MOBILE APPLICATION Flashcards

(83 cards)

1
Q
  • Technology that goes where the
    user goes.
  • It consists of portable communications devices, computing devices
    and the networking technology that connects them.
  • Currently typified by internet-enabled devices like smartphones, tablets, and different wearable
    devices such as smartwatches.
A

Mobile Technology Platforms

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2
Q

What are the uses of Mobile Technology Platforms?

A
  1. Mobile Application
  2. Mobile Commence
  3. Mobile Learning
  4. Wearable Mobile Technology
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3
Q
  • Isn’t limited merely to voice
    communication. We have SMS, chat, video, and Internet
    applications.
  • In addition to ______________ via voice while away from the office,
    people can send and receive emails.
  • Remote working is now touted as the future of work for most
    white-collar occupations due to __________________
    development. Examples of mobile technology making this possible
    include video calling applications such as Zoom and Skype.
A

Mobile Communications

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4
Q
  • The buying and selling of goods and services
    through mobile / wireless handheld devices, has completely
    changed global trade. _________ over mobile gadgets has
    spawned a wide range of products and services.
  • Enables users to access online shopping
    platforms without using a desktop or a laptop computer.
A

Mobile Commerce

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5
Q

What are the other Mobile Commerce Services?

A
  1. Mobile Money Transfer
  2. Mobile Ticketing
  3. Mobile Vouchers, Coupons, and Loyalty Cards
  4. Location-Based Services
  5. information Services
  6. Mobile Banking
  7. Mobile Brokerage
  8. Mobile Marketing and Advertising
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6
Q

The innovation allowed a user to send money from a mobile wallet to another user. The receiver can use the funds to pay for goods and services at participating outlets or withdraw the cash from supported agents. Users can also deposit and withdraw funds into their bank accounts.

A

Mobile Money Transfer

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7
Q

Ticketing for events and public transport is now mainly done through
____________. Users receive the ticket in the form of an image and display it when they check-in.

A

Mobile Ticketing

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8
Q

These are now also primarily distributed via mobile devices. This has
increased their portability, durability and led to platforms where they are bought and sold.

A

Mobile Vouchers, Coupons, and Loyalty Cards

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9
Q

The location feature in mobile devices led to several services. Chief among these is the ability to send you notifications of product offers and discounts in a specific geographic area. Weather reports are also a spinoff of location services. Businesses can also track the movement of staff and deliveries using location apps. The online taxi industry would not have been possible without location-based technology

A

Location-Based Services

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10
Q

Gone are the days when you needed to buy a newspaper to get your daily diet of world news, stocks, politics, sports, gossip…you name it.
Information is delivered to mobile devices every second.

A

Information Services

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11
Q

Banks have mobile applications that customers use to operate their
accounts without stepping into a branch.

A

Mobile Banking

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12
Q

Stocks, bonds, and financial instruments are now traded from mobile applications.

A

Mobile Brokerage

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13
Q
  • In the context of mobile technologies, mobile marketing and advertising runs exclusively on mobile devices.
  • Mobile advertising had greater reach than traditional broadcast
    advertising, marketers began shifting more ad budget to mobile
    marketing. Today, Google and Facebook earn more revenue from mobile advertising than other channels.
A

Mobile Marketing and Advertising

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14
Q
  • There are several ways mobile technologies are used to improve
    learning efficiency and effectiveness.
  • Also referred to as mLearning, is a way of
    accessing learning content through mobile devices. This method
    empowers learning at the point of need, enabling users to access
    content whenever and wherever suits them.
  • Its focus on the mobility of the learner - giving them the ability to choose when and where they want to access learning means that they can go at their own pace, increasing engagement and improving knowledge retention.
A

Mobile Learning

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15
Q

College students use mobile devices to record lectures and play them back later. Listening and watching to these recordings after learning sessions is one way to improve knowledge retention.

A

Audio and Video Recording

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15
Q

Quizzes via online forms are administered at the beginning of sessions to ascertain knowledge gaps. Polling in this manner ensures that instructors focus on these areas. At the end of the learning session, exit polls check if students have learned.

A

Live Polls

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16
Q

Instructors ask students to create short videos of what they have learned after a reading assignment. This teaching methodology has virtually eliminated plagiarism because making a video demands that the student intensely understands the content.

A

Video Creation

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17
Q

Instructors worldwide extensively used this feature of mobile technologies during the COVID-19 pandemic. Learners and instructors use mobile devices to participate in online chats and forum discussions on content topics.

A

Chats and Forum Discussions

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18
Q

Quick Response codes in content are quick and easy to add
references to further reading material.

A

QR Codes

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19
Q

Dyslexic students and students with other learning disabilities
benefit greatly from voice recognition and speech synthesis
mobile applications

A

Voice Recognition and Speech-to-Text

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20
Q
  • Revolutionizing the Health and Personal Care
    Industries.
  • They come in many forms, including headgear, straps, shirts, wristworn, belt clips, and shoe-worn or foot pods. Sports companies
    initially developed them, but now Internet companies and tech
    startups are in on the action.
  • Allow us to gain much biometric information about our
    bodies and leverage this data to live healthier, happier lives.
A

Wearable Mobile Technology

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21
Q

what are the Advantages of Mobile Technology
Platforms?

A
  1. Efficiency and Productivity
  2. Quality and Flexibility of Service
  3. Portability
  4. Affordability
  5. Source of Information
  6. Data Availability
    7.
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22
Q
  • The most significant benefit is communication. Mobile
    technologies have allowed instant remote communication via
    various methods – voice, video, chat, and Internet applications.
  • Wireless Communications. Mobile devices let users engage in phone, video
    and various text and instant messaging applications.
A

Efficiency and Productivity

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23
Q
  • Customers have a more comprehensive range of shopping options,
    purchasing methods, fulfillment, and delivery, thanks to mobile
    technologies.
  • Many industries have been completely disrupted by mobile
    technologies giving rise to new tech companies that build
    technology to run an ecosystem without providing the service
A

Efficiency and Productivity

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24
* Mobile devices are smaller and more portable than traditional computers, making them easy to carry and use in a range of contexts. * They work even disconnected from a power source, without a physical network connection and/or when disconnected from the network.
Portability
25
* Over time, mobile devices have become less expensive and easier to obtain. * Increasingly, people opt for smartphones and tablets as their primary means of online connectivity. And it is often cheaper to buy a smartphone than a desktop PC.
Affordability
26
* We can quickly access information with just a few taps on their mobile. Mobile devices are portable, responsive, and fast, allowing users to find the required information quickly. * We can easily check their emails, search for information, and browse the internet without sitting in front of a computer. It also allows users to connect to the internet and access required information.
Source of Information
27
* Mobile devices and applications enable companies to collect more consumer data than was possible with traditional computing. * For example, mobile devices can record geolocation of the device and its user. A marketing company can use a behavioral analytics application to match the location of a device with the user's behavior on the device, and then target advertisements to the user at that given moment. This is a common practice in neuromarketing. * Some mobile applications also collect biometric data, such as heart rate readings, which can help users track their health.
Data Availability
28
What are the Disadvantages of Mobile Technology Platforms?
1. Power 2. Connectivity 3. Cost 4. Data Security 5. Security and Privacy Issues 6. Cybercrimes 7. Cyberbullying 8. Fake Information 9. Dependence 10. Addiction 11. Distraction 12.Privacy Concerns 13. Health Concerns 14. Reduced Physical Activity 15. Environmental Pollution
29
* Despite increasing battery life, power consumption continues to be an issue, and mobile devices must be recharged regularly. * Limited battery life often causes inconvenience during critical moments.
Power
30
* While the mobile infrastructure continues to improve, there are areas where signal strength is poor or non-existent.
Connectivity
31
* High purchase of device, repair, and data plan costs can burden users financially. * Additionally, some users prefer to use some accessories on their gadgets. * Mobile apps sometimes requires payment.
Cost
32
* Mobile computing raises significant data security vulnerabilities because business users, especially, may have sensitive data on their devices while traveling or working remotely. * Individuals and companies must implement security measures and policies to keep data secure.
Data Security
33
* There are many of the apps you store in your phone, which demand your personal and login info. Some of these companies sell their customers data for marketing and other reasons. It can open your phone to many security threats. * Plus, there is a big possibility of your phone getting hacked by the nosy people or potential hackers. It can put your personal data and privacy in danger.
Security and Privacy Issues
34
Increasing in various parts of the world due to different mobile technologies which result in various problems. Many devices don’t come with a cybersecurity feature that can lead to hacking and other potential threats. Another thing is that they can cause risks when it comes to bank transactions.
Cybercrimes
35
A form of harassment that occurs through digital communication technologies, such as social media, instant messaging, and email. Mobile phones are one of the most popular and useful communication tools, making them powerless against cyberbullying.
Cyberbullying
36
Easy access to unverified content and fake information can spread rapidly.
Fake Information
37
refers to false information that is not intended to cause harm. It is information that is false, but the person who is disseminating it believes that it is true.
Misinformation
38
refers to false information that is intended to manipulate, cause damage, or guide people, organizations, and countries in the wrong direction. The person who is disseminating it knows it is false
Disinformation
39
Refers to information that stems from the truth but is often exaggerated in a way that misleads and causes potential harm.
Malinformation
40
* The flip side to the convenience of mobile devices is that consumers may become overly reliant on them, which can lead to compulsive or unhealthy behaviors such as smartphone addiction.
Dependence
41
* Every time use of a mobile phone is a destructive addiction. When a person purchase new mobile and use it every time, extensive use of mobile can damage their social skills and reduce productivity. * They can’t be socially active and waste much time on their mobile
Addiction
42
* As the range of technologies and devices increases, so does the potential for them to disrupt productivity and workflow in the business. * Mobile devices can be distracting and potentially dangerous in a hazardous work environment that requires the employee's attention, such as a construction site. * They pose dangers if used inappropriately while driving.
Distraction
43
* Every single mobile application on your device collects data about you. * While laws make it mandatory to anonymize the data so that it doesn’t identify individuals, advanced artificial intelligence methods can examine data and accurately infer social status, political orientation, sexual orientation, religion, and other facts about an individual. * Many mobile app companies also sell information to third-parties. This information is used to send targeted ads. Still, it’s quite uncanny to have an advertisement about shoes follow you around everywhere you browse simply because you like a shoe company’s page on Facebook.
Privacy Concerns
44
* According to the World Health Organization (WHO), mobile phone radiation is possibly carcinogenic. This classification means your smartphone is likely to cause cancer when used for prolonged periods daily over many years. * Prolonged use can lead to eye strain, sleep disorders and increased risk of radiation exposure.
Health Concerns
45
* When a person spend too much time on phones, they play fewer outdoor games. This makes them less active and can harm their health. * Lack of exercise may lead to problems like obesity or tiredness. It’s important to balance phone time with physical activity.
Reduced Physical Activity
46
* A smartphone contributes to global warming and climate change throughout the entirety of its life cycle, from production to disposal. * The raw materials needed to produce a mobile devices, including gold, cobalt, lithium, and other heavy metals, require energyintensive mining, and their extraction often causes significant environmental pollution.
Environmental Pollution
47
* The timeline and history from 1G to 5G took just over 40 years since the introduction of wireless cellular technology. And a lot has changed since then. * Cell phones have become smaller. * Download speeds have become faster. * Text messaging has come (and almost gone). * Surfing the internet with phones became common. * The stream of social media posting continues. * And apparently, there’s an app for nearly everything now.
Mobile Networks
48
What is GSM?
Global System for Mobile Communications
49
* The first generation of mobile networks – as they were retroactively dubbed when the next generation was introduced – was launched by Nippon Telegraph and Telephone (NTT) in Tokyo in 1979. * By 1984, the first generational network covered all of Japan, making it the first country to have service nationwide.
1G
50
* The second generation of mobile networks was launched under the GSM standard in Finland in 1991. * It's download speeds were also significantly faster (but still incredibly slow by today’s standards) than 1G, averaging at about 0.2 Mbps during its lifetime.
2G
51
* For the first time, calls could be encrypted, and digital voice calls were significantly clearer with less static and background crackling.
2G
52
allowed us to transfer data bits from one phone to another, enabling access to media content on cellphones such as ring tones. Because we could now transfer data, also gave us some basic smartphone functionality.
2G
53
It's data transferring completely changed how we communicate by introducing text messages (SMS), picture messages, and multimedia messages (MMS) as new forms of communication.
2G
54
The Cultural Revolution
2G
55
Where it all Began
1G
56
The ‘Packet-Switching’ Revolution
3G
57
* Was launched by NTT DoCoMo in 2001 and aimed to standardize the network protocol used by vendors. This meant that users could access data from any location in the world as the ‘data packets’ that drive web connectivity were standardized. This made international roaming services a real possibility for the first time. * Compared to 2G, It had four times the data transferring capabilities reaching up to 2 Mbps on average.
3G
58
* Because of this increase, video streaming, video conferences, and live video chat (such as Skype) became real. Emails also became another standard form of communication over mobile devices. * What made it revolutionary, though, was the ability to surf the internet (basic HTML pages at the time) and stream music on mobile. * Although 2G did offer the same features, they weren’t as advanced as what it had in terms of download speed.
3G
59
The Streaming Era
4G
60
* Was first deployed in Stockholm, Sweden and Oslo, Norway in 2009 as the Long Term Evolution (LTE) standard. * Starting at a minimum of 12.5 Mbps, it provided high-quality video streaming/chat, fast mobile web access, HD videos, and online gaming. * Compared to a simple SIM card switch from 2G to 3G, mobile devices needed to be specifically designed to support it
4G
61
* It was subsequently introduced throughout the world and made high-quality video streaming a reality for millions of consumers. * Offers fast mobile web which facilitates gaming services, HD videos and HQ video conferencing.
4G
62
The Internet of Things Era
5G
63
* South Korea was the first country to offer in March 2019. The 5th generation was rolled out by KT, LG Uplus, and SK Telecom – all South Korean telecom providers. * Major difference between 4G is its latency and bandwidth size. * Latency is the literal time it takes for a packet of data to go from its origination and reach its destination.
5G
64
* latency is incredibly reduced, which increases faster download and upload speeds. Comparing the two, 4G has an average latency of around 50 milliseconds, whereas it's average latency is about 10 milliseconds. It’s also possible that it could even drop down to 1 millisecond of latency.
5G
65
* Set to greatly increase internet connectivity speeds. One of the main benefits of increased connectivity being plugged as the underlying selling point of it is IoT (Internet of Things), which would make the most of the higher speed of connectivity to allow for seamless integration of devices on a scale never been achievable before. * The superior connectivity offered by it promised to transform everything from banking to healthcare. It offers the possibility of innovations such as remote surgeries, telemedicine and even remote vital sign monitoring that could save lives.
5G
66
The Future
6G
67
* is the sixth-generation mobile system standard currently being developed for wireless communications over cellular data networks in telecommunications. * networks will be able to use higher frequencies than 5G networks and provide substantially higher capacity and much lower latency. * The technology market is expected to facilitate large improvements in the areas of imaging, presence technology and location awareness.
6G
68
* Current predictions suggest that it is somewhere in the region of eight years away. Early commercial deployment has been estimated at either 2028 or 2029, followed by a wider rollout sometime after 2030, although nothing has yet been set in stone. * Delivering extraordinary performance and a multi-purpose platform, it will unleash new possibilities across telecom, technology sectors, wider industry and society.
6G
69
The physical mobile device and supporting hardware that users interact with make up the mobile hardware. This may include cellphones, smartphones, tablets, wearable devices and accompanying chargers and accessories.
Mobile Hardware
70
* A general term for any type of handheld computer. * These devices are designed to be extremely portable, and they can often fit in your hand. * Some—like tablets, e-readers, and smartphones— are powerful enough to do many of the same things you can do with a desktop or laptop computer.
Mobile Devices
71
* Are one of the oldest forms of wireless mobile communication, allowing the exchange of short messages and alerts. * Are both names for personal one-way telecommunication devices that allow for short numeric and/or text messages to reach their users. The nicknames come from the beeping or bleeping noises that the devices make.
Pager (Beeper)
72
* Were first used in the 1950s and were meant for physicians to receive emergency calls. Originally just numeric devices, someone, such as a nursing assistant, charge nurse, or fellow doctor, would call a physician’s pager and dial a number into a messaging service. * Would then activate and notify the physician that a message had come through. The physician would call the number that he or she saw on the pager or call a messaging service to receive a voicemail.
Pager (Beeper)
73
* Is any portable telephone that uses cellular network technology to make and receive calls. * Have been around for some time. At first, its only function was to provide people with a means to call and be called anytime without being connected to any line. It eventually evolved and added more features like text messaging or SMS.
Cellular Phones
74
* The first cellphones were only used to make and receive calls, and they were so bulky it was impossible to carry them in a pocket. * Later, cellphones belonging to the Global System for Mobile Communications (GSM) network became capable of sending and receiving text messages. * As these devices evolved, they became smaller and more features were added, such as multimedia messaging service (MMS), which allowed users to send and receive images.
Cellular Phones
75
* Are similar to tablet computers, except they are mainly designed for reading e-books (digital, downloadable books). * Notable examples include the Amazon Kindle, Barnes & Noble Nook, and Kobo. * Use an e-ink display, which is easier to read than a traditional computer display. You can even read in bright sunlight, just like if you were reading a regular book.
E-book Readers
76
* A term for a small, mobile, handheld device that provides computing and information storage and retrieval capabilities for personal or business use, often for keeping schedules, calendars and address book information handy. * Popular in the 1990s and early 2000s, were the precursors to smartphones.
Personal Digital Assistant (PDA)
77
* A more powerful version of a traditional cell phone. * In addition to the same basic features—phone calls, voicemail, text messaging—it can connect to the Internet over Wi-Fi or a cellular network (which requires purchasing a data plan). This means you can use a smartphone for the same things you would normally do on a computer, such as checking your email, browsing the Web, or shopping online.
Smartphones
78
* Designed to be portable. The most obvious difference is that doesn't have keyboards or touchpads. Instead, the entire screen is touchsensitive, allowing you to type on a virtual keyboard and use your finger as a mouse pointer. * Tablet computers can't necessarily do everything traditional computers can do. For many people, a traditional computer like a desktop or laptop is still needed in order to use some programs. However, the convenience of a tablet computer means it may be ideal as a second computer
Tablet PCs
79
* A wearable computer in the form of a watch. Modern smartwatches provide a touchscreen interface for daily use, while an associated smartphone app provides for management and telemetry. * Latest have functionality closer to smartphones, including mobile apps, a mobile operating system and WiFi/Bluetooth connectivity. * Some function as portable media players, with FM radio and playback of digital audio and video files via a Bluetooth headset. Some models, called watch phones, have mobile cellular functionality like making calls.
Smartwatches
80
* A compact wearable electronic device that combines mobile technology with features for convenient on-thego use. * These devices, typically designed to fit on a finger like a traditional jewelry ring, can offer functionalities like mobile payments, access control, gesture control, and activity tracking. * Also offer a compact and convenient way to monitor health metrics continuously. These devices are becoming increasingly popular for their ability to provide real-time data and insights into various aspects of health, including sleep patterns, heart rate, and physical activity.
Smart Rings
81
* As gamers increasingly seek the freedom to play wherever they go, the demand is rising. * From the iconic Game Boy to the modern-day Steam Deck, these portable devices allow players to enjoy their favorite games on the move. * The evolution of portable mobile gaming consoles reflects players' continuous desire to play games at their convenience, particularly those who prefer the mobility of handheld devices.
Handheld Gaming Consoles
82
* A handheld gaming computer developed by Valve Corporation. * Released on February 25, 2022, can be played as a handheld or connected to a monitor. * A portable gaming machine which runs on a conventional PC hardware. That means it runs a full desktop operating system and, in theory, can play more games than any portable game machine ever built.
Steam Deck