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Mobile Entertainment

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Mobile Entertainment Min Chen Computer Science Department, HUT 16.04.2003 Introduction Mobile entertainment refers to entertainment products that run on wireless ... – PowerPoint PPT presentation

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Title: Mobile Entertainment


1
Mobile Entertainment
  • Min Chen
  • Computer Science Department, HUT
  • 16.04.2003

2
Introduction
  • Mobile entertainment refers to entertainment
    products that run on wireless networked,
    portable, personal devices.
  • It utilize Internet, mobile phone technologies,
    and entertainment content to offer amusement.
  • Examples mobile games, ring tones, pictures,
    audio/video stream, etc.

3
GSM Overview
  • Globally dominant system as basis for 70 of
    future 3G network.
  • Specified by CEPT now governed by 3GPP
  • 1st standard published in 1990
  • A growing and evolving system
  • GSM family GSM, GPRS, EDGE, 3GSM

4
GSM Network Architecture
5
Network Services
  • Teleservices (Voice oriented services)
  • Voice transmission
  • Message services
  • Basic data communication e.g. fax
  • Data services
  • Transparent or non-transparent
  • Synchronous or asynchronous
  • Supplementary services

6
Short Message Services (SMS)
  • SMS enables user to send receive short text
    messages.
  • SMS Infrastructure
  • MO MS ? MSC ? IWMSC ? SMSC ?MS
  • MT MS ? SMSC ? GMSC ? MSC ? MS

7
SMS (cont.)
  • General SMS Features
  • Concatenation
  • Compression
  • Binary message
  • Encryption security
  • Billing
  • Different alphabets support
  • Applications
  • Person-to-person messaging
  • Voice mail
  • Fax
  • Games
  • Ringtones
  • Pictures
  • Voting
  • Gambling
  • Information services
  • Mobile banking

8
SMS (cont.) Usability Analysis
  • Cons
  • Interface are tedious difficult to manipulate
  • MMI (Man Machine Interface) are not standardized
  • Generally text based
  • Restricted to 160/70 characters of
    Latin/non-Latin alphabets per message
  • Pros
  • Commercially important technology
  • Can be used for a variety of applications
  • Immense popularity
  • Large user base
  • Cheap

9
Wireless Application Protocol (WAP)
  • WAP is de facto world standard for presentaion
    and delivery of wireless info and telephone
    services on mobile terminals
  • Wap Model
  • Client
  • Gateway (Proxy)
  • Oringin Server

10
WAP Protocols
11
WAP (cont.)
  • WAP 2.0
  • Extends WAP capabilities significantly
  • Based on XHTML
  • Support Internet standards and protocol
  • Optimize usage such as GPRS and 3G
  • Provide rich application environment
  • Backwords compatibility to WAP
  • J2ME
  • J2ME platform is a set pf standard Java APIs
  • Provides flexible user interface, robust security
    model, broad network protocol
  • J2ME comprises a virtual machine a set of class
    libraries

12
WAP Applications
  • Unified messaging
  • E-mail services
  • Information services
  • News
  • Weather reports
  • Financial market information
  • Sports
  • M-commerce
  • Location-based servies
  • Entetainment services
  • Multimedai services

13
WAP Usability Analysis
  • Cons
  • User interface remain tedious and difficult
  • Limited browsing capabilities
  • Connection failures
  • Services quality depends on bearers
  • Unpredictable performance
  • Pros
  • Support richer content compare to SMS
  • Allow better visual quality overall
  • Faster transaction than SMS
  • WAP 2.0 facilitates improvements
  • J2ME facilitates extended functionality

14
3G Technologies Network Standards
  • WCDMA
  • The choice of ETSI
  • It can extend the existing GSM core network,
    maximizing reuse of existing equipment
  • can also overlay TDMA and CDMA networks
  • Implementation is a challenge
  • Supports data rates up to 2Mbps
  • The capacity is 50-80 channels per carrier
  • CDMA2000
  • Developed by 3GPP2
  • CDMA2000 1x and CDMA2000 3x are ITU approved 3G
    standards
  • 1x uses 1.25MHz bandwidth support data rates from
    144kbps to 307kbps
  • 1x EV-DO supports 383kbps to 2.4 Mbps
  • 3x use 5MHz bandwidth, support data rates up to
    2Mbps

15
3G Enabling Technologies
  • MExE
  • Standardize the environment for executing moble
    applications across the full range of 3G devices
  • Classmark is used to categorize mobile devices.
    Classmark 1 relates to WAP, 2 supports Javaphone
    API, 3 supports J2ME
  • Bluetooth
  • Conceived by Ericsson in 1994, developed by
    Bluetooth Special Interest Group
  • A de facto standard enabling wireless
    connectivity between devices
  • Provide low cost, low power, secure, efficient,
    high capacity, ad hoc voice and data networking

16
3G Applications Usability Analysis
  • 3G applications include communications,
    information, entertainment, and m-commerce.
  • 3G offers better system capacity, high-speed
    wireless Internet access and wireless multimedia
    services (audio, video, image, data)
  • Vastly improved interactivily and visual impact
  • 3G devices improved with enhanced battery
    capability, larger screen, higher resolution,
    more memory, greater storage capacity
  • Entertainment services become streamlined and
    viable across various devices
  • Sufficient networks and compliant devices are
    required

17
Mobile Entertainment Market Analysis
  • Mobile Entertainment Business of today
  • Japan and Korea is the leading region
  • Europe is the second, UK and Italy are the most
    aggressive markets
  • The most successful service to date is ring
    tones, followed by mobile gaming

18
Mobile Entertainment Value Chain
  • Content providers provide original contents or
    brands.
  • Application developers create entertainment
    products.
  • Publishers fund the development and bundle the
    applications
  • Wireless application service providers develope,
    implement mobile entertainment platforms
  • Portal providers provide network based customer
    interface
  • Mobile operators provide mobile connectivity and
    content delivery
  • Mobile device manufacturers design and
    manufacture mobile devices
  • Consumers use the services

19
Revenue Models
  • Revenue Sharing
  • Licensing
  • Retail

20
User Groups
  • Teenagers
  • Young Adults
  • Aldults in late twenties and early thirties
  • Coporate over 35

21
Marketing Strategies
  • Co-branding content partnership
  • Public Media
  • Online advertising
  • Promotion
  • Registration and Subscription

22
Conclusion
  • The mobile entertainment industry has increadible
    potential
  • Wireless technologies evolution is enabling
    increasingly diverse data communications and
    services possibility.
  • It is a particularly complex market due to
    inherent technical restrictions, fragmnetations
    of the value chain, and the need of effective
    marketing to stimulate comsumer demands

23
Thanks!
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