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"Smartphones, handheld mobile devices

A mobile device (or handheld computer) is a "computing device small enough to hold and operate in the hand. Typically, any handheld computer device will have an "LCD "flatscreen interface, providing a "touchscreen interface with digital buttons and keyboard or physical buttons along with a physical keyboard. Many such devices can connect to the "Internet and interconnect with other devices such as car entertainment systems or "headsets via "Wi-Fi, "Bluetooth, "cellular networks or "near field communication (NFC). Integrated cameras, "digital media players, the ability to place and receive "telephone calls, "video games, and "Global Positioning System (GPS) capabilities are common. Power is typically provided by a "lithium battery. Mobile devices may run "mobile operating systems that allow third-party "apps specialized for said capabilities to be installed and run.

Early "smartphones were joined in the late 2000s by larger, but otherwise the same, "tablets. Input and output is now usually via a "touch-screen interface. "Phones/"tablets and "personal digital assistants may provide much of the functionality of a "laptop/"desktop computer but more conveniently, in addition to exclusive features. "Enterprise digital assistants can provide additional business functionality such as integrated data capture via "barcode, "RFID and "smart card readers. By 2010, mobile devices often contained sensors such as "accelerometers, "magnetometers and "gyroscopes allowing detection of orientation and motion. Mobile devices may provide "biometric user authentication such as "face recognition or "fingerprint recognition.

Manufacturers include "Apple, "Samsung, "Sony, "HTC, "LG, Google, Microsoft and "Motorola Mobility.

If the device is a modern "phone/"tablet, the external hardware design will have a "touchscreen providing a "virtual keyboard and buttons ("icons) on-screen. The side of the device will include physical buttons to control the volume of emitted sound. Sometimes, a home button (which returns the display to the starting user interface) will be included, and is typically below the screen. It will also include a "USB port and "jack port, sometimes other ports as well. It will usually include front and rear-facing cameras, along with a microphone.



Device mobility can be viewed in the context of several dimensions:[1]

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 embedded 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.[1] Hence, mobile hosts with embedded devices such as an "autonomous vehicle can appear larger than pocket-sized.

As stated earlier, the most common size of mobile computing device is pocket-sized that can be hand-held, but other sizes for mobile devices exist, too. "Mark Weiser, known["by whom?] as the father of "ubiquitous computing, computing everywhere, referred to device sizes that are tab-sized, pad and board sized,[2] where tabs are defined as accompanied or wearable centimetre-sized devices, e.g. "smartphones and "smart cards, and pads are defined as hand-held decimetre-sized devices, e.g., "laptops and "tablets. 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.[1] Dust refers to miniaturised devices without direct HCI interfaces, e.g., micro electro-mechanical systems ("MEMS), ranging from nanometres through micrometers to millimetres. 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["by whom?] as synonymous with having wireless connectivity, these terms are different. Not all network access by mobile users, applications and devices need be via wireless networks and vice versa. Wireless access devices can be static and mobile users can move in between wired and wireless hotspots such as in Internet cafés.[1] 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 to the "Internet. What makes the mobile device unique compared to other technologies is the inherent flexibility in the hardware and also the software. Flexible applications include video chat, Web browsing, payment systems, NFC, audio recording etc.[3] As mobile devices become ubiquitous there, will be a proliferation of services which include the use of the "cloud.["citation needed] 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 in order to display its internal data or state.


Smartphones, handheld mobile devices

Mobile devices have been designed for many application. They include:

See also[edit]


  1. ^ a b c d Poslad, Stefan (2009). Ubiquitous Computing Smart Devices, Smart Environments and Smart Interaction. Wiley. "ISBN "978-0-470-03560-3. .
  2. ^ "Weiser, Mark (1991). "The Computer for the Twenty-First Century". "Scientific American. 265 (3): 94–104. "doi:10.1038/scientificamerican0991-94. 
  3. ^ 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". Journal of the Research Center for Educational Technology. 7 (1): 67–90. "ISSN 1948-075X. 


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