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Mobile Computing and Application Development (3360704)

UNIT – I [ introduction to mobile-computing]

1.1. Concept of mobile communication.

 Mobile computing can be defined as a computing environment over


physical mobility.
 The user of the mobile computing environment will be able to access
data, information or logical objects from any device in any network while
on move.

Different terms [Another name]

• Mobile computing
• Anywhere, Anytime , information
• Virtual home environment
• Nomadic computing
• Pervasive computing
• Ubiquitous computing
• Wearable computers

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Mobile computing Functions/Characteristics.


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• A computing environment is defined as mobile if it supports one or more


of these characteristics:
1. User mobility: User should be able to move from one physical location to
another location and use same service
2. Network mobility: User should be able to move from one network to
another network and use same service
Deals with two cases :
1. User change network
2. MANET (mobile ad-hoc network) A mobile ad hoc network
(MANET) is a continuously self-configuring, self-organizing,
infrastructure-less network of mobile devices connected without
wires. It is sometimes known as "on-the-fly" networks or
"spontaneous networks".
3. Device mobility: User should be able to move from one device to another and
use same service
4. Session mobility: A user session should be able to move from one user-agent
environment to another.
5. Service mobility: User should be able to move from one service to another.
6. Host mobility: The user device can be either a client or server. When it is
server or host, some of its complexities are changed. In case of host mobility ,
mobility of IP need to take care of.
7. Bearer Mobility : they use should be able to move from one bearer to another
and can use the same services.
Bearer Mobility is a feature that allows a device to change bearers without
interruption to the user's data sessions.
A device is connected to a mobile network using GPRS. The device comes into
range of a Wi-Fi network. The device decides to change to the Wi-Fi network and
creates a bearer to access the Wi-Fi network. The device then moves all the
existing connections across to the Wi-Fi bearer. In the final step the device
disconnects from the GPRS network.

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8. Agent Mobility :

 The user agent or the application should be able to move from one node
to another node.
 A mobile agent used to travel in heterogeneous environment by passing
code or passing itself with proper validation and authentication process
 Example : crawler software , worms – that’s moves between different
nodes, cloud platforms.

1.2 Different generations of wireless technology


First Generation (1G)
• Launched in the mid 1980
• Analog Systems
• Voice Traffics Only
• FDMA/FDD Multiple Access
• Confined to National Boundaries
• E.g AMPS (Advanced Mobile Phone Services) in US

Second Generation (2G)

• Developed for Voice Communications


• Digital Systems, Digital Modulation
• Provides data rated of the order of 9.6 Kbps
• E.g GSM Global System for Mobile Communication – TDMA/FDMA
• 900 Mhz and 1800 Mhz Band
• Personal Digital Communications(PDC) (Popular in Japan)

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• IS-95
• CDMA Based
• US/South Korea

Limitations of Second Generation (2G)


• Developed for Voice Communications (unsuitable for data traffic)
• Avg rate of the order of tens of kbps
• Not suitable for Internet (Packet Switched Services) Circuit Switched
• Multiple standards (no true global coverage)

2.5 G

• The effort to remove the impediments of 2G systems resulted in 2.5G


• Digital Systems
• Voice +Low Data Rate
• Internet Access through GPRS(General Packet Radio Services)
• Enhanced Data Rated for Global Evolution (EDGE) : Uses better Modulation
Techniques)

Third Generation (3G)


• Digital Modulation
• Simultaneous Voice + High Speed Data
• Multi-Megabit Internet Access
• Voice activated Calls
• Multimedia Transmission
• CDMA-2000 International Standard for 3G

Need for 4G
Present communication systems are primarily designed for one specific
application such as speech on a mobile telephone or high rate data in a wireless
local area Network(WLAN).

• 4G will integrate various networks, functions and applications


• 4G will create the global information multimedia village
• Will support a variety of data rates from 2G to 3G to 3G+ WLAN systems to
pico and small microcellular connectivity and fixed line systems.

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1.3 Basics of cell, cluster and frequency reuse concept

Coverage area of mobile communication is divided into small segments


called cell. [ Coverage area ]
• A geographical area covered by radio frequency signals.
• Cell is basic geographic unit of cellular system.
• Cell is the basic service area; one BTS covers one cell

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Shape and size of Cell

• Shape and size of cell depends on location, transmission power &


direction of antenna.
• Generally it is in irregular shape, but represented as hexagon.

What is reason for selection of hexagon shape?

With hexagon shape, all the area at corner of rectangle will always have
poor coverage, same case with triangle too.

Circle type of cell have “dead zones” for coverage, there will be few area
which can not cover by any BTS, hence hexagon shape is used
theoretically to represent cell in gsm architecture.

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Types of Cell
The different types of cells are given different names according to their size and function:

 Macro cells: Macro cells are large cells that are usually used for remote or sparsely
populated areas. These may be 10 km or possibly more in diameter.
 Micro cells: Micro cells are those that are normally found in densely populated areas
which may have a diameter of around 1 km.
 Pico cells: Picocells are generally used for covering very small areas such as particular
areas of buildings, or possibly tunnels where coverage from a larger cell in the cellular
system is not possible.
o For pico cells, the power levels used by the base stations are much lower and the
antennas are not position to cover wide areas. In this way the coverage is minimized
and the interference to adjacent cells is reduced.
 Femto cells : Femtocells are small, low-powered cellular base stations that are used
predominantly within home and small businesses. A femtocell is able to connect to a service
providers network via broadband to deliver connectivity to mobile devices.
 Selective cells: Sometimes cells termed selective cells may be used where full 360 degree
coverage is not required. They may be used to fill in a hole in the coverage in the cellular
system, or to address a problem such as the entrance to a tunnel etc.
 Umbrella cells: Another type of cells known as an umbrella cell is sometimes used in
instances such as those where a heavily used road crosses an area where there are
microcells.
 Under normal circumstances this would result in a large number of handovers as people
driving along the road would quickly cross the microcells.

Size of cell
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• If Large size of cell is used then


• few antennas will be needed
• more power
• cause harm to environment
• less infrastructure
• less frequency reuse
• less handover

if Small cell size is used then
• more antenna
• more infrastructure will be required
• more frequency reuse
• more handover
• more interference.
Cluster :
• Group of cell is known as cluster.
• Same frequency is not repeated in cluster.
• Same frequency can be used in another cluster.

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Homework : calculate size of cluster for value of i=1 and j=2.

Frequency Reuse

• Frequency reuse classical scheme proposed for GSM systems offers a


protection against interference.
• In Frequency Reuse scheme, total bandwidth is divided into different sub-
bands that are used by cells.
• Frequency reuse scheme allow wireless system operators to reuse the
same frequencies at different cell sites.

1.4Noise and its effects on mobile.

Noise is an unwanted signal which interferes with the original message signal
and corrupts the parameters of the message signal. This alteration in the
communication process, leads to the message getting altered. It is most likely to
be entered at the channel or the receiver.
The noise signal can be understood by taking a look at the following example.

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Hence, it is understood that noise is some signal which has no pattern and no constant
frequency or amplitude. It is quite random and unpredictable. Measures are usually taken to
reduce it, though it can’t be completely eliminated.
Most common examples of noise are −
 Hiss sound in radio receivers
 Buzz sound amidst of telephone conversations
 Flicker in television receivers, etc.

Effects of Noise

Noise is an inconvenient feature which affects the system performance.


Following are the effects of noise.

Noise limits the operating range of the systems

Noise indirectly places a limit on the weakest signal that can be amplified by an
amplifier.
The oscillator in the mixer circuit may limit its frequency because of noise. A
system’s operation depends on the operation of its circuits.
Noise limits the smallest signal that a receiver is capable of processing.

Noise affects the sensitivity of receivers

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Sensitivity is the minimum amount of input signal necessary to obtain the


specified quality output. Noise affects the sensitivity of a receiver system, which
eventually affects the output.
Types of Noise:

• Crosstalk is the transmission of signals and noise due to coupling


between lines, and is also called interference.
• The term "crosstalk" itself is evocative of the age of analog telephony,
and of "talking across lines

Thermal Noise

• Generated due to random motion of electrons in electrical conductor.


• Also known as Johnson–Nyquist noise.
• This thermal noise actually occurs regardless of the applied voltage
because the charge carriers vibrate as a result of the temperature.

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Impulse Noise

• Impulse noise is a category of noise that includes unwanted, almost


instantaneous sharp sounds.
• High voltage for short amount of time is impulse noise.

Intermodulation Noise

• Intermodulation noise – occurs if signals with different frequencies share


the same medium.
• Interference caused by a signal produced at a frequency that is the sum or
difference of original frequencies known as spurious frequency.
• Mixing of signals at different frequency.

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1.6 Basics of GSM architecture

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GSM Services

GSM (Global System for Mobile Communications) is a digital cellular


technology used for mobile communication. It is the most widely used mobile
communication standard in the world, and is used by billions of people every
day.
GSM provides a variety of services to its users, including:
 Voice calling: Users can make and receive phone calls using GSM
technology.
 SMS messaging: GSM allows users to send and receive text messages,
which can be up to 160 characters in length.
 MMS messaging: GSM also allows users to send and receive multimedia
messages, which can include pictures, videos, and audio files.
 Data services: GSM provides data services that allow users to access the
internet, send and receive emails, and use various other applications that
require an internet connection.
 Roaming: GSM allows users to roam across different networks and
countries, enabling them to stay connected while travelling.
 Caller ID: GSM provides caller identification services, which allow users
to see the phone number of the person calling them.
 Call waiting: GSM enables users to receive a call while already on another
call, and to switch between the two calls.
 Conference calling: GSM allows users to connect multiple people on the
same call, enabling conference calling.
 Call forwarding: GSM allows users to forward their calls to another
number, such as a voicemail or another phone.
 Call barring: GSM allows users to block certain types of calls, such as
international calls or calls from certain phone numbers.

Mobile IP
Refer PPT

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Mobile Communication via Satellite


• Low orbit satellite
• Medium orbit satellite
• Geo stationary satellite

Mobile communication via satellite is a technology that enables mobile devices


to communicate with each other or with the internet using satellites in orbit
around the Earth. There are three types of satellites used for mobile
communication:
Low Earth Orbit (LEO) Satellite: LEO satellites are positioned in orbit around
the Earth at an altitude of 500 to 2,000 kilometers. They travel at a high speed of
around 27,000 kilometers per hour, which enables them to orbit the Earth in
approximately 90 minutes. LEO satellites are typically used for voice and data
communication, and they provide low-latency connectivity, which means that
there is minimal delay between sending and receiving data. However, due to their
low altitude, LEO satellites have a limited coverage area and require a large
number of satellites to provide global coverage.
Medium Earth Orbit (MEO) Satellite: MEO satellites are positioned in orbit
around the Earth at an altitude of 8,000 to 20,000 kilometers. They travel at a
lower speed than LEO satellites, which enables them to orbit the Earth in
approximately 12 hours. MEO satellites are typically used for global positioning
systems (GPS) and navigation, and they provide higher bandwidth connectivity
than LEO satellites. However, MEO satellites have higher latency than LEO
satellites, which can affect the quality of voice and video communication.
Geostationary Earth Orbit (GEO) Satellite: GEO satellites are positioned in orbit
around the Earth at an altitude of approximately 36,000 kilometers. They travel
at the same speed as the Earth's rotation, which enables them to remain in a fixed
position relative to the Earth's surface. GEO satellites are typically used for voice,
data, and video communication, and they provide high-bandwidth connectivity
and wide coverage area. However, due to their high altitude, GEO satellites have
high latency, which can affect the quality of real-time communication.
Overall, mobile communication via satellite provides a reliable and flexible
solution for communication in areas with limited terrestrial infrastructure or in
situations where terrestrial networks are not available. The choice of satellite
technology depends on the specific requirements of the communication service,
such as coverage area, bandwidth, and latency.

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Satellite phones
A satellite phone is a type of mobile phone that communicates with satellites
orbiting the Earth, rather than using terrestrial cell towers, to make and receive
calls, send text messages, and access data services. Satellite phones are typically
used in remote or isolated areas where terrestrial networks are not available, such
as in deserts, mountains, or at sea.
Satellite phones use a different frequency band and technology than traditional
cellular phones. They communicate with satellites in low, medium, or
geostationary orbit around the Earth, depending on the specific satellite network.
When a call or message is made, the signal is sent from the satellite phone to the
satellite, which then relays it to the nearest ground station. The ground station
then routes the signal to the destination phone or network.
One of the advantages of satellite phones is their global coverage. As long as there
is a clear line of sight to the satellite, users can make and receive calls from
anywhere in the world. This makes satellite phones particularly useful for outdoor
enthusiasts, emergency responders, and military personnel who need to
communicate from remote locations.
However, there are some disadvantages to satellite phones as well. They are
typically more expensive than traditional cellular phones, and the cost of calls
and data usage can be significantly higher. Satellite phones also tend to be larger
and heavier than traditional phones, making them less convenient to carry around.
Additionally, satellite phones may experience delays or dropped calls due to
satellite congestion or interference from terrain or weather conditions.
Overall, satellite phones provide a reliable and secure communication solution
for those who need to communicate from remote or isolated areas, but their cost
and limited convenience make them less suitable for everyday use.

Middleware and Gateway required for mobile Computing

Middleware: Middleware is a software layer that sits between the application


layer and the operating system, providing a set of services that can be used by
distributed applications to communicate and interact with each other. Middleware
provides an abstraction layer that hides the details of the underlying network and
communication protocols, allowing applications to be developed independently
of the specific platform or hardware.

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Middleware can provide a range of services, such as messaging, transaction


management, security, and directory services. For example, message-oriented
middleware (MOM) is a type of middleware that provides a messaging service
for asynchronous communication between distributed applications.

Gateway: A gateway is a network device or software component that connects


two or more networks that use different communication protocols or
architectures. A gateway translates between the protocols used by the different
networks, enabling communication and data exchange between them.
Gateways can be used in a variety of contexts, such as connecting a local area
network (LAN) to the internet, connecting a mobile network to a fixed network,
or connecting two different messaging systems. For example, an email gateway
can be used to translate between different email protocols used by different
email systems.
Types of middleware and gateway:
1. Communication middleware
2. Transaction processing middleware
3. Behaviour management middleware
4. Communication gateway

Architecture of Mobile Computing(3 tier)


The three-tier architecture of mobile computing is a common design pattern used
in mobile applications. It consists of three layers or tiers, each responsible for
specific tasks and functions:
Presentation Tier: The presentation tier is the top layer of the architecture and is
responsible for handling the user interface (UI) of the mobile application. It
interacts directly with the user and is responsible for presenting information to
the user and receiving input. The presentation tier can be developed using various
technologies, including native mobile app development, web-based app
development, or hybrid app development.
Application Logic Tier: The application logic tier is the middle layer of the
architecture and is responsible for processing and managing data and business
logic. It contains the core components of the mobile application, including the
application server and the database server. The application logic tier is
responsible for handling data storage, data processing, and application logic.

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Data Tier: The data tier is the bottom layer of the architecture and is responsible
for storing and retrieving data used by the mobile application. It can be
implemented using various data storage technologies, including relational
databases, NoSQL databases, or cloud storage.
The three-tier architecture of mobile computing provides several benefits,
including scalability, flexibility, and maintainability. By separating the UI,
application logic, and data storage into distinct layers, developers can more easily
modify and update each layer independently without affecting the other layers.
Additionally, this architecture allows for easier integration with other systems
and services, enabling the mobile application to interact with a wider range of
systems and data sources.

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Design considerations for mobile computing


Designing a mobile computing system involves several important considerations
to ensure that the application is functional, reliable, and user-friendly. Here are
some key design considerations for mobile computing:
1. Platform Compatibility: Mobile applications must be compatible with
various mobile platforms, including iOS, Android, and Windows. To
ensure compatibility, developers should consider using cross-platform
development frameworks or developing separate versions for each
platform.
2. User Interface Design: The interface should be designed for small screen
sizes, support touch and gesture-based interactions, and follow platform-
specific design guidelines.
3. Network Connectivity: Mobile applications must be designed to work
seamlessly over various network connections, including Wi-Fi, cellular,
and 4G/5G. Applications should be optimized for low bandwidth and high
latency connections to ensure smooth performance.
4. Battery Life: Mobile applications must be designed to minimize battery
drain to ensure that they can be used for extended periods without requiring
frequent recharging.
5. Security: Mobile applications must be designed with security in mind to
prevent unauthorized access and data breaches. Applications should use
encryption to protect sensitive data, and developers should follow security
guidelines for the platform they are developing for.
6. Performance: Mobile applications must be designed for optimal
performance, including fast load times and smooth user experience.
Applications should be optimized for resource usage, such as memory and
CPU utilization, to ensure that they perform well on various devices.
Overall, designing a mobile computing system requires careful consideration of
various factors, including platform compatibility, user interface design, network
connectivity, battery life, security, and performance. By considering these
factors, developers can create mobile applications that are functional, reliable,
and user-friendly.

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Application of Mobile Communication

Mobile computing has numerous applications across various industries and


domains. Here are some of the most common applications of mobile computing:
1. Mobile Banking: Mobile banking allows users to perform banking
transactions using their mobile devices, including checking account
balances, transferring funds, paying bills, and depositing checks. Mobile
banking apps use various security features, such as encryption and
biometric authentication, to ensure the safety of financial transactions.

2. Mobile Health: Mobile health, or mHealth, is the use of mobile devices for
healthcare purposes, including remote patient monitoring, disease
management, and health education.

3. Mobile Commerce: Mobile commerce, or m-commerce, involves


conducting e-commerce transactions using mobile devices, including
buying and selling goods and services, making payments etc

4. Mobile Education: Mobile education, or m-learning, involves using mobile


devices for learning and education purposes. Mobile education apps can
provide access to educational resources, including lectures, videos, and
quizzes, and support collaboration and communication between students
and teachers.

5. Mobile Entertainment: Mobile entertainment apps allow users to access


various forms of entertainment, including games, music, videos, and social
media, using their mobile devices.

6. Mobile Productivity: Mobile productivity apps help users to be more


productive on-the-go, including email, calendar, note-taking, and document
editing apps. These apps are often integrated with cloud services, enabling
users to access and sync their data across various devices.

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