Thursday, June 30, 2011

mobile games

mobile game is more popular now days.most of the mobile have many different games on it .usually there are different kinds of game in different mobiles it varies on the capability of  it .There are various type of game but among them some of  the special games on mobile are as follows .

1. Symbian games :

                          Symbian games supports on a mobile phone operating system designed to support services on 2.5G and 3G mobile telephony networks. Symbian is a 32-bit native IP-based, multi-tasking operating system designed for portable, battery-powered, mobile phones


2.Java games :
                        The Java software allows users to do various activities such as playing games, chatting and viewing pictures in 3D. Java was mainly used on computers but it is now available for mobile phone applications as well. Mobile Java games are available for various mobile phone providers such as AT&T, Nokia, Sony Ericsson,Boost Mobile, Sprint, T-Mobile, Verizon and Virgin Mobile. According to the Gameloft website, the following games are the best selling mobile Java games

Sunday, June 26, 2011

Networking

                  computer network, often simply referred to as a network, is a collection of computers and devices interconnected by communications channels that facilitate communications and allows sharing of resources and information among interconnected devices. Computer networking or Data communications (Datacom) is the engineering discipline concerned with the computer networks. Computer networking is sometimes considered a sub-discipline of electrical engineeringtelecommunicationscomputer scienceinformation technology and/or computer engineering since it relies heavily upon the theoretical and practical application of these scientific and engineering disciplines.
                 Networks may be classified according to a wide variety of characteristics such as medium used to transport the data, communications protocol used, scaletopologyorganizational scope, etc.
                 A communications protocol defines the formats and rules for exchanging information via a network. Well-known communications protocols are Ethernet, which is a family of protocols used in LANs, the Internet Protocol Suite, which is used not only in the eponymous Internet, but today nearly ubiquitously in any computer network.

3G

                 3G or 3rd generation mobile telecommunications, is a generation of standards for mobile phones and mobile telecommunication services fulfilling the International Mobile Telecommunications-2000 (IMT-2000) specifications by the International Telecommunication Union.Application services include wide-area wireless voice telephonemobile Internet access, video calls and mobile TV, all in a mobile environment. To meet the IMT-2000 standards, a system is required to provide peak data rates of at least 200 kbit/s. Recent 3G releases, often denoted 3.5G and 3.75G, also provide mobile broadband access of several Mbit/sto smartphones and mobile modems in laptop computers.
The following standards are typically branded 3G:
  • the UMTS system, first offered in 2001, standardized by 3GPP, used primarily in Europe, Japan, China (however with a different radio interface) and other regions predominated by GSM 2G system infrastructure. The cell phones are typically UMTS and GSM hybrids. Several radio interfaces are offered, sharing the same infrastructure:
    • The original and most widespread radio interface is called W-CDMA.
    • The TD-SCDMA radio interface, was commercialised in 2009 and is only offered in China.
    • The latest UMTS release, HSPA+, can provide peak data rates up to 56 Mbit/s in the downlink in theory (28 Mbit/s in existing services) and 22 Mbit/s in the uplink.
  • the CDMA2000 system, first offered in 2002, standardized by 3GPP2, used especially in North America and South Korea, sharing infrastructure with the IS-95 2G standard. The cell phones are typically CDMA2000 and IS-95 hybrids. The latest release EVDO Rev B offers peak rates of 14.7 Mbit/s downstreams.
                The above systems and radio interfaces are based on kindred spread spectrum radio transmission technology. While the GSM EDGE standard ("2.9G"), DECT cordless phones and Mobile WiMAX standards formally also fulfill the IMT-2000 requirements and are approved as 3G standards by ITU, these are typically not branded 3G, and are based on completely different technologies.
                A new generation of cellular standards has appeared approximately every tenth year since 1G systems were introduced in 1981/1982. Each generation is characterized by new frequency bands, higher data rates and non backwards compatible transmission technology. The first release of the 3GPP Long Term Evolution (LTE) standard does not completely fulfill the ITU 4G requirements called IMT-Advanced. First release LTE is not backwards compatible with 3G, but is a pre-4G or 3.9G technology, however sometimes branded "4G" by the service providers. Its evolution LTE Advanced is a 4G technology. WiMAX is another technology verging on or marketed as 4G.

Wi-Fi

            Wi-Fi  is a wireless standard for connecting electronic devices. A Wi-Fi enabled device such as a personal computer, video game console, smartphone, and digital audio player can connect to the Internet when within range of a wireless network connected to the Internet. A single access point (or hotspot) has a range of about 20 meters indoors. Wi-Fi has a greater range outdoors and multiple overlapping access points can cover large areas.
           "Wi-Fi" is a trademark of the Wi-Fi Alliance and the term was originally created as a simpler name for the "IEEE 802.11" standard. Wi-Fi is used by over 700 million people, there are over 4 million hotspots (places with Wi-Fi Internet connectivity) around the world, and about 800 million new Wi-Fi devices every year. Wi-Fi products that complete the Wi-Fi Alliance interoperability certification testing successfully can use the Wi-Fi CERTIFIED designation and trademark.
             The term Wi-Fi suggests Wireless Fidelity, resembling the long-established audio-equipment classification term high fidelity (in use since the 1930s. Even the Wi-Fi Alliance itself has often used the phrase Wireless Fidelity in its press releases and documents; the term also appears in a white paper on Wi-Fi from However, based on Phil Belanger's statement, the term Wi-Fi was never supposed to mean anything at all.
             
              The term Wi-Fi, first used commercially in August 1999,was coined by a brand-consulting firm called Interbrand Corporation that the Alliance had hired to determine a name that was "a little catchier than 'IEEE 802.11b Direct Sequence'". Belanger also stated that Interbrand invented Wi-Fi as a play on words with Hi-Fi, and also created the yin-yang-style Wi-Fi logo.
              The Wi-Fi Alliance initially used an advertising slogan for Wi-Fi, "The Standard for Wireless Fidelity", but later removed the phrase from their marketing. Despite this, some documents from the Alliance dated 2003 and 2004 still contain the term Wireless Fidelity. There was no official statement related to the dropping of the term.

Saturday, June 25, 2011

journal of mobile multimedia(JMM)

The Journal of Mobile Multimedia (JMM) aims to provide a forum for the discussion and exchange of ideas and information by researchers, students, and professionals on the issues and challenges brought by the emerging multimedia technologies for mobile multimedia applications and services, and the control and management of such networks to support multimedia applications.
The journal is devoted to the publications of high quality papers on theoretical developments and practical applications in mobile multimedia. Original research papers, state-of-the-art reviews, and technical notes are invited for publications. While JMM covers a broad range of topics, we are soliciting papers that provide a perspective on all aspects of mobile multimedia, including, but not be limited to:
-         Mobile Multimedia Applications & Services
-         Communication and Cooperation through Mobile Multimedia
-         Mobile Multimedia Software Architectures
-         Wireless & Mobile Multimedia Network Management
-         Mobile Multimedia Network Traffic Engineering & Optimization
-         Enabling Infrastructures for Mobile Multimedia
-         Regulatory and Societal Issues of Mobile Multimedia
-         Mobile Multimedia Markets & Business Models
-         Provisioning of Mobile Multimedia Services
-         Personalization, Privacy and Security in Mobile Multimedia
-         Pervasive and Ubiquitous Multimedia Computing
-         Mobile Virtual and Augmented Reality

multimedia

Mobile is the essential need of today generation .The use of multimedia in mobile is one of the  most important factor of it.there are different kind of mobile that can be found in market which  have different kind of multimedia in it .

                   Mobile Multimedia refers to the multimedia information exchange over wireless networks or wireless Internet. The popularity and evolution of mobile computing devices, together with fast, affordable mobile networks, have made it possible to increase the range and complexity of mobile multimedia applications and services provided to end-users of these kinds of equipments. In the core of this revolution is the astonishing growth in the number, types, novelty, and complexity of mobile multimedia applications and services. 

The Journal of Mobile Multimedia (JMM) aims to provide a forum for the discussion and exchange of ideas and information by researchers, students, and professionals on the issues and challenges brought by the emerging multimedia technologies for mobile multimedia applications and services, and the control and management of such networks to support multimedia applications