Saturday, March 05, 2005

Things I have learnt in week 9

  1. Consumers usually favour smaller sized mobile phone. However the trade-off is that to have a smaller mobile phone means a smaller battery which can lead to shorter battery span of the mobile phones.
  2. However with nowadays technology eg. lithium battery, handphones can last for much longer time before recharging.
  3. Fuel battery may be considered in future. But as for now, it is not considered as a possible replacement as hydrogen is a highly imflammable gas.

Mobile Computing: Palm vs. Pocket PC,aid,111825,00.asp

Tuesday, February 15, 2005

Things I have learned in Week 7

  • There will be wide use in broadband wireless technologies in near future
  • MMDS and LMDS have faded
  • Business models have changed


Client/server describes the relationship between two computer programs in which one program, the client, makes a service request from another program, the server, which fulfills the request. Although the client/server idea can be used by programs within a single computer, it is a more important idea in a network. In a network, the client/server model provides a convenient way to interconnect programs that are distributed efficiently across different locations. Computer transactions using the client/server model are very common. For example, to check your bank account from your computer, a client program in your computer forwards your request to a server program at the bank. That program may in turn forward the request to its own client program that sends a request to a database server at another bank computer to retrieve your account balance. The balance is returned back to the bank data client, which in turn serves it back to the client in your personal computer, which displays the information for you.
The client/server model has become one of the central ideas of network computing. Most business applications being written today use the client/server model. So does the Internet's main program,
TCP/IP. In marketing, the term has been used to distinguish distributed computing by smaller dispersed computers from the "monolithic" centralized computing of mainframe computers. But this distinction has largely disappeared as mainframes and their applications have also turned to the client/server model and become part of network computing.
In the usual client/server model, one server, sometimes called a
daemon, is activated and awaits client requests. Typically, multiple client programs share the services of a common server program. Both client programs and server programs are often part of a larger program or application. Relative to the Internet, your Web browser is a client program that requests services (the sending of Web pages or files) from a Web server (which technically is called a Hypertext Transport Protocol or HTTP server) in another computer somewhere on the Internet. Similarly, your computer with TCP/IP installed allows you to make client requests for files from File Transfer Protocol (FTP) servers in other computers on the Internet.
Other program relationship models included
master/slave, with one program being in charge of all other programs, and peer-to-peer, with either of two programs able to initiate a transaction.

Monday, February 07, 2005

Things I have learned in Week 5

  • Companies now use web for auctions, virtual communities and web portals
  • Consumers can do online auctions using services like e-bay
  • Because of internet, companies are brought closer together from diverse geographical locations
  • Organisations use mobile commerce to do their trades nowadays
  • Companies also use web portals to communicate with their employees

N-gage2 already in development

Nokia is already preparing for the next generation of its yet to be released game deck mobile phone hybrid. Nokia’s promotional road show, which leads up to N-Gage’s official global launch on October 7th, started on Tuesday in Helsinki.N-Gage isn’t just a wireless console for playing games, its a whole new platform. And platforms, by definition, need to evolve. Ilkka Raiskinen, director of Nokia Mobile Phones’s Entertainment & Media unit, emphasized that N-Gage is specifically a gaming and entertainment platform. In his presentation on Monday in Espoo at HP Mobile Bazaar’s mobile gaming summit, Raiskinen said that Nokia is currently developing N-Gage2.

The Xbox of the mobile world

According to Raiskinen, the major game publishers aren’t interested in one time deals, they want long-term platforms for their games. Raiskinen illustrated the relationship of N-Gage games to games developed for other mobile phones by comparing it to the relationship of Xbox games and PC games.N-Gage software has a different marketing channel from other mobile phone software. Raiskinen said N-Gage games will be marketed the same way traditional console games are. Java games, on the other hand, will be distributed by mobile phone operators through download services.Raiskinen believes that downloadable Java games will eventually become marketing tools. Games will be marketed under consumer brands names, so there could be, for example, Coca-cola games and Nike games.Mobile games can be distributed from many different platforms, and Raiskinen doubts that there will emerge a single common distribution platform for all mobile games within the next few years.Nokia has so much faith in its N-Gage platform that it is going to publish games itself. This doesn’t, however, mean that Nokia won’t continue to support Java games. Raiskinen said that the potential of mobile gaming is so great that Nokia will be investing in several different kinds of vertical and horizontal business models over the following years.

From a gaming deck to an entertainment center

The gaming world has an extremely narrow view of the mobile gaming industry, and is generally characterized as “casual gaming,” Raiskinen says. Nokia believes that wireless consoles will form the basis of a much wider range of entertainment services. The entertainment and social aspects of games will become important. Raiskinen used a soccer game as an example of how news and informational material can be delivered to a gaming group in the audiece as the match progresses, and then be used later in the group’s games.

Friday, January 28, 2005

Things I have learned in Week 4

  1. Mobile phone nowadays has lots of capabilities
  2. It has lots of oppotunities for future investments
  3. Using GPRS for gaming between 2 or more mobile users is a viable option for multiplaying

Future prospects of mobile phone

There is a great deal of active research and development into mobile phone technology that is currently underway. Some of the improvements that are being worked on are:
One difficulty in adapting mobile phones to new uses is
form factor. For example, ebooks may well become a distinct device, because of conflicting form-factor requirements — ebooks require large screens, while phones need to be smaller. However, this may be solved using folding e-paper or built-in projectors.
One function that will be useful in phones is
translation function. Currently it is only available in stand-alone devices, such as Ectaco translators.
mobile phones will include various speech technologies as they are being developed. Many phones already have rudimentary
speech recognition in a form of voice dialling. Of particular interest will be real-time voice translation (that must include speech recognition, machine translation and speech synthesis). However, more natural speech recognition and translation in these devices requires a drastic improvement in the state of technology: the phone's processor must be faster by several orders of magnitude with the phone requiring far more internal memory, or new ways of processing speech data must be found. Natural language processing requires inordinately powerful hardware.
developments in miniaturised
hard disks to solve the storage space issue, therefore opening a window for phones to become portable music libraries and players similar to the iPod.
further improvements in
battery life wil be required. Colour screens and additional functions put increasing demands on the device's power source, and battery developments may not proceed sufficiently fast to compensate. However, different display technologies, such as OLED displays, e-paper or retinal displays, smarter communication hardware (directional antennae, multi-mode and peer-to-peer phones) may reduce power requirements, while new power technologies such as fuel cells may provide better energy capacity.
Speculative improvements in the future may be inspired by an English team led by
James Auger and Jimmy Loizeau who in 2002, developed an implant designed to be inserted into a tooth during dental surgery. This device consists of a radio receiver and transducer, which transmits the sound via bone conduction through the jawbone into the ear. Sound is transmitted via radio waves from another device (ostensibly a mobile phone) and received by the implant. The implant is currently powered externally, given that no current power source is small enough to fit inside the tooth with it. In addition, the implant was only designed to receive signals, not transmit them. Directly tapping into the inner ear or the auditory nerve is already technologically feasible and will become practical as surgical methods advance.

Saturday, January 22, 2005

Things I have learned in Week 3

  • There are 4 Ps of marketing
  1. Product
  2. Price
  3. Promotion
  4. Place
  • 3 types of information to segment the market
  1. Geograpical
  2. Demograpical
  3. Psycgographical
  • 3 types of online advertisements
  1. Pop-ups
  2. Pop-behinds
  3. Interstitials

Scooby Doo's Spooky Fun Goes Mobile

10Meters News Service

February 26, 2002 – Scooby Doo and The Gang will be bringing their brand of spooky fun to mobile phones soon via a partnership between the Cartoon Network and Digital Bridges Ltd.
The two companies announced last week they will collaborate on launching three mobile games based on the classic "Scooby Doo" cartoon series. The companies also will develop a game featuring a variety of other cartoon characters from the Cartoon Network, home to legendary characters such Bugs Bunny, Tom and Jerry, and The Flintstones as well as a whole new generation of top toon stars including The Powerpuff Girls, Johnny Bravo, and Courage the Cowardly Dog.
Scooby Doo is also set to hit movie screens when "Scooby Doo," a live-action movie adaptation of the series is released later this year. The movie will feature Freddie Prinze Jr., Sarah Michelle Gellar and Matthew Lillard.
The new mobile titles will encompass mobile gaming technologies, including SMS, WAP, Java and BREW, allowing the vast majority of mobile handset owners the chance to play the games.
Two of the Scooby-Doo games will make use of the Short Message System (SMS), one of the most popular mobile services in the world today, with billions of messages being sent globally each and every month. The Cartoon Network World game will make use of the WAP service, which allows mobile devices to connect to the mobile Internet to provide a richer interactive graphical environment. Another Scooby-Doo title will be created for the new generation of Java-enabled phones, allowing users to download, store and play games similar to old-school arcade classics.
"Gaming is perhaps the single most important product line with the greatest potential to generate significant data revenue for the wireless industry," said Mitch Lazar, vice president of Wireless & Emerging Technologies for AOL and Turner Broadcasting System International.
The games are scheduled to be launched later this year by the Cartoon Network, an all-animation television network, and Digital Bridges, a provider of entertainment channels for mobile devices.

Saturday, January 15, 2005

Things I have learned in Week 2...

  • A product should be packaged in such a way that it will be seemed as totally new and refreshing to the customers who you try to attract
  • It should be viewed that this product/service that you provide is special and intriguing so that consumers will be attracted
  • Local market is sometimes not enough for expansion, and therefore overseas venturing should also be considered
  • Partnership with other affluent companies in the foreign region is sometimes neccessary and beneficial because it will greatly enhance your company's images and greatly kickoff your business in the foreign market

The Business Value of Web Standards

Speed Development

Though the sheer ease of creating HTML pages has clearly been beneficial to the Web’s growth, it’s also been a curse. Because they’re so forgiving, Web browsers have facilitated a system of pseudo-code that breaks countless best practices in the programming world.
So many of our clients have been building multiple versions of their sites, attempting to present a perfect design for as many users as possible. For our company, we wanted one set of HTML pages, one stylesheet, and far less development work. With over 95 percent of Adaptive Path’s audience now visiting our site with standards-compliant browsers, we knew it was time to make the switch.
Web standards force you to error check. Simply declaring which version of HTML (or, for that matter, XML) you’re using will let you validate your pages against those specifications. Validation turns HTML into something like a scripting language.
Running your pages through a validator shows you exactly where your errors are. This reduces the time developers spend on QA, and gives your site incredible consistency between browsers. While current browsers still have rendering bugs, they are far less severe than they were five years ago.

Simplify Maintenance, Increase Opportunity
For years, the standards community has been extolling the virtues of keeping visual design separate from content, but logically linked to each page. This means your HTML becomes ridiculously simple. Most XHTML pages are little more than a collection of semantically rich

tags, with a pointer to a powerful CSS file.
This clean separation makes it much easier for you to develop and maintain your pages, primarily because the division corresponds to most teams’ distinctions between design and editorial work.
Recently, we hosted a CSS file for a client on our development server while they began production on content and backend systems. As we continued to iterate the design, we were able to simply edit the file without having to integrate with their versioning and release system. By working in parallel, we dramatically reduced the time to market.
Speeding development is a competitive and financial advantage. Shorter development times not only reduce costs, but free resources sooner, thereby increasing opportunity.

Open Up Access Options
Clean code pays even more dividends. Browsers that don’t offer compliant CSS implementations can now simply skip the style. In other words, semantic XHTML markup can be rendered in any browser — including non-traditional clients like mobile phones, PDAs, voice interfaces and screen readers, and anything else that supports the most basic tag set.
A standards-compliant site that is coded for simplicity solves problems with mobile access, Section 508 accessibility, and past-version browser compatibility.
So you get all that and it’s easier to develop and maintain? Indeed. You can even eliminate some hard costs in the process.

Reduce Bandwidth Costs
When we stripped away the fonts, tables, and little images used as design elements on our home page, we reduced the size of the code from 20.9K to 9.2K. Now, this may not seem like a lot, but it would aggregate to quite a bit if our site generated heavy traffic.
Our 56 percent reduction in bandwidth usage is hardly relevant to a site that gets a few thousand page views a day, but large commercial sites get that much traffic in a minute or two. The most popular sites often get tens of millions of page views a day.
Saving 30K to 40K from each page view — plus a cached stylesheet that never needs to be downloaded again — can save you thousands of dollars per month. Ever see an IT guy get excited about a new design? You will.

Improve User Experience
Cold, hard cash is easy to quantify, but there are additional benefits to slimming down code. It’s no secret that a faster, more lively site will nearly always translate to a better overall user experience.
Huge interfaces squeezed through plodding modem connections have been a plague since the Web’s inception. The increasing dominance of broadband has only helped a bit. A hotel phone line plugged into a business traveler’s laptop may be the only tenuous link you’ve got to a new customer. Adopting clean, standardized code gives users a shortcut to accomplishing their goals at your site.

Justifying the Switch
These aren’t formulas for determining the ROI of migrating to standards, but they are some pretty good financial justifications. “It’s what all the cool sites are doing” shouldn’t be your only point when arguing for a switch to XHTML and CSS.
The economic benefits of standardization are tangible. Once we can quantify them, businesses will begin realize the true promise of the Web — interoperable content freely shared.

(extracted from Jeffrey Veen, Sep 20,2003)

Saturday, January 01, 2005

Activity Log

Time:Day Information required/use

My location




07.15 Mon

Time of day (get up)


SCV set-top box




Location of new bottle of shampoo (clean up)


My wife (but disturbed her)




Daily news (keep up)

Breakfast table

Straits Times




Sports News (keep up)

Breakfast table

Star Sports

S$50 /mo



Urgent email (find out about todays meetings)

Breakfast table

Laptop / 802.11 / VPN / workplace




Whats for dinner? (EQ)

Breakfast table





Fuel level (top up)

In my car

Dashboard meter




Time of day (catch up)

In my car

Dashboard meter




Traffic conditions

Leaving carpark

Unable to find out on the car radio




Telephone number of my colleague to tell him I will be delayed (#*# up)

On KJE in jam due to motorcycle accident.

Using cellphone to reach operator

1.50 plus risk