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| ![]() Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth EditionNew Software market report from MindCommerce: "Mobile Applications and Widgets: Portable Applications on Mobile Platforms, Fifth Edition"
By: Fast Market Research, Inc. Target Audience: This research is a necessary read for all of the following: Wireless Carriers, MVNOs and other network providers, Mobile Handset and Smart Phone manufacturers and software developers, large and small software development companies entering or in the mobile space, advertising executives and potential advertisers, traditional bricks or e-commerce companies interested in mobile, any organization interested in monetizing their investment in the mobile space. ------------------------------------------------------------ Full Report Details at - http://www.fastmr.com/ ------------------------------------------------------------ Partial Table of Contents: 1 EXECUTIVE SUMMARY 2 DEFINITION OF A MOBILE APP 2.1 WHAT SEPARATES AN APP FROM A BUNDLED DEVICE FEATURE? 2.2 EXAMPLES OF CURRENT MOBILE APPS 3 HISTORY OF MOBILE PLATFORM PROGRAMMING 3.1 THE FIRST WIDGET 3.2 HARDWARE WIDGETS? 3.3 HARDWARE AND SOFTWARE EVOLUTION 3.3.1 Hardware evolution 3.3.1.1 The Smartphone revolution 3.3.2 Development platform evolution 3.3.2.1 Palm 3.3.2.2 WAP, WML, and HTML 3.3.2.2.1 HTML and Mini Browsers 3.3.2.2.2 Adobe, Flash, and SilverLight 3.3.2.2.3 JavaScript 3.3.2.2.4 AJAX 3.3.3 Development future 4 PLATFORM ARCHITECTURES 4.1 PLATFORM SPECIFIC DEVELOPMENT 4.1.1 Symbian 4.1.2 Windows Mobile, Windows Phone 7 4.1.3 Blackberry OS 4.1.4 iPhone OSX 4.1.5 Linux 4.1.6 Palm OS 4.1.7 Danger Hiptop, SideKick 4.1.8 Android 4.2 PORTABLE APP DEVELOPMENT 4.2.1 J2ME Platform 4.3 WEB BASED APPS 4.3.1 WAP/WML/XML 4.3.2 HTML 4.3.2.1 Browser Constraints by Platform 5 KEY DEVELOPMENT CONCEPTS 5.1 SIZE CONSTRAINTS 5.1.1 Compact Code 5.1.2 Compact File Space 5.2 DISPLAY CONSTRAINTS 5.2.1 Display Sizes and Standards 5.2.2 Multiple Displays 5.3 INPUT AND CONTROLS 5.3.1 Input device types 5.3.1.1 Keypad 5.3.1.2 Keyboard 5.3.1.3 Touch Screen 5.3.1.4 Scroll Wheel 5.3.1.5 Thumb Sticks, Roller Balls, and Direction Pads. 5.3.2 Environmental Controls 5.3.2.1 Motion and Orientation Sensors 5.3.2.2 Light Sensors 5.3.3 Peripheral Access 5.3.3.1 GPS onboard and off 5.3.3.2 Bluetooth 5.3.3.3 Infrared 5.4 NETWORK ACCESS 5.4.1 Connection Persistence 5.4.1.1 Dial on Demand 5.4.1.2 Always On 5.4.2 Connection Types and Limitations 5.4.2.1 Cellular Data 5.4.2.2 WiFi 5.4.2.3 WiMax 5.4.2.4 Bluetooth 5.5 PROCESSING 5.5.1 Platforms and Speeds 5.6 WEB APP DEVELOPMENT 5.6.1 Limitations of Web Based Applications 5.6.2 A note about WAP/WML translators, compression gateways, and proxies 5.7 LICENSING 5.7.1 License Model Table by Platform 5.8 FUTURE APPLICATIONS 5.8.1 3D APPLICATIONS 5.8.2 THE VR-MALL CONCEPT 5.8.3 VR-Mall 5.8.4 VR-world Module 5.8.5 3D in Mobile Phones 5.8.6 3D Mobile Applications 5.8.7 Challenges of the 3D Applications 5.8.9 Solutions to Overcome Challenges 5.8.10 List of Phones that Uses 3D technology 5.8.10 Future of 3D Applications 5.9 AUGMENTED REALITY 5.9.1 Introduction 5.9.2 AR 3D applications 5.9.3 Tracking User's Position 5.9.4 QR Codes 5.9.5 Mobile Systems in AR Collaborative Applications 5.9.6 Augmented Reality Challenges 5.9.7 AR Applications 5.9.8 AR in Tourism 5.9.9 AR and Face Recognition 5.9.10 Case Study: How to Use AR with in M-Commerce 5.9.11 WEB 2.0 AND SOCIAL SOFTWARE 5.9.12 Location-based Service in AR 5.9.12 Conclusion 6 MARKETS 6.1 MOBILE ADVERTISING 6.1.1 The Advertising Double Edged Sword 6.1.2 Mobile Web Advertising 6.2 MARKET SUMMARY 6.2.1 Case Study RIM 6.2.2 Case Study Apple 6.2.3 Case Study Android 6.2.4 Case Study PopCap Games 6.2.5 Case Study Car Locator 6.2.6 Platform Market Share 2012-2017 6.3 MARKET SIZING 6.3.1 Predicted Mobile Sales THE MARKET FOR MOBILE PHONE DEVICES IN ASIA: 2011 - 2016 MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN EUROPE THE MARKET FOR MOBILE PHONE DEVICES IN EUROPE: 2011 - 2016 MARKET POTENTIAL FOR MOBILE PHONE DEVICES IN LATIN AMERICA THE MARKET FOR MOBILE PHONE DEVICES IN LATIN AMERICA: 2011 - 2016 Full Table of Contents is available at: -- http://www.fastmr.com/ About Mind Commerce The Mind Commerce mission is to provide customized research, consulting, training, and writing services for the telecommunications and IT industry within their areas of expertise. Mind Commerce clients include manufacturers, developers, service providers, industry organizations, and government. Mind Commerce partners include various leading firms in the telecommunications industry. View more research from MindCommerce at http://www.fastmr.com/ # # # Fast Market Research is an online aggregator and distributor of market research and business information. We represent the world's top research publishers and analysts and provide quick and easy access to the best competitive intelligence available. End
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