 2023. Retrieved February 10,
2023.

7. Kjeldskov, Jesper (2022). Mobile Interactions in Context: A Designerly Way Toward Digital
Ecology ([Link] . Springer. pp. 11–15.
ISBN 9783031022043 – via Google Books.

8. Wang, Wen-Chia; Mark S. Young; Steve Love (2011). "Interaction Design for Mobile Phones". In
Marcelo M. Soares; Neville A. Stanton; Waldemar Karwowski (eds.). Human Factors and
Ergonomics in Consumer Product Design: Uses and Applications ([Link]
ks?id=X_rLBQAAQBAJ) . CRC Press. pp. 285–300. ISBN 9781420046250 – via Google Books.

9. Ng, Wan; Howard Nicholas (2015). "Sustaining innovation in learning with mobile devices". In
Wan Ng; Therese M. Cumming (eds.). Sustaining Mobile Learning: Theory, Research and Practice
([Link] . Taylor & Francis. pp. 1–2.
ISBN 9781317660798.

10. Sandars, J. E.; G. S. Frith (2013). "Mobile learning (m-learning)". In John Dent; Ronald M.
Harden (eds.). A Practical Guide for Medical Teachers ([Link]
YkvH1r_gC) . Elsevier Health Sciences. pp. 22–23. ISBN 9780702054679 – via Google Books.

11. Mondragón-González, Sirenia Lizbeth; Burguière, Eric; N’diaye, Karim (2023). "Mobile Devices,
Connected Objects, and Sensors" ([Link] . In
Colliot, Olivier (ed.). Machine Learning for Brain Disorders. Neuromethods. Vol. 197. New York,
NY: Humana. pp. 355–388. doi:10.1007/978-1-0716-3195-9_12 ([Link]
8-1-0716-3195-9_12) . ISBN 978-1-0716-3194-2. PMID 37988517 ([Link]
[Link]/37988517) . Retrieved January 24, 2024.

12. Robbins, Renee (May 28, 2009). "Mobile video system visually connects global plant floor
engineers" ([Link]
p?id=2819&tx_ttnews%5Btt_news%5D=11999&cHash=0387e9884a) . Control Engineering.
Archived from the original ([Link]
s%5D=11999&cHash=0387e9884a) on July 27, 2012.

13. Mellow, P. (2005).The media generation: Maximise learning by getting mobile. In Ascilite, 470–
476
14. "Image of sony tv8-301 portable television receiver, 1960. by Science & Society Picture Library"
([Link]
Sony%20TV8-301%20portable%20television%20receiver,%201960.,world's%20first%20truly%20
portable%20television.) . [Link]. Retrieved September 19, 2023.

15. Lotz, Amanda D. (2007). "The Television Will Be Revolutionized." New York, NY: New York
University Press. p. 65–66

16. Boruff, Jill; Storie, Dale (January 2014). "Mobile devices in medicine: a survey of how medical
students, residents, and faculty use smartphones and other mobile devices to find
information*" ([Link] . Journal of the
Medical Library Association. 102 (1): 22–30. doi:10.3163/1536-5050.102.1.006 ([Link]
g/10.3163%2F1536-5050.102.1.006) . PMC 3878932 ([Link]
cles/PMC3878932) . PMID 24415916 ([Link] .

17. Casey, Mike (June 26, 2014). "Army seeks to increase use of mobile devices" ([Link]
[Link]/web/20180712084147/[Link]
0629541) . [Link]. Archived from the original ([Link]
[Link]/article/20140626/News/140629541) on July 12, 2018. Retrieved July 23, 2014.

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Technology Reports. 44 (5): 10–15. 2008.

Hanson, C. W. (2011). "Chapter 2: Mobile Devices in 2011" ([Link]


252847618/mobile-devices-in-2011) . Library Technology Reports. 47 (2): 11–23.

Common questions

Powered by AI

The ability of mobile devices to use both wireless and wired networks for connectivity offers increased flexibility and reliability. While wireless access enhances mobility, allowing users to switch between networks seamlessly in varied environments, access to wired networks provides stable and faster connections where mobility is less critical. This dual capability broadens the functional environments of mobile devices, supporting applications like mobile hotspots and enterprise connectivity solutions, and ensures uninterrupted service across different scenarios .

Mobile devices have played critical roles in military applications by providing portable and flexible tools for training and operational support. They enable access to educational resources and training materials regardless of a soldier's location, facilitating on-the-go learning and real-time decision-making. This capability enhances command and control operations, improves situational awareness, and aids in the coordination of complex tasks, ultimately leading to more efficient military operations .

Mark Weiser's vision of ubiquitous computing is significant in the development of mobile devices as it envisions a world where computing integrates seamlessly into everyday life. Mobile devices embody this concept by becoming pervasive in their ability to perform a wide range of tasks—from communication to entertainment and productivity—right from one's pocket. The idea is that these devices should operate unobtrusively and assist humans by providing information and capabilities as needed without disruption .

Mobile devices can be physically bound to mobile hosts in three primary ways: accompanied, surface-mounted, or embedded into the fabric of a host. Accompanied devices, like smartphones carried in a pocket, offer flexibility but can be easily misplaced. Surface-mounted devices are designed for more permanent fixtures, while embedded devices, like those in autonomous vehicles, are integrated into the host's fabric. This distinction is significant as it influences device usability, portability, and the complexity of integrating mobile technologies into everyday life .

Since the early 2010s, sensors such as accelerometers, magnetometers, and gyroscopes have significantly enhanced mobile device functionality by enabling detection of orientation and motion. These sensors allow for more interactive and intuitive user interfaces and facilitate features like gaming, navigation, and augmented reality applications, thereby extending the usability and appeal of mobile devices .

The introduction of biometric authentication in mobile devices has enhanced security by providing more robust and user-friendly methods of ensuring that only authorized users can access device services and sensitive data. Technologies such as fingerprint and face recognition offer higher security levels compared to traditional password systems due to their resistance to duplication and ease of use, thereby protecting personal and enterprise information .

Technological convergence has played a crucial role in the evolution of mobile devices by combining multiple functionalities into a single device. Early mobile devices like pocket calculators and digital cameras excelled in their specific uses but were limited in diversity. Over time, devices like smartphones emerged to integrate these diverse functionalities such as text messaging, Internet connectivity, and multimedia into one device, thus simplifying user experiences and increasing the utility of mobile technology .

Mobile devices are unique compared to other technologies due to their inherent flexibility in both hardware and software. This flexibility allows for a variety of applications such as video chat, web browsing, payment systems, and near field communication. They support diverse functionalities due to their adaptability, which is facilitated by features like wireless networking, making them ubiquitous in providing services that integrate cloud computing .

The integration of mobile devices with cloud computing services significantly influences the growth of new services by expanding the capabilities of mobile computing beyond limited on-device resources. Through cloud integration, devices can access expansive storage, analytics, and processing power, enabling sophisticated applications like artificial intelligence, IoT management, and large-scale data analytics. This integration fosters the development of innovative services such as real-time collaboration tools, gaming, and smart home systems, effectively transforming mobile devices into powerful multifunctional tools .

Embedded controllers in mobile hosts such as autonomous vehicles enhance both autonomy and functionality by allowing these devices to perform complex operations independently of a human operator. Such integration enables vehicles to process sensor data, make decisions, and execute driving commands without external input, thereby promoting greater efficiency and safety. This autonomy is critical for the development of scalable and reliable autonomous systems .

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