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WIRELESS INTERNET

CRASH COURSE

ROMAN KIKTA
AL FISHER
MICHAEL P. COURTNEY

McGraw-Hill
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otherwise.
DOI: 10.1036/0071394680

o my wife, Jennifer, an ardent Internet and wireless user


for all your love and support.
To my 16-month-old daughter, Katherine Grace, whos
already fascinated by handheld devices and will grow up knowing only a wireless world.
To my parents, who dont understand the technology but
nonetheless are captivated by it allfor your encouragement.
Roman

edicated to my loving wife, Peggy, and all our children


David, Patrick, Amy, and Zachary. Their love, support and
understanding made this book possible for without it, I could
not have persevered the long nights and weekends of writing
instead of spending time with the family.
In memory of my late Mother and Father who taught me to
set goals and strive to achieve them; and above all else, to hold
an education in the highest esteem. They instilled in me that
you could always learn something new.
Al

edicated to my parents, Earl and Colette Courtney, who, in


addition to teaching me the value of hard work, have
helped me to see that not everyone is an early adopter, and have
served (albeit unknowingly) as my faithful indicator of when a
particular technology was finally ready for the non-technical
mainstream. Through their cautious but curious approach in
adopting digital technologies, I am constantly reminded of the
need for day-to-day functionality, ease of use, and above all,
value for money.
Mike

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CONTENTS
Foreword

ix

Preface

xii

Acknowledgments

xxii

ONE: HISTORY OF MODERN COMMUNICATIONS

First Voice Communications

Cellular, True Mobility for the Masses

Computing Power in Mobile Communications

The Internet, A New Idea

What About the Wireless Internet?

11

Wireless Communications Devices

13

Trends in Next-Generation Mobile Communications


The Move to 2G Cellular
Onward to 2.5G and 3G

17
19
20

Terminal Technologies

24

Infrastructure Challenges
Circuit-switched vs. All-IP
Service Provisioning
Network Switch Requirements

25
25
27
28

TWO: DRIVING TECHNOLOGIES:


COMPETING AND COMPLEMENTARY

35

Cellular and PCS-based Technologies

36

Cellular Data Modem Technologies


CDPD Modems
Traffic Channel Modems
Short Message Service (SMS)
General Packet Radio Service (GPRS)

37
38
41
42
45

Application Programming Languages and Protocols


A Word About Mark-up Languages
Common GroundXHTML
Wireless Application Protocol (WAP)
i-Mode (Compact HTML or c-HTML)

47
47
50
51
55
v

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vi

CONTENTS

J2ME
Symbian
WinCE

58
60
61

PDA and Pocket PC Technologies


RIM and Blackberry
Palm
Handspring
HP
Compaq

62
62
63
63
64
64

Proprietary Networks
Ardis (DataTAC)
Ricochet
Mobitex or RAM Mobile Data
OmniSky
Wireless LANs and Personal Area Networks
Bluetooth
IEEE 802.11
HiperLAN and HiperLAN2
Home RF

64
64
64
65
66
66
67
68
71
75

Infrastructure Protocols and Applications


H.323
MGCP/Megaco
Session Initiation Protocol (SIP)

76
76
77
78

THREE: THE WIRELESS INTERNET MARKET

81

Internet and Broadband

81

Wireless Subscribers and Internet Growth

85

Computer Sales

89

Voice Interaction: Linking the Web by Voice

93

Market Case Studies


European and Japanese Envy
European Experience
Finland: The Land of the Midnight Sun, Reindeer,
and Mobile Phones
Made in Japan: The Land of the Rising Wireless Internet

95
95
96
97
98

The New Generation of Customers


Teenagers Drive Wireless Internet Growth
Wireless Business Enterprise

103
103
104

In a Nut Shell

105

CONTENTS

vii

FOUR: WIRELESS INTERNET APPLICATIONS,


SERVICES, AND ACCESS-ENABLED SOLUTIONS

107

Access versus Applications


Application and Service Categories

108
110

Mobility Value

110

Adding Vision to Voice

111

Emerging Devices

112

Mobile Portals

115

MessagingThe First Wireless Internet Application

117

Personalization

119

Content Delivery

120

Personalized Communications
Mobile Electronic Mail
Instant Messaging
Electronic Calendar
Mobile Electronic Wallet
Identification or Security Access
Electronic Photo Album
News and Information
Entertainment and Lifestyle
Location-Based Services
Access and Connectivity-Enabled Solutions
Manufacturing
Telemedicine
Distance Learning
Security Video Monitoring

121
121
122
125
126
126
126
128
130
138
140
144
145
147
151

FIVE: BILLING AND SECURITY ISSUES

153

Metcalfes Law in Reverse

155

Who Can I Connect With?

156

Universal MessagingHave It Your Way

157

OK, Now Whos Going to Pay for All This?


Enter the Cash Register

159
160

M-CommerceSecurity Pays Off


Security and Privacy
Data Collection
Data Storage
Data Analysis and Profiling

162
163
164
165
165

viii

CONTENTS

Personalization Goes Both Ways


Freedom of Expression

166
167

Protecting Content
Digital Rights Management

168
168

A Final Word

171

SIX: COMMUNICATION PAST AND FUTURE

173

Service Providers of the Future


MVNOsSplitting the System into Transport and Marketing

174
175

Services Complement Voice

178

4G SystemsStay Tuned for 3D!

180

Context-Sensitive and User-Aware

180

Economic Power

188

WLANs and BluetoothThe New Access Points


BluetoothShorter Range but Lower Power Consumption
Cellular Threat or Benefit?

188
190
190

Changing the Role of Wireless Operators

191

Digital DivideHow Wireless Can Change the World


Wireless Bridges the Divide

192
194

Wireless InternetThis Time Its Personal!


Life Turns Digital
Technology Improves Social Interaction

195
195
196

Multimedia Messaging

196

Wireless Efficiency
Its All About Emotion
No, I Dont Want to See What You Did Last Summer
Eroding Emotion
Speed Influences the Volume of Communication
Real Time Adds Value

197
197
198
198
199
199

The Future of Wireless Internet is CertainTo Change!


Will the Wireless Internet Survive?
Brandwidth over Bandwidth

200
200
201

APPENDIX A

203

APPENDIX B

205

Glossary

213

Index

225

FOREWORD
any people worldwide experience Internet connectivity
on their computers at work, enjoying a high-speed, seamless connection through corporate networking. However, less
than 1015% of these same people enjoy a broadband connection for personal Internet access at home; the number of
broadband mobile users is significantly less than that at this
point. Many of these individuals who delight in high-speed
access at work are disappointed with their home experience
and highly disappointed with their mobile access experience.
This results in a limitation of personal use or SOHO work
objectives. Today, the primary options available to fixed broadband customers are cable, DSL, satellite, or point-to-point and
point-to-multipoint wireless. These are good technologies but
insufficient to address all global broadband needs due to range,
flexibility, or physical connection requirements. In many cases,
there is a virtual monopoly of these existing broadband solutions that makes them expensive and potentially unattractive to
the end user. Mobile users have even fewer choices for broadband access but the marketplace is changing. Competition and
market penetration require new technology for wireless mobile
and fixed broadband access systems. This is the dawn of the
Wireless Internet. The team here at Navini Networks believes
that narrowband, slow-speed connections will be things of the
past in a few years and that wireless solutions must be a significant part of that change.
The world of wired telecommunications has developed for
well over 100 years and continues to advance daily at an astonishing pace. At the same time user behavior is also evolving and
untethered access is considered an increasingly important
requirement. Although wireless telecommunications has existed for the last 3050 years, it only became popular with the
advent of mobile cellular communications in the last 15 years.
Today, the majority of voice calls are divided between cordless
phones and cellular phones, skipping the basic wired phones of

ix
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FOREWORD

the traditional wired world of telecommunications. The transfer over to wireless options has been especially acute in the last
5 years as the price/performance of wireless technologies
makes them an acceptable alternative to wired technologies.
The rush to wireless in the last mile has been dominated by
voice, with multimedia data services in most cases restricted to
niche opportunities due to cost and throughput (bits per second). However, the utility of nomadic and mobile access that
wired solutions could not provide is intrinsic to all uses of wireless solutions including multimedia. At the same time it is
highly unlikely that the end user will agree to pay more than a
fair increment in price for that benefit while at the same time
tolerating significantly lower throughput compared to wired
options. However, it appears, that wireless technologies are at
the point now where they will be able to deliver the price/performance to meet an ever-increasing number of users multimedia needs. A wired broadband Internet user typically stays
online 2 to 3 times longer than a dial-up user. Imagine a further multiplier of use if the wires are removed and data speeds
are still significantly greater than dial-up! This paradigm is
what can be characterized as the Wireless Internet, a world of
always on, always connected, and untethered by wires.
In mid-2001 we are provided glimpses of the possibilities of
what the Wireless Internet could be with services like
Docomos i-mode and Sprints Wireless Web, but these are just
the early covered wagon days. Now imagine as throughputs
over wireless migrate from 14.4kbps to 10 times that with
mobility and then 100+ times that with other Wireless Internet
technologies like 802.11 and MMDS Generation 2 systems.
You are now imagining the equivalent of the space age.
A key observation regarding enabling technologies that is
highly useful is that you usually cannot anticipate all the
potential uses; basically, we do not possess a crystal ball to predict the future. Therefore, the killer apps of the Wireless
Internet will either evolve or change from what the predictions
anticipated. Wireless broadband access and all forms of the
Wireless Internet will produce significant changes in the way
we interact with the Internet and even each other. It will gen-

FOREWORD

xi

erate massive changes in the multimedia experience for all of


us. The authors of this book provide explanation and background to explain the intricacies of the Wireless Internet and
they also provide some glimpses of what the Wireless Internet
future holds for all of us. At Navini, we believe in the future of
the Wireless Internet and I am excited to have the opportunity
to write the foreword to this book.
The Wireless Internet is at the start of its journey and will
not be composed of one technology or solution. The vision will
be an interworking experience of numerous fast, economical
wireless solutions that will allow everything from personal super
short connections of a few feet, to LAN connectivity, to WAN
last mile service and finally nomadic and mobile high-speed
connections. The access method of choice may soon be without
wires via the Wireless Internet and feed into the large optical
backbones allowing connectivity by anyone when and where it
is needed as opposed to only where an RJ45 jack exists.
Alastair Westgarth
Chief Executive Officer
Navini Networks
August 2001

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PREFACE
The wireless industry is on the threshold of a fascinating era
a convergence of wireless communications and the Internet
that enables connectivity from anywhere. Connectivity from
anywhere is the truly unique value-added component that wireless brings to the equation. The wireless telecommunication
industry is experiencing record growth. Over 860 million
mobile phones are in use worldwide and this number is growing at an average rate of 18 percent per year. We believe the
Wireless Internet will be a key driver of industry growth for the
next decade. As new technologies, applications, and content
abound, even seasoned industry veterans find it difficult to
keep abreast of the latest developments. Many new protocols
have emerged such as Wireless Application Protocol (WAP),
Compact HTML (c-HTML), i-Mode, and J2ME just to name a
few. Each of these protocols is aimed to merge the Internet and
wireless communications into a tool portfolio of Internet
access for the mobile user. More to the point, many of these
protocols proclaim to be the de facto standard for accessing
Internet content from a wireless device. Not a single day passes without multiple articles about one or the other standard
surfacing in various wireless trade publications. Many experts
are very positive about the particular protocol in question and
many others are quick to point out its shortcomings.
This book was written as a tutorial on the many key issues
and opportunities relating to the Wireless Internet, pro and con.
It is not meant to be a conclusive reference for software developers for any one protocol. There are many excellent books on
how to for c-HTML, WAP, or one of the many other protocols.
(See Appendix A for a list of reference publications.) Wireless
Internet Crash Course is written for wireless telecom managers,
developers, network managers, engineers, technicians, sales
and marketing personnel, investors, and entrepreneurs. We
hope to not only impart information but hopefully, to inspire the
more innovative to generate an idea or two. Many of you will
xiii
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xiv

PREFACE

find some chapters of more interest than others; some will probably skip certain chapters, to the disappointment of the authors,
but thats why we included so many different topics.
Each chapter presents a topic in a thorough, yet not overly
complicated manner. Reading standards documents can be
very challenging: we have participated in many standards meetings and witnessed first hand, the nodding heads, the drooping
eyelids, and the disruptive noises of engineers as they doze.
Fortunately, they do wake and complete the standards because
we have the proof in the finished documents!
We want this book to be readable without overburdening
the reader. It is meant to be as complete and up-to-date as possible. In Appendix B are URL references to many interesting
sites containing developer tool kits, complete standards documents, sources of Wireless Internet devices, and some other
darned interesting information. The material presented in this
book makes this a virtual, single source toolkit for information
on the Wireless Internet. Visit these Web sites often because
they are constantly updated with the latest information available about the Wireless Internet. For your convenience, we
have also established a Web site with links to the sites listed in
Appendix B at www.genesiscampus.com/appendixb.htm so that
you may let your mouse do the work.
Chapter 1 is an introduction to the Wireless Internet. No
book on this subject could be complete without a brief history
of communications and the Internet, so we take an historical
look at how it all started, why it was started, and some basic
details on how it works. Any discussion on the Wireless
Internet must also mention some of the participating companies that are the driving force behind it. (Actually, wed gladly
mention all companies but therein lies a big problem. Between
the time that we started this book and the time it appears on
your booksellers shelves, many new or existing companies will
enter and probably just about as many will cease to participate
in this dynamic market!)
We define what the Wireless Internet is and perhaps what
is it not. Trends toward an increasingly mobile society using
wireless communications are making world standards bodies

PREFACE

xv

work feverishly to implement Third Generation Digital Cellular


Systems. Part of the driving force behind this standards work is
the Wireless Internet; requirements for implementing mobile
e-commerce sites will change as new 3G systems replace the
current 2G systems, and an outline of these requirements, current and future, is included in this chapter.
The transition from a circuit-switched architecture to a
packet-based network requires new technology. The demands
on current networks require many new components. We will
discuss Internet Protocol (IP) and the transition to a world of
Voice-over-IP (VoIP) and an all-IP network. New products such
as media gateways and soft switches are emerging as the workhorses of the next millennium. These new switch technologies
not only result in less space and lower power requirements but
they allow distributed processing utilizing protocols such as
SIP and H323. This translates into faster time to market for
new services: New services that took six to twelve months, or
more, to incorporate into the old proprietary Class 5 switches
can, thanks to new technology, be implemented by third parties
physically removed from the switch in a matter of days or
weeks.
Chapter 2 includes a descriptive list of competing technologies for the Wireless Internet. We discuss the major technologies presently in use as well as some enabling technologies
that will contribute to the success or failure of this new market. A description of the devices available and how they may be
used, today and tomorrow, is presented. This chapter is not
meant to be a definitive reference document for engineers or
professional developers; rather it is meant to highlight the distinctions between those technologies that are the driving force
behind the Wireless Internet.
Many applications for data communications have been created such as CDPD, Mobitex, Ardis, RIM, and Ricochet just to
name a few. Some of these applications work on standard analog cellular phones whereas others work on custom wireless
devices. With the advent of newer digital devices, many new
competing protocols have been created for data transfer such
as SMS, WAP, i-Mode, c-HTML, and J2ME. The relationships

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PREFACE

among these and XML are discussed. We also discuss some


wireless technologies such as Bluetooth, 802.11, and Home
RF and how they fit into the Wireless Internet.
The wireless network infrastructure will be based on many
new protocols such as SIP, H323, Megaco+, and others. A
description of some of these protocols and their relationship
with the new technology is presented as an introduction to the
next generation of wireless networks.
Sizing the Wireless Internet market is not an easy task, with
estimates from various consultants spanning a vast range. To
better understand these projections, in Chapter 3 we have studied research from leading consultants and have taken into
account information from middleware players, carriers, and
handset and device manufacturers. We believe that the ultimate
trajectory of maturity that the Wireless Internet will follow is
directly linked to the success of the wired, HTML-based
Internet. As such we chart out the growth path: Simultaneous
with the growth rate in overall Internet traffic will be the
increase in market share of that traffic running over wireless
Internet devices like cell phones, pagers, and PDAs. The consensus view is that in the next few years, wireless devices, not
the desktop computer will make up the majority of connectivity
to the Internet. We explore how the United States, European,
and Japanese mobile phone markets are becoming increasingly
seeded with data-enabled handsets and devices. We discuss the
growth of subscribers as well as exploring the future potential of
machines, automobiles, and appliances that will come embedded with wireless communications links for data exchange.
We discuss market forecasts in overall Internet traffic, drivers
to wireless penetration in developed and developing countries,
rates for wireless services offerings, market growth for data
enabled handsets and devices, and some of the pertinent human
factors from behavioral, usage, and acceptance perspectives. We
provide realistic and credible market information and business
implications about what operators and users can expect in the
near future. We cite leading market research reports and leading
industry experts, with the intention of bringing some clarity to
business and consumer market issues in the Wireless Internet.

PREFACE

xvii

Applications will be the critical driver for the success of the


Wireless Internet, with companies, service providers, device
manufacturers, and content developers focusing on identifying
and developing the Killer App. Chapter 4 provides an
overview of wireless services and key applications. With the
convergence of communications and computing evolving into
the next generation, the Wireless Internet is transforming our
liveshow we work, how we entertain ourselves, how we conduct business, how we live. We identify and list these opportunities regardless of the underlying technologiesopportunities
that provide new information content services and applications
tailored to a mobile lifestyle, relevant to personal needs and
preferences and accessible anytime, anywhere.
As the Wireless Internet adds new value to staying connected, short response times assure the validity of information.
Productivity is no longer confined to a specific location. We
explore how the Wireless Internets new and expanded use of
radio waves results in new opportunities, and revenue streams
for carriers, and provides the handset and device manufacturers
with new markets. We believe that the launching of Wireless
Internet service will be a major boost for the global information
and communications industry, resulting in hundreds of new
venture capitalfunded companies and thousands of new jobs.
In this chapter we provide many examples of these applications,
such as multimedia messaging, which makes it possible to combine conventional text messages with richer content types
photographs, images, voice clips, and video clips.
Another example depicts two of the fastest-growing industries in the worldentertainment and mobile communicationsthat will profit hugely as lifestyles change and people
have more free time. Fast access to entertainment is increasingly appealing to all sectors of society. Many wireless handsets
and devices are already used for entertainment. Just as SMS
services led the revolution in entertainment on the move, we
are now on the edge of a new era as the Wireless Internet
begins to offer more sophisticated services.
We also focus on personalized and location-based services,
content, and applications that enable users to have richer,

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PREFACE

more rewarding, and more relevant experiences. The importance of the wireless device as an instrument for information,
entertainment, and transactions will increase as physical
boundaries dissolve. We identify many of these new services
and the wireless devices needed to access them.
A large part of the success of the Internet has come from
the ability to connect with users on a wide range of devices.
Chapter 5 explores interoperability issues and some of the current problems surrounding the various technologies. Wireless
Internet standards seem to be anything but standard today:
Each manufacturer views implementation differently, and this
leads to consumer confusion when no two devices work the
same ways. (In fact, many models manufactured by the same
company have different characteristics in user interface and
feature implementations.) This chapter deals with the new
challenges that mobility adds to the ability to exchange data
between devices and systems that lack common input and output capabilities.
Although new advances in wireless computing and applications excite us, we all know that none will survive without a
secure revenue stream and an acceptable billing strategy.
Privacy and security will be crucial to the uptake of value-added
access and m-commerce services. This chapter discusses the
need for digital rights management and the kind of distribution
that will be enabled by secure and protected content.
With technology also comes threats to the social fabric of our
lives. The idea of Big Brother watching over us has never been
more accurate. The advent of Global Positioning Service (GPS)
combined with two-way mobile communications has created
new marketing opportunities for location-dependent advertising.
Many companies are mining the data resulting from GPS location information and other Wireless Internet activities to create
an advertising profile on the mobile user. The social and legal
ramifications of these issues are discussed in this chapter.
The future is about communications but communications
has always been about the future! The future is not only about
great technologies but also equally about how and why consumers and businesspeople use it. Chapter 6 explores the social

PREFACE

xix

and emotional impact possible not from technology itself, but


the real world use of it.
Consumers are used to the fast pace of wired Internet
development, where functionality and expectations are constantly changing. The capabilities of the wired Internet influence expectations of the Wireless Internet. Technologies such
as SIP, IM, and DSL are changing the way consumers use the
wired Internet and will influence their expectations for the
Wireless Internet and those companies that provide it.
The Internet is a powerful economic force, and access will
play a large role in determining the growth of developing countries seeking to overcome the Digital Divide. This chapter discusses some of the ways the Wireless Internet can do its part
in turning the Divide into a Digital Dividend.
As networks and devices change so will consumer expectations. The primary trouble is that consumer expectations often
run ahead of network and device ability. We explore the advent
of user-aware systems that adapt content and services to the
current context of the user. Wearable computing is ahead of
most consumer expectations, and so we give a glimpse of what
the future might include.
The future of the Wireless Internet is certaincertain to
change in ability and in expectation. We discuss how these two
perspectives are likely to cross paths and produce a version of
the Wireless Internet that both consumers and industry leaders can embrace, if even for a brief moment before definitions
and expectations shift again.
And finally, will the Wireless Internet survive? Our opinion
is a resounding Yes, but like other technological innovations,
it is certain to change with time and experience.
A glossary is included for quick reference of terms and
TLAs (three letter acronyms) found in this book. For clarity, a
brief explanation of each term is included.
Included as appendices are:
n

AReference library for further reading


BList of interesting Wireless Internet and industry information URLs

xx

PREFACE

All Web sites listed in the Appendices will be included on a


links page in a special section of our site at www.genesiscampus.
com/appendixb.htm. This will provide the reader access to more
information than the authors could ever hope to include in a
book. These links will be updated with new information regularly, creating a living reference document. The host Internet
sites will regularly be updated with new information as the technology evolves but the authors of this book can neither guarantee that these links will always be available or as to their
accuracy of content.
The authors hope that each reader finds something useful
in Wireless Internet Crash Course. The Wireless Internet is
indeed a hot topic in the wireless communications industry.
The greatest single technological feat of the 90s was the creation of the Internet. People from around the world, people of
every profession, people rich and poor, now have nearly unlimited access to every piece of data that has ever been collected
and written down, and they all have equal access.
Today, we are a wireless-enabled society, deeply saturated
with mobile devices. Traditional methods of communications
and access to data cannot be applied. No longer is the individual
tied to an office, home phone, or computer. This untethering of
the Internet abounds with new solutions and opportunities for
human communications offering wireless connectivity to the
vast knowledge and resources of the Internet.

ACKNOWLEDGMENTS
he authors could not have completed this book without the
help of many people. The authors wish to acknowledge
those whose help and advise were paramount to our completion of the task. We appreciate all of the confidence, encouragement, support, and patience of our editor, Steve Chapman
of McGraw-Hill Professional Book Group and to Patty
Wallenburg for putting up with all of our editing changes. We
also thank Lawrence Harte at APDG Inc. for encouraging us to
embark on book authorship, Sudhir Gupta and Jane Bixler at
Spatial Wireless for their keen insight into the world of IP,
VoIP, and softswitch technologies, and Ari Reubin and Jeffrey
Wolf at Sensatex for the look into personalized, mobile information processing.
We wish also to thank Alastair Westgarth of Navini
Networks, B.J. Rone of Tatum CFO Partners, Harry Blount at
Lehman Brothers, Allan Coon at Anritsu, Monica Paolini at
Analysys Research, Steve Sievert at Compaq, Cherie Gary at
Nokia Mobile Phones, Wendy Roberts at Kyocera Wireless,
Robert Elston at Ericsson Inc., and Juli Burba at Motorola.
We would also like to extend a special thanks to the city of
Richardson, mayor Gary Slagel, and city manager Bill Keffler.
Also our gratitude goes to the Technology Business Counsel,
particularly Ron Robinson, John Jacobs, and Mike Chism for
their comments and encouragement. Finally, we could not have
completed this book without to support of Wu-Fu Chen and
Junli Wu at Genesis Campus.

xxi
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C H A P T E R
O N E

HISTORY OF
MODERN
COMMUNICATIONS

t could be argued that the Information Age began in 1837


with the invention of the telegraph in the United States. The
first public telegraph was completed in 1844 and ran 64 km or
about 40 miles between Washington, D.C., and Baltimore,
Maryland. Obviously, Samuel B. Morse was aware of his place
in history when he transmitted the first message, What hath
God wrought?
Morse realized in that instant that communications
between individuals and nations had been dramatically altered.
Today we take the first steps toward another milestonethe
Wireless Internet. To understand the significance of a Wireless
Internet, we should look at some of the milestones along the
way. It has been said that Rome wasnt built in a day, and the
Wireless Internet will not happen instantly either. It has taken
164 years to get this farfrom the invention of the telegraph
to todays Wireless Internet.
In this chapter we review a little of the history of wired and
wireless communications and the reason for its progress.
Technology can drive applications but sometimes, applications
create a need for new technology; thus it is with the Wireless
Internetone must understand that having the capability
does not mean that the capability will be used. This chapter

1
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

CHAPTER ONE

introduces some of the technological achievements that will


culminate in the Wireless Internet:

Voice and data communications


Birth of the cellular telephone
Wireless communication devices
2G and 3G cellular
Technologies driving the Wireless Internet

FIRST VOICE COMMUNICATIONS


Voice communication became possible when Alexander
Graham Bell invented the telephone on March 10, 1876. His
experiments with his assistant Thomas Watson finally proved
successful when the first vocal sentence was transmitted:
Watson, come here; I want you. The telephone was demonstrated to the world at the 1876 Centennial Exposition in
Philadelphia, Pennsylvania, and led to the creation of the Bell
Telephone Company in 1877.
By 1906 American inventor, Lee De Forest, invented a
three-element vacuum tube that revolutionized the entire field
of electronics by allowing amplification of signals, both telegraphy and voice. The first radio broadcast in the United States
was made in 1906, and within four years the first broadcast
from the Metropolitan Opera House was transmitted.
Wireless voice communications using amplitude modulation (AM) was a reality. The ensuing years of the 1920s saw
tremendous growth in radio station broadcasting that brought
the possibility of real-time information to the public. Society
changed foreveragain. The radio became a necessity for people to communicate information and ideas over vast distances
without wires.
Of course, wires still had their place because radio was not
always the most reliable medium. The environment, weather,
time of day, and man-made interference could interrupt communications. Telephone technology advanced steadily, and

HISTORY OF MODERN COMMUNICATIONS

telegraphy still found a place in data communications in the


form of the telegram.
Radio technology advanced throughout the 1930s with the
notable invention of frequency modulation (FM), which provided better sound quality and was more resistant to interference than the older AM broadcasting system. One of the first
applications for FM was police radio; it was ideal for mobile
communications. Commercial FM broadcasting did not develop until much later in the twentieth century. It should be noted
here that FM technology became the cornerstone of the analog cellular system launched in 1983.
World War II accelerated the advancement of radio communications and electronics. Transatlantic cables between Europe
and North America improved but we were still limited to realtime communications by copper cables or high-frequency (HF)
radio spectrum under 30 megahertz. Data was still limited to
telegraphy or some analog signals representing data. This was
acceptable because demand for data was also low.
However, the post-war period saw an explosion of innovation with the development of the transistor (December 1947)
and the birth of the computer. In the Moore School of
Engineering, ENIAC, the worlds first electronic, large-scale,
general-purpose computer, was activated at the University of
Pennsylvania in 1946. Unfortunately, the computer preceded
the transistor so ENIAC contained about 18,000 tubes. This
was much to the chagrin of the graduate students who had to
replace the burned out onesoften! Some refer to this as the
Birth of the Information Age, but we like to think of it as the
Re-Birth of the Information Society. Computers provided a tool
for people to process data, lots of data; now we needed a better way to move that data faster.
The 1950s had many Ages to ponder, the Atomic Age, the
Information Age, and if that was not enough, another almost 100
years after the first transoceanic cable, another society-altering
event occurred, one that changed the way we communicate and,
perhaps even more so, the way we think globally. The Space Age
began with the launch of the Soviet satellite Sputnik on October
4, 1957. Satellite communications provided reliable long dis-

CHAPTER ONE

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tance communications by augmenting or replacing cables. This


created the demand for reliable, anytime, anywhere communications. The beginning of an idea for a truly mobile, global society was planted; the capability to link people around the world
with nearly instantaneous voice and data communications was a
reality, but it was still fixed point-to-point communications.
The Space Age brought changes to the way we think and
the technology we create. It brought us integrated circuits,
fiber optics, photonics, ceramics, freeze-dried food, and ultimately digital electronics. Digital technology enabled the creation of computers, as we know them today, and the
transmission of data at higher speeds. It also provided wireless,
high-bandwidth communications. Communications satellites
and transoceanic cablesincluding technologically advanced
fiber optic cables with high bandwidthcontinue to be
installed around the world.
It took almost 26 years after Sputnik before cellular communications brought mobile voice communications to the
masses (at least those who could afford $4,500 for a mobile
phone in December of 1983). Mobile data took a couple more
years to become common, but speed and reliability remained
issues to its success. Outside the military, access to large databases of information was still limited to commercial and educational institutions with their internal mainframe computers.
(Because sharing this data over wireless connections has been
impractical, data networks have remained mostly wired.)
During the 1980s, no compelling need for wireless data transmission existed. That was about to change. Figure 1-1 illustrates the communication timeline.

1837

1876

1947

1957

1962

1983

1989

2001

1844

FIGURE 1-1

1877

1906

1946

Communications milestones.

HISTORY OF MODERN COMMUNICATIONS

CELLULAR, TRUE MOBILITY


FOR THE MASSES
Meanwhile in a separate segment of communications, another
revolution was taking placecellular telephones. In the late
1970s AT&T Bell Laboratories began working with several leading United States and Japanese companies to create a cellular
telephone system based on dividing coverage areas into small
cells and reusing frequencies. Previous mobile telephone technologies operated on limited numbers of channels, thus limiting
the number of users in any given coverage area to a very small
number. The result was low user use and costly service and
equipment. A core group was created to develop a standard
called the Advanced Mobile Phone Service (AMPS). In
December 1983, AMPS was launched in Chicago, Illinois with
great fanfare. It proved immensely popular. Now before someone says, Hey, wait a minute, AMPS wasnt the first cellular
system!, lets give that credit to the Nordic Mobile Telephone
(NMT) system. NMT was launched in 1981 in Scandinavia, but
in terms of market size, AMPS potential market in the United
States was vastly larger. AMPS quickly spread to other countries
in North and South America, Korea, and Australia. A similar
standard, Total Access Communications System (TACS), was
developed in the United Kingdom as well.
Today, there are many competing standards in mobile telephones worldwide. In fact the word mobile means something
entirely different today than it did in 1983. The majority of cellular telephones sold today are hand-held, not permanently
installed in vehicles. Each competing standard is incompatible
with others on the basic technology used, but to the end user,
all cellular telephones should perform the basic functions
expected. (Even though many new carriers would like to distinguish themselves from cellular companies by calling themselves PCS companies, we consider both as cellular
applications in this book. This is not to say that companies with
PCS spectrum in the 1900 MHz band may or may not have
some advantages over carriers with traditional spectrum allocations in the 800 MHz band. But because many carriers own
spectrum in both bands this is a moot point.)

CHAPTER ONE

A
1
Handoffs between
cells sites during
travel from A to C

FIGURE 1-2

Cellular concepts.

Cellular radio got its name from the physical layout of a system in a pattern resembling a honeycomb figuratively. In
Figure 1-2, a vehicle traveling from point A to C, will initially
be communicating through cellsite 1. As it moves to position B,
communications is handed off to cell site 2 and similarly for
position C. Each cell site will operate on a different frequency
so that neighboring cells do not interfere with one another.
However, frequencies can be re-used if they are separate by
sufficient distance. This is referred to as the re-use pattern.

COMPUTING POWER IN MOBILE


COMMUNICATIONS
Computing power can mean many things depending on where
the term is applied. The computing power of todays cellular
handset is much greater than just ten years ago. The mobile
phones of the 1980s used 8-bit microcontrollers with very little memory. A typical phone operated with 6 Kb of RAM
(scratchpad memory) and 32 Kb of ROM (program memory).

HISTORY OF MODERN COMMUNICATIONS

That was fine, because AMPS was an analog communications


system based on FM and the data rate was low because all data
requires a modem to convert digital data to analog modulation.
Data rates for wire-line modems in the early 1980s were initially 300 baud progressing to, at best, 19,200 baud by 1990.
Therefore, rates of 1200 baud to 2400 baud were acceptable
for wireless device communications. (One important point
should be notedgross baud rates and throughput are two different things entirely!)
The wireless cellular communications channel is a dirty,
nasty place for data communications signals. Impairments to an
analog cellular channel are noise, weak signals, interference,
and signal dropouts caused by handoffs from one channel to
another. Todays digital cellular channel problems are compounded by signal degradation, multipath fading, and delay.
But todays cellular phones have more computing power
than the average workstation of the early 1990s. They will contain 16-bit, 32-bit, or 64-bit RISC microcontrollers, digital signal processors capable of 400 MIPS or more by 2002, and they
will contain megabytes of memory. This translates to computational power sufficient to make a digital voice call or send highspeed data such as full motion video while simultaneously
reading your email on the display. Data rates will soon
approach ISDN or DSL rates and may go higher, anywhere
from 114 Kbps to 2 Mbps or higher.
This vastly increased computing power (and the interest of
the Defense Department) has brought one other very important new feature to wireless communications devicesGlobal
Positioning Services (GPS). Using GPS, a wireless device can
communicate its location to anywhere in the world. Orwell
look out: Location-based marketing to a mobile customer base
is coming.

THE INTERNET, A NEW IDEA


The 1990s saw the emergence of the Internet as a dominant
communications media but actually its beginnings can be

CHAPTER ONE

traced back to the late 1960s. The Internet started out as an


idea born within the Rand Corporation, Americas premier
think-tank for Cold War strategy. The Defense Department
wanted to create a method for communications of defense
command and control information in a post-nuclear world. It
required a decentralized network that could function even if
several nodes were destroyed. Ultimately, a request for proposal was issued from the Defense Advanced Research Projects
Agency for a packet-switching network that DARPA was planning to build. Several graduate students and faculty at the
University of CaliforniaLos Angeles presented a proposal to
DARPA for establishing a communications network model
known as the ARPANET project. There were no formal standards written for ARPANET, so a method of documentation
was devised: the RFC or Request for Comment. (This method
continues today and throughout this book, references to RFC
numbers will be made.) By December of 1969, a four-node
network was working and by 1972, thirty-seven nodes were
working in the ARPANET. The network enabled researchers
across the country to share computational resources.
Somewhere along the way, an interesting observation took
place that the ARPANET was really a government subsidized
person-to-person communications service more than a sharing
of resources. The advent of personal user accounts enabled an
electronic mail service. Shortly after this the mailing list was
invented, which enabled the broadcasting of messages to large
numbers of users simultaneously. Researchers could now communicate personally or share ideas with a group. ARPANET in
its infancy was shared by academic institutions and their financial backers, the Department of Defense. The network grew
throughout the 1970s because of its ability to add nodes using
many different computers as long as they spoke the same language of ARPANET. The original language was Network
Communications Protocol (NCP) but it was superseded by
TCP/IP in the early 1980s. Transmission Control Protocol
(TCP) breaks each message into packets at the source and then
reassembles them at the destination. Each packet contains a
source and destination address so that Internet Protocol (IP)

HISTORY OF MODERN COMMUNICATIONS


1

1
N

1
1

Source
A and B

Destination
A and B

2
N

FIGURE 1-3

Packet data network principles.

can route the packets through multiple nodes and multiple networks successfully, even if the nodes or networks operate with
different standards.
The principles behind TCP/IP and the Internet are that
data can go many different paths. Figure 1-3 shows how two
different data sources, A and B, can travel along separate paths
1 and 2, through multiple nodes (n), and them come together
at the destination.
Concurrent to the development of this vast network of
supercomputers was the invention of the personal computer in
the early 1980s. Suddenly thousands of individuals had access
to a computer on their desktop or in their homes. This played
heavily in expanding the ARPANET although it remained
closely controlled until 1983, when the Defense Department
split off the MILNET. By this time many groups of people had
access to computers and through the simplicity of TCP/IP public-domain protocols, they could link to the network and essentially add another node. Thus the network of networks was
created which ultimately became known as the Internet.
By 1984 the National Science Foundation (NSF) jumped
into the fray, promoting technological advances for ARPANET.
Faster speeds were achieved through upgraded links and newer
supercomputers. Other government agencies joined in expanding the network and the cumulative knowledge base of information. A method of identifying users was devised to create
domains with unique identifiers such as com, gov, org, mil, edu,

10

CHAPTER ONE

and net. At the same time two-letter country designations such


as uk, dl, and fr were created because the network now crossed
international boundaries. By 1989, ARPANET passed into history, a victim of its own success. The birth of the Internet had
occurred as a result of many peoples long, arduous hours of
research and development. It was not invented by a politician
as some would like us to believe!
The 1990s saw explosive growth in the Internet, with hundreds of companies supplying enabling technology, thousands
of companies providing service, and even more users sharing
the combined wealth of knowledge on the Internet. By 1993
there were over 1.3 million computers connected to the
Internet. Today there over 20 million hosts and 500 million
users, sharing ideas and knowledge, swapping emails, and buying and selling through e-commerce.
The explosive use of the Internet during the 1990s could be
compared to other momentous events such as the invention of
the wheel, the Industrial Revolution, and the invention of the
transistor or integrated circuit. No single invention or revolution has affected our lives more than the Internet. A whole
new generation has grown up with access to the Net, accepting its promise to communicate with anyone, anywhere. That
same generation considers the cellular phone a necessity and
would not go anywhere without it.
Although the original intended use of the Internet was file
sharing and electronic mail, it soon became apparent that it
really was a tool to connect people to people. It created the
worlds largest, easily accessible marketplace and gave birth to
e-commerce. The under-25 age group represents a huge market segment, and an entire industry has grown-up in the dot
com market segment catering to the needs of these Internet
users. However, until recently, this was a tethered connection. If the Internet could be extended beyond wired connections, it could be accessed anytime and anywhere.
This brings us back full circle to wireless technologies and
raises the question, How can I access the Internet from
where I am at this moment? How do we put all of this together to benefit us? Lets consult our crystal ball to look into the

HISTORY OF MODERN COMMUNICATIONS

11

future. We know that the Internet will expand our horizons


and opportunities for new services. We also know that wireless
communications is becoming very popular and that data rates
are increasing. Added to all of this, we can know wireless user
location thanks to GPS. An application environment to connect the wireless user to the Internet is ready. All that the
Wireless Internet needs are applications to drive user adoption. For service providers, developing and launching these
applications is a gamble. If user satisfaction is low, the
Wireless Internet will be a huge disaster. The financial implications will be staggering to the world economy, considering
that service providers have committed billions of dollars on
licenses, infrastructure, and development all predicated on
the success of the Wireless Internet.

WHAT ABOUT THE


WIRELESS INTERNET?
Early attempts at wireless data transmission evolved around
proprietary technologies. Usually, the cost to deploy such networks limited their use to that of large companies. The services offered usually revolved around some form of dispatch
service. Today, however, cellular networks are ubiquitous and
quite capable of serving the data requirements of not only large
companies, but individuals. Cellular is changing the way we
communicate on an everyday basis.
Another factor in moving to a Wireless Internet is the size
of computing devices. Miniaturization and improved batteries
are providing smaller, better mobile tools. Laptops and PDAs
are small enough to be very mobile but powerful enough to
tackle anything that we might do on a desktop computer.
Portability and connectivity can be readily achieved. Now a
mobile businessman can be more productive because he can
access his data in his office or retrieve data stored from a global Internet connection. As the performance of the Wireless
Internet approaches that of a fixed connection, there is no
longer a need to remain tethered to a desk.

12

CHAPTER ONE

There are two types of Wireless Internet connections: those


through cellular and those through a mobile data network.
There is a very big distinction between these two types of connection. Cellular has traditionally been a circuit-switched connection, whereas mobile data networks are packet based. The
next generation cellular standards will eliminate this difference. Data on the Wireless Internet will be packet-based using
TCP/IP, the same protocol used on the Internet. The spectrum
resource or channel will become a shared resource, and new
methods of usage billing rather than airtime billing will emerge.
Data speed will also increase from 64 Kbps to more than 2
Mbps depending on the technology.
The Wireless Internet is a natural and inevitable progression from the wired Internet when you consider todays wireless communications devices, a very mobile society, and a free
market economy where anything can be sold if it has the right
sales approach. Cellular penetration is very high, with over 1
billion cellular users projected by the end of 2002. Some estimates put data revenue streams in 2006 higher than todays
voice revenue streams. This may be a bit optimistic but it is
clear the demand for wireless data transmission is growing. A
cellular device is a personal device and the value of wireless
data is in the knowledge of the user, his buying habits, his location and other personal information. The proper use this
knowledge will create new revenue streams. Applications must
be created that the user cannot live without.
The terminal market varies to users demand. As we stated earlier, a Wireless Internet device does not have to resemble a cellular phone or even possess the functionality of a cellular phone.
The new Wireless Internet will be accessed by many new devices
and methods. Voice functionality does not necessarily need to
reside on the device. Voice recognition and text-to-speech may be
the solution for access. User interfaces must change to reflect the
wider spectrum of data throughput. Displays and keyboards may
no longer be of primary importance: If you have voice recognition
and text-to-speech capabilities, do you need a bigger display and
keyboard? Maybe the Wireless Internet device will require no
human interface. Technologies used in terminal devices are large-

HISTORY OF MODERN COMMUNICATIONS

13

ly determined by the application required. (In Chapters 4 and 5


we discuss this subject further.)

WIRELESS COMMUNICATIONS DEVICES


Todays wireless communications devices are not your fathers
car phone of yesterday. Mobile telephones in the 1980s were big
and heavy. A phones weight was measured in pounds instead of
ounces. Those that were hand transportable were referred to as
luggable. They were limited to low resolution character display.
Cellular phones today are portable, hand-held devices
smaller in overall size than yesterdays mobile phones. Personal
Digital Assistant (PDAs) are more closely related to a small
computer than a cellular phone. Some include a proprietary
radio frequency modem for wireless communications whereas
others simply connect to a cellular phone through a serial
cable, radio link, or infrared port.
Figure 1-4 is a picture of an older portable, large by todays
standards. Yet the first portable or luggable device were many
times larger and heavier than todays handhelds. One of the earliest units was consisted of a full three-watt mobile like the ones
installed in car trunks, a phone handset almost the size of a
home phone and a twelve-pound nickel-cadmium battery. The
whole unit was mounted in a heavy-duty transportation briefcase and tipped the scales at forty-five pounds!
Figure 1-5 shows several manufacturers wireless PDAs and
Pocket PCs while Figure 1-6 illustrates some manufacturers
current models of handheld cellular phones.
Tomorrow will bring many new wireless devices that communicate over commercial cellular or within their own
assigned frequency bands. An example might be a smart or
Internet appliance that communicates warranty information to
the manufacturer or requests service. This will all be done over
the Internet, with a message returned to the end user to notify
him that the appliance has reported a malfunction and will
require service or that a software upgrade was completed and
no further action needs to be taken.

14

CHAPTER ONE

FIGURE 1-4

Yesterdays cellular phone. Photo courtesy of Oki Telecom.

No matter what the end application, two things are rather


clear:
1. Any information presented across the Internet to or from
wireless devices will be limited by network bandwidth and
the display capabilities of the terminal device. To the end
user, bandwidth is the quantity of information transmitted
per second. In the wireless world, this is limited by the size
and efficient use of spectrum. A wireless device will not
display all of the information that a traditional Web site
may contain. Either some type of filtering will be applied to
convert Web site content to a suitable size, or other user
interfaces will be developedsuch as text-to-voice translation or a dedicated wireless Web site.
2. The projected number of personal computers connected to
the Internet will be exceeded by the number of Web-

HISTORY OF MODERN COMMUNICATIONS

FIGURE 1-5A

Wireless PDAs. Courtesy of Palm, Inc.

FIGURE 1-5B

Wireless Pocket PCs. Courtesy of Compaq Computer Corp.

15

16

CHAPTER ONE

FIGURE 1-6A

Cellular handsets. Photos courtesy of Nokia Mobile Phone.

FIGURE 1-6B
Ericsson 2001.

Cellular handsets. Photos included courtesy of Ericsson, Inc.

HISTORY OF MODERN COMMUNICATIONS

17

Millions
1400
1200
1000
800
600
400
200
0
1999

2000

2001

2002

2003

Projected cellular subscribers


Projected PCs connected to Internet
Projected Wireless Internet users

FIGURE 1-7

Source: Compilation

Internet connectivity outlook.

enabled handsets by about 2003, see Figure 1-7 (600 million wireless Internet users: source Dataquest).
The only way to currently get Internet content into most of
todays Wireless Internet devices is to squeeze content as
shown in Figure 1-8.

TRENDS IN NEXT-GENERATION
MOBILE COMMUNICATIONS
Shortly after cellular first launched, third-party entrepreneurs
began offering modems for cellular data transmission. These
modems resemble the standard analog modems circa 1985.
They transmitted data at 300 baud, used a special cellular protocol called MNP-10, and an AT command set. MNP-10 made
these modems different from regular modems because they
had to be fault-tolerant to cellular hand-offs and the in-band
signaling tones used in analog cellular. One such modem was

18

CHAPTER ONE

INET
Content

FIGURE 1-8

E-mail

Streaming
Video

Squeezing content.

created by a Dallas, Texas company, Spectrum Cellular, that


actually consisted of a modem set or pair. The land or fixed side
modem was installed at the cellular switch. The mobile half
was connected to the mobile phone and computer. The connection was circuit-switched, which meant that the phone was
connected as long as data was transmitted and the cellular traffic channel was dedicated to that one user.
The next milestone for data over cellular was Cellular
Digital Packet Data (CDPD) in 1992. An industry consortium
of leading wireless communications companies set out to
develop the CDPD specification. Their design objectives were
to send digital data over the existing AMPS wireless infrastructure without major changes to the AMPS infrastructure, with
reasonable performance (19.2 Kbps), high reliability, and security; and to support seamless roaming. CDPD also had to coexist with voice traffic. Because it was based on standard
Internet TCP/IP protocols, service providers that do not have
next-generation digital solutions for consumers today can still

HISTORY OF MODERN COMMUNICATIONS

19

use CDPD as an Internet connection. The CDPD market is


alive for the time being, but this may change as next-generation
networks become active.
THE MOVE

TO

2G CELLULAR

In 1989, the cellular industry began the task of migrating cellular from an analog technology to one of several digital technologies, primarily to increase capacity in several cities that
were in danger of running out of voice capacity (as in New York
and Los Angeles). Data was not the overriding concern for the
standard bodies, and unfortunately, not every region adopted
the same migration path. This created a challenge to the network designers working to maintain uniformity of operation.
The European community chose collectively to migrate
their existing networks to Global System for Mobile
Communications (GSM) for their first-generation digital networks. Meanwhile North America chose to develop a digital
standard in two parts. The first was referred to as Interim
Standard-54 (IS-54) or North American Digital Cellular. This
standard, based on a version of Time Division Multiple Access
(TDMA), is similar to GSM but incompatible. IS-54 was
developed during the early 1990s and was soon followed with
IS-136. The difference between the two was that IS-54 continued to use analog control channels and used both analog
and digital traffic channels. IS-136 contained both digital and
analog channels for control and traffic. IS-54 was not widely
popular because it lacked clear advantages to the user. The
promise of greater battery life with IS-136 alone was inducement enough to win customers over even had it lacked other
advantages.
Having two different network architectures wasnt too bad
but waittheres a new show in town. Here comes a company
out of San Diego that no one has ever heard of before, and
they claim to have a better solution to digital cellular. The
company was Qualcomm and the solution proposed was Code
Division Multiple Access (CDMA). Today, Europe still has
GSM and North America has TDMA, CDMA, and a little

20

CHAPTER ONE

GSM for variety. By 2001, GSM occupied about 65 percent of


the worldwide cellular market and CDMA held about 17 percent market share.
As far as wireless data is concerned, we have only three
choices: CDPD on an analog channel, Short Message Service
(SMS) if it is available, or an internal modem in the phone or
device. Each choice has its pros and cons. Short Message
Service is just thatshortso speed is very important to the
user. The rate for CDPD is 19.2 Kbps, which is fine for certain
text applications, and because it is packet-based, valuable spectrum is not wasted. The third option is a built-in modem in the
phone that connects to a laptop computer by either cable or
infrared. Speeds with an internal modem range from 8 Kbps to
9.6 Kbps. The data simply replaces the voice traffic transmitted by the phone; the connection is circuit-switched, so spectrum is wasted. None of these options is satisfactory for
real-time access to the Internet or streaming video.
ONWARD

TO

2.5G AND 3G

The next step to higher data rates for each technology was
dubbed 2.5G and was to be closely followed by 3G. (The G
of course stands for generation.) 3G is not just a standard for
higher data rates: It is also meant to bring global standardization to cellular. Our choice of words here is very deliberate:
closely followed has been defined by some as within two
years of 2.5G, whereas others say that the two standards are
practically on top of one another. The simple fact is that it
costs a lot of time and money to upgrade a cellular system and
it may make more business sense to skip interim steps. Just as
IS-54 was quickly replaced by IS-136, carriers may find 2.5G
unpalatable financially. In other words, they may skip 2.5G and
go directly to 3G. That makes sense but what happens when
industry skips an interim solution or worse yet, adds another?
Do we add a 2.75G?
The truth is that in the interests of harmonizing all of the
different proposals for 3G, the cellular industry has skipped
some steps or in some cases, changed direction altogether. Like

HISTORY OF MODERN COMMUNICATIONS

21

Qualcomm, NTT DoCoMo, the Japanese telecommunications


giant, has proposed a new standard altogether, Wideband Code
Division Multiple Access (WCDMA). Three years ago, the
roadmaps for GSM, CDMA, and TDMA were clear. GSM
would become GSM Phase 2+ with improvements and the
addition of High-speed Circuit Switch Data (HSCSD) and
rates up to 144 Kbps. Later, it would migrate to Enhanced
Data Rate for Global Evolution (EDGE). GPRS would be
added along with a more robust modulation scheme; rates of
384 Kbps would offer wireless multimedia IP-based services
and applications. At that time there would be an alignment
with TDMA; each would have an EDGE physical layer. Figure
1-9 shows the most recent roadmap for 3G.
Meanwhile, TDMA would become IS-136 Plus with the
addition of HSCSD. It would then migrate to IS-136HS
(EDGE) just like its cousin, GSM. (Not all EDGE is created
equal: The European version of EDGE and the North
American version share a common standard but different frequencies. A world phone would have to cover more bands in
order to roam.) The roadmap for GSM and TDMA primarily
increases data capabilities, not voice. It is expected that voice
transmission would migrate to Voice-over-IP in the future.
Until that happens, EDGE is split into two component networks, one for voice and one for data.
The CDMA side was also quite clear three years ago. IS95A would become IS-95B with HSCSD up to 64 Kbps. Later
IS-95C and IS-95D (sometimes referred to as IS-2000 Phase I
and II) would increase data rates to about 307 Kbps. IS-95C
was also referred to as 1xRTT, and IS-95D referred to as
3xRTT. Just to confuse things a little, another standard was
created to overlay the other two. High Data Rate (HDR) could
go as high as 2.4 Mbps. (The latest acronym for 1xRTT combined with HDR is 1xEV.)
Well, today most of this has changed. NTT DoCoMo proposed a new Wideband CDMA. When the technical and political ramifications were viewed, deals were made between
proponents of each standard. GSM Phase II+ survived but IS136 Plus didnt. For CDMA, 1xRTT survived but IS-95B didnt

22

FIGURE 1-9

Amps

3G roadmap.

IS-95

IS-54

GSM

PDC

IS-136
UWC-136

IS-95B

CDMA 2000

IS-136+

IS-136HS

Edge

UTRA (WCDMA)

GPRS

WCDMA
WCDMA

Frequency
Division
Duplexing

Multicarrier
Multicode

Time Division
Duplexing

HISTORY OF MODERN COMMUNICATIONS

23

and 3xRTT will most likely be delayed as long as HDR meets


users needs. As for WCDMA, it will become a component
overlaying GSM networks, transforming those networks into
Universal Mobile Telephone Service (UMTS).
The last three years have been very confusing to those following the standards process. The only things that remain clear
are that CDMA will launch 1xRTT with an HDR overlay to
support date rates from 144 Kbps to over 2 Mbps. Both data
and voice capacity will benefit from 1xRTT.
Europe will launch EDGE with WCDMA overlaid. Data
rates will run from 384 Kbps to over 2.5 Mbps. Both data and
voice capacity will be improved. In the United States, the IS136 component of EDGE may be eliminated in favor of the
European version of EDGE and WCDMA. AT&T Wireless has
announced a decision to do exactly that: overlay the old IS-136
network with a GSM/EDGE/WCDMA version.
In the United States, a fourth cellular technology is
deployed by Nextel. It uses a proprietary technology developed
by Motorola called iDEN. The Nextel system works as a hybrid
design between cellular and dispatch technologies. Calls may
be connected like cellular, or members of a group can be connected together in a way similar to two-way radio, without dialing. For roaming outside the United States, Nextel offers a dual
modeiDEN and GSMphone. For data applications, the
Nextel phones include a Java 2 Micro-edition (J2ME) environment and transmit data on a packet network.
Regardless of the details of who implements what, three
important things should be remembered:

High speed packet data will replace circuit-switched data.


Internet Protocol (IP) will become the standard protocol for
all wireless traffic, voice, and data.
A quasi-global standard will make international roaming easier.

These three changes to mobile communications will open


the door to the next generation of wireless applications.

24

CHAPTER ONE

TERMINAL TECHNOLOGIES
Early attempts at data transmission used either an analog
modem or CDPD, but these never really proved financially
rewarding to the carriers. The analog modems are very slow and
do not warrant further discussion. CDPD transmitted packet
data over an analog network. It was a niche market rather than
a mass market: Data rates were moderate (19.2 Kbps), phones
and modems were expensive, applications were very limited,
and most people never even knew that it existed. CDPD is still
in use as a slow-speed (by todays standards), Wireless Internet
connection on analog and dual-mode phones.
Newer equipment and protocols have resulted in many
wireless transmission schemes, some competitive (directly or
indirectly) and some complementary to the others. For limited
mobility applications, we have wireless local and personal area
networks (WLANs and PANs) with standards such as Home
RF, IEEE 802.11, or Bluetooth. Mobile data networks such as
Mobitex and Ardis, for public or private wide area networks are
used mostly for dispatch and service industries. Wireless PDAs
(Palm, Handspring, etc.) and Pocket PCs (Compaq, HP, etc.)
have their own data networks such as OmniSky or they use a
cellular phone with a modem. In the cellular networks themselves, SMS, WAP, I-Mode, and J2ME compete as data application platforms. GPRS competes with CDPD or other modem
technology on cellular phones. Yet, all of these technologies are
needed to make wireless mobility truly ubiquitous. (A more indepth description of the technical characteristics of these significant technologies follows in Chapter 2.)
With the proliferation of so many standards as shown in
Figure 1-10, there is an increasing need for convergence. Users
will demand that their Wireless Internet service be simple, fast
and uninterrupted. Many locations such as inside buildings are
very difficult for wireless carriers to provide adequate coverage.
One possible solution maybe the construction of public
WLANs. Wireless LANs are currently being built because the
technology is fast, proven, inexpensive and available. Wireless
Internet users who operate within a WLAN environment can
get better coverage than that promised by 3G. The bandwidth

HISTORY OF MODERN COMMUNICATIONS

100Mbit/s

25

Fixed LAN

Transmission rate

50Mbit/s
802.11a and
HiperLAN2

10Mbit/s

802.11b/WiFi
1Mbit/s
HomeRF
500kbit/s

UMTS

Bluetooth
Ricochet
GPRS

50kbit/s

GSM
Blackberry (US)
Stationary

Walking
speed

Driving
speed

Terminal device location

FIGURE 1-10

The Proliferation of Standards. Source: Analysys 2001.

available is up to 11 Mbps with 802.11b. Other technologies


could result in even higher bandwidths. Solutions will be created that make the experience as simple as possible for both
the users and the wireless providers. If billing is handled by the
wireless provider on the users existing account, incremental
income is realized and the carriers like that rather than viewing the WLAN as a competitor.

INFRASTRUCTURE CHALLENGES
CIRCUIT-SWITCHED

VS. ALL-IP

Todays Internet is a packet-based network with an always-on


connection. There are very fundamental differences between

26

CHAPTER ONE

circuit-switched connections and packet networks. Circuitswitched connections require a real time end-to-end session,
whether the transmission is a voice conversation or a data
transfer session. Whatever goes into one end always comes out
the other in the same order. It may be degraded by static or
noise, but its original order is maintained. If there is a loss of
voice or data, a repeat transmission can take place instantly to
guarantee the reliability of the connection.
Internet Protocol (IP) works entirely differently in the
transmission of data, whether using Voice-over-IP (VoIP) or a
binary data file. The data is broken up into small entities called
packets and each one carries a sequence number so that if they
arrive out of sequence, they can be reassembled. They can also
take different paths to the final destination, so there may be
delays in the arrival.
We do not wish to imply that packet is better than circuit
switched. The method selected depends on the application.
HSCSD allows wireless data to be transmitted at up to 38.4
Kbps or more over GSM networks by allocating multiple
time slots to a user. Although this is better than todays average data rate over most Wireless Internet access methods, it
will not really support true multimedia content. HSCSD,
however, is well suited for time-sensitive, real-time services
such as large file transfers. Packet is well suited to short file
transfers, messaging, or for longer file transfers where time
is not critical.
IP packet-switched networks operate as distributed networksafter all, that was the reason for the creation of the
Internet in the beginning. Distributed networks allow for the
decentralized control of key elements required of a network
such as applications, management, and billing. Packet networks are typically connectionless networks. The path that a
packet takes through the network can vary from packet to packet. Circuit-switched networks are connection oriented. A connection is set at the beginning of a session and remains until
the session ends. From a network point of view, connectionless
is a far more efficient use of the network resources because
resources are shared with all users dynamically. Circuit-

HISTORY OF MODERN COMMUNICATIONS

27

switched networks use distance, location, and time as yardsticks to measure the billing rate for sessions. In packet networks, distance, time, and location are not as important as the
number of packets transferred through the network.
Usage billing becomes far more important in packet networks. Circuit-switched networks are generally more proprietary, legacy-based systems, whereas packet networks are much
less complex. Service provisioning is far more difficult for circuit-switched networks.
SERVICE PROVISIONING
The whole concept of service provisioning for packet networks
and IP billing requires new technology to meet the needs of
service providers and customers. Initially, these new technologies augmented those of circuit-switched equipment and later
supplanted them. Telecommunications based on Internet
Protocol (IP) allow carriers to create grades of service and variable pricing to reflect real market conditions.
Currently, data from switches is formatted into billable
event detail records through a mediation function. The big difference between the circuit-switched and the IP network is
that IP billing must handle many more variables. Just as circuit-switched billing is derived from call detail records
(CDRs), IP-based billing is derived from Internet usage
records (IURs). However, IURs must contain far greater information. Future bills will include usage-based billing based on
IP information.
Customers can receive value-added information and services with real-time billing. Provisioning of services can take place
online for wireless users, satisfying the customer who wants
added services. It also benefits the service provider by adding
incremental revenue for a given customer and by providing
more accurate and timely billing.
To implement IP billing, however, techniques must be
developed to retrieve and analyze IP data. Because this holds
true whether its wired or wireless IP, many companies are
working on solutions to this problem today.

28

CHAPTER ONE

NETWORK SWITCH REQUIREMENTS


Wireless operators are experiencing a rapid decline in their
average revenue per user (ARPU). Strong competition has generated a need for differentiation in operator service offerings.
The advent of the Internet has created a tremendous new
and exciting business opportunity for wireless operators.
Operators are rushing to upgrade their networks with new
packet-based technologies that will allow them to offer innovative wireless data services to their subscribers. This has triggered an immense demand for highly scalable, low-cost, easily
maintainable, packet-based, unified, voice and data wireless
core switching products.
Wireless subscribers are far more sophisticated users today
than they were five years ago. They are no longer satisfied with
just placing a call; they require innovative ways to use the wireless phone. New applications for enhanced services are very
important to wireless customers. Features such as Caller ID
and voice messaging are considered standard. New services
and features will become important differentiators in a competitive service-provider market.
To provide these new services and features for the wireless
Internet, present-day equipment must give way to new technology. New application protocols must be implemented to
work with packet networks.
WIRELESS OPERATOR CHALLENGES. The core switching network elements found in current wireless networks are called
Mobile Switching Centers (MSC). In most cases, MSCs were
created by adding wireless-specific interfaces and mobility
management functions to existing circuit-switched Class 5 or
Class 4 switches. As a result, the incumbent MSC vendors are
also traditional switch vendors, such as Ericsson, Nortel,
Siemens, Nokia, Lucent, and Alcatel.
Because of the tremendous growth in the number of wireless
subscribers and their minutes of use, wireless carriers are continually adding additional capacity to their voice networks. At the
same time, to provide data services, new elements (SGSN,
GGSN, etc.) are also being added to the network. Furthermore,

HISTORY OF MODERN COMMUNICATIONS

29

the evolution of wireless networks to 3G and packet networkingand thereafter to all-IP networksis leading to the addition of more core switching network elements. The end result is
a very complex core network, as depicted in Figure 1-11.
Next generation networks will be comprised of really three
types2, 2.5G, and 3G networks. Each network adds features
and therefore requires different interfaces. Compound this
with support for circuit switched and packet switched and you
have a major headache to connect.
This patchwork approach leads to duplicity of functional
blocks and unnecessary capital expense (CAPEX) and operation expense (OPEX) costs for the operator. Furthermore, the
service logic of voice and data and 2G and 3G remain disparate; this results in slow roll-out of new services. Separate
service logic for voice and data also makes it nearly impossible
to deliver hybrid multimedia services that require voicedata
service integration.
Incumbent core network vendors are not addressing adequately the migration to 3G networks because all their 2G
products (as well as some of their 3G products) are still based
on old, highly proprietary platforms and their approach to
adding new functionality is evolutionary rather than revolutionary.
New products are needed to simplify and streamline the network. A cohesive technology is required to build the next generation, packet-based, unified core switching platform that will
satisfy all the voice and data core switching needs of the wireless operator. This new network architecture will lead them to
profitability by significantly reducing OPEX and CAPEX and
enabling rapid deployment of unique new services.
SOFT SWITCHES AND MEDIA GATEWAYS. Soft switches are
poised to replace the call processing functions of the Class 4 and
5 switches previously used by the telecommunications industry.
This new breed of switch is smaller, less expensive, less power
consuming, more reliable, more flexible, and more efficient than
its predecessors. A soft switch can be placed in a closet, whereas the equivalent Class 5 switch functionality would fill a building to achieve the same capacity. The proliferation of control

30

FIGURE 1-11

IP

lu ps

AAL2/ATM

lu cs

RTP/IP

SIP

Gb/RP

SCP

3G SGSN

Multimedia
Call Server

Core Switching Network


for Voice and Data

2G SGSN

IP

3G GGSN IP

3G G-MSC

VHE

3G V-MSC

2G G-MSC

2G SGSN

2G V-MSC

3G network patches for All-IP.

UTRAN

RNC

IP-RAN

RNC

BSC

GSM/GPRS

Home
Environment

External
IP Network

PSTN

HISTORY OF MODERN COMMUNICATIONS

31

protocols makes soft switches the ideal solution for todays market. Because soft switches derive their name from the soft in
software, they can support many protocols at once.
By utilizing soft-switch technology along with a media gateway, a simplified network architecture could be developed (see
Figure 1-12). A single core switching product is needed to support both voice and data for 2G, 3G, and future all-IP networks.
The support for all three generations of networks is still a
requirement but the interfaces are much simpler.
The solution may be based on state-of-the art, high density, scalable, soft-switch technology and utilize a multimedia
session initiation protocol (SIP) session manager as the basic
building block for services. This architecture is all-IP ready
and fully compatible with 2G, 2.5G, and 3G voice and data
specifications. It could support present operator needs yet
allow for seamless evolution to future technologies.
A soft-switch/media gateway product developed by Spatial
Wireless in shown in Figure 1-13. This product is designed for
next generation marketspacket-based core switching for the
GSM, CDMA, UMTS and All-IP wireless markets. These elements enable unique voice/data converged services, help maintain service transparency across different wireless generations,
and can result in more than 50 percent savings in capital and
operational expenditures. The Spatials Portico product is an
overlay gateway product that supports the introduction of
voice, data and converged services.
As we have seen in this overview of the history of modern communications, competing standards and protocols both drive
and hinder the development of a truly ubiquitous Wireless
Internet. Chapter 2 explores the evolution of these technologies in greater depth.

32

FIGURE 1-12

ATM

lu cs, lu ps

IP
RANAP

SCP

GSM-A, GPRS Gb

RTP/IP

SIP

GSM BSSAP

A wireless solution.

IP-RAN

RNC

IP-RAN

RNC

BSC
GSM

Core Switching Network


for Voice and Data

Wireless
Media
Gateway

IP

Wireless
Soft
Switch

VHE

Megaco+

Home
Environment

TDM

External
IP Network

PSTN

HISTORY OF MODERN COMMUNICATIONS

FIGURE 1-13 Spatial Wireless soft-switch/media gateway Photo courtesy of


Spatial Wireless.

33

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C H A P T E R
T W O

DRIVING
TECHNOLOGIES:
COMPETING AND
COMPLEMENTARY

umerous technologies fuel Wireless Internet development,


some associated with the terminals and some with the network infrastructure equipment. Many of these diverse technologies are related by the wireless access method used,
whether its GPRS or CDPD for example. We cover technologies related to terminal devices and network infrastructure in
this chapter:

Access technologies
Application protocols and languages
IP network design and equipment

Many technologies are used on multiple platforms, so


applications must be device independent to be successful.
Applications cannot be customized for a dozen different protocols or operating systems. If a Wireless Internet application is
to be truly mobile, it must also function ubiquitously as the
user moves from one location to another. This requires IP
mobility over multiple access methods. Cellular users should
be able to go indoors and on to a WLAN seamlessly. Therefore,
35
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

36

CHAPTER TWO

wireless LANs should not compete with cellular or PDA wireless access, rather they should complement or extend its usefulness. Some of the leading WLAN technologies also will be
discussed.

CELLULAR AND PCS-BASED


TECHNOLOGIES
Cellular and PCS telephones will be the predominant mobile
communications technologies for the foreseeable future. This
does not mean to imply that cellular is superior to other technologies, only that it is more prevalent. With nearly 1 billion
users worldwide, there is no close second. These mobile technologies are currently facing a major evolution in many areas,
however, including the technical and business sectors, because
they provide the economical means for realization of not only
mobile computing, but also many other applications ranging
from financial and retail communications to remote control
and signaling.
Recent technology, whether its TDMA, CDMA, or GSM
has experienced severe physical layer and user interface constraints. Wireless data transmission is limited to relatively low
speeds, 19.2 Kbps or less. Cellular display applications for data
are limited to text messaging through SMS or WAP. There is a
wide disparity between browser applications. Some simple
graphics can be accomplished with WAP applications on some
phones, whereas i-Mode in Japan offers extensive graphics
including color displays on PDC phones,* even though the
data rates are similar. As GPRS is launched on GSM networks,
users will finally be able to access data at speeds superior to
traditional dial-up Internet service, approaching 115 Kbps.
With the launch of next-generation cellular systems and 3G
systems, users will have greater choice for data communications. New modems will be commercially available to take
advantage of higher bandwidth networks, and packet data will
replace circuit-switched data. Choices will include either SMS
* PDC in Japan is very similar to North American TDMA.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

37

or a wireless modem using packet data at higher speeds. New


high-speed data capabilities will provide the platform for
mobile multimedia services, access to corporate LANs, and
financial transactions from a mobile terminal. The type of service will determine the best data service to use. Many applications will find SMS satisfactory even if a modem is available for
high data-rate service. And those that must use analog cellular
will still have CDPD.
Other devices such as PDAs and Pocket PCs as shown in
Figure 2-1 may use cellular networks or proprietary networks.
(Some cellular manufacturers have integrated PDAs into their
phones.)
Some cellular-based products will bear little resemblance to
a cellular phone at all, such as PCMCIA modems that incorporate a cellular phone without voice capabilities. In addition
to standard products, custom products will be available for
wireless remote data and control applications. Examples are
shown in Figure 2-2.

CELLULAR DATA MODEM


TECHNOLOGIES
Todays cellular technology offers several different methods for
data communicationsan internal modem with built-in browser, an internal modem with an external port for connection (typically RS-232 or infrared (IR) to computer, or internal SMS
messaging.
Modems fall into two categories: CDPD or traffic channel.
CDPD offers true packet data communications at 19.2 Kbps
whereas modems using the traffic channels are limited to the
maximum rate for a traffic channel (14.4 Kbps, depending on
the standard). Future 2.5G and 3G networks will differ in two
distinct ways: Traffic channel rates will be higher, from 64
Kbps to 2.4 Mbps, and all data will be either packet-based or
high speed circuit-switched.

38

CHAPTER TWO

FIGURE 2-1A

Cellular PDA. Photo included courtesy of Kyocera Wireless Corp.

CDPD MODEMS
Early cellular manufacturers and operators recognized the
need for data communications, and the first modems were very
similar to standard modems used in homes and offices.

FIGURE 2-1B

Cellular PDA. Photo included courtesy of Motorola, Inc.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

FIGURE 2-2A

39

Wireless PCMCIA modems. Courtesy of Novatel Wireless.

However, cellular uses a valuable, shared commodityspectrum. (Fixed telephone lines or wires may be shared, but they
can always be increased in number if necessary.) CDPD was
created as a digital packet data service over an analog cellular
telephone: It uses the same analog channels as voice, but with

FIGURE 2-2B

Wireless PCMCIA modem. Courtesy of Nokia Mobile Phones.

40

CHAPTER TWO

different modulation applied to the air interface. Traffic channels not being used for voice calls may be used for CDPD calls.
CDPD was the first digital data application to use packet data
for cellular, and it is still very much in use today by carriers
such as AT&T Wireless Services.
CDPD is fully compatible with analog cellular and is colocated with AMPS systems. Therefore, the analog infrastructure,
such as frequency spectrum, cell sites, towers, and antennas,
can be shared. The CDPD network elements overlay parallel to
the analog infrastructure (see Figure 2-3). Analog voice or analog data using an AMPS modem or digital data using a CDPD
modem shares the same frequency spectrum. External modems
are most common for CDPD communications, typically existing
as PCMCIA cards for laptop computers, as accessories for PDA
devices, or as external modems for connection to an analog
phone. Some manufacturers actually include CDPD modems
into their cellular telephone. This makes a 2G digital phone
Internet ready because all TDMA and CDMA phones also
include AMPS analog compatibility, and CDPD is carried on
AMPS channels.
Two key design criteria were used to develop the CDPD
protocol. From its inception, it was designed to use TCP/IP, the
Internet protocol, making it transparent to Internet data. It was
also designed to overlay an AMPS network, taking advantage of

CDPD
Network
MD-IS

MDBS

Digital
Data

Internet

MBS
Voice
MTSO

FIGURE 2-3

PSTN

AMPS and CDPD network architecture.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

41

existing infrastructure. These design goals make CDPD very


attractive to any carrier that manages an AMPS network. This
becomes even more important when a carrier lacks true 2.5G
or 3G capabilities and finds itself at a competitive disadvantage. CDPD can make any TDMA or CDMA phone Internet
ready with 19.2 Kbps data rates by using TCP/IP in a packetdata network instead of on a circuit-switched connection.
As of the end of the February 2000, CDPD was available in
184 markets in the United States covering 56 percent of the
United States population and 60 international markets.* As
2.5G and 3G cellular networks launch, CDPD will begin to
fade, but as long as there are 2G or analog phones, CDPD will
retain its usefulness. And although it may compete with SMS
for short text messages, it still has one advantageCDPD
works across networks with different physical layers. A CDPD
modem in a laptop using CDMA can still send an email to a
phone across the country, which is using TDMA.
TRAFFIC CHANNEL MODEMS
Many digital phones are advertised as Internet-ready, coming
with a browser or a connectivity kit. Advertising for Wireless
Internet modems or Internet-ready phones can be very deceiving, however. If the ad mentions a data rate of 19.2 Kbps, then
its CDPD. The phone may be CDMA or TDMA but the data
connection is through either an internal or external CDPD
modem connected to an analog channel. If a TDMA or CDMA
phone has a data connectivity kit, such as a cable to connect
the phone and a laptop, and it does not mention the data rate,
or if the phone has an internal browser, the modem is integrated into the phone and probably uses the rate of the traffic
channel, 8 Kbps for TDMA and 9.6 or 14.4 Kbps for CDMA.
GSM phones have long used data capabilities built into the
phones so that they connect to a laptop by cable or include
built-in modems to send data in the traffic channel at 9.6
Kbps. In all of these cases except CDPD, the connection is still
circuit-switched for 2G networks.
* Source: Wireless Data Forum.

42

CHAPTER TWO

A second type of modem is essentially a phone without


voice capabilities on a PCMCIA card. There are modems of
this type for every technology. They have an antenna integrated into them or are connected by a short cable to an antenna.
Again, if the data rate is specified as 19.2 Kbps, its CDPD. If
the rate is not specified, its probably using a traffic channel.
Some PCMCIA modems offer a data rate of 56 Kbps and mention wireless in the same sentence. These actually combine two
modems in one: a 56K landline modem and a wireless traffic
channel modem.
With the launch of 2.5G and 3G networks, modems will
become available having much higher data rates. They will fall
into the same two categories: internal to a phone with a cable
connection to a laptop or as a PCMCIA card. GPRS technology
is just being launched in Europe but as with all new technologies,
GPRS modems are still scarce. The United States will see next
generation modems for CDMA and TDMA phones by 2002. The
CDMA phones will use 1xRTT technology, and the TDMA
phones will use GPRS. The CDMA standard 1xEV, with data
rates up to 2.4 Mbps, will not be available until later. Products for
W-CDMA will become available later in 2002 or 2003.
SHORT MESSAGE SERVICE (SMS)
If any application could be thought of as the killer application,
messaging would certainly rank high on the list. First-generation digital cellular brought new data handling capabilities to
the mobile community when a new service called SMS or Short
Message Service was embedded into cellular protocols. All
GSM phones support SMS but not all TDMA or CDMA phones
fully support SMS yet. GSM was the first protocol to use SMS
so the handsets have all caught up to the feature; the other protocols are working on enabling SMS in the network as more
TDMA and CDMA handsets incorporate the ability to send an
SMS. Rememberall digital phones can receive text messages.
Figure 2-4 illustrates an SMS network overlay.
Carriers in Europe report SMS revenues as up to 15 percent of revenues and an even greater percent of profits. Global

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

43

HLR
MSC

Voice
Mail

STP

AIR
Interface

MSC
Web
SMSC
E-mail
MSC
Other
ESMEs

STP

AIR
Interface

MSC
HLR

FIGURE 2-4

SMS network overlay.

SMS traffic is estimated at 15 billion messages by December


2001.* While SMS is immensely popular in Europe, it will be
the first step in most carrier messaging strategies and will
therefore be the first non-voice application that the majority of
American consumers will experience. Although mainstream
launches and promotions of SMS have taken place, widespread
adoption is far from complete.
SMS teaches consumers to use wireless devices for nonvoice services, and it will be the bearer for the next stage of
messaging that incorporates elements other than simple text
graphics, sound, and specific formatting. Before United States
customers can enjoy the same widespread usage as GSM users,
however, several problems must be solved.
Not all SMS messaging is created equal. The number of
characters that can be sent using SMS varies by protocol and
carrier. Typically GSM sends 160 characters, TDMA sends 150
characters, and CDMA can handle up to about 200. Some
phones only receive and cannot send SMS. Addressing and
interconnectivity for SMS is a major challenge for substantial
growth of SMS traffic. Users of CDMA cannot send SMS to
TDMA users.
* Source: EMC World Cellular Database.

44

CHAPTER TWO

A second problem area is billing. Billing impacts the adoption of SMS because most consumers will be unsure of the
need for SMS and will not have any reference point for usage.
Billing can be in buckets of messages, per SMS, or free.
Most carriers will launch SMS with a period of free SMS messages before moving to the primary offer of a bucket of SMS
messages (200800) for $4 to 8 per month.
Speed and latency offer another potential problem area in
the United States. This was a problem in Europe six years ago,
but because SMS is a mature technology in Europe, latency
has been fine-tuned out. A typical SMS message is very fast
less than 5 seconds from send to receive. At times in the
United States, however, the SMS traffic is so heavy (holidays,
etc.) that the delay is measured in hours not seconds. SMS
quickly loses value as latency increases. Carriers control latency by adding processing power to the Short Message Service
Center (SMSC).
Every technology-based service such as cellular or the
Internet constantly evolves into something different and, hopefully, better. SMS is no different; it will migrate to newer versions such as Smart Messaging, Instant Messaging,
Multimedia Messaging, and Enhanced SMS (EMS or E-SMS).
SMS is characterized by out-of-band packet delivery and
low-bandwidth message transfer, which results in a highly efficient means for transmitting short bursts of data. Initial applications of SMS focused on eliminating alphanumeric pagers by
permitting two-way general-purpose messaging and notification services, primarily for voice mail. As technology and networks evolved, a variety of services has been introduced,
including email, fax, and paging integration, interactive banking, information services such as stock quotes, and integration
with Internet-based applications. Wireless data applications
include downloading of subscriber identity module (SIM)
cards for activation, debit, profile-editing purposes, wireless
points of sale (POS), and other field-service applications such
as automatic meter reading, remote sensing, and locationbased services. Additionally, integration with the Internet
spurred the development of Web-based messaging and other

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

45

interactive applications such as instant messaging, gaming, and


chatting.
Clearly, mobile messaging is a valuable application that is
gaining popularity in both the business and consumer sectors.
Mobile messaging services will continue into the next-generation networks, and multimedia messaging will emerge as more
bandwidth becomes available.
GENERAL PACKET RADIO SERVICE (GPRS)
General Packet Radio Service (GPRS) is a GSM Phase 2+
bearer service. It represents the first true advance in packet
data service since CDPD and is the first packet data service on
wireless digital networks. It is currently being launched in
Europe on the GSM networks, but a common start-up problem
has hampered its growthlack of equipment! GPRS handsets
are still in short supply. This is a recurring nightmare for operators of all new technologies: When WAP was introduced,
there was a lack of handsets and content.
This results from the classic chicken-and-egg syndrome.
Because GPRS handsets cost more to make in small quantities,
prices to consumers are higher. With low sales figures, manufacturers produce small quantities of product. The ramp-up to
higher production volumes will take time, but it will happen, of
that you can be sure. GPRS will be the backbone of GSM and
TDMA networks for wireless packet data communications.
Radio resources are shared by all mobile stations, and GPRS
parses out those resources as needed to each user because
Internet browsing usually results in data communication that
is transmitted in bursts rather than steady streams. This creates greater efficiency in network capacity management: Data
rates as high as 115 Kbps can be achieved.
Unlike SMS messaging, GPRS was not originally a part of
the GSM (or TDMA) network. For this reason, some new network elements must be introduced to the GSM architecture,
and some mobility management functions must be modified as
shown in Figure 2-5. Unlike CDPD, however, GPRS provides
a data overlay within the standard GSM infrastructure by

46

CHAPTER TWO

Circuit-switched Path
PSTN

BTS
A
Interface

BTS

GMSC
TDM

TDM

BTS
BTS
BTS

MSC

BSC

Gb
Interface
FR

GPRS Packet Path


SGSN

GGSN

Intranet/
Internet

IP

FIGURE 2-5

GPRS network overlay.

adding these additional elements. Packet data through a GPRS


network does not use any circuit-switched network resources.
One of these additional network elements is called the
Gateway GPRS Support Node (GGSN). Essentially, this is a
packet router with some mobility management functions. It
connects to the GSM network and the external packet node
network through standard interfaces.
The second new element is very similar in function except
that it connects directly to the Base Station Controller (BSC).
The Serving GPRS Support Node (SGSN) is responsible for
handling packet data to and from the mobile unit.
BT Cellnet began offering GPRS network access to mobile
phone users in Europe in 2001. Recent tests of those services,
however, have not impressed many customers. Actual data
rates have not matched expectations, but it is a new service and
there will be a great deal of fine tuning to the system over the
next few months.
When GPRS fulfills its promise of higher data rates, many
new applications will be possible over GSM and TDMA networks. GPRS will fully enable mobile Internet applications
similar to Web browsing on a desktop computer. Applications
will include file transfer, Web surfing, and of course, email
with attachments.
As with any new technology, GPRS does have some negative
impact on a network. Not only are data resources shared, they

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

47

are shared with voice resourcesfor any given cell site, channels must be divided between voice users and GPRS users. If all
voice channels are in use and file transfers are taking place on
all packet-data channels, there is no more capacity for that particular cell site until someone stops using some of the resources.
Dynamic allocation of resources can only do so much.

APPLICATION PROGRAMMING
LANGUAGES AND PROTOCOLS
Many application protocols exist for wireless devices, such as
the most widely discussed WAP and i-Mode. However, other
application platforms have also achieved popular support, such
as J2ME and Symbian. The strange fact is that these do not
really compete with WAP or i-Mode; they can be integrated
into them. We discuss each protocol briefly here.
A WORD ABOUT MARK-UP LANGUAGES
Hypertext Markup Language (HTML) was not the first descriptive text language to be used. Computer programmers have long
used formatting codes, control codes or macros in software to
direct document formatting. By the 1960s, generic coding began
with descriptive tags rather than cryptic names. One example
would be heading instead of format-17. Many people were working on similar ideas during the 1960s including scientists at
IBM. A Generalized Markup Language (GML) was developed as
a means of allowing the text editing, formatting, and information
retrieval subsystems to share documents. GML introduced the
concept of a formally-defined document type with an explicit
nested element structure. Of course, GML was implemented for
the mainframe computers circa late 1960s. At that time IBM
was the worlds second largest publisher and they produced over
90 percent of their documents with GML. Over the next few
years, several new concepts were developed such as short references, concurrent document types, and link processes.
During the 1970s the American National Standards
Institute (ANSI) established a committee to develop a stan-

48

CHAPTER TWO

dardized markup language. This became the Standardized


General Markup Language (SGML) which was eventually
adopted in 1986 by the International Standards Organization
(ISO). SGML offers a detailed system for marking up documents so that their appearance is independent of specific software applications. It is a stable and well-defined meta-language
that allows other markup languages to be created. SGML is
very powerful and flexible due to the many options included.
Early adopters of SGML were the U.S. Internal Revenue
Service (IRS) and the US Department of Defense.
However, it soon became apparent that SGMLs sophistication was unsuitable for quick and easy Web publishing. A simplified markup language was needed so that anyone could learn
it quickly. A result was the Hypertext Markup Language
(HTML), which is basically one specific SGML document
type, or Document Type Definition (DTD). Early Web browsers
supported HTML and it quickly became the de-facto language
of the burgeoning Web and was in large part, a significant reason for the rapid growth of the Internets popularity.
As good as HTML is, there are still problems with it. In many
cases it is too simple. It served the purpose in the early days of
the Web when almost everything was text-based documents but
ran out of horsepower when Web authors started using multimedia and advanced page designs. Image maps (images with
embedded hyperlinks), text attributes, tables, frames, and
dynamic pages all added complexity. Competition among browser developers guaranteed incompatibilities with proprietary features or solutions to the same feature. Over the years Microsoft
has added tags that work only in Internet Explorer, and Netscape
added tags that work only in Navigator and guess what: the Web
author is caught in the middle! Standards were attempted but
never really got full support industry wide. The biggest problem
is that HTML is not extensible. This gave way to Java and
JavaScript and Active Server Pages. Each new addition to HTML
such as these and Cascading Style Sheets (CSS) add flexibility in
Web designs but these are really just patches to mask the problemno standard extensibility. It is ironic that HTML grew out
of SGML which is fully extensible.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

49

As extensible as SGML is, it is also extremely complex and


time consuming to customize a set of documents. A new
approach was needed to bridge the gap between SGML and
HTML. The answer is Extensible Markup Language (XML), a
proposal in late 1996 to the World Wide Web Consortium
(W3C). XML was designed with the power of SGML, avoiding
the complexity. HTML is merely one SGML document type,
XML is a new meta-language, a simplified version of the parent language itself. Yet, XML has the power to define other
markup languages.
XML BASICS. XML is a markup language for documents
containing structured information. The information includes
content and instructions for using the content. The content is
flexible. It can be text, graphics or a table of information. XML
represents the specification to define a standard way to add
markup to documents. A document can be the traditional text
with or without graphics but it can also exist in anyone of a
number of other forms such as mathematical equations, server
APIs, vector graphics or almost anything else.
While languages such as WML or HTML define tag semantics and the tag set, XML is really a meta-language for describing markup languages. XML specifies neither semantics nor a
tag set. In HTML an <h1> is always a first level heading and
the tag <cell.serial.number> is meaningless. XML provides a
facility to define tags and the structural relationships between
them. The semantics of an XML document will be defined in
one of two ways: the applications that process them or by
stylesheets. An example of XML is shown in Figure 2-6.
XML documents are composed of markup and content.
There are six kinds of markup:

Document type declarations


Elements
Entity references
Comments
Processing instructions
Marked sections

50

CHAPTER TWO

<?xml version="1.0"?>
<anotherhelloworld>
<speaker1>Say <quote>Hello World.</quote></speaker1>
<speaker2><quote>Hello World.</quote></speaker2>
<yawn/>
</anotherhelloworld>
FIGURE 2-6

A simple XML document.

Each of these types of markup are clearly defined in the


XML standard, Our intention is not to give a detail explanation
on XML, only illustrate the similarities and differences to other
markup languages.
XML allows groups of people or organizations to create
their own customized markup applications for exchanging
information in their domain. Examples include music, chemistry, electronics, finance, scuba diving, petroleum geology, linguistics, cooking, knitting, history, engineering, mathematics,
or baseball card collecting.
COMMON GROUNDXHTML
The HTML language today is ubiquitous in many millions of
Internet documents but browsers today pay a heavy price for
the need to parsers need to accommodate bad syntax and
authoring practices. It is be very difficult to create a light
browser which is important in wireless applications. This of
course, has spawned the need for other languages such as
Wireless Markup Language (WML) and c-HTML or Compact
HTML. Clearly a better solution needs to be found and it is
generally believed that XML will be the leading contender. In
1998 the W3C published a draft document entitled XHTML
1.0. This is an attempt to merge HTML 4.0 and XML.
Current thinking is that other markup languages, WML,
HTML and c-HTML, will circle the wagons around XHTML.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

51

However, Web authors will need stricter discipline and training


to use these tools. The upside will better documents, more
compatibility and the ability to streamline browsers for both
the wired and Wireless Internet.
Note: A free little program that converts an HTML
page to XHTML for you, along with correcting many
common authoring mistakes may be found at
www.w3.org/People/Raggett/tidy/.
Changing from other markup languages to XML or
XHTML more specifically will enhance and extend the utility
of Internet to new applications. However, XML and XHTML
are new, so do not expect current browsers to work flawlessly
when usage of these languages begins on Internet sites.
Some of the generic parts of XML such as parsing, tree management, searching, and formatting are being combined into
libraries to make it easier for developers. Some applications can
use languages like Java to develop plug-ins for generic browsers.
Microsoft Internet Explorer 5.5 handles XML but through an
HTML model. Netscape 6 also includes some XML support.
WIRELESS APPLICATION PROTOCOL (WAP)
WAP is an application protocol for providing communications
and connectivity to the Internet using digital mobile phones,
pagers, personal digital assistants, and other wireless devices.
It allows a user to navigate a text menu on his phone and click
on a menu item to select the next action.
Unlike other standards, however, the WAP standard was
not created by an industry consortium like the European
Telecommunications Standard Institute (ETSI) or
Telecommunications Industry Association (TIA). It began as
the idea of a small group of men with a vision at a company
called Libris. Out of that vision, a standard was born. Wireless
Application Protocol is based on a clientserver architecture
much like that used on computers. Because of the complexity
and size of the cellular phone, a decision was made to place the
server on the back end.

CHAPTER TWO

Client

WAP Gateway

WML
WML
Script
etc.

FIGURE 2-7

Web Server

WML Encoder
WAP

HTTP
WML Script
Encoder
Protocol
Adapters

CGI
Scripts
etc.

Content

WML Decks
with WML Script

52

WAP programming model.

The programming model for WAP as in Figure 2-7 consists


of a WAP Gateway and a Wireless Application Environment
(WAE) User Agent in the wireless device. Data flows from the
wireless device to the Gateway in encoded requests. These are
forwarded on to the Internet. The response, in the form of
Internet content, is returned to the Gateway where it is encoded and forwarded to the User Agent in the wireless device.
Applications are written in Wireless Mark-up Language (WML)
and can reside on the WAP Gateway or an application server.
The Gateway converts protocols between message origins and
destinations. WAP also includes WMLScript and Wireless
Telephone Application Interface (WTAI). The script provides a
simple, yet fully functional programming language to run within WML applications. WTAI is an interface to the telephone
functions of the device. For example, if you send a request to
directory assistance for a new restaurant that you want to try,
the phone number is sent to your user agent; by highlighting
and clicking Enter, the number is dialed automatically.
Libris developed a computer-generated prototype in early
1995 that was used to demonstrate WAP principles to potential customers and investors. The key to getting WAP started
was buy-in from carriers and phone manufacturers. The Big
Three phone manufacturersMotorola, Ericsson, and

53

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

Nokiahad to be convinced to drop proprietary plans and back


a standard-based proposal. Through relationships with some
key carriers like GTE and AT&T Wireless Services, Libris convinced manufacturers to support the WAP initiative. The only
way for WAP to succeed was as an open standard: It could not
remain the sole property of its inventor and achieve widespread
usage. With a potential market of more than 1 billion cellular
phones by 2002, it was in the best interest of all manufacturers to agree to standardization. By mid-1996 Libris changed its
name to Unwired Planet.
The first commercial server and browser software was
released in June 1996. During the next twelve months,
Unwired Planet collaborated with Ericsson, Motorola, and
Nokia to create the first WAP architecture, and published it on
the Internet in September 1997. Figure 2-8 shows some of the
WAP milestones.
A single focal point for WAP development, the WAP Forum,
was created in January 1998. The WAP Forum was created as
an open membership organization to promote Wireless
Application Protocol, write and issue new revisions to the WAP
standard, and to develop a quality-assurance function to verify
compatibility issues between members. In May 1998, the WAP
Forum released the first, open-version WAP 1.0 specifications.
WAP, however, has not been an instant success. The biggest
complaint about WAP is that it required the Internet community to rewrite sites to support WAP. WAP proponents are quick
to point out, however, that the mobile phone is an entirely different user interface compared to the typical Internet application. The display is much smaller and the keypad lacks the full

LIBRIS
Formed

Dec
1994

FIGURE 2-8

First
Commercial
First WAP Server and
Prototype
Browser

Mar
1995

Sept
1997

WAP milestones.

WAP
Forum
Created

WAP 1.0
Published

Jan
1998

May
1998

Microsoft
WAP
Joins
Forum
WAP
Surpasses
Forum 250 Members

May
1999

Dec
1999

54

CHAPTER TWO

alphanumeric keyboard that computer users enjoy. It should


not be expected that Internet content could appear the same
on a phone as on a computer monitor. Internet content must
be optimized for presentation to the phone and that presented
the next big challengegetting application developers to commit to WAP development.
Another problem common to WAP is inconsistent adherence to the WAP standardevery phone seems to behave differently and support different features. This occurs not only
between manufacturers, but between different phones of the
same manufacturer. One phone may center-justify text and the
next ignores all text justification. Displays vary in size and the
number of characters or lines, creating a different look to every
phone. A common mistake in WAP design is to include too
many nested menus for navigation. Better user interfaces and
larger displays and easier-to-use keypads must be created to
improve adherence to the standard.
To prevent wars between rivals, proponents of WAP have
agreed to make XML (Extensible Markup Language) WAPcompliant. The expectation is that WAP will merge with another popular application protocol, i-Mode, to become Extensible
Hypertext Markup Language (XHTML). An example of WML
is illustrated in Figure 2-9.
Wireless Application Protocol is a major player in the
microbrowser market. It was first launched in Europe, where
consumers already enjoyed SMS on GSM networks.
Competition was tough in Europe, howeveralthough WAP
<?xml version="1.0"?>
<!DOCTYPE wml PUBLIC
"-//WAPFORUM//DTDWML 1.1//EN"
"http://www.wapforum.org/DTA/wml_1.1.xml">
<wml>
<card title_"Hello World Example">
<p>Hello, World!</p>
</card>
</wml>
FIGURE 2-9

WML code Hello World.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

55

was launched, there was a shortage of WAP-enabled phones.


Content was lacking and no two phones worked or displayed
WAP the same. A running joke in Europe described WAP as
standing for Where Are the Phones? Despite everything,
Europe is estimated to have over 16 million WAP subscribers.
In the United States, the situation is even worse. Not only is
there a shortage of WAP phones and applications, but TDMA
carriers never deployed WAP gateways because of delays in getting licensing from manufacturers. Meanwhile, in Japan, WAP
is deployed on CDMA phones that compete directly with iMode. Japanese sources estimate that there are about 6 million
WAP users compared with over 20 million i-Mode subscribers.
One important distinction should be made between todays
WAP phones and next-generation phones. Until recently the
current generation of standards could only support circuitswitched connections. Packet data on digital networks did not
exist. Just like CDPD, these phones remained on a dedicated
channel assignment as the user browsed the WAP application.
The launching of GPRS in the GSM world enabled the first
packet-data network.
Wireless Application Protocol will continue to exist but the
big question is in what form? Many industry experts believe
that the window of opportunity is closing on WAP. The WAP
Forum is a large and strong industry body, however, and a great
deal of investment has already been made in WAP. The industry will continue to launch the technology wherever there is a
possibility to create new revenue streams for all.
i-MODE (COMPACT HTML

OR C-HTML)

NTT DoCoMo first introduced i-Mode in Japan in February


1999. Since then it has been immensely successful. There
were more than 20 million users by March 2001. Despite the
fact that i-Mode does not yet exist outside of Japan, i-Mode
accounts for over 60 percent of the worlds mobile Internet
users! There are over 1,500 official Web sites and over 40,000
independent sites. In fact, i-Mode Web sites may be built anywhere in the world and many times are included with HTML
Web server sites by placing the code in a subdirectory.

56

CHAPTER TWO

i-Mode is a clientserver protocol similar to WAP and illustrated in Figure 2-10. It allows users to navigate a series of
menus on their phone display in order to access Internet content on i-Mode sites.
One very important comment must be included here about
i-Mode. NTT DoCoMo created i-Mode as a proprietary protocol without international standards body cooperation. The
result is a tightly controlled application environment that NTT
DoCoMo designs and markets to their best advantage. It should
also be noted that DoCoMo is one of the first carriers to offer
usage-based billing for i-Mode. Because i-Mode is packetbased, they charge for the actual volume of data transmitted.
i-Mode phones in Japan operate on the Personal Digital
Cellular (PDC) network, which is very similar to the North
American TDMA network. Therefore, the data rate is limited
to 9.6 Kbps. In the future, when W-CDMA is launched in
Japan, much higher data rates will become available.
Although i-Mode can only be used on phones inside
Japan, NTT DoCoMo clearly intends to make it a world standard for Web browsing on wireless devices. Their recent
investment in AT&T Wireless, the agreement giving AT&T
access to i-Mode technology, and the purchase of an ISP
Verio Communicationsdemonstrates that they will be very
proactive in advancing i-Mode throughout the world. They
have also taken a 15 percent stake in Dutch KPN Mobile and
claimed 20 percent of Hutchison 3G.

DoCoMo Network

JAVA Program
Download
(HTTP)

JAVA
Application

Packet Net

i-Mode Server
i-Mode Compatible
JAVA Handset

JAVA
Application

FIGURE 2-10

i-Mode network architecture.

Content
Provider
Sites

Internet

JAVA Program
Communication
(HTTP)

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

57

Unlike WAP, which uses WML as its markup language,


i-Mode services are built using i-Mode-compatible HTML,
referred to as compact HTML or c-HTML. On the surface,
both look very similar and in fact, both markup languages have
common elements. An example of i-Mode code is shown in
Figure 2-11. It looks just like HTML to the seasoned Web programmer with the exception of the accesskey command.
Unlike WAP, there is no card deck, but i-Mode does support
color displays.
DoCoMo based i-Mode on a subset of HTML 2.0, HTML
3.2, and HTML 4.0 specifications with i-Mode specific extensions. These extensions include tags that have special meaning
on a cellular phone such as the tel: tag, which is used to hyperlink a telephone number. By clicking on the link, users can
place a call to the number.
Just as in WAP, some i-Mode phones support more than the
basic standard protocol. Features that require cursor movement in two-dimensions, such as tables, are not supported.

<html>
<head>
<META http-equiv="Content-Type" content="text/html; charset=utf-8">
<META name="CHTML" content="yes">
<META name="description" content="sample cHTML document">
<title>Sample cHTML document</title>
</head>
<body text="#000000">
<center>Links</center>
<hr>
Select an option<br>
<a href="message.chtml" accesskey="1">1</A>Messages<BR>
<a href="mail.chtml" accesskey="2">2</A>Mail<BR>
<hr>
<center>
<a href="admin@chtmldemo">email: admin@chtmldemo </a><br>
</center>
</body>
</html>

FIGURE 2-11

i-Mode code example.

58

CHAPTER TWO

Included in i-Mode are predefined symbols that can be


called using embedded HTML text as a 6-byte decimal code or
embedded Shift-JIS 2-byte hex code into HTML. Graphic
characters that are part of the standard S-JIS character set can
also be used. GIF images including animated images can also
be displayed on i-Mode phones.
English language programmers should also be aware that
English words do not break correctly at a line ending so that
programmers must specify tags at word breaks, or words will be
wrapped to the next line. While there are few tools in English
for i-Mode programmers, at least one tool is availableAdobe
GoLive 5.0 includes i-Mode and WAP functionality.
Japans i-Mode service offers more affordable access rates
(averaging of $70 a month for voice services and $17 for iMode transmission fees), has more robust content than WAP,
and is faster. However, NTT DoCoMos i-Mode will be difficult
to make available on other service carriers networks. The other
side of the coin is that Web sites are historically HTML-based,
and WAP is not compatible with HTML. NTT DoCoMo is a
member of the WAP Forum and hopefully the two proponents
will converge on a common standard, HTML 4.0 or XHTML.
Mobile phone and browser manufacturers are going to support
XHTML in next-generation phones. At least two industry leaders, Nokia and Openwave, have announced their intent to support XHTML mobile browsers by 2002.
J2ME
Java Version 2 Mobile Edition (J2ME) is a compact version of
Suns Java technology targeted for embedded consumer electronics. J2ME includes a set of developer tools and supplies to
be used in mobile applications. As with other Java platforms,
key advantages can be realized using J2ME: Consistency across
products, code portability, reliable network delivery, and leveraging of the Java programming language. It is also upwardly
scalable to work with other Java platforms.
Sun Microsystems is targeting J2ME for devices with limited hardware resources such as PDAs, cellular phones, and other
consumer electronics and embedded devices with as little as

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

59

128 Kb of RAM. J2ME actually consists of a set of profiles and


configurations as in Figure 2-12. Each profile is defined for a
particular type of devicecell phones, PDAs, smart appliances,
and others. The profile specifies the classes, methods, and configuration needed. The configuration includes a minimum set of
class libraries required for the particular type of device and a
specification of a Java Virtual Machine (JVM) required to support the device.
J2ME technology enables wireless device manufacturers,
service providers, and content providers to perform rapid, cost
effective development of new features and applications. The
latest release includes emulation tools for Palm OS, RIM, and
others. Also included is support for Secure Hypertext Transfer
Protocol (S-HTTP).
Using J2ME, developers can write applications such as a
WAP browser for a cellular phone or a PDA. J2ME allows for
third-party developers to create applications that run on manufacturers devices without providing proprietary information or
special application programming interfaces and documentation.

J2ME
Profile

J2ME Configuration
J2ME
Libraries

JAVA Virtual Machine

FIGURE 2-12

J2ME profile and configuration.

60

CHAPTER TWO

SYMBIAN
Symbian is a generic operating system developed for wireless
communications devices. Included is a set of common core
Application Programming Interfaces (APIs). Symbian makes a
distinction between the generic technology used in any
Wireless Information Device (WID) and the Graphical User
Interface (GUI) tailored for a particular design. A generic
design is the heart of Symbian. Technology is shared between
all reference designs.
The operating system includes a kernel; middleware for
communications, data management, and graphics; the lower
levels of the GUI framework; and application engines.
Products such Ericssons R380, Nokias 9210 Communicator,
and Psions Series 5mx were created with very little modification to the Symbian OS. Two reference designs were created,
one for information-centric products such as the Nokia
Communicator and another for voice-centric products such as
smart phones, mobile handsets with built-in browsers.
Symbians latest version includes support for GPRS and
WAP 1.2.1.; tablet or keyboard entry; and application development using C++, J2ME, WAP, or HTML. Support for protocols
such as TCP/IP, WAP, GSM, GPRS, Bluetooth, IrDA, or RS232 is built into the operating system. Many other features
such as security, font and text formatting, and a rich suite of
application engines are included.
Symbian uses a generic technology for the specific requirements of wireless devices. The requirements are tailored to use
device resources efficiently, and to be reliable and adaptable to
device needs. The architecture is illustrated in Figure 2-13.
Manufacturers may use Symbian reference designs and
operating system to reduce time-to-market for new product
development. Support for almost every conceivable wireless
device is included, and any application development platform
can be overlaid on the operating system, such as WAP or
J2ME.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

61

Application Engines
Media Server
JAVA

Connectivity

Browsing

Messaging

Communications

Connectivity

Base (Tools)

Application Framework
Base (Runtime)

PC

Symbian Licensee Device


FIGURE 2-13

Symbian generic architecture.

WINCE
Windows CE is the modular real-time embedded operating system from Microsoft. It is a scaled-down, multitasking, multithreading look-alike of the popular Windows Operating System
designed for 32-bit devices or information appliances.
However, it does not require an Intel x86 family microprocessor. Several manufacturers, including Compaq, are currently
marketing products using this operating system. Although it
looks similar to Windows, it does not necessarily run all
Windows applications without modifications. When applications are run on devices other than PCs, some Windows applications will not run at all but this does not mean that it does
not serve as a useful tool.
The most important thing to remember about WinCE is
that the interfaces run a shell that is very similar to the standard Windows shell, with the same windowing look-and-feel
and a taskbar at the bottom that can be used to launch and
control applications. Unlike PDAs (like Palm), where a new
interface must be learned, WinCE has a familiar look and
feel. One major criticism, however, haunts WinCEthe large
amount of memory required.

62

CHAPTER TWO

PDA AND POCKET PC TECHNOLOGIES


Wireless devices are not always cellular phones. In fact, they do
not even need voice capabilities. Does you home PC have a
telephone receiver hanging on it? Of course not: The computers primary function is to do meaningful data crunching!
Personal digital assistants and pocket PCs were created to
provide a certain level of support for the mobile user, which
could only previously be available on a laptop PC, but smaller
and lighter. They are not primarily voice communications
devicesthey are for storage, retrieval, and manipulation of
data. Some PDAs and pocket PCs may attach to a cellular
phone or other type of wireless modem, but only for the wireless connectivity of data communications. At least one manufacturers cellular phone has a PDA built-in. It is immaterial
whether we choose to call it a phone with PDA or a PDA with
a phone built into it.
There is an entire class of devices devoted to wireless
mobile data. Some PDAs are primarily email devices. Others
are more generic and can run many different applications, such
as the Palm Pilot or Visor. All, however, fall into two categories:
They either use public cellular for communications or they use
other public or private networks. They all share the same limitations for data transmission, and they are limited to the current state of the art of the physical access channel. Except for
Ricochet, this means 19.2 Kbps or less. When they are upgraded to next-generation cellular, data rates will increase.
One very interesting thing to watch will be the migration or
upgrade paths for the noncellular networks when competition
for higher data rates begins. Most are using 19.2 Kbps for wireless PDA and Pocket PC communications.
RIM AND BLACKBERRY
Research in Motion makes RIM and Blackberry wireless handheld models for a variety of applications and personal preferences, including an OEM version. Some models are primarily for
Internet email, whereas other models include the functionality

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

63

to run application software such as calendars, address books,


and much more. The devices fit in the palm of a users hand and
are lightweight. Wireless communications is through one of two
different networks, Mobitex or DataTAC (Ardis Network).
Both Mobitex and DataTAC are packet-switched, narrowband
PCS networks designed for wide-area wireless data communication at a data rate of 19.2 Kbps. They provide always-on connections with extensive coverage and in-building penetration,
seamless roaming, fast messaging, high reliability, and advanced
messaging services. Dialing up to retrieve emails is unnecessary.
PALM
Palm offers several Wireless Internet options. Their integrated
wireless solution is the Palm VIIx with service provided by
Mobitex. Other Palm products can add a modem or connect to
a cellular phone. One wireless service used by Palm is OmniSky,
which offers CDPD at 19.2 Kbps. This, of course, operates over
an analog cellular network. Because analog cellular coverage is
very ubiquitous in North America, this provides broad user coverage when traveling. It also carries all of the advantages of
CDPD, like packet data transmission and always-on mode.
Downloading Web pages with Palm products involves a little trick called Web clipping. The user requests a particular
piece of information in a query, and the page is returned minus
a lot of the extraneous details. A server gateway is used to optimize the content for displaying on the handheld PDA.
HANDSPRING
Handspring products also use CDPD modems, just like Palm,
for wireless communications. In addition to CDPD modems,
Handspring offers an IEEE 802.11b wireless LAN option,
which offers connection speeds up to 11 Mbps in a WLAN
environment. A third wireless option for Handspring products
is a wireless modem connecting to the Glenayre messaging network through SkyTel service. This is basically email service
through two-way paging and not suitable for Wireless Internet.

64

CHAPTER TWO

HP
Wireless Internet solutions for HP products, PDAs, and Pocket
PCs are CDPD modems sold by third parties.
COMPAQ
Compaq Pocket PC products have the greatest number of
options for Wireless Internet of all PDAs and Pocket PCs.
Through third-party suppliers, a user may select PCMCIA
modems using CDPD, Ricochet, or CDMA networks.

PROPRIETARY NETWORKS
ARDIS (DATATAC)
Advanced Radio Data Information Services (Ardis) sometimes
referred to as the DataTAC network, is a two-way radio service
that is based on Motorolas RD-LAP technology. It was originally created and jointly owned by Motorola and IBM to serve
IBM field technicians. Coverage includes about 90 percent of
the urban business population in the U.S with more than 400
metropolitan areas in the United States, Puerto Rico, and the
Virgin Islands.
The network is based on packet-data transfer using data
rates as high as 19.2 Kbps. Some areas may not offer rates as
high as 19.2 Kbps if they are not enhanced with RD-LAP.
Frequencies and protocols are proprietary to Motorola.
Modulation at the physical layer is Gaussian Frequency Shift
Keying (GFSK).
RICOCHET
Ricochet is the only wireless packet data network today that
was built from the ground up to handle high speed data, up to
128 Kbps. Modems are available from third-party sources that
allow connection to laptop computers by at least one Pocket
PC. The network has about 41,000 customers in 15 markets as

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

65

of July 2001 but the parent company, Metricom, has filed for
Chapter 11 in bankruptcy court, so anything could happen to
Ricochet. On August 8, 2001, Metricom ceased operations of
Ricochet but the company is negotiating with third parties to
buy the Ricochet network. If a third party can buy the network
at a really good price, then Ricochet may continue in some
form. As of the publishing of this book, the outcome is
unknown. The high costs of building out a nationwide network
far exceeded the revenue, and current economic conditions
make financing very difficult.
The Ricochet radio network utilizes several elements
including microcell radios and wired access points. This provides true Wireless Internet access to informationregardless
of where it resides either on the Web or the intranet, in an
email message or a video clip.
In many ways the Ricochet network functions similarly to a
wireless Ethernet network. Acquisition is a necessary first step
for each radio on the network. The user radio, when first turned
on, must locate neighboring radios and Ricochet modems by
sending out synchronization packets. On acknowledgment from
neighboring radios, it must then get the authorization from the
name server. Only then does it join the network.
The network operates in two Industrial, Scientific, Medical
(ISM) bands of regulated, unlicensed spectrum, the 900 MHz
band and the 2.4 GHz band, in addition to the licensed 2.3
GHz Wireless Communications Systems (WCS) spectrum. The
physical layer uses Frequency Hopping Spread Spectrum
(FHSS) technology.
MOBITEX

OR

RAM MOBILE DATA

Mobitex enjoys wide acceptance as a global standard for wireless


data networks. This technology was originally developed by
Swedish Telecom as a private network similar in purpose to the
Ardis network. The network became commercial in 1986. Since
then, many networks have been deployed in Europe, the United
States, and Australia. The frequency varies by country but the
United States and Canada mainly use 900 MHz. In the United

66

CHAPTER TWO

States, Mobitex is operated by RAM Mobile Data, a subsidiary of


Bell South. There are over 1,200 base stations installed nationwide with service in more than 7,700 cities and towns, covering
approximately 93 percent of Americas urban business population.
Mobitex technology offers six distinguishing features that
other networks lack:

Transparent, seamless roaming


Store-and-forward
Dependability (99.99 percent)
Interoperability and connectivity options
Capacity to support millions of subscribers
Security second to none

Channels use 12.5 kHz bandwidth and support a data rate


of 8 Kbps. The network operates in the United States at 935
MHz to 940 MHz for the downlink (base to mobile) and 896
MHz to 901 MHz for the uplink (mobile to base).
OMNISKY
OmniSkys Wireless Internet service uses the CDPD packetbased network, encompassing over 172 million people. The
first service began in May 2000. Data rates are 19.2 Kbps and
users are offered a flat-rate monthly fee for unlimited service.
Much of Omniskys success can be attributed to the partners it has chosen to work with: Palm, Handspring, HP, and
Compaq. However, Omnisky should be feeling the competition
when cellular begins next-generation service.

WIRELESS LANS AND PERSONAL


AREA NETWORKS
The Wireless Internet is not just wireless communications across
town or the country. It is also localsometimes in a home or
office building. Wireless LANs are just becoming popular with

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

67

economically priced wireless Ethernet equipment. Standards


such as IEEE 802.11, HiperLAN2, and Home RF are leading the
way to untethered communications in-building or outside over
small areas. Another important development is the Personal Area
Network, also known as Bluetooth. Lets take a look at each of
these to see how they further promote Wireless Internet sessions.
BLUETOOTH
Bluetooth is a low-cost, low-power, short-range radio link for
mobile devices and for WAN/LAN access points. It operates in
the ISM band. The Bluetooth standard was created primarily
to replace serial cables between computers and printers or
other peripherals. Speed and reliability were key considerations. Bluetooth is capable of both voice and data communications at speeds up to about 70 Kbps.
Bluetooth technology is an enabling technology for the
Wireless Internet and the mobile user. It can be an Internet
bridge between a mobile device and a wireless access point in
an ad-hoc network, as are other WLAN technologies such as
802.11 or Home RF. However, some features of Bluetooth are
unique to it and not available in other WLAN technologies.
Bluetooth actually creates a Personal Area Network. It is small
enough to be embedded in everyday devices such as headsets
or microphones. It can be embedded in a PDA and automatically synchronize a computer to a PDA. Bluetooth can also
download a file or picture received on a Wireless Internet
phone to a printer or a PDA or computer.
Applications for Bluetooth wireless technology come from
no only the telecom industry but also from the computer, home
entertainment, automotive, health care, automation, and toys
industries. What good is a wireless Internet session if you must
constantly connect to wired network to print? Bluetooth uses a
low-cost short-range radio link or bridge between Bluetooth
enabled devices. Computers, phones, printers, wireless headsets, and microphones can all communicate with each other
without wires being dragged about. Bluetooth started as an
idea in 1994 at Ericsson. Today, the Bluetooth SIG boasts

68

CHAPTER TWO

almost 2,500 members with nearly every major communications company represented.
Bluetooth computer and telecom consumer products will
appear in late 2001 or early 2002. Products in other industry
sectors will become available later in 2002.
The Bluetooth Specification addresses two ranges: short
(around 10 m) and medium (around 100 m). The radio link is
capable of voice or data transmission to a maximum capacity of
720 Kbps per channel. The radio spectrum used is in the unlicensed ISM band at 2.4 GHz. Modulation is Frequency
Hopping Spread Spectrum (FHSS).
Because Bluetooth encompasses many applications, there is
no single competitive technology. Infrared is a competitor in some
cases but it requires line of sight, whereas wireless LANs have
much greater range. Perhaps the closest competitor is Home RF
but it too is more a wireless LAN than a personal area network.
IEEE 802.11
Wireless Ethernet is IEEE 802.11b today, the IEEE standard
for wireless LANs. IEEE 802.11b operates in the ISM band at
11 Mbps. However, several new versions of the standard is
being developed, 802.11a, which supports data rates of up to
54 Mbps, and operates in the 5-GHz UNII (Unlicensed
National Information Infrastructure) band. Another version
802.11g is currently being developed which will support up to
20+ Mbps. Table 2-1 summarizes the different versions of
802.11 and includes HiperLAN2 for comparison. It should
also be noted that the IEEE is working on 802.11e, a standard
that spans home and business environments with QoS and
multimedia support while maintaining full backward compatibility with 802.11b and 802.11a. This version will support
voice and include a higher level of security than 802.11b. The
release date for the standard is unclear at this time.
The IEEE802.11b specification was finalized in 1999 and
quickly adopted by many companies. However, it was just as
quickly discovered that there are two problems: the security is
weak and the theoretical transmission speeds of 11 Mbps falls
shortreal world speed is only about 7 Mbps.

69

802.11

2.4 GHz

2.4 GHz

IEEE

All manufacturers

1997

Band

Data Rate

Standard Body

Proponents

Release Date

IEEE802.11 Versions

VERSION

TABLE 2-1

1999

All manufacturers

IEEE

11 Mbps

2.4 GHz

802.11B

IEEE

20+ Mbps

2.4 Ghz

802.11G

4Q2001 (maybe)

2002?

U.S. manufacturers Unclear at present


and Nokia

IEEE

54 Mbps

5 GHz

802.11A

2002

European manufacturers

ETSI

45 Mbps

5 GHz

HIPERLAN2

70

CHAPTER TWO

Figure 2-14 depicts the OSI software model for 802.11. It


closely resembles the approach taken for the HiperLAN2.
FEATURES. IEEE802.11 also supports infrastructure networks and ad hoc networks. One very important characteristic
of 802.11 is that the data rate will be automatically decreased
as signal deteriorates between the access point and the stations. While 802.11b does include a security mechanism, it has
been discovered to be weak. It also supports station roaming
between access points.
UNLICENSED SPECTRUM USAGE FOR WLAN. The Federal
Communications Commission (FCC) specifies the rules for
operating in the unlicensed 2.4 GHz spectrum. The largest
governing concern is harmful interference with authorized
services and must work around any interference that may be
received from phones, microwaves or other RF devices.

Application

Presentation

Session
Network
Operating
System
(NOS)

Transport

TCP

Network

IP

Data
Link
802.11
Physical
FIGURE 2-14

Logical Link Control (LLC)


Media Access Control (MAC)
Power, security, etc.
FHSS, DSSS, IR, CCK,
or OFDM

IEEE802.11 approach to OSI Model.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

71

The FCC mandates that a device must operate in one of


two ways in the 2.4 GHz ISM band:

Frequency Hopping Spread Spectrum (FHSS). The frequency changes in a pseudo-random manner based on a predefined code.
Direct Sequence Spread Spectrum (DSSS). The data signal
is broken up into sequences and transmitted to the receiver,
which reassembles the sequences into the data signal.

Future versions such as 802.11g may adopt OFDM if the


FCC decides to support it and the industry can agree to rally
behind it. However, at the time of publishing this book, these
are two very big ifs.
It is estimated that more than 7.8 million wireless LAN
chipsets were produced in 2000. A similar number is expected
in 2001. Sales are growing from almost $400 million in 2000
to $1.2 billion by 2005. Costs have dropped during 2001, causing widespread usage in homes and enterprise systems.
However, 2002 will see the release of more Home RF and
802.11g products also. Parks Associates estimates that, while 5
percent of U.S. households currently have a PC network in
place, as many as 15 percent will have one in five years. Of
that, wireless networking will account for 40 percent of all
those home networks.
HIPERLAN AND HIPERLAN2
HiperLAN or more recently, HiperLAN2 are standards
approved by the European Telecommunications Standards
Institute (ETSI). HiperLAN2 is the most recent version. It is
an interoperable standard providing high-speed, broadband
connectivity for wireless LANs in corporate environments,
public hot spots and home environments
HiperLAN2 provides a 54 Mbps data rate on the globally
allocated 5.155.3 GHz band. It also may be used in the
17.117.3 GHz band in certain geographic locations. It surpasses the IEEE 802.11a standard with both greater security

72

CHAPTER TWO

and traffic prioritization capabilities. HiperLAN2 also


includes mechanisms for handoffs between WLANs and 3G
mobile systems.
Currently several European manufacturers are implementing solutions that provide a wireless Virtual Private Network
(VPN) solution for HiperLAN 2 which includes authentication
and encryption. This will enable wireless mobile users to have
a secure connection to their corporate networks when traveling
through so called hot spots, such as airports, hotels and conference centers.
HiperLAN2 achieves its high data rate by using a frequency multiplexing method called Orthogonal Frequency Digital
Multiplexing (OFDM) with various physical layer modulation
schemes as shown in Table 2-2.
TABLE 2-2
MODE
1
2
3
4
5
6
7

Physical Modes Defined for HiperLAN2

MODULATION

CODE

BPSK
BPSK
QPSK
QPSK
16QAM
16QAM
64QAM

1/2
3/4
1/2
3/4
9/16
3/4
3/4

RATE

PHY
6
9
12
18
27
36
54

BIT RATE

Mbps
Mbps
Mbps
Mbps
Mbps
Mbps
Mbps

BYTES/OFDM
3.0
4.5
6.0
9.0
13.5
18.0
27.0

OFDM is particularly efficient in time-dispersive environments, i.e. where the radio signals are reflected from many points
such as in offices. The basic idea of OFDM is to transmit broadband, high data rate information by dividing the data into several interleaved, parallel bit streams, and let each bit stream
modulate a separate subcarrier. HiperLAN2 is time-division multiplexed and connection-oriented. It can be used for point-topoint or point-to-multipoint connections. A dedicated broadcast
channel is also included. Each connection can be assigned either
a simple relative priority level or a specific QoS in terms of bandwidth, delay, jitter, bit error rate, etc. Hiperlan2 uses an approach
for the Access Channel that differs from the OSI model but is
very similar to the IEEE 802-11 standard as seen in Figure 2-15.

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

73

Application
Presentation
Higher Layer Protocols
Session
Transport

Medium Access Control


(MAC) Sublayer

Network

Channel Access Control


(CAC) Sublayer

Data Link Layer


Physical Layer
FIGURE 2-15
tations.

Physical (PHY) Layer

A comparison of OSI and HiperLAN2 access channel implemen-

HiperLAN2 was designed for short range communications,


about 150 feet maximum. It is primarily meant to be used in a
stationary environment but does support mobility up to 4.3
feet/second. It may be used on networks with or without infrastructure to support isochronous traffic such as audio or video
with minimum latency. It can support asynchronous traffic
data of 10Mbps with immediate access. HiperLAN2 is also
compatible with ATM.
Radio-based wireless LANs tend to exhibit randomized
bursty traffic patterns which can result in performance
issues. Many factors have to be taken into consideration, when
quality of service is to be measured. Among these are:

Landscape topography
Elevations that might cause shadows
Multi-path from signal-reflection surfaces
Signal loss through absorbing surfaces
Quality and placement of the wireless equipment

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CHAPTER TWO

Number of stations
Interference
Etc.

These and other factors have been figured into the


HiperLAN2 specification to allow for a certain level of Quality
of Service guarantee.
Figure 2-16 depicts a typical topology of a HiperLAN2 network. The Mobile Terminals (MTs) communicate with one
Access Point (AP) at a time over an air interface. As a user
moves from one AP to the next, handoffs can take place. In an
ad hoc networks, the MTs communicate directly., can also be
created, but their development is still in early phase. The
HIPERLAN/2 is planned to be finalized by the end of 1999.
HIPERLAN2 FEATURES. Other than the high data rate and
QoS features, HiperLAN2 includes including the following:

Automatic frequency allocation


Security support
Mobility support

Fixed Network (e.g., a LAN)

AP

AP

MT
FIGURE 2-16

A HiperLAN2 network.

AP

AP

MT

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

75

Network and application independent


Power save mode

Automatic frequency allocation is especially important


because this allows for easy installation without the need for
complicated frequency planning such as that required for cellular. The access points use a built-in support for automatic
transmission frequency allocation.
HiperLAN2 networks also supports authentication and
encryption. A handoff mechanism is managed by the mobile
terminal based on received signals from each access point.
Connections are maintained just in cellular (hopefully maybe
even better). The HiperLAN2 network may also integrated with
a variety of fixed networks.
A power save mechanism is based on mobile terminal-initiated negotiation of sleep periods. A request is made to the
access point for a low power state and a specific sleep period.
At the end of the sleep period, the mobile terminal searches for
a wake up indicator from the access point, and in the absence
of that, sleeps the next period, etc.
HOME RF
Another industry group, the Home Radio Frequency Working
Group (HRFWG)made up of members of industry leading
companies such as Compaq, Ericsson, HP, IBM, Intel,
Microsoft, Motorola, and otherscreated the Home RF
Standard Specification. Home RF combines elements of
802.11 and Digital Enhanced Cordless Telecommunications
(DECT) but supports only up to 2 Mbps. It is aimed at homes
and small businesses.
The price of Home RF is generally less expensive than
802.11 but performance is considerably less. The devices operate in the 2.4 Ghz ISM band just as 802.11 devices do. In actuality Home RF competes more with Bluetooth than 802.11. It
was designed for embedded applications in appliances and
computing equipment such as printers. Only time will tell if
this standard prospers.

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CHAPTER TWO

INFRASTRUCTURE PROTOCOLS
AND APPLICATIONS
H.323
H.323 defines packet standards for terminal equipment and
services for multimedia communications over local and wide
area networks communicating with systems connected to
telephony networks such as ISDN. The initial version of this
standard came from the International Telecommunications
Union (ITU) in June 1996.
It defines communication over IP-based local area networks (LANs). A later version (v2), adopted in January 1998,
extended it over wide area use and general-purpose IP networks. Several subprotocols are included under H.323 relating
to call setup and signaling.
Four components for a multimedia communication system
as shown in Figure 2-17 include terminals, gateways, gatekeepers, and multipoint control units (MCU). Gateways and
gatekeepers are used in negotiation for PSTN connections,
whereas MCUs enable multiparty audio and videoconferences.
One drawback of H.323 is that it is somewhat complex and
inflexible. However, it is ISDN-based and relatively easy to
build applications across it. For many applications, H.323 is

H.323 Gateway

H.323
Endpoint

FIGURE 2-17

H.323
Endpoint

H.323 interface.

Protocol
Translation
and
Media
Transcoding

Non-H.323
Endpoint

Non-H.323
Endpoint

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

77

satisfactory, but falls short for more advanced implementations


and solutions.
All things considered, the most likely scenario is that multiple protocols will be used with H.323, such as SIP for
exchange between soft switches and gateways and MGCP for
call setup, because H.323 is too complex and time consuming
to set up a call.
MGCP/MEGACO
The Media Gateway Control Protocol (MGCP) specifies communication between call control elements and telephony gateways. It is a text-based protocol. Media gateways are telephony
gateways that convert circuit-switched voice signals to data
packets for multiservice packet networks. The Internet
Engineering Task Force (IETF) created MGCP to address
some of the perceived shortcomings of H.323. See Figure 2-18.
The main purpose of MGCP is to place control of call signaling and processing intelligence in call agents or media gateway controllers. (Call agents and media gateway controllers are
synonymous with and similar to the gatekeeper functions in
H.323 and are also called soft switches.) A new version of
MGCP, released in August 2000, is called Megaco or H.248.
Although Megaco was created for the same purpose, Voiceover-IP, it differs from MGCP because it supports a broader
range of networks and devices such as ATM, Remote Access
Servers, Multi-Protocol Label Switching routers (MPLS),

Media
Gateway

SIP, H323, Q.BICC


Soft Switch

MGCP/MEGACO

Media
Gateway
FIGURE 2-18

RTP, AAL 1/2/5

Megaco interface.

Media
Gateway

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CHAPTER TWO

Digital Subscriber Line Access Multiplexers (DSLAMs), and


more.
Because Megaco is very new, interoperability testing is
ongoing. It appears to answer many of the deficiencies of
H.323 and will become very important as we move toward
Voice-over-IP networks. It is somewhat unclear at this time if
Megaco will replace MGCP or just supplement it. Megaco is
more suited for media applications than MGCP, but MGCP
may be a better choice for nonmedia-centric applications, such
as MPLS-based session control.
SESSION INITIATION PROTOCOL (SIP)
The Session Initiation Protocol (SIP) is an application-layer
control protocol that can establish, modify, and terminate multimedia sessions or calls. Like MGCP, SIP is text-based. SIP
came out of the Internet Engineering Task Force (IETF) in
1998 as an RFC. It has rapidly gained widespread support,
including Microsofts announcement that SIP will be supported in the next generation Windows XP product.
SIP uses a request-response model like that used in
Hypertext Transfer Protocol (HTTP). There is one major difference between MGCP and SIPa call agent is not necessary
to mediate between clients. An SIP interface is shown in
Figure 2-19.
The usefulness of SIP for multimedia is almost limitless.
Sessions can be unicast or multicast and include multimedia

HLR SCP

MSC

SIP Server
MAP

GAP
SIP

SIP
Client

SIP
to AT
Adaptor

MMG

GPRS
Class B
MT

SGSN

FIGURE 2-19

SIP interface.

SIP
Client

DRIVING TECHNOLOGIES: COMPETING AND COMPLEMENTARY

79

conferences, distance learning, VoIP, or similar applications.


Some examples of multicast protocols include email, news
groups, Web pages, and the like. SIP also supports the ISDN
and Intelligent Network telephony subscriber services for personal mobility, which is important for the Wireless Internet.
SIP is reliable, scalable, and can be used with other protocols. Development is fast because it is very similar to HTTP,
thus making the addition of feature-rich applications very quick
to implement. Initially H.323 and MGCP may be the protocols
of choice for tomorrows media gateways and soft switches but
SIP and Megaco will be strong contenders as they mature.
No matter which protocol or protocols become the favorite,
soft switches will be flexible enough to adapt. This adaptability makes network service providers very happy. Unlike old legacy switches, this new breed of switches will be quick to accept
added features or changed services without waiting months for
a manufacturer to modify the switch design.

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C H A P T E R
T H R E E

THE WIRELESS
INTERNET MARKET

orecasts for the Wireless Internet market span a wide


range, however, all are in agreement that while the market
is still in its infancy, it is poised for enormous growth over the
next several years, due to large numbers of people who will
have access to it with their handheld devices. Other platforms
besides mobile phones, personal digital assistants (PDAs), and
Pocket PCs will be able to access the Wireless Internet, appliances, motor vehicles, and other machines will also play a significant role. For the Wireless Internet to be successful, it is
important to educate the market of its possibilities and develop compelling applications that will take advantage of devices
that can accompany people and provide anytime, anywhere
access.

INTERNET AND BROADBAND


The United States leads the world with over 167 million Internet
users of which more than one third have broadband connectivity,
according to a study by Arbitron. This study concluded that
64 percent of Internet users who have broadband access were
connected through their workplace, and the balance have home
access. The Internet has transitioned from text-based email
and file transfer in the mid-1990s to digital audio broadcasting
and animated advertising in early 2000. The demand for high
81
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

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CHAPTER THREE

bandwidth applications such as animation, video streaming,


and high-speed connections to corporate networks has led to a
multi-megabit bandwidth race. Digital subscriber line (DSL) and
cable modem technologies are main contenders for this high
bandwidth race, followed by emerging wireless networks.
In the autumn of 2000, the U.S. Department of Commerce
found that 51 percent of all American homes had a computer,
and that nearly two-thirds of American Internet users had
bought something online. These percentages are similar to
those of other developed nations, as depicted in Table 3-1.
TABLE 3-1

Internet Access by Country

PERCENTAGE OF PEOPLE
WITH INTERNET ACCESS
AT HOME OR WORK
(AGE 16+)
Country
Australia
Austria
Belgium
Denmark
Finland
France
Germany
Hong Kong
Ireland
Italy
Netherlands
New Zealand
Norway
Singapore
Spain
South Korea
Sweden
Switzerland
Taiwan
UK

ACCESS AT HOME

ACCESS AT WORK

Percent
50
42
39
58
49
22
35
58
46
34
56
51
53
56
20
57
61
43
50
46

Percent
30
27
23
38
37
17
22
23
25
14
28
31
38
21
11
17
41
31
19
26

Source: Nielsen/NetRatings

By 2001, there were over 2.3 million DSL customers in the


United States. Estimates show the market for DSL customers will

THE WIRELESS INTERNET MARKET

83

reach 7.74 million residential customers and 1.83 million business lines, for a total of 9.57 million DSL lines deployed by 2003.
High-speed connectivity is a commodity. As service providers
adapt their networks and strategies to meet the demand for
high-bandwidth services and applications at reduced cost, some
are attempting to capture high-bandwidth customers by offering
access to key information service providers (e.g., a specific
Internet service or digital video provider).
The customers key interest in high-bandwidth service
includes speeding up large file transfers, viewing high-resolution
images and enabling multimedia applications such as streaming
audio and video. The attempt of service providers to restrict
access to certain information content providers is likely to divert
attention from developing cost-effective high-speed networks
and create opportunities for other providers to offer access to
other information content providers.
Early adopters of broadband services are affluent. Of broadband users, 21 percent of these households have annual
incomes over $100,000. Broadband users are also twice as likely to be active online purchasers when compared to low-speed
users.* Additionally, most of these users also have cellular
phones, PDAs, and other handheld devices such as digital cameras and music players.
In a recent survey of online consumers, 80 percent stated
that they would pay approximately $25 per month for broadband access alone; 26 percent of those said that they would pay
$50 or $60 for a package of broadband-enabled applications
(including premium quality downloadable music or video files)
in addition to the cost of broadband access. Tables 3.2 and 3.3
show the number of users and market penetration of wireless
access worldwide.
As cellular technology connects phones, PDAs, and other
devices across networks, wide area networks (WAN), local area
networks (LAN) and the personal area network (PAN), we see
the emergence of IEEEs 802.11B as the de facto wireless
* Jupiter Communications Consumer Survey.
Jupiter Communications 1999.

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CHAPTER THREE

WAN standard. As major corporations including Cisco,


Compaq, Dell, and others are designing their products for
faster cable-free network setup in offices and corporation campuses, we believe that the home market will also adapt, according to a study conducted by the Aberdeen Group, the home
network market, including both wireless and wired initiatives
will hit $13 billion by 2005.
TABLE 3-2

Top International Wireless Markets 2000

NUMBER
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
Source: refreq.com

MARKET
USA
Japan
China
Italy
South Korea
United Kingdom
Germany
France
Spain
Brazil
Taiwan
Turkey
Mexico
Australia
Netherlands
Canada
Sweden
South Africa
Portugal
Argentina

SUBSCRIBERS

PENETRATION (%)

93,650,000
57,950,000
46,500,000
31,118,321
27,500,000
25,517,000
25,000,000
21,082,000
16,370,150
14,438,963
11,452,541
9,234,976
8,694,500
7,824,560
7,139,000
7,000,000
5,353,000
5,300,000
4,804,671
4,683,522

34
43.36
3.7
52.2
53.3
42.9
30.2
35.5
41
8.3
51.6
14
8.6
40.8
44.9
22.4
60
12.2
47.8
12.7

THE WIRELESS INTERNET MARKET

TABLE 3-3

85

Top Cellular Carriers USA 2000


NUMBER
OF

NUMBER COMPANY
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20

AT&T Wireless
SBC Wireless
Vodafone Air touch
Bell Atlantic Mobile
GTE Wireless
Alltel
BellSouth Wireless
United States Cellular
Western Wireless
Century Tel
Dobson Cellular
Systems
Centennial
Communications
Price Communications
Rural Cellular Corp.
Trito Cellular Partners
Wireless One Network
Cellcom Cellular
Midwest Wireless
Plateau Wireless
Bluegrass Cellular

SUBSCRIBERS

MARKETS

TECHNOLOGY

105
167
150
75
141
266
93
139
96
44
67

TDMA
TDMA
TDMA/CDMA
CDMA
CDMA
CDMA
TDMA/CDMA
TDMA
CDMA
TDMA
TDMA/CDMA

526,000

31

TDMA/CDMA

450,000
260,000
210,000
180,000
165,000
160,000
70,000
66,000

16
20
20
6
8
12
5
3

TDMA
TDMA
TDMA
TDMA
TDMA
TDMA
TDMA
TDMA

11 million
10.3 million
9 million
8 million
5 million
5 million
4.9 million
2.6 million
840,000
708,000
661,000

WIRELESS SUBSCRIBERS AND


INTERNET GROWTH
This new market is powered by fast-growing demand for mobile
and Internet services and complementary technologies that allow
people and information to be increasingly interconnected. The
penetration of wireless service subscription continues to increase
dramatically around the globe. It is almost impossible to be in a
place where no one uses wireless phones. Continued growth in the
United States, Europe, and Japan is strengthened by emerging
wireless device industries in China, India, and Latin America.
Riding on this wave of growth, the number of wireless subscribers
by mid-2001 exceeded 119 million subscribers in the United
States alone, according to the CTIA, and the number of U.S.

86

CHAPTER THREE

Internet users topped 167 million based on Nielsen NetRatings.


Furthermore, over 60 percent of U.S. households have online Web
access. The Strategies Group predicts that wireless data penetration will reach 60 percent in 2007, from just 2 percent in 2001.
This massive growth is attributed to the aggressive rollout of highspeed services and applications and consumer acceptance.
Furthermore, over the next several years, the majority of devices
that tap the Internet will not be home or office PCs, but rather
wireless devices. This trend is accelerated in Japan and Europe,
where the Wireless Internet is transitioning from text-based short
messaging (SMS) to digital audio and video broadcasting. The
demand for high-bandwidth wireless applications and connections
to corporate networks from the field is fostering the development
of and demand for Wireless Internet networks. Figures 3-1, 3-2, 33, and Table 3-4 break down United States and global Internet and
wireless use.

200

Millions

175
150
125

100

2000

2001

2002

2003

2004

2005

Year
Source: Yankee Group

FIGURE 3-1

Forecast total U.S. wireless phone subscribers.

87

THE WIRELESS INTERNET MARKET


Middle East
& Africa
4%

Middle East
& Africa
6%

North America
19%

Asia-Pacific
33%

North America
17%

Asia-Pacific
32%

Latin America
& Caribbean
9%

Europe
35%

Latin America
& Caribbean
13%

Europe
32%

2001

2004
Source: Ovum, 2000

FIGURE 3-2

Percentage of global mobile subscriptions by region.

120,000,000

69,209,321

33,785,661

24,134,421

11,032,753

7,557,148

5,283,055

3,508,944

2,069,441

1,230,855

340,213

681,825

20,000,000

16,009,461

40,000,000

44,042,992

60,000,000

55,312,293

80,000,000

86,047,003

100,000,000

122,603,529

109,478,031

Estimated U.S. Wireless Subscribers

0
1985 1986 1987 1988 1989 1990 1991 1992 1993 1994 1995 1996 1997 1998 1999 2000 2001
Source: Cellular Telecommunications Industry Association

FIGURE 3-3 CTIAs semiannual United States wireless industry survey


resultsDecember 1985September 2001 (a historical perspective).

88

CHAPTER THREE

TABLE 3-4

United States Online Users

DATE

USERS

PERCENT
OF POP.

SOURCE

December 2000
November 2000
October 2000
September 2000
August 2000
July 2000
June 2000
February 2000
January 2000
July 1999
May 1999
April 1999
April 1999
March 1999
January 1999
October 1998
August 1998
February 1998
November 1997
June 1997
April 1997
1995

164.4 million
153.84 million
149.6 million
148.03 million
146.9 million
143.96 million
134.2 million
123.6 million
122.8 million
106.3 million
101 million
95.8 million
92 million
83 million
79.4 million
73 million
79 million
62 million
56 million
51 million
40 45 million
18 million

59.86
53.8359.66
54.29
53.72
53.31
52.24
48.7
45.33
45.04
39.37
37.4
35.4
34
30.7
29.3
27.8
29
23.0
21.0
19.17
16.16
6.7

NielsenNetRatings
NielsenNetRatings
***NielsenNetRatings
***NielsenNetRatings
***NielsenNetRatings
***NielsenNetRatings
***NielsenNetRatings
*** NielsenNetRatings
*** NielsenNetRatings
*** NielsenNetRatings
*** NielsenNetRatings
*** NielsenNetRatings
* CommerceNet/Nielsen
* IntelliQuest
* IntelliQuest
* IntelliQuest
* CommerceNet/Nielsen
* IntelliQuest
* IntelliQuest
* IntelliQuest
* FIND/SVP
* CommerceNet/Nielsen

* Figures quoted are for adult population only (age 16 and over). They do not
include number of children online.
** Figures are for Internet users age 12 and older.
*** The Nielsen/NetRatings Internet universe is defined as all members (2 years
of age or older) of United States households that currently have access to the
Internet.

The growth of the Wireless Internet is directly linked to


the success of the wired, HTML-based Internet. The Yankee
Group, a major research firm, estimates that by 2005, approximately 56 million people in the United States, or almost 20
percent of the population, will regularly tap into the Wireless
Internet over a voice-enabled device; a major investment
banking firm takes an even more optimistic outlook, projecting 115 million subscribers in the same period. The Wireless
Internet will exploit the gold mine of content available in digital format from Internet servers designed originally for wired

THE WIRELESS INTERNET MARKET

89

desktops. Many of the largest players, such as AOL, Yahoo!,


and Microsoft are charging forward into wireless as a key
growth initiative. Carriers such as AT&T, Nextel, Sprint PCS,
Verizon, OmniSky, Metricom, Vodafone, and many others
offer Wireless Internet access through cellular phones, PDAs,
RIM pagers, and various other devices. Figure 3-4 shows projected Wireless Internet growth in the United States and
Figure 3-5 shows projected growth worldwide.

COMPUTER SALES
In 2000, according the IDC, approximately 101.4 million desktop PCs were shipped, generating $141 billion in revenues.
Many new consumers were attracted by low prices, higher
capabilities, and stylish colorful designs. During the same period, a total of 26 million notebook computers, valued at $57.7
billion, were shipped worldwide, based on IDC research.
Additionally, most PC vendors support at least one wireless protocol and many offer services to facilitate the transition to a
wireless computing environment. It is projected by many lead-

120
100

Millions

80
60
40
20
0
2000

2001

2002

2003

2004

2005

Year
Source: Investment Banking Reports

FIGURE 3-4 Estimated number of United States Wireless Internet users, using
SMS, WAP, email, or browsing at least once per month.

90

CHAPTER THREE

100

Percent

80

60

40

20

0
United States

Year
2000

Japan

Asia-Pacific

Western
Europe

Rest of
World

Total

Region
Source: ARC Group 2000

2001
2002

FIGURE 3-5

Penetration of mobile data users by region.

ing market research firms that within the next two to three
years, the desktop PC market will decline in favor of wirelessenabled portable PCs, handheld Pocket PCs, and other devices.
Wireless phones, PDAs, pagers, and modems are expected
to surpass PCs as the most popular Internet access devices.
Shipments of Wireless Internet devices will sustain doubleand triple-digit growth over the next few years. Mobile electronics sales may rise to $10.5 million in 2001, as consumers
continue to enjoy the ease with which they can access information and entertainment and stay in touch with friends and
family. Wireless phones maintain the largest share of that category, with sales forecast at $3.7 billion in 2001, a 16 percent
increase over 2000, according to the Consumer Electronics
Association (CEA). While the PDA market in the United States
continue to be strong, the Yankee Group projects 13 million to
be sold in 2001, growing to over 26 million in 2003.
Approximately 11 percent of PDAs had Internet access, while

THE WIRELESS INTERNET MARKET

91

Jupiter projects that the number of U.S. PDA users interacting


with Web data and content will approach 14 million by 2005.
Major consensus holds that within the next three to five
years, the majority of devices that tap into the Internet for data
will not be wired personal computers, but rather a mix of handheld devicesincluding cellular phones, PDAs, pagers, and
Pocket PCs. Research firm IDC projects that the worldwide
market for these devices will grow to over 67 million units sold
and $18.1 billion in revenues by 2005. Many of these devices
shall also offer to the consumer new and integrated features
and functions such as cameras and music players, which will
make it more convenient for consumers to carry only a single
device. Many of these devices will take on new form factors
designs which look less like a phone. These new devices will be
designed to make viewing and entering information easier.
This same period will also witness the emergence of
human-to-machine and (though still embryonic), machine-tomachine communications, provided by embedded wireless
communication links for data exchange. This will improve work
flow for the business user and create new opportunities for
companies. This trend accelerated in Europe and Japan.
Examples of human-to-machine communications via wireless
networks already exist, allowing people to access content and
applications from network servers. One example of machineto-machine communications is vending machines. A wireless
device embedded in the machine communicates with a central
computer that keeps track of how many soft drinks or other
items are left; it lets suppliers know when the vending machine
needs to be restocked. The device may also notify the central
computer when the vending machine is in need of repairs.
These devices can be attached to home appliances such as
refrigerators, air conditioners, and security systems to control
lights, activate alarms, and provide climate control. Other
embedded devices will monitor environmental factors like carbon monoxide levels. In the vehicular environment, these
devices will provide navigation aids and also work as security
and theft-prevention devices. Referred to commonly as telematics, which is the blending of computing and wireless

92

CHAPTER THREE

telecommunication systems, which creates useful applications


for automobiles and trucks. Telematics systems often use global positions systems (GPS) or cell-based technologies to facilitate location-based services such as roadside assistance offered
by companies such as GMs OnStar. For telematics to become
successful and widely accepted, car manufacturers have to
agree on a standard for hardware and operating system, otherwise companies have to build specific versions of their applications for each auto manufacturer, resulting in a segmented
industry.
In the United States alone, there are over 210 million
existing cars and sales of new cars are about 17 million per
year. Worldwide annual sales of new cars are over 50 million.
According to the Yankee Group, 50 percent of new cars and 90
percent of highend vehicles will have telematics to keep users
connected while in the car in 2006, which equates to a market over $25 billion. Furthermore, on the enterprise side,
there are over 40 million fleet vehicles in the United States
alone, which includes trucking, delivery, and service vehicles.
We believe that in the not-to-distant future, connectivity with
the Internet for many consumers will be via wireless device
and not home PC.
The U.S. mobile phone market is expanding with an additional 11 percent of households expected to purchase a wireless handheld device in 2002, according to a survey conducted
by Takar Nelson Sofres Intersearch. We find that over 40 percent of Nextels subscriber base has data-capable handsets and
more than half of Sprint PCS subscribers have data phones.
These run text-based microbrowsers that can only surf limited
numbers of Web sites, but that number is growing. Using push
technology, it will be possible for sites to alert users of downloadable content, based on customized settings. These early
trailblazers will fundamentally change Internet usage patterns
from one or two long sessions a day on an office or home PC
to dozens of low-intensity sessions a day for specific Web clips
or data points. (Figure 3-6 shows projected U.S. data-only
service growth, while Table 3-5 shows worldwide handheld
shipments.)

THE WIRELESS INTERNET MARKET

93

25

Percent

20
15
10
5
0
2000

2001

2002

2003

2004

2005

2006

2007

Year
FIGURE 3-6

Projection of U.S. data-only services penetration rate.

VOICE INTERACTION: LINKING


THE WEB BY VOICE
Voice portal services began in 1999 with a handful of vendors,
including General Magic and Wildfire, forging the way. Since
then, several dozen vendors have appeared. Most of these services were initially offered free of charge. Wireless devices are
increasingly using speech technology as an alternative user
interface to access applications.
Excite, Yahoo!, Tellme, and many other Web sites allow people to communicate using both voice and text. Users can check
email; receive voice messages; and access news, weather, stock
quotes, and sports results from their phones. Additionally,
many handheld devices are incorporating voice interaction
technologies to aid in navigation and operation of the device.
Voice is the simplest human-to-machine interface, and as such
can become a standard way to navigate and enter data on wireless devices, whereas a visual display will probably remain the
preferred way to receive and view it. Acceptance of speech as a
user interface will vary by region because of cultural and social
factors. (The safety issue of operating a handheld device while
driving a vehicle should cast a favorable light on use of speech

94

Add-on Wireless (%)


Add-on Units (000)

6.3
331

2.7
142
7.9
851

3.6
388

480
10,769
11,249

328,255
76,745
18.9

416,249
405,000

2000

Source: IDC, GartnerGroup, Company Reports, and U.S. Bancorp Piper Jaffray Estimates.

0
0

Integrated Wireless (%)


Integrated Units (000)

555
5.250
5,805

SmartPhones
Handheld Data/PDA
Total Smart Handheld Devices

655
4,334
4,989

237,649
51,894
17.9

295,348
289,543

1999

Handsets Without Browsers


Mobile Handsets with Browsers
Mobile Total Handsets (%)

168,413
163,424

1998

11.5
1,646

5.3
759

1,418
14,314
15,732

232,970
190,612
45.0

439,314
423,582

2001E

Worldwide Handheld Shipments (Figures in Thousands)

Total Mobile Devices


Mobile Phone Handsets

TABLE 3-5

15.8
3,368

8.5
1,812

3,901
21,316
25,216

177,135
328,965
65.0

531,316
506,099

2002E

22.3
6,367

12.3
3,512

9,556
28,552
38,108

107,047
428,189
80.0

573,344
535,236

2003E

28.2
9,989

16.4
5,809

20,546
35,421
55,967

59,616
536,540
90.0

652,124
596,156

2004E

THE WIRELESS INTERNET MARKET

95

recognition technologies.) Personalization will be key for customer adoption of voice processing technology. Just as users
personalize their information on the Web, customizing their
voice portal will reduce lengthy set-up menu processes and permit users to quickly move to the desired content. Better delivery and performance and more dynamic content will contribute
to greater acceptance. According to Giga, voice recognition
services will grow at 70 percent annually, and revenue from
voice portal applications will grow to $45 billion by 2005.

MARKET CASE STUDIES


EUROPEAN AND JAPANESE ENVY
Why does it seem that most of the rest of the world has a better communications system? We often hear that Europe and
Japan are ahead in terms of wireless technology; surprised
Americans have a hard time understanding why they dont have
the latest in devices and systems. Although there are many factors that have contributed to the apparent head start of Europe
and Japan, one of the most important is geographic size and
population density. In short, they simply have less space to
cover and often more people in that smaller space.
Cellular gets its name from the system of cell use and
reuse that essentially divides up the area to be covered into
cells. Each cell can only handle a certain amount of traffic
before it, too, needs to be divided into smaller cells to increase
capacity. The first analog cellular systems employed frequencies that covered a relatively large area while handling a modest amount of traffic. As the popularity of cell phones
increased, more and more analog cell sites were needed.
Digital 2G systems were designed to handle this increasing
traffic by utilizing more efficient digital systems that required
less power and could fit more calls into the same amount of
bandwidth. These digital 2G systems were not only more
expensive that 1G analog systems but required more cell sites.
This greatly increased the total build-out costs of service
provider network infrastructure.

96

CHAPTER THREE

Because many European countries could fit into the United


States several times over, and Japan could fit into Europe several times over, European and Japanese operators could roll out
a 2G network with more complete coverage for less money
than could an American operator. We see this same effect in
the coming 3G systemsis anyone really surprised that Japan
will have it first?
Americans shouldnt feel too badly: the United States is
the home of the PC-based Internet, whereas Europe and
Japan want bandwidth for the mobile phones. By mid-2001
over 65 percent of European Union citizens had a mobile
phone, more than twice the percentage who had home
Internet access. In some countries, Finland and Sweden for
example, mobile penetration levels have reached 70 percent,
and there are some predictions that some countries may reach
100 percent penetration (one for every man, woman, child,
and dogyes, even pets can wear communication collars that
track their location. Imagine being able to call your pet via the
built-in attached speaker). Mobile communications is a global
$200 billion industry with a growth rate of 12.5 percent a
year. European wireless operators spent an astronomical $130
billion in 2000 on licenses (a staggering amount to spend on
air) to offer 3G services, and will have to spend as much to
build out their networks. As global culture continues to merge,
disparities will eventually equalize as each nation learns from
others advances.
EUROPEAN EXPERIENCE
Most countries in Europe, specifically the Scandinavian countries and Finland, are focused on communications and mobility. Wireless telephony has been part of European life for most
of the past two decades. In these countries, more than 60 percent of the populations use mobile phones. In many cases the
use of mobile phones is so popular that it has dramatic impact
on the growth of conventional landline phones. Consequently,
mobile phones are replacing conventional phones in certain
households and lifestyles. As such, it is predicted that by
2004, one third of all Europeansover 200 million people

THE WIRELESS INTERNET MARKET

97

will regularly use Internet services on their mobile phones,


according to research company Forrester. As this Internet
fever takes hold in Europe, more Europeans are racing to
route e-commerce through mobile phones. Its estimated that
within the next two years more Europeans will be surfing
through a Web phone than a PC. The Wireless Internet is
poised to become the most important channel for online banking and financial services in Europe.
Across Europe, new wireless data services and applications
are being launched. As operators make the transition from circuit-switched to higher speed data services, they and the market will provide applications that make use of the resources
available to further drive usage of the network. They will also
have to make a move away from time-based billing and examine the alternative revenue streams that are available to applications providers. In Western Europe, 45 out of 57 mobile
network operators in 18 countries, representing approximately
90 percent of all the mobile phone users in Europe, have
already created online portals.
FINLAND: THE LAND OF THE MIDNIGHT SUN,
REINDEER, AND MOBILE PHONES
In Finland, the number of the households having a conventional telephone has decreased during the past ten years from
94 percent to 78 percent. Simultaneously the amount of
households having a mobile phone has shown a very rapid
growth from less than 5 percent to 73 percent. By 1998, more
Finnish households had a mobile phone than a conventional
telephone. Approximately 88 percent of households in Finland
have at least one mobile phone, and more than 20 percent of
these households have more than one mobile phone, which is
up from 65 percent in 1999. More than 20 percent of households in Finland have only a mobile phone (one or more), and
that number may grow in a few years. (Source: Statistics
Finland; www.cellular.co.za/news.)
Finns in particular have a strong affinity to their Nokia
mobile phones. In 2000, over 1.4 million new phones were

98

CHAPTER THREE

purchased (in a country with just over 5 million people). These


phones are used to send messages, especially by teens. In
2000, over 1 billion SMS messages were sent. Furthermore,
wireless phones are also being used in a variety of mobile transactions. For example, to purchase beverages from GSMenabled vending machines, the user dials the number indicated
on the machine, which results in the release of the soft drink
from the machine. The cost of the beverage appears on a
monthly bill, together with the charge for the phone call.
MADE IN JAPAN: THE LAND OF
RISING WIRELESS INTERNET

THE

The Japanese market has given the world a glimpse of what the
Wireless Internet might look like, and it is a prime force in the
direction and momentum of the Wireless Internet market. NTT
DoCoMo is Japans leading mobile phone operator and largest
ISP and the worlds leader in Wireless Internet access. Since
starting its data service (called i-Mode) in February 1999, NTT
DoCoMo has seen its subscriber base grow to top 26 million as
of August 2001; it averages 40,000 to 50,000 new subscribers
per day. This spectacular growth is driving NTT to implement
3G technologies that will provide for greater capacity and allow
creation of new applications. Only about 15 percent of Japanese
consumers and business people access the Internet via PCs.
Thus to many of NTTs i-Mode customers, the i-Mode is synonymous with the Internet. According to NTT DoCoMo, the i
stands for interactive, Internet, and independence.
TABLE 3-6

Forecasted Subscriber Growth in Japan


1999 (IN

3G
1S-95
PDC/PHS
ANALOG
TOTAL
Source: Lehman Brothers

MILLIONS)

0
1
48
6
55

ESTIMATED 2005 (IN


25
5
50
1
80

MILLIONS)

99

THE WIRELESS INTERNET MARKET


30
25

Millions

20
15
10
5
0
February September January
1999
1999
2000

April
2000

September
2000

Year

March
2001

August
2001

Source: NTT DoCoMo

FIGURE 3-7 NTT DoCoMos i-Mode subscriber growth (February 1999


August 2001).

In Japan, businesses from airlines to television stations to


banks all provide their services via i-Mode. DoCoMo earns a 9
percent fee from content providers that charge for their information. DoCoMo has four revenue models: monthly subscription

i-Mode

EZ Web

J-Sky

Total
0

10

20

30

40

50

Million
Source: Mobile Media Japan.com

FIGURE 3-8

Japanese mobile net subscribers.

100

CHAPTER THREE

fees, per-packet data transmission fees, commissions on billing,


and revenues for traditional voice services. In 2000, DoCoMo
reported that 70 percent of i-Mode traffic came from users in
their teens to early twenties, with about 60 percent of i-Mode
traffic going to official sites that specialize in entertainment.
According to NTT DoCoMo, the average total bill for i-Mode
data transmission is about $13.00 (U.S.) per month. Equally
impressive, the average i-Mode user generates an additional 36
percent increase in revenue over voice-only subscribers. Much of
this increase can be attributed to direct access, use of data packets, and increasingly higher voice minutes of use.
The increase in voice usage is interesting in that we believe
it represents a hidden upside to most United States business
models. Even more impressive is i-Modes transmission speed
of only 9.6 Kbps. Even at this slow speed, some of the best
selling applications are (surprisingly) cartoon-character screen
savers that download each day for $1. The i-Mode service has
been so successful that at times DoCoMo has curtailed its
advertising in efforts to slow down subscriber growth while
improving network capacity. When DoCoMo launched i-Mode,
it had 67 Web site providers: By the end of the first year, there
were 721 information providers responsible for 1,280 sites on
DoCoMos main i-Mode menu, and third party developers had
created another 31,085 i-Mode sites. Additionally, it was
announced in February 2001 that that Google had developed a
new technology that gives i-Mode users in both English and
Japanese access to the more than 1.3 billion Web pages Google
has indexed to date. Googles technology converts a request for
a standard HTML Web page to be viewable on an i-Mode
handheld device. i-Modes success is enhanced by the huge
number of content sites available to the subscriber.
To better understand the reason for i-Modes popularity, and
the rapid and overwhelming adoption of the Wireless Internet
by the Japanese people, we must look at Japan itself. In Japan,
space is at a premiumhomes and offices are small and there
is very little extra room to accommodate PCs, monitors, and
printers. Furthermore, Japanese society is traditionally an early
adopter of technology in general and it is a commuter culture.

THE WIRELESS INTERNET MARKET

FIGURE 3-9

101

i-Mode phone. Courtesy of Mitsubishi.

Today, only about 15 percent of Japanese consumers and


business people reach the Internet using PCs. The remaining
85 percent are willing to accept the limitations of smaller display screens and keyboards on wireless handheld devices.
Furthermore, the price of PC Internet access via landline phone
is higher in Japan when compared to the United States or
Western Europe. The average costs are $20 per month plus $2
per hour of use. The installation price of a home phone line is
approximately $700, as compared to a cellular connection for
$28; and i-Mode users pay only for the number of packets used.
Because the Japanese are traditionally early adopters of new
technologies, they have been very quick to adopt new i-Mode
products and services. For example, Japanese consumers have
purchased dog collars that transmit their animals location to
their wireless device, PC, or fax machine. Entertainment-related sites where you can download images, ringing tones, play
interactive games, read your horoscope, find dating services,
weather, and news are most popular. Because the majority of

102

CHAPTER THREE

Japanese students and employees commute (usually by train or


bus) an average of 30 to 40 minutes per day each way, they have
ample opportunity for mobile communications and entertainment. Pocket-size devices are really well-suited to these commuter environments where, more often than not, there is no
room to even open a newspaper. Even a small notebook computer is too big to carry on a bus or train, whereas the i-Mode
device is the perfect size to be held in one hand. Table 3-7
shows the popularity of i-Mode content by category. Figure 3-10
shows preferred mode of access to the Internet in Japan.
TABLE 3-7

Popularity of i-Mode Content

CONTENT TYPE

PERCENTAGE

Stored in Database

13.6

Transactions

20.7

News and Information

13.2

Entertainment

52.5

EXAMPLES
Dictionary search, remote mail, restaurant
guides, recipes, telephone directories, city
information
Airline ticket and hotel reservations, credit
card bill inquiry, stock searching and trading, balance checking, money transfer, bill
payment
Business news, television listings, sports
news and weather forecasts
Network games, downloading avatars and
game characters, fortune telling, karaoke,
downloading ring tone melody and FM onair information.

Source: NTT DoCoMo based on total number of hits.

Because of the unique characteristics of Japanese society, it


remains to be seen how quickly other societies and cultures
embrace the Wireless Internet experience. Acceptance will
depend on packaging and pricing, and quality and quantity of
compelling content and services. However, as the Japanese
experience clearly demonstrates, acceptance of the Wireless
Internet is high when things are done right.

THE WIRELESS INTERNET MARKET

Internet access of
unofficial sites
32%

103

E-mail access
36%

Internet access of
official sites
32%

Source: NTT DoCoMo


FIGURE 3-10

Mode of access by type of service.

THE NEW GENERATION OF CUSTOMERS


TEENAGERS DRIVE WIRELESS INTERNET GROWTH
Much of the demand for Wireless Internet usage comes from
teens and young adults. Wireless Internet growth will be driven by people growing up with the Internet and wireless communications as an integral part of their lives. This is especially
true among the younger segments of society, where the adoption rate of new technology is rapid. That generation of children growing up with access to the Internet throughout the
United States, Western Europe, and Japan is incredibly adept
at using technology, whether through school work, video
games, chat rooms, buddy lists, or short messaging. As this
Internet-literate generation joins the workforce, their spending
will increase, as will their acceptance for newer, more enabling
applications and devices. Jupiter found that teenagers represent 12 percent of the European online population, and in
June 2001 Europeans ages 12 to 17 spent nearly 8 hours
online. As this trend continues, Web sites must be designed for

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the specific characteristics of their target audience: boys seek


novelty and entertainment, whereas girls enjoy fulfilling goals
and feeling part of a community.
A research study from the Pew Internet and American Life
Project has found that 73 percent of U.S. teenagers aged
between 12 and 17 (or 17 million people), use the Internet.
Furthermore, three-quarters of online teens say they would miss
the Internet if they could no longer use it, whereas almost half
say being online has improved their relationship with friends.
Nearly a third say it has helped them to make new friends. The
top five online activities for teens are email, surfing for fun, visiting entertainment sites, using instant messaging (IM), and
researching hobbies. Only 31 percent have made purchases
online. About 13 million teens, or 74 percent of all online teens,
use instant messaging (IM). Only 44 percent of online adults
use IM. Nineteen percent of teen IM users say IM is now the
main way that they communicate with their friends.
When it comes to wireless phones, teens just cant keep
their hands off them and stop talking. It is predicted that by
2004, more than half of U.S. youth, over 43 million, will own
a wireless phone and three out of four will use one. Teens want
the flashiest, most featured models a stripped down phone is
just not cool nor is a grey or black model that looks just like
Dads. Teenagers are very fashion conscious, and major manufacturers such as Nokia, Motorola, and Ericsson are all focusing on new designs that appeal to the young generation. Both
carriers and application developers are focused on specially targeted content, including sites providing shopping, news,
games, entertainment, education, and youth-oriented content.
WIRELESS BUSINESS ENTERPRISE
Over the next five years, corporate users will join consumers in
the wireless service user base. This trend has already started as
companies use wireless technologies to connect corporate
information technology (IT) systems with customers, employees, suppliers, and partners. Companies realize the benefits of
providing wireless access to email, instant messaging, portals,

THE WIRELESS INTERNET MARKET

FIGURE 3-11

105

A colorful cell phone. Courtesy of Ericsson.

and corporate systems. These benefits include reduced administrative overhead, increased efficiency, and a more rapid distribution of information throughout an organization.
For mobile professionals, a wireless device allows access to all
sales literature, provides answers to questions about unfamiliar
products or services, and permits check-in with the home office
for timely reports, expenses, and inventory status, among other
things. Enterprises are using wireless devices with an Internet
browser to provide remote access to corporate dataup-to-date
access to recent sales, current orders, proposals in progress, and
accounts receivables. The key to ensure the acceptance and
usability of these devices is to design them be customized for the
precise information needed by the user; thus, only relevant information is displayed rather than the wealth of information usually
displayed on management information systems.

IN A NUT SHELL
The potential market for the Wireless Internet, by all accounts,
will be a substantial and sustainable one as people embrace
what may be gained by anywhere, anytime connectivity to the
varied content found on todays Web.

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The Wireless Internet will most certainly provide society


with new experiences and freedom, and unprecedented access
to information. The Wireless Internet frees consumers from
location and time constraints, making it possible to shop for
merchandise or initiate transactions from virtually anywhere,
day or night, without sitting in front of a PC.
Because the number of wireless devices exceeds the number of home and office PCs, and this gap will widen in the coming years, the impact of wireless users will be the major driver
for future content. Traditional Web sites will adapt to accommodate the various screens of many handheld devices, each of
which will be designed for various applications. The Wireless
Internet untethers an endless stream of information, new solutions, and opportunities for human communications by offering wireless connectivity to the vast knowledge and resources
of a networked world.

C H A P T E R
F O U R

WIRELESS
INTERNET
APPLICATIONS,
SERVICES, AND
ACCESS-ENABLED
SOLUTIONS

ireless Internet applications are software programs that


require wireless communication technology that can
take advantage of the mobility and high-speed data transmission offered by advanced data services and networks. Many of
the communications applications and services that were available for mobile communications in the 1990s were limited by
slow-speed (less than 10 Kbps) data transmission. Using 2G
mobile systems, it was not possible to offer streaming video,
rapid image file transfer, or high-speed data file transfer services. New high-speed networks will enable applications that
process images, color, and moving video to provide users with
a far richer experience than possible using voice alone.
Much of the demand for wireless data access has come from
a combination of the availability of Internet information applications and low cost mobile communication. The Internets
standardized global collection of interconnected computer networks has allowed access to information sources that provide

107
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significant benefits to those companies and individuals looking


for specific knowledge. The Internet has created a culturechanging awareness of many new information services.
In the late 1990s, new, low-cost, high-speed connections to
the Internet became available. The resulting rapid market
growth of Digital Subscriber Line (DSL) and cable modem
technology has stimulated the development of new applications that are only possible via broadband high-speed connections. In the early twenty-first century, consumers are
becoming aware of these new broadband multimedia applications and the transition back to low-speed text-based services is
difficult. In the near future, as high-speed wireless networks
are deployed, cellular phones and PDAs will be converted into
portable stereos and video players. These new combined
devices eliminate the need to carry various gadgets, offering
consumers convenience.
Already many consumers are aware of the benefits of wireless mobile service and broadband applications. Potential
Wireless Internet customers may only need to be made aware
that these services can be delivered via high-speed wireless
data communication services to convert them from the traditional wired (e.g., Internet access) to new wireless services.
Of key importance for 3G technologies are those broadband applications that provide the mobility, low cost installation, and rapid deployment that competing broadband
technologies cannot provide.

ACCESS VERSUS APPLICATIONS


Remote access and more specific wireless applications will be
key drivers for wireless industry growth in the next decade.
Accompanying this phenomenal growth are substantial opportunities for those mobile operators, equipment manufacturers,
and developers that can answer end users demand for customized value-added services, applications, and content. With
the convergence of communications and computing evolving
into the next generation, 2.5G and 3G wireless broadband

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109

companies, service providers, devices manufacturers, and content developers are focused on identifying and developing the
Killer App.
Its important to clarify the difference between wireless
Internet access or transport and wireless applications. Access
or transport is simply a wireless connection to the Internet that
allows users to access the same content and applications they
would from a fixed-wire connection. Wireless access adds value
to users of those laptop PCs that are capable of displaying and
running applications that have been designed for PCs. This
type of wireless access allows many new methods of conducting business in places that do not have wired connections available such as remote job sites, airports, and in cars.
Whereas mobility adds value to the Internet, not everyone
would consider a laptop to be the most convenient mobile
device to carry with them. Size and weight are important to
mobility and therefore smaller devices are more suited to
mobile usage although not as capable for running applications
designed for the large screens, abundant processing, and large
storage enjoyed by the typical personal computer.
Smaller devices such as smart cellular phones and PDAs
are much easier to carry and are small enough to fit into a
pocket or purse with little difficulty. Small size is great for
mobility but not so good when it comes to using and viewing
applications made for PCs. For the wireless customer, gateways
and middleware players are being developed to enable content
from traditional Web sites to be usable and viewable on wireless devices. Vertical applications are being developed that are
specific to users wireless needs. Many of these new information content services and applications are specifically tailored
to a fast-paced, mobile lifestyle that provides for accessibility
anytime, anywhere.
The Wireless Internet enables applications to fulfill the
needs or desires of end-users with a variety of smaller devices.
And although these devices have access or connectivity to the
Internet, its the applications that make the difference.
Consumers do not care or need to know how underlying
communication and Internet technology networks function or

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be further confused with various standards; they just care that


an application does what they want. An enormous amount of
marketing research has been conducted to better understand
what content is useful and which applications can best display
and interact with this content. Progress has been made in wireless application development but much more is yet to be done
to truly understand how to provide value to users of wireless
devices.
APPLICATION AND SERVICE CATEGORIES
There will be no single killer application for Wireless Internet
service because there are many high-value user applications.
These services includes:

Personalized communications
News and information
Entertainment and lifestyle
Location-based services
Access and connectivity services

MOBILITY VALUE
As the Wireless Internet adds new value to staying connected,
short response times assure the validity of information.
Productivity is no longer confined to a specific location. There
are potentially hundreds of applications that will drive the
demand for Wireless Internet access, including multimedia
messaging, which will make it possible to combine conventional text messages with richer content typesphotographs,
images, voice clips, and eventually video clips. Two of the
fastest-growing industries in the worldentertainment and
mobile communicationsmay profit hugely as lifestyles
change, with people experiencing more and rapid bursts of free
time. Fast access to entertainment is increasingly appealing to
all sections of society and many wireless handsets and devices

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111

are already used for entertainment. SMS services led the revolution in enjoying entertainment on the move, but we are now
on the edge of a new era, as the Wireless Internet begins to
offer even more sophisticated services.
Increasing demand for Wireless Internet access comes from
the convergence of Internet and cellular telephony. The
Internet or World Wide Web (WWW) has had a profound
impact on our lives, both on a personal and business level.

ADDING VISION TO VOICE


When the average consumer thinks of wireless technology
most have a difficult time imagining anything but voice services. We are conditioned to think of cellular or wireless devices
as things you talk into and not look at or read.
Even the youngest users quickly understand how to use
todays cellular phonesdial and talk. Its not uncommon to
observe young children grabbing and chatting on a parents cell
phone, even if its not really turned on. The point is that they
get the concept of wireless voice. Unfortunately most cell
phone users (even non-toddlers) do not use the many voicerelated features embedded in their phones, much less envision
how they might someday use them for nonvoice applications.
Wireless devices will start with basic features and gradually evolve as technology and end user perceptions grow. This is
not unlike the evolution of the personal computer. Many of you
will remember when computers were very limited, and you
have witnessed the evolution from a text-only device with one
method of input, through the stage of simple graphics and
crude sounds (buzzers!), and finally to the full a multimedia
PCs of today.
Applications track the capabilities of devices and networks
as well. Early PCs were connected to nothing more than the
electrical outlet on the wall and were capable of sharing only
via the popular sneaker networkput the files on a floppy
(remember those 5.25-inch disks that truly were floppy?) and
walk them to the intended destination.

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PC applications moved from simple text menudriven programs to applications that use color, pointing devices, multimedia images, and concert quality soundand these are just
the tax preparation programs! Modern day computer games are
capable of experiences that are closely approach virtual reality.
Wireless Internet devices will follow the same path, albeit
in a condensed timeframe. The first nonvoice wireless applications will be those that use simple textdisplays have become
larger with better resolution to accommodate even this simple
text. The next stage will be very simple graphics not unlike the
simple graphics first experienced on PCsif you look too
closely, youll see the same jagged edges and low resolution. As
network data speeds, device processing power, memory, and
displays improve we will see wireless applications that can take
advantage of still images, sound files, and finally the 3G vision
of fully wireless multimedia.
This gradual evolution is important for the adoption of applications. In part this will allow consumers to experiment and
learn how best to utilize this new method of Internet access. Its
difficult for most consumers to assess the value of wireless applications that they have not yet experienced. In turn, this makes it
hard to determine exactly what applications users will be willing
to pay for and even harder to understand how much they will pay.
Even applications that enable relatively obvious services such as
weather alerts or driving directions cannot be fully appreciated
out of the context of a real world usage situation.

EMERGING DEVICES
A broad range of applications for the Wireless Internet will warrant a variety, of access devices. The incumbent handset manufacturersEricsson, Motorola, and Nokiahave the benefit of
years of experience in building consumer terminals, integrated
voice service, and have expertise in next-generation wireless air
interface standards. Many of todays products already offer
WAP microbrowsers and SMS. Competition will be intense
among the many manufacturers vying for market share, and this
will ultimately benefit consumers through lower prices.

WIRELESS INTERNET

FIGURE 4-1

113

iPAQ handheld PC. Courtesy of Compaq.

One of the major challenges for the handset vendors is to


design phones with simplified text entry and Web navigation.
Typing out text messages on cellular handsets is cumbersome,
as is navigating through the menus of many phones. Features
such as Tegics T9 predictive text input are useful but require
some practice to become familiar enough to be useful.
A new range of products is emerging that will compete with
the traditional handset for a share of the Wireless Internet terminal market. Palm and Handspring are adding wireless functionality to PDAs, as are new Pocket PC handhelds from Sony,
Hewlett-Packard, and Compaq. The competition among these
devices will be intense as manufacturers jockey for position in
this rapidly growing device market segment. All of these devices
will help build the momentum of the enterprise market as they
become tools for corporate users to access company data and
read and respond to emails.
One challenge to creating wireless applications has been the
ability to write programs that could be loaded and run on
devices with proprietary operating systems. Devices such as cellular phones have traditionally used an operating system that
did not allow for new programs to be added, and most manufacturers do not release details that would allow developers to
integrate a new application into an existing devices software.
PDAs have been easier to develop applications for, because plat-

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forms such as Palm and WinCE were created with software


developers in mind. The drawback to PDA software has been
the lack of wireless connectivity.
As cellular phones and PDAs absorb each others features
and abilities its becoming harder to tell the difference between
a PDA and a phone. PDAs that are capable of connecting to the
Internet and making voice calls now compete with cell phones
that are able to run and display applications. One thing that
these two types of devices share is common software platforms
that enable users to add and use wireless applications.
Some device manufacturers are also designing handhelds that
integrate other devices such as digital camera, music player, and
others that result in some interesting combinations. These new
all-in-one, Swiss Army Knife-style mobile devices may not necessarily meet the needs of the power user, but will eliminate the
need to carry multiple gadgets. For instance, Samsung and Sprint
PCS offer an MP3 phone and in Japan, camera phones have been
available for the past couple of years. Leading device designers
such as the United Kingdom firm of Seymour Powell are planning
future devices that may no longer look like todays cellular
phones, but take into account peoples usage habits, resulting in
products that make viewing, listening, entering information, and
interaction with the device much simpler and intuitive. While
some of these new hybrid devices may be compelling, we do not
believe that they will ever completely replace the basic wireless
phone. Additionally, any large scale phone replacement cannot
occur until the proper wireless network architecture is in place,
which we believe will not occur until 2004.
As device manufacturers offer more functionality in their products: color screens, always on access, camera, music players, faster
processors, more memorythese all will consume more power.
Vendors will need to develop power minimization strategies in
addition to new features. The current line of products include:

Basic wireless phone. The primary functions of basic wireless phones include voice calls, Caller ID, voice mail, short
messaging, basic address lists, and Web browsing. The units
have small displays.

WIRELESS INTERNET

FIGURE 4-2

115

Nokia Communicator. Courtesy of Nokia.

Smartphones. These devices are basically wireless phones


with PDA-like features embedded in them. They have a separate alpha keyboard, calendar, address book, personal information management (PIM), and color screen. An example is
the Nokia 9210 Communicator (Figure 4-2).
Two-way pagers. The primary benefits of two-way paging
are the reliable national coverage, strong in-building reception, and long battery life compared to cellular phones. The
major drawback of the messaging-only pagers is that their
Web browsing capabilities are much less advanced than those
of smartphones, pocket PCs, and PDAs. Examples include
the RIM Blackberry and Motorola.
PDAs/pocket PCs (with embedded or external modems).
Personal organizers, many of which now come with a color
screen and have the ability to use Windows applications such
as Excel and Word. These include Palm, Compaq iPAQ,
Casio, Handspring, and Hewlett Packard.

(See Chapter 2 for more detailed information on operating


systems like Palm, Symbian/Epoc, WinCE, and J2MEa version of Java.)

MOBILE PORTALS
Now that devices are moving towards an operating system that
makes it easy to download and run applications designed for
small mobile devices, users need a point of entry to the Internet.

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A mobile portal is such a gateway or entry point, adapted to


the particular circumstances of wireless mobile access to the
Internet. In addition to optimizing access to the Wireless
Internet, mobile portals aggregate and structure content and
links and provide navigation tools. Mobile portals provide links
to applications that can be purchased and downloaded onto the
device and used on- or offline. Although Internet portals have
existed for some time, these existing fixed-line portals are
designed for fixed wireless access; they have content and revenue
strategies that do not easily fit the needs of the mobile user.
Fixed line portals have brand recognition and access to content deals but no real experience with wireless. Wireless operators have experience in dealing with wireless voice users but
know little about the portal business. The mobile portal startups often have experience in both areas, but lack brand recognition and financial resources. Despite these limitations the
start-ups do have an advantage because they are focused on the
market and not distracted by nonmobile operations.
The revenue model for mobile portals is a combination of
subscription, advertising, and transaction revenue. Portal operators that have an existing billing relationship with end users
currently have an advantage in terms of billing but all portal
operators will eventually offer mobile wallet services that
enable users to pay for items (including services and subscriptions) over the same wireless connections. The mobile wallet is
a password-protected area in your phone which contains your
credit card or debit card information. When you want to purchase something, all you need to do is retrieve the virtual credit card to complete the purchase.
Users will not be easily convinced to pay for access to content that is freely available on a fixed Internet connection.
Content value must come from filtered and analyzed information as well as from secure and personalized services that maximize end user communications while minimizing time spent
navigating and searching.
The mobile portals of today allow network operators to finetune services and applications to meet the requirements of
their customers, allow operators to gain control over content,

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117

and position the customer base to be migrated to Wireless


Internet applications, content, and portals, while creating entry
barriers for other competitors.

MESSAGINGTHE FIRST WIRELESS


INTERNET APPLICATION
If you are reading this book you probably already know that short
messaging service (SMS) or text messaging is getting to be a
pretty hot topic these days. Everyone has heard about the SMS
explosion in Europe and Asia5 billion in March 2000, 9 billion
in September 2000, and over 53 billion in the first 3 months of
2001. Amazing isnt it? Then againshort messaging started a
long time ago, before digital phones or cellular even! Back when
all they had was an alphabet and two towersor two hilltops to
be exact.
The Greeks invented the first wireless text messaging
before the birth of electricity. Back around 400 BC the Greeks
developed a way to represent each letter in the Greek alphabet
using a combination of five torches, lit and unlit, to spell out
messages from one hilltop to another.
It wasnt perfectbad spelling, slow throughput, wind
static, and size were issues. And in the end it was much like
today: They still didnt have great coverage in the valley and
wearing the equipment on your belt made you look like a geek.
Wireless technology has allowed people all over the world
to maintain business and social connections regardless of location. This emphasis on personal communications will carry
over into Wireless Internet applications through various forms
of messaging. Messaging applications allow users to send short
pieces of information to others in near real time but allow the
recipient to reply when convenient. Messaging applications
will also follow the evolution from simple text to full multimedia, and in the process teach consumers a new way of communication. Messaging applications will be used in ways that
simple voice communications have not been used and such
applications are critical to the success of the Wireless Internet.

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The initial demand for Wireless Internet usage comes from


young users. Simple text messaging has been the first real wireless data success story for European and Asian carriers. Those
of you who think that this was a well-planned and orchestrated strategy might be interested to know that it didnt quite roll
out that way. The first SMS was sent from a PC to a GSM
phone back in December 1992. Even though it was available in
the majority of GSM networks and devices soon after, SMS did
not actually take off until almost 1999. The challenges with
simple text messaging were very similar to the challenges
Wireless Internet applications face today.
GSM carriers and device manufacturers have evolved SMS
over the years to overcome challenges in:

Screen size
Navigation
Text input
Billing
Interconnection
Roaming

Although SMS is now a primary source of revenue growth


for many GSM carriers worldwide it is an application still very
much in its infancy. Carriers in the Americas, especially TDMA
and CDMA carriers, have been slow to roll out simple text messaging services within their own networks. Closed networks,
devices not capable of originating messages, and billing issues
have hindered the critical mass needed for mass adoption, but
progress is being made. Most U.S. carriers have launched simple text messaging and are working towards promotions to
encourage trial and usage. Interconnection among competing
carrier networks is in discussion, and companies offering data
clearinghouses for SMS have opened for business.
SMS, as a first Wireless Internet application, offers consumers more than voice can. Concerned carriers are discovering
that SMS doesnt cannibalize voice usage, despite being an alternative, but actually supplements and may increase voice traffic.

WIRELESS INTERNET

FIGURE 4-3

119

RIM Blackberry. Courtesy of Research In Motion, LTD.

When compared to voice, text messaging is described as


being less intrusive, more accurate, and more private as well as
being fun, addictive, and lower cost than making a wireless
phone call. Users often send text messages to communicate
things that they would not or could not in a voice call.
The initial demand for Wireless Internet in North America
came from the mobile professional and business user. The lack
of simple text messaging on cellular phones created a market
for simple text messaging devices such as the RIM BlackBerry
device (Figure 4-3) that allows users to send and receive short
email messages. The initial high cost of these devices and services has resulted in quicker adoption by business enterprise
rather than the consumer youth adoption that is occurring outside of North America.
Whether we start with young consumers or business professionals, growth will depend on efforts to further educate the
market about the possibilities of Wireless Internet services,
applications, and content.

PERSONALIZATION
Many of these applications and services are increasingly being
tailored to individual tastes. As people customize services to suit
their use of the Internet, its usefulness will increase considerably. The wireless device tends to be a personal device with a

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single primary user, unlike personal computers that are commonly shared among users. Because mobile devices are frequently used and almost always with the user, wireless operators
can exploit the wireless devices access to time- and locationcritical information. As these services, content, and applications
become more personalized and location based, users have richer, more rewarding, and more relevant experiences. This information will be based on the users own informationmy
news, my banking, my investment portfolioto make it
absolutely specific and relevant to the user.
Additionally, every user will be able to create his own content including video, animation, still images, and text and all
the information will be in digital, transferable form. User-generated content will be a very important portion of the multimedia Wireless Internet business model. The importance of
the Wireless Internet device as an instrument for information,
entertainment, and transactions will increase as physical
boundaries dissolve.

CONTENT DELIVERY
Content delivery involves the transport of information from a
source (content provider) to its destination (customer). The
customer usually selects to receive content (such as travel
directions or flight status information). The service provider
may charge a fee for access or may receive a percentage of the
fee paid by the recipient to the content provider (royalty fee).
Some of the more popular content providers include mapping
companies (for directions), music, flight status, weather information, and other real-time or near realtime information
sources. The actual information content is often provided
through an application service provider (ASP) and transferred
through an Internet portal (gateway). The ASP usually manages and updates the content, and the wireless provider provides the transport to the end customer.

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121

PERSONALIZED COMMUNICATIONS
Personalized communications consist of applications and services that are based on access to and manipulation of the users personal data. This includes services such as personal information
management, calendar and scheduler management, email messaging, unified messaging, chat, and community participation.
Wireless Internet applications will add value to personalized communications by increasing a users ability to access
personal data while mobile. Weve all experienced situations
where some small piece of data isnt there when we need it. But
no matter how hard we wish we had not forgotten that contact
name, phone number, date, or account number, it still refuses
to magically appear. Wireless applications will enable users to
wirelessly retrieve data that may be typically stored in various
other digital systems. These applications will often be a substitute for another method of access but will add value by retrieving just enough data to get the task done.
Key drivers for personalized communication applications are:

Time sensitive data. Data that has a very short useful life
wait too long and youll miss out on some opportunity.
Security and privacy. Data that you might not want to carry a
hardcopy of for fear of losing itaccount numbers, passwords, and personal information that youd rather not carry
with you.
Access to others. Applications that allow users to contact and
receive messages from others regardless of the method used
by the senderemails, faxes, voice mail, instant messages,
electronic reminders, and other personal communication.

Other application areas of personal communications where


mobility will add value include the following:
MOBILE ELECTRONIC MAIL
Electronic mail (email) is the transferring of information messages via an electronic communications system. Initial versions

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of email could send short text messages of 1 to 3 pages. Email


technology has evolved (standardized) to allow file attachments, and new versions of email (such as those using Flash
technology) send animation or video clips as email messages.
Email messaging is probably the best single reason for users
to get connected to the Internet. There were over 400 million
email account users in 1998, and the number of email
accounts is expected to top 1 billion by the end of 2000.
Email messaging has been the leading application (killer
application) among online users age 18 and younger. Email is
used by greater than 40 percent of online children under age
13, and almost 60 percent of online children between ages 13
and 18. A large proportion of older children spend their time
online communicating with others via instant messaging.
Wireless email will grow quickly as society adapts to email as
a more vital lifeline of communications, and especially as people begin to appreciate the convenience and freedom of being
able to connect from anywhere. Additionally, as the wireless
email landscape matures, advanced capabilities such as voiceenabled text-to-speech, real-time synchronization with desktop
and calendar, intelligent filtering, and security will make wireless email services a need to have rather than want to have.
INSTANT MESSAGING
Instant messaging (IM) is a very popular fixed Internet application that allows users to identify who is available for the purpose of exchanging text messages. IM is different from email or
SMS in that users are able to see presence information.
THREE KEY BENEFITS OF WIRELESS IM APPLICATIONS
Interconnection to other online devices. American wireless
users are only now starting to use phones that are capable of
two-way text messaging. One problem is that there wont be
many other users to exchange text messages with until more
users have a newer SMS-capable phone. Connecting online
PC applications to wireless systems gives the wireless text
users an existing embedded base of PC-based IM users with
which to trade two-way text messages.

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123

IM allows the wireless user to send and receive text messages to any person logged into the IM system with either a
wireless device or PC. The online population of global IM
users is about 130 million, which increases the size and value
of the network.
Wireless IM requires the user to have the ability to connect
to an IM system. This connection can occur over a number
of different transports such as SMS, circuit-switched data, or
packet-based connections. Some of these methods require
the carrier to have or connect to an IM system that routes
messages between PCs and wireless devices and provides
presence information to users.
A continuous user interface. Text messaging with SMS can be
very useful for sending short messages back and forth but the
effort required to open and close the application when sending more than one or two messages to the same recipient in
a short time can be cumbersome. One way to improve the
SMS process is via a continuous user interface that can save
keystrokes and provide a better user experience. This simply
means that the screen scrolls the text as the two users send
each other messages. This eliminates the need to repeat the
process of opening, closing, and addressing messages to the
same person for the duration of the text discussion.
Presence information. The majority of the value of IM over
simple SMS lies in the ability to utilize presence information.
Presence information is simply the ability to know who is
present and able to chat and who is not present and
therefore not available. Availability is key to making instant
messaging instant. The instant comes largely from being
able to identify who is available to chat and not waste time in
sending messages to those who are not.
Have you ever sent or received an email that required
action right away? Getting a time-sensitive message such as
We are going to go get lunch, do you want to join us? offers
both sender and receiver little value if the message is not
received, and replied to or acted on, in short order.
Although, IM is currently only used for text messaging it
will evolve beyond text very quickly. Text is a form of data.

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Future networks will be able to handle higher amounts of


data, enough to allow voice calls over data channels as well
as other media typespictures, video, audio files, and more.
End users will rely on presence data to control and filter
whom they attempt to contact and who is able to contact
them based on stated availability and user-controlled profiles.
Users will be able to tell the IM system they are available but
also further define availability in any number of waysavailable for work-related contacts only or only available after 5
p.m. for chats about happy-hour plans. This ability to control
and alter a users profile limits incoming messages to those
that the user deems currently relevant and useful.
Imagine using presence info the next time you want to call
someone. Often you wouldnt bother calling if you knew they
werent available; you would simply call later or perhaps
choose to call someone else.
You know that those who call you or send you messages
arent all your friends or familybusinesses such as retailers
are eager to reach out and contact you. Technologies such as
Bluetooth will allow businesses to send information to your
phone as you pass near their location. This initially sounds
good if you want this info but a real inconvenience if you
dont. What if you could control what you receive? Imagine a
profile that you set up to allow info from restaurants
menus, specials, seating availabilityon a Friday night as you
are walking around looking for a place to eat.
This could be useful. The profile would block messages
from stores and other businesses that you arent currently
interested in. This could be reversed the next morning when
you are in shopping mode and could care less about finding
a place to eat. The ability to receive information and begin a
text or voice discussion with businesses you choose is valuable to both parties.
You benefit by getting access to useful data when and how
you choose with complete control over the filtering process.
Companies benefit by knowing who is truly interested and
not offending uninterested consumers with unsolicited
offers. Presence information is an important tool for loca-

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tion-based services and other messaging services that value


the ability to target who is available and potentially interested in the message.
ELECTRONIC CALENDAR
Electronic calendars are slowly gaining in popularity as connectivity improves and devices are able to synchronize data
between PCs and mobile devices. Paper calendars have given
way to Palm Pilots that can share and synchronize data
between the device and the PC. This works great when both
devices have the most up-to-date data but thats not always the
case. Calendars are often workgroup productivity tools that
allow groups to schedule meetings across multiple calendars
based on the current data. This becomes an issue when you
are away from your desk and enter a new appointment into
your Palm Pilot. Before you are able to synchronize this data
with the group calendar application its possible that someone
will schedule a conflicting meeting for the same day and time.
Wireless calendar access will allow you to see an up-to-date
schedule as well as record new entries on the network for all
to see.

FIGURE 4-4

Electronic calendar. Courtesy of Compaq.

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MOBILE ELECTRONIC WALLET


We all have credit and debit cards that we use for various purchases; some of us even make online purchases at home in
front of the PC. When it comes to inputting these numbers
into a wireless device every time we wish to make an electronic transaction most of use would rather choose an easier
method of payment. Wireless mobile wallets will allow users to
access account data that is stored in the device or network to
simplify and ease the check-out pain by remembering credit or
debit card information. The mobile wallet automatically reads
the merchants check-out form and inserts user information
into the appropriate fields. In the future more banks and merchants will experiment with mobile electronic wallets.
IDENTIFICATION

OR

SECURITY ACCESS

Whether you work in a large or small company or have a membership to a gym or country club, security access badges have
become part of our personal wardrobe. These access cards typically identify who we are and give us access to areas that are limited to authorized persons only. Wireless applications will soon
be able to store these same permissions and offer electronic
identification with an extra touch of security. Badges are typically passive devices that only need to be swiped or passed over a
reader. Security applications in wireless devices will have the
ability to require users to enter passwords to activate the access
ID. Wireless also enables lost access devices to be recovered easily. Lost wireless devices that are used for security or identification purposes may also have GPS location technology that
pinpoints the exact location of the lost or stolen device or simply
confirms that the user has not entered an area that is off-limits.
ELECTRONIC PHOTO ALBUM
A picture may be worth a thousand words, especially if youre
on the phone trying to describe something. Wireless applications will allow users to carry or access images that are stored
locally on the device or on a remote server. The number of pho-

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tos most consumers are able to carry with them is limited by


the size and fragile nature of printed photos, but digital photos
take up little space and eliminate fear of loss because copies
are easily made.
Since the mid-1990s, low-cost digital cameras are available
that allow customers to capture and transmit digital photographs. Because digital cameras allow the customer to manipulate the digitized photos, they can be enhanced to remove
red-eye, aligned, and unwanted areas can be cut out. These
images can be used to create electronic postcards or greeting
cards. Telecommunication network high-speed data transfer,
combined with store-and-forward service capabilities, will
allow customers to transmit and receive high-quality photographs. Furthermore, many wireless devices already have the
ability to attach a camera to their data port.
Digital camera revenue is expected to surpass that of film
cameras in 2000 for the first time ever, with $1.9 billion worth
of digital cameras sold in the United States. Digital camera
unit sales are expected to grow from 6.7 million in 2002 to over
42 million in 2005.* Figure 4-5 shows a digital camera attachment offered by Ericsson that can be connected to a phone to
transmit pictures by email.

FIGURE 4-5
Ericsson.

A combination of phone and camera attachment. Courtesy of

*Info Trends report.

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NEWS AND INFORMATION


Information-based horizontal applications include directories
and guides, which users can access and customize according to
their interests, such as headline news, business news, specific
company news tracking, weather, sports results, or stock information. Wireless Internet applications will add value to news
and information by increasing users ability to access up-to-theminute time-sensitive news while mobile. The one thing we
can all agree about is that if you wait too long, its no longer
news.
Wireless applications will enable users to wirelessly access
condensed versions of news and information that is relevant for
that particular moment in time. This access will often supplement other methods for accessing this data but will add value
by providing timely access and notification of important events.
Key drivers for news and information applications are:

Time sensitive data. Unpredictable news or events that the


user has an interest in knowing about as they occur. Weather,
sports scores, and news headlines are all examples of timesensitive news.
Access to up to date directories and guides to ensure efficient
actions. That paper phone book wont always tell you that
your client recently moved his office to a new location across
town!
Filtered access. News and information can be condensed and
filtered based on pre-existing rules and profiles according to
the users interests.

Some of the application areas for news and information


where wireless mobility will add value include:

Virtual newspapers and magazines. Virtual newspapers and


magazines use communication technology to deliver periodical and advertising information. In 1998, over 80 percent of
consumers surveyed said they believe that the Internet is as
reliable as offline (e.g., printed and television) media sources.

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Because of the proliferation of 24-hour cable news channels


and the increase in online news services, average daily newspaper readership fell to only 58 percent of the United States
population in 1997. This is compared to over 80 percent in
1964. With only 31 percent of the 21- to 35-year-old age
group reading the newspaper, traditional newspapers and
broadcasters are using virtual newspapers and magazines via
Internet to reach a more affluent, younger, demographic
online audience.*
Newspapers rarely duplicate themselves word for word
online, but they often provide more than enough for the reader without the paper edition. When viewing online newspapers, readers are not limited to selections of local
newspapers. They have access to newspapers around the
globe. Almost all newspapers have an online version.
Additionally, the online versions are generally free (advertiser
supported) and are available before the paper ones hit the
stands. Online newspapers and magazines tend to offer
expanded coverage into areas such a travel, entertainment,
and culture. They provide exclusive content such as breaking
news, live sports coverage, online shopping, opinion polls,
and discussion groups. However, probably the best advantage
of online newspapers is that they provide advanced search
and retrieve archives to the customer. With increased available bandwidth, virtual newspapers can take advantage of
video and audio media to add value to their news services.
Virtual or E-Books. Virtual books or electronic books (ebooks) are books in digital form that can be displayed and
navigated through by a user. Many virtual books are available
through personal computers or personal digital assistants
(PDAs) via CD ROM or a connection to the Internet.
Portable e-book readers come with leather covers, a built-in
modem, and color screen.
Since 1998, online publishing offered electronic books in
PostScript Descriptor File (PDF) format. E-books offer book
publishers a way to control distribution if theyre able to tie
* Newspaper Association of America; Pew Research Center.

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content to a specific device. In 1999, the total U.S. book


market was approximately $21 billion and the e-books market
share was less than 1 percent,* due in part to poor display
devices, lack of compelling content, and the limitations of the
users experience with the display device (which is far outstripped by those of digital music users).
With the introduction of better display devices and more
content available via the Internet, the marketplace for virtual books should dramatically increase. It is likely that e-book
vendors will focus initially on vertical opportunity segments
with time-sensitive content, such as mobile maintenance
(service instructions), education (distance learning), healthcare (telemedicine), and law (case histories) topics.
ENTERTAINMENT AND LIFESTYLE
This category covers applications that are primarily designed
for leisure and entertainment, such as music and video-movies,
horoscopes, jokes, and soap opera updates. Games, sporting
events, icons, ring-tones, postcards, and video clips are included in this category. Most of these will be multifunctional, provide information and advertising, and may change according to
season or nature of the event.
Entertainment and lifestyle will be a popular category of
applications as users look for ways to personalize devices.
These applications will offer truly personal services that follow
the user throughout the day and offer bursts of entertainment
when convenient.
Key drivers for entertainment and lifestyle applications are:

Cool, current, and compelling data. Entertainment is a very


personal and fickle subject because user preferences and
content that is in changes often.
Notifications of events with limited timelines. Concerts often
sell out within minutes of being announced, leisure events
are often subject to last minute promotions, and special
offers make timeliness and mobility a benefit.
* Interview, L. Harte, President APDG Publishing, 21 April 2000.

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Changes and delay. Weather can cancel or delay travel or


other personal activities with little notice. Consumers with
the right wireless applications can regroup and plan an alternate course of action to better utilize personal time and
efforts.

During 1999, over 19 million people worldwide used mobile


phones to download or access online games, audio, or video
services. Entertainment will be one of the leading forms of content carried over wireless networks. Surveys of industry confidence indicate that entertainment is perceived to be the second
most popular mobile application after email and SMS.*
In 2000, simple embedded games and ring-tone downloads
are popular. As new low-cost broadband wireless services
become available, we will see more new applications. These
include playing interactive mobile games, listening to music
downloads (in MP3 format) via the wireless phone or attached
accessory, and watching video clips (e.g., football highlights) on
your wireless video-phone.
TRAVEL. In 1999, US consumers booked $6.5 billion of
leisure and unmanaged business travel online, almost triple the
$2.2 billion booked in 1998, representing 5 percent of total US
bookings in 1999. Online bookings are expected to increase
significantly to 14 percent of total bookings by 2005 ($28 billion), with key segments including lodging, cruise, tour, and
rental car products.
MUSIC AND MUSIC CONTENT. Music content delivery
involves the transporting of music content (usually in digital
form) from a manager of the content (a music producer or their
agent) to the end customer. In the 1990s, much of the content
was sold via the Internet rather than delivered through it due
to the limited amount of bandwidth and devices to store and
play downloaded music content. Downloading a full-length
CD, even in compressed form, is a formidable challenge for the
* Jupiter Communications.
Ovum, 2000.

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average user with a dial-up modem. The market for digital distribution of music in 20022003 is estimated at approximately
$150 million. With 3G broadband wireless data, it will be possible to download entire music CDs in less than 2 minutes.*
The sale of compact discs (CDs) and tapes via online services is expected to grow to $2.6 billion (14 percent of total U.S.
music sales of $18.4 billion by 2003). Online shopping allows
customers to easily preview content or details of a product such
as tracks on music albums. In 1998, music industry revenue
topped $13.5 billion in the United States, with online sales
totaling $157 million, up 315 percent from 1997s figure of
$37 million. As 3G wireless networks and other broadband systems are deployed, consumers will shift their acquisition from
purchasing CDs or tapes to downloading their favorite music
content to their media player.
By 2000, more than half of the users on the Internet had listened to music audio on a personal computer (PC). Of these, 36
percent have downloadable music and 5 percent have transferred unauthorized (pirated) music files to their hard disk drive.
As an interim approach to music content delivery on the
Internet, companies are offering digitally compressed music in
MP3 form. In 2000, MP3.com launched subscription music
channels on the Internet. For a monthly fee of less than $10,
users have access to thousands of music tracks to listen to.
GAMBLING. Online gambling is the interactive process of
allowing customers to wager money or credits in return for
games that have standardized odds. Online gambling has the
potential to be one of the largest interactive services. In 2000,
the global gambling market was valued at over $900 billion. A
growing portion of the gambling industry is moving towards
online gambling. Customers with a credit card and an Internet
connection are able to gamble on casino games, lotteries, and
sports books (horse and dog racing, boxing, team sports betting, etc.) almost anywhere in the world.
Although there are some issues about the legality of gambling online, the majority of online gamblers are located in
* Jupiter Communications; The Recording Industry Association of America (RIAA).

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FIGURE 4-6

133

MP3 player/phone. Courtesy of Samsung.

countries with regulations favorable to online gambling companies. Many of these companies operate in places such as the
Caribbean, Europe, Australia, and South Africa. It is projected
that over $10 billion will be gambled online by 2002 as operators take advantage of the huge audience reach and cost savings of the Internet.*
NETWORKED GAMES. Since 1997, networked games have
become a big opportunity on the Internet. Networked games
allow users to play games against friends who are connected to
the Internet. Almost any computer game that can be played by
two or more people can be played online. It is estimated that
by 2002, 60 percent of children online (over 16 million) will be
playing games, and they will spend over $70 per year for game
services. Adult will spend $140 per year for an estimated total
of $622 million for online game services. Wireless high-bandwidth services allow for substantially improved game services
through streaming video and audio, and permit its players to
engage in games virtually from anywhere.
* Data monitor.

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And as low-cost home broadband services and equipment


become more available, companies will create richer gaming
applications. Major game vendors such as Nintendo, Sony, and
Sega are entering the broadband market by selling game CDs
and allowing potential customers to participate in online games
for free. Alternatively, there are some games that can only be
played online including Ultima, Starseige, Quake Arena, and
Unreal Tournament.
To use online games, customers pay a monthly access fee or
pay-per-play. Networked games make it much easier for customers to find new opponents, or to find a partner to play at
any time. High-speed data wireless access will provide for
much better three-dimensional (3D) graphics viewing.
VIDEO ACCESS AND MOVIE RENTAL. Video content delivery
will be one of the leading drivers of the 3G broadband marketplace. Consumers have a voracious appetite for all types of
media, particularly video (movie) content. In 1999, over 70
percent of households in the United States rented an average
of 1.3 videos per week.* The statistics for movie rentals confirm the preference of movie viewers to stay at home to view
movie content. Since 1980, when VCRs first emerged as a
means of watching full-length motion pictures, the sales of prerecorded rental and sell-through video cassettes has grown by
more than 66,000 percent as compared to box office theater
growth of 22 percent over the same period. The video rental
business is projected to top $7 billion in 2000 and grow to $19
billion by 2004, with video sales reaching $20 billion.
Adult entertainment content ordering and delivery has been
one of the leading categories of early Internet usage. As such,
adult entertainment was an early adopter of user interface augmentation through streaming video, private access to sensitive
material, and one-click ordering. In 1998, pay-per-view and
subscription adult entertainment accounted for about 40 percent of the U.S. consumer paid online content market. Adult
* Video Store Magazine, January 1999.
Motion Picture Association.
Paul Kagan Associates.
Jupiter Communications.

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entertainment, a multibillion dollar industry, will benefit from


broadband access. Consumers will be able to download private
content to their wireless devices or wireless-enabled viewers.
VIRTUAL RADIO STATIONS. Virtual radio stations are digital
audio sources connected to a network (typically the Internet).
In 1999, there were over 2,000 radio stations operating on the
Internet. Virtual radio stations have a strong competitive
advantage compared to standard radio broadcasts. Radio stations Web sites can do more than simply rebroadcast their onair signals. They can provide photos of disc jockeys, contest
prizes, and winners, and act as current news centers for entertainment events and weather services.
Broadcast radio stations have been offering content delivery by both radio and Web access in anticipation of a significant shift to Internet (virtual) radio. Internet radio offers the
ability to customize (personalize) a broadcast to groups or
individual receivers. By 2005, 41 percent of the population
will listen to personalized, on-demand audio content at least
once a week. Content providers will adopt genre-specific business models.
Radio stations are taking aggressive steps in developing a
new breed of Web sites designed to offer fresh content and
help the media outlets connect better with their target audience. This includes offering chat rooms, news updates and
music reviews, and other social-based services that make their
Web sites more appealing. Additionally, virtual radio stations
can use their Web sites as research tools to determine listener
preferences. The system serves up real-time information, providing details on the music being played. Listeners then are
asked to use the Web site to vote on the song being played, thus
giving station programmers instant feedback on listener tastes.
The radio stations then talk up their Web sites during radio
broadcasting, driving more usage to the Internet service. The
Internet is having both a positive and negative impact on radio
station ratings and revenues.*

* www.electricvillage.com.

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FIGURE 4-7

FM radio module attachment for a phone. Courtesy of Ericsson.

VIRTUAL TELEVISION STATIONS. Virtual television stations distribute digital video and audio through the Internet to groups of
viewers. With broadband digital video access, the Internet will
become a new avenue of distribution for broadcasters that hope
to target previously unreachable mobile audiences.
Since 1999, there has been growing public interest in interactive TV (iTV). This has been led by satellite and cable systems
deploying subscriber equipment and infrastructure capable of
delivering a variety of interactive services. Some of these early
interactive functions include an electronic program guide (EPG)
and parental control through channel-locking features. A type of
one-way datacasting on virtual television stations allows viewers to
choose from limited, primarily text-based, supplementary content.
Other virtual television features and functions may include
game or quiz show audience participation. These features and
functions all present new opportunities as well as challenges to
programmers, advertisers, and providers of interactive services
as they navigate through a maze of complex platform landscapes defined by a complicated mix of networks, set-top boxes,
and software. Its projected that 35 percent of U.S. households
(over 25 million homes) will use some form of interactive TV
services by the end of 2005.*
IMAGE AND VIDEO PRODUCTION. Images and video can be
captured in electronic form and transferred to other locations.
* Jupiter Communications.

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FIGURE 4-8

137

TV phone. Courtesy of Samsung.

Because of the large file size of high-resolution images, media


transfer has primarily been in the form of high-density disks or
video tape.
Although initial production of images or video is in a studio, the production of edited images, video segments, or computer animation may be performed at many different
locations. Broadband connections allow for editors and producers to interconnect without the delay of shipping storage
media.
INTERACTIVE TOYS. Interactive toys will utilize wireless communication technology to better interact with other toys and to
update software programs. Wireless updates will allow toys to
keep current with a players abilities or interests while increasing the useful life of the device. Interactive toys have motors,
sensors, and infrared messaging and speech recognition technologies that respond to communication signals and originate
messages. The responses may be in the form of mechanical
action or an audio message.
Interactive toys have been available for many years. Some
of the first interactive toys responded to signals that were

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sent via a television channel. These toys responded to colors


or patterns within the television signal.
Interactive technologies, specifically the user interface, are
constantly improving. With wireless connectivity for example,
interactive toys such as virtual pets with artificial lives, will
become more alive thus offering simultaneous physical, verbal, and PC-like interaction virtually anywhere.
LOCATION-BASED SERVICES
Navigation and tracking are practical services that will be highly valued by users, in that all these same services can also be
linked to advertising and commerce to provide, for example,
directions to the nearest Italian restaurant, or to a store with
current sales promotions.
Location-based services will offer value to applications
that benefit from geographically filtered information. These
applications can eliminate the effort required to locate or
request data by first determining what data might be relevant
to the users location. Knowing that I am currently in a mall
would be useful if I am searching for listings of shoe stores
the application can first serve up those shoe stores that are
located in the mall before offering those that are across
town.
Key drivers for location-based service applications are:

Ability to filter content based on geographic relevance.


Information, places, or listings of events that are close to a
users current location. Special information can be in the form
of alerts to hazards or situations that can impact the end user.
Ability to identify and transmit location. When users are lost
or otherwise unable to communicate, such as after an accident or injury.
Community-building possibilities. Applications that utilize the
end users location to match them with others interested in
the same activity or event including dating, finding sports
activity partners, and the like.

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FIGURE 4-9

139

Nav Talk, integrated cellular phone with GPS. Courtesy of Garmin

TARGETED ADVERTISING. Targeted advertising is the customizing and individual tracking of advertising to the specific
recipient of the advertisement. Wireless Internet systems can
customize, deliver, and track multimedia advertising to specific groups of individuals.
Advertising is traditionally associated with the promotion of
branded goods and services. Because of the intolerance issues
of users in the wireless environment such as paying for incoming calls and airtime privacy invasion, advertising should be
positioned differently with different associations. Advertising
over wireless should be linked to content, location, and e-commerce, which will enable advertising to be positioned as a useful service.
ENTERPRISE LOGISTICS. Wireless networks offer the ability to
track the position of mobile phones (within a limited distance)
and provide information services based on the determination of
the location. Navigation and tracking service are highly valued
by users in key market sectors such as truck dispatch management and public vehicle management (e.g., buses).

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ACCESS AND CONNECTIVITY-ENABLED SOLUTIONS


This category includes both horizontal and vertical applications
and services that are enhanced by wireless. The applications and
services described in this section will often make use of portable
computers such as laptops, which are able to provide value primarily due to connections in locations where connections are
not easily obtained. A wide range of industries will benefit from
wireless connectivity and services; these include intranet and
company database access, plus mobile office applications such
as file transfer and workgroup applications. The key vertical
applications in this category include operational and automation
applications, such as sales order entry and dispatch. Other integrated vertical applications may serve specific sectors in a growing number of consumer, education, and healthcare markets.
Key drivers for business-oriented applications and services are:

Basic connectivity to the Internet or corporate network


access to more than specific applications.
Ability to set up and install communications access quickly
and in areas where fixed line access is not readily available.
Enabling of remote access while mobile.

Some of the application areas where wireless mobility will


add value include the following:
BUSINESS APPLICATIONS. Mobile office and intranet (internal
company Internet) applications are essential for business and
corporate users. Business users are usually the highest spending and highest usage market segments.
The initial demand for wireless services will likely be generated by the business and vertical (specific industry applications that solve a business problem) sectors, because business
customers have the greatest need for the high-speed services.
These services need to be time-critical (existing business users
are frustrated by the slow speed of cellular data). It is also easier to justify a financial benefit for business users compared to
residential (entertainment) users.

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Business users have the greatest need for applications such


as file transfer or email with attachments using mobile (location independent) delivery. These applications could be significantly improved by the increase in data speed as offered by 3G
wireless systems. Mobile data applications are already being
used in specific types of companies, such as utilities, to operate and maintain critical facilities. Companies that use mobile
data for these applications are committed heavy users.
VIDEO CONFERENCING. Video conferencing combines dedicated audio, video, and communication networking technology
for real-time interaction. Companies use video conferencing to
reduce or eliminate travel while allowing employees to interact.
New applications such as Microsofts NetMeeting, offer
conference attendees at two (or more) locations real-time voice
and video conferencing. In addition, many video conferencing
applications include collaborative application sharing (for
shared presentations), multiperson document editing, background file transfer, and a whiteboard (real-time shared interactive displays) to draw and paste on. The projected lower cost
and high-bandwidth capability of next generation wireless systems will allow more cost effective and portable video conferencing services.
Figure 4-10 shows a wireless video phone product concept
by Nokia. This video phone can both send and receive images
via high-speed wireless systems.

FIGURE 4-10

Wireless video phone. Courtesy of Nokia.

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REMOTE CORPORATE NETWORK CONNECTIONS. Remote corporate network connections allow company employees to
access company networks and receive services (e.g., rapid file
transfer) as they would experience if they were located (working) at the corporation. The rise in virtual corporations has
resulted from increased worker productivity, reduced facilities
costs, and satisfaction of environmental and regulatory requirements for reduced number of commuters. It is estimated that
over 7 percent of all workers in the United States spend at least
some or all of their time as teleworkers. This growth in the
home-based work environment has been a major driver for
home and business network interconnection speed.
BUSINESS KIOSKS. Business kiosks are remote locations for
business retail centers. Business kiosks may be unmanned or
satellite offices that require connection to a head office or
stand-alone information centers that require periodic information updating.
The use of business kiosks allows companies to expand
their market territories without significant risk or capital
investment. By utilizing wireless data connectivity, kiosks can
be installed quickly and at low cost.
Public Internet Kiosks are a type of pay phone booth that contains a computer terminal that can access the Internet. For a nominal price, a customer can check email or browse the Internet.
Most public Internet kiosks are scattered throughout public places
such as airports, train stations, convention centers, hotels, office
building lobbies, and shopping malls. These public Internet kiosks
can be used as a media center for information services.
Internet kiosks can be multipurpose or adapted to satisfy
specific needs. They can be used as automated teller machines,
travel service providers, ticket centers, and to provide other
business services.
In 1998, there were approximately 10,000 kiosks in the
United States, and the number is expected to rise to more than
100,000 by 2002. The typical cost of a kiosk is $35,000 to
$55,000, in addition to monthly space rental fees.*
* Summit Report.

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CUSTOMER CARE. Customer care is the process of answering


customer questions about a companys products or services. It
is estimated that over 65 percent of the cost of providing customer support service originates from simple product and
billing questions.*
The cost of customer service is greatly reduced and customer satisfaction is dramatically improved as customers and
suppliers are able to satisfy their information need via the
Internet. Furthermore, the capabilities offered by 3G wireless
Internet provide for even greater flexibility and convenience
from the field. The information gathered from the areas regularly visited by a browsing customer allows companies to promote similar products and services to them.
DOCUMENTATION MANAGEMENT. Documentation management includes the capture, storage, organization, and coordination of access to large amounts of text and image
information. This information may be stored at one or more
locations and the information may be accessed or transferred
to display devices (terminals), printers, or other repositories
(for long-term storage).
Documentation management allows manuals, procedures,
specifications, and other vital information to be instantly
accessible by authorized employees. Documentation management can save a company a considerable amount in printing
reproduction costs, because all documentation is digital rather
than paper.
FIELD SERVICE. Field service personnel interact with clients
or equipment in the field. This personnel has traditionally had
limited access to company materials. Using 3G broadband
communications systems, field service personnel can access
documents (e.g., company catalogs and service manuals) and
example procedures (e.g., video clips), capture information
(e.g., using a digital camera to record an insurance claim), and
obtain assistance in the repair of equipment (e.g., connect systems for remote diagnostics). Figure 4-11 shows a personal
* Interview, Steve Kellogg, 6 May 2000.

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FIGURE 4-11 Personal digital assistant, the Nokia 9210 Communicator.


Courtesy of Nokia.

digital assistant (PDA) that allows a field service representative to access various forms of media.
MANUFACTURING
Telecommunication systems have long been used in manufacturing processes to monitor and control production to ensure
quality. Manufacturing systems can benefit from wireless production monitoring and low-cost data communication systems.
Production monitoring is the process of using data devices
or sensors (e.g., video cameras and keypads) that transfer information via communications lines to keep records of physical
production. The Internet and other communication networks
are moving onto the factory floor to provide companies with an
inexpensive means to link workers and the machines they operate to remote repositories of information. Distant managers
can watch whats going on, literally, from wherever they are,

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through sensors, tiny Web cameras, and Web displays built


directly into equipment deployed on assembly lines. Previously,
these monitoring devices required physical, wired connections
that limited their routing to production managers. By using the
Internet or other wireless technologies, managers located in
distant facilities can monitor production and ensure problems
can be resolved long before the problem causes lost production
or injury to personnel. Software that integrates Internet technologies into factory operations was a small percentage of a
$4.8 billion market in 1999. Prepackaged manufacturing monitoring software is growing by 14.2 percent a year.*
TELEMEDICINE
Telemedicine provides medical services through the assistance
of telecommunications. Telemedicine does not completely
replace medical expertise, but it is critical to providing quality
and efficient health care services.
Telemedicine is a rapidly growing part of the medical information management market and is one of the largest and
fastest growing segments of the healthcare device industry. The
expected revenue by the end of 2000 is $21 billion.
In the United States, more than 60 percent of federal
telemedicine projects were initiated since 1998. The concept
of telemedicine exploits much of the state-of-the-art technology available, especially if it is combined with the growth of the
Internet and World Wide Web (WWW). 3G networks will further guarantee a wireless extension of Internet-based services
and technologies. By reducing the time spent in copying, sending, and archiving medical information, the cost of administration and insurance claim processing is reduced. Mobile
medicine will enable healthcare workers to receive supply-ondemand content in a mobile environment.
Some of the advanced telemedicine applications include
telecardiology, teleradiology, and telepsychiatry. Telecardiology
services incorporate transmission of ECG data, echocardio* International Data Corporation (IDC).
Telemedicine Information Exchange (TIE).

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grams, heart sounds and murmurs, and cardiology images, and


can be performed in both store-and-forward and interactive
media. Teleradiology is the most widely adopted of all telemedicine applications. Clinical radiology requires prompt, near
real-time transmission of still-frame images, but may also
demand live or full-motion video image communication and
display. Telepsychiatry allows psychiatric care to be conducted
at a distance to provide care more frequently to patients in outlying areas.
Telemedicine applications usually encompass computer,
video, and telecommunications technologieseach with its
own role to play in the acquisition, transport, and display of
medical information. Some of the key areas related to telemedicine include patient record management and mobile clinics.
PATIENT RECORD MANAGEMENT. Patient record management
involves the storage and retrieval of medical information related to a specific person. Patient information may be gathered
manually (such as an X-ray on film) or electronically (such as
a patient history data record). Patient record management via
telemedicine involves converting nonelectronic forms of information (such as the X-ray) into electronic forms (data files) and
managing these data files to integrate data, voice, digitized
images, or video. These files are stored in a computer and can
be transmitted to workstations at a medical center, physicians
office, or other site equipped to manage the telemedicine
information request. Rapidly transporting image data and diagnoses between clinicians and medical doctors can add substantially to improved patient care.
MOBILE CLINICS. Mobile clinics are transportable facilities
where health care specialists can treat patients. Using wireless
high-resolution video conferencing, mobile clinics in the form
of buses or vans can travel throughout rural areas with clinical
technicians bringing hospital-type facilities to remote areas.
The clinical technician coordinates communications with medical experts via wireless video conferencing consultations.
These telemedicine videoconference facilities allow hospital-based physicians to view patient wounds from a live video

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image. The traditional method requires visiting nurses to take


Polaroid photographs of wounds and forward them to physicians for review. From the snapshot, the physician assesses
how the wound is progressing and determines whether changes
in medication or treatment are needed. Using mobile medicine, visiting nurses dial the physician, forward the image in
real-time, and facilitate interaction between patients and hospital-based providers. Images can be captured and stored in an
electronic medical record. The technology can help reduce the
cost of continuing inappropriate therapy and shorten the time
between data collection and decision making.
DISTANCE LEARNING
Distance learning provides training to remote locations.
Distance learning has been available for many years and can be
categorized into public education (grades K12), university
and colleges, professional (industry), government training, and
military training segments. In the early years, distance learning
was provided through the use of books and other printed materials and was commonly referred to as correspondence courses.
Distance learning has evolved through the use of broadcast
media (e.g., televisions) and moved on to individual or small
group training through the availability of video-based training
(VBT) or computer-based training (CBT). These systems
evolved into interactive distance learning (IDL).
Distance learning relies on communication systems (e.g.,
phone lines or mail) to connect students and teacher as an
alternative to classroom training. Electronic learning
(eLearning) is a form of distance learning that is becoming a
viable option to traditional teaching methods and is poised for
major growth over the next several years.
Through the ability of broadband video and interactive
graphic technologies, students are exposed to far greater education stimulus than in the traditional learning environment.
Integrated sound, motion, images, and text all serve to create a
rich new learning atmosphere and substantially increase student involvement in the learning process.

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The rapidly changing global economy is forcing industry


professionals to continually update their skill sets. Adults may
change their occupations several times in a lifetime as technologies and skill sets become outdated. This requires continual learning for adults. Adults between the age of 35 and 45 are
the fastest growing group of college learners.* To advance or
consolidate their careers, over 5 million adults complete some
form of distance learning each year. This is one of the primary
reasons why online learning is booming, especially among
working adults with children. Distance learning via broadband
connectivity allows adults to attend classes in the comfort of
their living room or study, at their convenience.
Many online universities, including training and professional specialty course programs, are catering to the rising
demand of industry to deliver skill-development courses to the
desktop at remote locations. These schools offer Web-based
professional certificates as well as associate and bachelors
degrees that are built around a solid core of business and computer classes. Companies rely on these certificates to ensure
employees are qualified for their new jobs.
In 1999, most online classes did not require that students
have the latest high-powered computer. However, they did
require Internet access (via low-speed analog modem). These
distance learning courses were provided using low-resolution
graphics or slow-scan Web video. As broadband services
become more available and cost effective, it is predicted that
distance learning courses will evolve to use high-resolution
services such as high-resolution video conferencing. Online
distance learning courses can be accredited by regional accrediting agencies or via the Distance Education and Training
Council.
PUBLIC (K-12) EDUCATION. Elementary education involves
developing fundamental skills in children and young adults.
Elementary education is normally funded and managed by gov* Adults 3545 the most rapid growth education market.
Over 5 million adults complete distance learning courses each year.
Interview, industry expert, 6 May 2000.

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ernment agencies. It is the goal of many public education programs to provide the same education opportunity to all the
members of a society, regardless of the economic status of its
students or the demographic structure of a community.
The economics of traditional public education systems limit
the offering of specific courses to regions that have a sufficient
density of students. To ensure that each student can be offered
the same education opportunities, distance education can offer
more courses to each student. Distance education also allows
students to interact with other students with similar interests
and needs at remote locations. Distance learning applications
delivered through the Internet can provide access to standardized courses that provide equal education opportunities to
most students. Additional e-books will provide students the
ability to carry a single book.
By the end of 1998, approximately 89 percent of all public
secondary and 76 percent of elementary schools in the United
States were connected to the Internet. Since then, public schools
continue to make progress toward meeting the goal of connecting
every school to the Internet by the year 2000. (In 1994 only 35
percent of public schools in the United States were connected to
the Internet.) In addition to having every school connected to the
Information Superhighway, a second goal is to have every classroom, library, and media-lab connected to the Internet. Schools
are making great strides to achieve this; and in 1998, 51 percent
of instructional rooms in public schools were connected.*
Connection speed is one of the key determinants of the
extent to which schools make use of the Internet. In 1998,
higher speed connections using a dedicated line were used by
65 percent of public schools. Additionally, large schools with
Internet access are more likely to connect using broadband
access technology.
COLLEGE AND UNIVERSITY EDUCATION. Since the Internet
was pioneered at universities to facilitate information sharing,
its not surprising that an increasing number of them are cre* U.S. Department of Education; National Center for Education Statistics.
U.S. Department of Education.

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ating Web-based universities. By 2002, 85 percent of two-year


colleges (in 1999 there were 847 two-year colleges in the
United States) are expected to be offering distance learning
courses, up from 58 percent in 1998. It is projected that over
80 percent of the four-year colleges (in 1999 there were 1,472
four-year colleges and universities in the United States) will be
offering distance learning courses in 2002, up from 62 percent
in 1998. Many of these will be Web-based. To put this into perspective, there are 15 million full- and part-time college students in the United States, of which an estimated 90 percent
are online, representing by far the most active single group on
the Net. Moreover, in 1998, 21 percent of these students purchased $900 million in goods and services online.*
It is estimated that 93 percent of distance learning programs in American colleges and universities use email and
almost 60 percent use email in conjunction with the Web.
When distance education is offered, campus visits are not
required for most programs. Learners register online each
semester and may take single courses for personal enrichment
or opt to enter a degree program. Textbooks and class syllabi
can be mailed to learners. Online classes run typically on a 16week semester schedule, beginning and ending at the same
time as on-campus classes. Students read their textbooks and
visit online message boards weekly, posting class comments or
questions whenever it is convenient for them. The back-andforth commentary on the message boards simulates a classroom discussion. Midterm and final exams are usually taken
under the watchful eye of an approved proctor at a local college, library, or human resources training center.
PROFESSIONAL. Because technology and business processes
are constantly changing, professional education is developed and
provided by companies to keep their employees competitive.
Training budgets range from 1 to 5 percent of a companys gross
sales, and a growing percentage of these funds are used for distance learning courses.
* e-Marketer; Student Monitor LLC.
The Survey of Distance Learning Programs in Higher Education, 1999.

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GOVERNMENT. Providing education for government workers


is necessary to ensure that information-intensive systems (such
as tax collection) can operate effectively. In the United States
in 1999, there were more than 3 million government workers.
The average government worker receives 1 to 2 weeks of training per year to learn software and technology systems, standard
processes, and to develop leadership skills. This results in a
requirement of over 5 million weeks of training. To minimize
the costs of travel and lost time, many government agencies
use distance learning programs to reduce training costs.
SECURITY VIDEO MONITORING
Security video monitoring applications help to visually assure
that valuable assets are not eroded or destroyed by unauthorized users. Traditionally, security video monitoring was limited
to on-site video monitors that security personnel viewed as
either videotapes or as real-time images. The introduction of
low-cost digital video cameras and data connections allow for
the remote location of video cameras. When these cameras are
connected through the Internet, they are called Web cameras
(WebCams.)
At the end of 2000, there were already in excess of 100,000
public WebCams in operation throughout the world* and private video monitoring systems have millions of privately
installed video cameras. Although many of these video cameras
are connected by wire, some are connected by wireless links.
The key applications for wireless security monitoring
included traffic management (traffic cams), public access
monitoring (public safety), law enforcement (cameras on
police cars), and other applications that require a camera at
remote locations where wired connections are not practical or
where mobility (video monitoring while moving) is important.
Figure 4-12 shows the video camera that is normally
mounted in police cars. Using high-speed wireless systems,
images from police cars can be monitored at a central facility.
This may dramatically increase the safety for police officers.
* APDG Research, Broadband Applications, 31 December 2000.

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FIGURE 4-12

Mobile data terminal. Courtesy of Motorola Inc.

C H A P T E R
F I V E

BILLING AND
SECURITY ISSUES

oice-based wireless devices may have started out as new


and exciting technology but their success was partially due
to their ability to connect to the old dull technology of landline
telephones. Imagine what would have happened if early cellular phones were only able to call other cellular phones. Who
would these early users have been able to call? Perhaps the
only other users would have been a very small and exclusive
club of executives with a habit of traveling in remote places. Its
clear that cellular devices and service would not have been very
useful to mainstream society. (Unless you consider the value
generated by keeping the boss entertained while out in the
boondocksuseful for some, Im sure.)
The CB radio is a good example of a device that is limited
to communicating only with other CB radios. CBs are relatively cheap to buy and free to talk onno roaming or per
minute usage fees. But they dont offer the best value because
you cant reach everyone you wish to speak with, those you do
try to reach arent always on, and privacy doesnt exist. This
points out the need for interconnections and the ability to convert from one protocol or system to another.
Its relatively easy to create concepts for cool new devices
and services but regardless of how cool and unique a device or
service, the value comes from the ability to connect and communicate to others.

153
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Metcalfes law is the theory that the value of the network


increases exponentially. If you double the size of the network
(lets say from a network that serves 1,000 users to one that
reaches 2,000 users) you more than double the valueyou
actually quadruple the value of the network.
Imagine if someone were to approach you and offer to
switch your Internet service to one that was half the cost. The
only difference would be that this cheaper service could only
reach half of your current network. Would you be willing to
switch? Most likely you would not.
This is why both the telephony system and the Internet
continue to grow in both users and valuethe greater the size
of the network the greater the value.
Dr. Robert M. Metcalfe, inventor of Ethernet, founder of
3Com Corp. and columnist for Infoworld. Dr. Metcalfe together with D.R.Boggs invented Ethernet back in 1973 while working for Xerox Corporation in their Palo Alto Research Center
(PARC). PARC was also involved in the invention of the PC
and Graphical User interface; however, it was not the place
where these innovations were developed into successful commercial products. Ethernet, the name for Local Area
Networking (LAN) technology turned PCs into communication tools by linking them together into a common network.
In 1979, Metcalfe left Xerox and founded 3Com Corp. (so
named for three wordscomputer, communication and compatibility) for the purpose of promoting PC LANs and
Ethernet as the standard. Metcalfe was successful in bringing
together companies such as Digital Equipment, Intel and
Xerox and made Ethernet the most widely used LAN.
Metcalfe retired from 3Com in 1990 and embarked on a
career in journalism that led to his writing a weekly column on
networking, From the Ether, for Infoworld. It was in this
forum that he published From the Ether: A network becomes
more valuable as it reaches more users; Infoworld Magazine,
October 2, 1995. This article set forth the principles now
known as Metcalfes Law.
This law is very important to the growth and adoption of
wireless Internet. The premise that the network value grows by

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the square of the size of the network does not discriminate by


device or access method. The number of network users can be
a combination of various access devices using various access
technologies, each with their own network speeds. The sheer
number of wireless Internet mobile devices forecasted to be in
use in the future creates the yet another source of network
growth and source of value for all users of the network.

METCALFES LAW IN REVERSE


There is a growing trend among wired and wireless services to
split the Internet into isolated mini-networks and gain an
advantage in directing and controlling users activities. This
technique is called the Walled Garden approach in that the
user is allowed access only to a limited area under the control
of the service provider. While giving the appearance of advantage to the smaller closed network that can choose what content and services the users are able to interact with, the reality
is that the mini-network loses value exponentially.
Examples of attempts to split the Internet into smaller isolated networks include:

The early days of email. Early email providers resisted giving


send/receive access to users of other email systems.
Instant messaging systems. Closed IM systems such as AOL
IM have repeatedly blocked efforts of smaller IM systems to
interconnect users of various competing IM systems.
WAP portals. Many wireless carriers have created WAP services that are only able to access sites offered by the carrier or carrier friendly providers. By locking the device settings or WAP
server settings other sites are blocked from access even when
users know and attempt to enter the competing WAP URLs.
Blocking or banning the ability of other sites to link to specific
pages on another site (deep linking) requiring users to access
content only via the original homepage links. Some content
owners want to block any traffic that does not originate from

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their marketing efforts while others welcome official or unofficial affiliates that point to their site.
The effect of Metcalfes law in reverse reduces value for all
parties involved. The networks users lose the value of a larger
more complete network. The networks not only lose value individually but as a (now separate) group as well. Because of
Metcalfes law, the largest network always wins over smaller
networks even when the smaller network initially offers value
creating features or benefits. As the larger networks grow, the
value of the sheer number of reachable users, services and content ultimately favors the larger networks. Since the Internet is
the largest network of them all, it will not only eventually win
over smaller proprietary networks (wired or wireless) but the
wired internet and wireless internet will only benefit each other
as they join together into a common network.
Attempts to create walled gardens of content and services
for wireless Internet users have failed (and even been declared
illegal) in many European and Asian countries. Service
providers will only succeed in creating long-term value by
focusing on quality of services instead of limiting access to
other perhaps better services.

WHO CAN I CONNECT WITH?


To increase the number of contactable users available and
reachable on a network requires the ability to be able to reach
others on different systems with different devices using various
protocols. The voice telephony system in the United States
today uses something called the SS7 layer as a common
method that all phone systems can use to transport voice calls
from one system to another. The same common connection for
Wireless data does not yet exist but is critical for growth of the
wireless Internet. This interconnectionubiquitous availability to communicate across networks, protocols, and media
typeswill create the critical mass of users necessary to add
value to the network. Superior technology that does not inter-

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157

connect to legacy systems will offer limited value due to the


smaller network size and limited connections to other users
who do not have the same device or service.
Some systems allow for data to be sent but do not yet offer
a way to reply in kind. This inability to reply suffocates innovation and adoption of new features and systems. For example all
digital phones are able to receive a text message but not all
have the required software to reply. Cellular phones on one
carriers system do not currently have the ability to send or
receive text messages from phones on other systems.
Proprietary technology only works if it allows for interconnection. Many new features have these same issue and therefore must start out focused on a niche marketa community of
some type, like a workgroup, service tech group, plumbers
union, or some other closed group that can all agree to use the
technology. Nextel is an example of a service that mixes general
access with private group access. Nextel wireless services offer
a unique service that allows the user to communicate with others in a group by simply pushing a button and speaking. This
push-to-talk feature is great but only works if the others you
wish to contact have the same device on the same network.
The Internet is all about access to anything and everythingthe Wireless Internet must offer the same broad access
but Wireless Internet data will need to be altered to fit users
needs in terms of technology, device, and environment.

UNIVERSAL MESSAGING
HAVE IT YOUR WAY
The history of voice telephony has had little differentiation
local versus long distance, similar input and output devices
voice in, voice out. We spoke with our mouths and listened
with our ears. A louder handset for the hard of hearing, a tape
recorder for storing the data, and eventually the ability to
share voice with more than one person was as innovative as
it got (and this hampered by the fact that no one seems to like
being put on speakerphone).

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The ability to visually present data changes everything: It


increases the methods of input as well as allowing for various
types of output depending on the receivers current situation
and preference.
Cellular phones and PDAs are improving in many ways to
better accommodate the Wireless Internet. While some devices
opt for a qwerty type keyboard, others have operating systems
that allow the use of stylus or pointer devices to navigate and
input data. All have increased display size and resolution, and
many have added color as well.
Its easy to find examples of situations when voice is not the
most convenient way to communicate detailed information
quickly and discreetly. Imagine you are in an important meeting where the speaker has gone over the time limit, yet it would
be seen as rude to leave the room. The problem is you are
expected to meet your spouse at a restaurant and it looks like
you will be delayed by about an hour. The information you
need to communicate to your spouse is essentially:
Hi honey! Look, Im still at work in a meeting thats running late and Im not sure when this guy is going to shut up
and let us get out of here. Can you please call the restaurant
and move our reservation back an hour? If I can escape this
snore fest and avoid my boss on the way out of the building
Im sure I can make it by then OK? Love you Buttercup!

Given the choice to make a wireless phone call or send a text


message to adjust your dinner plans, what would you do? If you
were my co-worker, I sincerely hope you would choose the text
method. Im sure we can all agree that work environments can
become uncomfortable when co-workers allow personal phone
calls to be overheard and share too much personal information.
Mobility combined with nonvoice data creates a need for
the user to choose the preferred input and output for each
communication situation. Data can be manipulated in more
ways than pure voice and still communicate most if not the
entire intended message. Data such as text, graphics, and video
can be filtered, shortened, condensed, and reformatted to better fit the output device.

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Universal messaging has a history of being defined to


include only what a given vendors solution currently includes
a system that allows the user to combine voicemail and email
might be called universal messaging even if it does not truly
allow the sender to leave a voicemail that the receiver can read
over email. Instead the system might send the voicemail as an
audio file to the receivers email inbox.
True universal messaging includes the ability to convert
inputs such as voice and text into the output preferred by the
receiver. Content that is visualphotos and video clipswould
not be converted into text but may someday be summarized by an
intelligent software program that could better describe the content. This is a 20-second color video clip that shows a group of
children blowing out candles at a birthday partyso that the end
user can choose whether to view it, save it for later, or delete it.
Possible conversions include text-to-voice, voice-to-text,
email-to-fax, video-to-still images, and many other combinations, such as condensing text and then converting it to voice.
Digital also adds the ability to sort, search, match, and store all
types data.

OK, NOW WHOS GOING TO


PAY FOR ALL THIS?
Billing is one of the more important variables that will impact
the success of a Wireless Internet. It will be increasingly
important to have multiple billing models to suit a wide range
of users. Users will vary demographically, geographically, by
access type, and by media and content type as well as by the
need to have billing information filtered or summarized. Billing
not only provides access and content providers with a source of
revenue but it will increasingly provide detail that helps to
determine which type of content is offered and promoted.
The early days of Internet revealed its inherent difficulty for
billing. The Internet was (and still is, to some degree) synonymous
with free. Users only pay for access; most content is free. It is difficult to assess value of content because users of content do not

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always agree about what is valuable and what is not. We can


assume that those who visit a particular site receive value from it,
but it is still hard to quantify that value in terms of dollar amounts.
The concept of value isanything is worth what the market
will bear. The early Internet was more like an open warehouse
than a storeyou found what you wanted and took as much of
it as you liked. Because the content was in digital format, you
could take as much as you wanted and still leave the same
amount for another guy. The supply was virtually endless: A digital content inventory doesnt get depleted except in terms of
availability via an access channel. If too many people try to take
outor downloadcontent at once, you have the equivalent of
waiting in a checkout lane. Bandwidth limitations place the only
restriction on what can be downloaded from the free Internet.
Because there was no system in place to request money in
exchange for content, it was difficult to determine if the content
was worth one cent or one million dollars. After all, its amazing
what people will take when its for free! Originally, this didnt
bother the content-creation guys; they all thought that they
would make money later, after everyone was hooked on the idea
of getting content from their particular shop. Branding was the
byword, and the great World Wide Web was an open shopping
mall of opportunities. Unfortunately, this didnt work too well.
Giving content away cost an amazing amount of real money.
ENTER

THE

CASH REGISTER

Billing is not only a challenge in terms of method of payment


but it is an important part of the adoption process. Billing and
the pricing model used for selling content and services need to
adapt to the evolving product lifecycle. The degree of experience and acceptance level of the target market calls for a varied approach when pricing new content and services. There are
three basic billing/pricing philosophies:

Free
Flat rate (all you can eat)
Usage based (ala carte)

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FREE. Someone else pays for what the users get. Maybe its
the content owners who forego payment in hopes of some
other future value, or sponsors might help defray costs via
advertising. This method is great for encouraging trials, but it
is difficult to sell that which had been free yesterday. Weve all
encountered free stuffremember those home cooked meals
as a kid? What do you think would have happened if mom
decided to start charging you after all these years? Can you
imagine your dad charging companies to advertise to you during dinner in an attempt to defray household expenses?
FLAT RATE ACCESS, ALL YOU CAN EAT OR BUCKET PLANS. These
plans offer either unlimited access or at least more access than
the service provider thinks you are likely to consume. The
advent of the bucket plan rocked the cellular industry by giving users a large enough bucket of voice minutes so that they
became less sensitive to the time spent on wireless calls.
Price is not dependent on how much is consumed. Light
users subsidize heavy users and everyone pays the same entry
fee. These plans are great for heavy users who worry about
going over budget and want predictable expenses. These pricing plans are bad for light or infrequent users who dont want
a periodic fee for less frequent usage.
These plans have worked well for voice in large part
because everyone understands how much they might usenot
everyone is sure of how much they will use new data services.
For this reason, flat rate plans can be bad for encouraging
a trial of new services when end users expect usage to be low.
Its hard to assess how often youll use new content or services
until you have tried them for a while. But who wants to pay for
the month upfront before you know? Difficulty in canceling
subscriptions adds to the barrier for new services. Flat rate or
bucket plans are great for encouraging the trial of new services when end users expect usage to be high or for frequent users
after they become familiar with typical usage and want to control costs.
ALA CARTE OVERTURNS THE BUFFET. Usage based billing isnt
only about volume but will increasingly be about quality, speed

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and privacy. Voice telephony has historically been incredibly consistent in terms of quality. Weve not really had the need to think
of what level of quality we desired when making a voice callthey
were all essentially the same. The future will offer many new
choices for voice and data quality as systems will be increasingly
varied, each with its own particular application and price points.
Users needs are very diverse and willingness to pay is widely varied. Similar versions of content are already billed differently in media other than the Internet: One might pay $75 to
attend a concert in person, $40 for a pay-per-view showing on
TV, $30 for a recorded videotape, $20 for the CD, or choose to
listen to the same songs on the radio for free.
Although no one would argue that the concert is likely the
best quality, not all users are able or willing to attend. They can
still find value in alternative methods of accessing an artists
content. The same will be true in the Wireless Internet world.
Some will be willing to pay for multimedia news clips that show
full-motion video highlights of the news, sports, and weather.
Others may opt for a less expensive voice and still-image version or a free simple text version.

M-COMMERCESECURITY PAYS OFF


Providing secure payments and protecting the privacy of an
individuals personal data is critical to the growth of mobile ecommerce, also known as m-commerce. M-commerce may
someday provide a true alternative to cash and make purchasing items as easy as hitting a few keys on the keypad of your
Wireless Internet device.
One of the most important issues to overcome in the area
of m-commerce is fraud. Its easy enough to prove payment in
the physical worldcash works well and credit cards have
sophisticated protection schemes to protect both the holder
and the merchant from unauthorized use. Over the Internet,
its quite a bit harder to confirm the identity of the entity that
is attempting to complete a purchasemerchants are unable
to ask for a photo ID or some other proof that the identity of
the person requesting the purchase is correct.

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One solution may be biometric identification. Biometrics


involve the use of technology that can identify unique attributes of an individual, such as a fingerprint or a scan of the
face, to be presented as proof of identity. The user might
have a fingerprint scanner built into their Wireless Internet
device. This scanned image would be transmitted to the merchant, who would check it against a secure database of fingerprints. If the user has registered in this database, and the
information matches, the merchant would allow the purchase to proceed.
SECURITY AND PRIVACY
Technology and the evolution of communications networks
have been phenomenaltruly the kind of advancement that
can leave users gasping in astonishment. Unfortunately, not all
of the amazement is positive. Users are increasingly shocked
and concerned about the lack of privacy and security in our
increasingly digital world.
Whereas the majority of users are essentially unconcerned
about privacy, a growing number of consumers and pro-privacy
organizations are pushing for protection. In most cases its individuals who want privacy and companies, governments, and
other large organizations that want to violate iteven though
this is typically done in the name of marketing, law enforcement, or even customer service. Most consumers are unconcerned because they feel they have nothing to hideas long as
there is nobody walking in the front door with a camera crew
people feel they have nothing much to worry about.
PRIVACY VERSUS ANONYMITY. Privacy has historically been
something that a consumer could control to a great degree by
simply choosing to whom to reveal information. Even the act of
leaving your home to go shopping presented a situation where
you could control who you greeted and gave your name or other
personal information to. Even the time of day you chose to go
shopping impacted who you might run intogoing to the grocery store late at night limits the type of people who would be
likely to see you. I once knew a teacher who would go shopping

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late at night so that she could avoid having any of her students
observe her buying beer and cigarettes: She protected her privacy by controlling her actions.
This attempt at privacy didnt render my friend anonymous; privacy and anonymity are often confused because their
purposes overlap considerably. Dictionary.com defines them as
follows:

Privacy. 1a. The quality or condition of being secluded from


the presence or view of others. 1b. The state of being free
from unsanctioned intrusion: a persons right to privacy. 2.
The state of being concealed; secrecy.
Anonymity. The quality or state of being unknown or unacknowledged. One that is unknown or unacknowledged.

Anonymity can be used to reinforce privacy, however both


are actually very difficult to achieve in todays society. Even
those of us that are not movie stars or well-known celebrities
place a high value on our privacy and ability to occasionally be
unknown to those around us.
DATA COLLECTION
Often the first stage of an intrusion of privacy is data collection. If the information doesnt exist its hard to violate ones
privacy. Whereas most individuals wouldnt bother to go out
and gather this information, companies do this all the time,
often with our help. Grocery store loyalty programs are a good
examplewe willingly sell our name and other personal info
along with a complete record of what we purchase and when.
There are many automated forms of data collection todayfrequent flyer cards, toll tags, credit cards, and phone bills. The
Wireless Internet will increase the amount of data that can be
collected. Initially this data will not be very personalstock
quotes, news, weatherbut as devices and networks evolve to
enable more sophisticated applications and services, security
will become an important concern and impact the growth of
the Wireless Internet.

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DATA STORAGE
The next stage in the possible invasion of privacy is data storage.
Data storage is becoming cheaper and cheaper. This is a great
thing when consumers want to store personal content like digital pictures, tax records, and other accounting info. The bad
news is that data storage has become so cheap that there is little incentive to throw data away. The majority of these systems
are built to collect and aggregate data automatically, without
much emphasis on error checking or data correction.
Data, both correct and incorrect, can now live on forever
errors in credit reports, medical histories, purchases, and travel records can all be accessed long after you have forgotten or
even knew of them. Trails and histories of what actions took
place and what content was accessed or requested become
almost permanent. The digital world is unlike the physical
world in that it doesnt forget the past until told to erase it. In
the physical world one can be reasonably assured that eventually nobody will remember you ever visited that unique store
or alternative nightclub back in college. Now, however, there is
a digital trail back to those questionable Web sites that lives
practically forever. (Or until someone deletes it, which could
take even longer.)
DATA ANALYSIS AND PROFILING
Software is getting better and better at slicing and dicing and
turning data into information. Databases can help companies
build profiles of user behavior based on billions of statistically
analyzed data points. Data fusion is also a popular way of adding
value to data by combining two or more data sources. Your shopping history could be compared with your medical records to
reveal a statistical correlation between your rising weight and
your purchases of ice cream and snack foods. Processing the
records of others with similar histories could result in a profile
that companies could use against you. Imagine, while in line at
the checkout counter, you happen to get a wireless email from
your health insurance provider threatening to cancel your coverage unless you put the Ben & Jerrys back where you found it!

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The very fact that Wireless Internet use will create another
source of consumer data is troubling when we look at the
money that is going into creating this system. The cost of new
networks and services can be at least partially alleviated with
revenue gained from selling this personalized data to companies that are experts in data fusion and profiling and that specialize in processing and selling consumer information.
Wonder why more consumers havent revolted and refused
to participate or even understand what is happening to their
data? Weve been bought off with the convenience and savings
that these loyalty programs and electronic systems offer. Until
consumer awareness of the potential dangers increases most
will likely continue to sign away bits and pieces of personal data.
We believe it will take a series of high profile abuses of personal data before many consumers will trade off that grocery store
loyalty card 20 percent discount on soda and chips in exchange
for greater privacy.
PERSONALIZATION GOES BOTH WAYS
Personal computers that access the Web open the door to
intrusion, but the Wireless Internet will likely produce more
valuable data because most devices can be tied to a person and
not just a household or fixed work location. The fact that content destined for a wireless device is most often altered and filtered to conform to smaller screens and limited navigation
provides even more specific data than PC surfing would generate. A PC data trail may only show a visit to a Web directory
page that contains listings for entertainment; the wireless
device would likely go a level deeper and reveal that a user was
looking at listings for gambling entertainment. Location-based
services will also add another layer of very valuable informationthe history of exactly where you have been for how long.
Because technology and the data generated can be used for
legitimate purposes as well as abused, we will likely not see this
process of collection, storage, and analysis disappear. It may,
however, eventually come under the guidance of laws and regulation that limit the potential for abuse.

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Solving consumer privacy and security issues is key to


enabling growth of the Wireless Internet as applications
improve and become more personal. The current content
accessed most commonly via wireless devices is not very personalstock quotes, weather, general news, and the like. But
future applications will enable transactions and inquiries into
personal records like bank accounts and medical recordsdata
that is personal and damaging in the wrong hands.
Surprisingly, the U.S. constitution does not currently guarantee privacy, unlike in Europe where the E.U. constitution
actually guarantees a level of privacy. Many other countries
have no similar laws, and in an online world where boundaries
blur, even the existing laws can be hard to enforce.
FREEDOM

OF

EXPRESSION

The right to privacy online is linked essentially to ones ability


to control disclosure of personal identity. This ability to control
access to your identity is easy in the physical world: We not
only decide who we interact with but our personal details are
not often in danger of exposure during simple activities such as
walking around town. We normally do not even provide our
names unless requested (unless at a conference where no one
seems to mind wearing name tags with our personal and company info for all to see). In the Internet the opposite is true
almost anyone willing to invest a little bit of effort can easily
uncover the digital footprints left on any site youve visited at
any date in the past.
This ability to control and hide ones identity is critical in
maintaining a society that is capable of protecting freedom of
expression. When government or other organizations decide
that simply visiting and viewing certain information sites is a
threat, the possibility of censorship takes away one of the most
important powers of the Internetfreedom of expression.
Individuals with differing political, religious, or lifestyle beliefs
can use the power of the Internet to protect and educate others without the fear of censorship or punishment only if privacy is allowed. The transparency of the Web can be unforgiving,

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but never a complete picture of the whole story. Historical data


that shows mistakes in an individuals past may not include
enough of the data needed to paint a true picture. (PS: Will
someone please tell the insurance company that the Ben and
Jerrys Ice Cream wasnt for me and that my increased weight
is really in error. They recorded my weight in kg instead of
pounds; besides, I really have been hitting the gym, I just
havent swiped my card every time, OK?)

PROTECTING CONTENT
Not all the security focus is on protecting the user of the
Wireless Internet; plenty of activity is aimed at protecting the
content that users are accessing. Much of the content initially
available over the Wireless Internet has been that which is available on the fixed Internetfree but not always of great value.
Studies show that Wireless Internet users are not eager to
pay for the same content they can get for free on a PC. A large
opportunity does exist to deliver content that users would be
willing to pay for, but methods of securing this content are
needed. In a physical distribution world the methods of protection are clearpay for it and they let you leave the store
with it. What you do with it after that is typically up to you
(within reason).
DIGITAL RIGHTS MANAGEMENT
Digital Rights Management (DRM) focuses on methods of protecting content from theft and unauthorized distribution.
DRM gives digital content publishers the ability to securely distribute high-value content such as music, books, photos, and
videos in a manner that controls access and distribution. This
control is central to protecting the creators and publishers
ability to collect payments for their work.
The public has not only become used to the idea that anything found on the Internet is free but many have also shown
that they will disregard copyright protection if it is convenient
to do so. Software piracy has been an issue since the advent of

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the personal computer. Unauthorized music distribution via


Napster and similar programs has been one of the fastest growing activities on the Web.
DRM is a system that controls and restricts access to the
content. Authorized users may be identified individually, as a
group, or even by the device used for access.
Content must first be encrypted or encoded to block unauthorized access. When a file is downloaded or accessed, the
DRM software performs an identity check and decides if access
has been paid for and authorized. If the rule for payment has
been satisfied the software then unlocks or unencrypts the
file. The file may then be accessed and used within certain
parameters based on the arrangements made at time of payment. User access rights may vary just as they do in the physical worldvideo tapes may be rented and available for limited
time periods or purchased for viewing at will.
Some DRM systems lock content to a particular access
device and prevent the file from being copied or moved without authorization. Each device must have a unique identity
code or serial number that is unchangeable and stays with the
device for its useful life.
Files can also be watermarked and digitally encoded with
information that identifies the authorized user and a record of
not only when the file was transferred but what rights were
granted to the user. Files that are illegally copied can be traced
back to the source that was given original access.
Some of the challenges that DRM must overcome include:

Ease of use. DRM will require some type of client software on


the access device, and consumers may not be willing to adopt
any software that limits the use of content too severely.
Persistent protection. Limitations may be placed on the length
of time or number of times a file is authorized for use. In
other wordsthe music you purchase digitally today may
have an authorization that expires after several years or a set
number of plays.
Device and other sharing limitations. Consumers are used to
the right to give away or sell items that they have previously

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acquired. DRM makes this difficult. Fair-use laws exist that


allow the purchaser to make copies of music or videos for
personal use (i.e., a consumer can purchase a CD and legally make a copy to play in a Walkman tape player). DRM could
limit a consumers fair use of the content.
Consumers may insist on keeping the right to transfer ownership to others in much the same way as they would other
licensed content. Books and CDs are examples of licensed
content that an individual can give away or sell after they are
no longer wanted. DRM may impair those ownership rights.
While DRM presents us with certain challenges it will also
create new and useful benefits.

Sticky availability or hope for the cluttered. We all have those


friends who despite help and many items from the organizer
store have a unique ability to lose or misplace almost anything of value. DRM would allow users to simply provide a
username and password (or perhaps fingerprint for those
with poor memory) and gain access to all the content they
have rights to even if the playback devices are all hiding
somewhere in the closet or under the bed. Imagine how
much peace and harmony could exist between teenage siblings that no longer have to argue that the other borrowed
and lost their favorite CD/MP3/Movie/Game cartridge etc. A
Staggering thought indeed.
Super distribution. One of the more interesting benefits of
DRM will be the possibility of super distribution. Super distribution is the ability to transfer content from person to person in a digital format while accounting for payments back to
the publisher.
An example would be a user who has paid for and downloaded a music file; another person wanting that file could
transfer payment information and authorization back to the
network DRM system and receive an authorized password
allowing the receipt of the file from the friends device. The
person who originally downloaded the file may be given a
small commission or credit in exchange for assisting the

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authorized distribution of the file. In this system, it becomes


possible for a service provider to collect payment not for
delivering the content but for simply issuing authorization.

A FINAL WORD
As you can see there are many issues that will impact the adoption of the Wireless Internet regardless of which protocol is
used or how cool the devices look. Some of these issues, such
as security and privacy, will be partially sorted out in the PC
world but mobility will add a layer of complexity that the Wired
Internet industry has not yet begun to tackle.
The dot.com era has certainly reminded us that no matter
how cool and interesting the technology, the talk will eventually turn to how to make it profitable. Content that has value
must be protected from unauthorized use and copying.
Mobility will challenge how pricing can be structured, bills presented, and revenue gathered in ways that do not inhibit trial
and adoption.

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C H A P T E R
S I X

COMMUNICATION
PAST AND FUTURE

he future is about communication, but communications


has always been the future!
No one would argue that the Internet has forever changed
our lives. We are still inventing new ways to communicate over
the Internet, ways that will continue to change how we live and
do business.
If there is one thing we can count on in the future it is the
need and desire for humans to communicate and share information. Throughout history we have seen countless examples
of how far people will go to record and communicate thoughts,
ideas, and useful information. One of the most obvious desires
of mankind has been to communicate with as much detail, efficiency, and emotion as possible.
Cave painting imagery could tell an entire story regardless
of the viewers spoken language. Text-based books have been
instrumental in the transfer and preservation of knowledge and
understanding across cultures and continents. Music has
evolved from simple human-created rhythms to complex electronic works that communicate emotions and set moods in
ways that words and pictures cannot quite express.
Comparing the communication needs of our prehistoric
cave-dwelling relatives to the needs of modern-day humans in
skyscrapers and condos we see that some of the basics are
unchanged. In terms of human communications, face-to-face

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interaction has not always been convenient or practical: The


need to transfer thoughts and ideas in absentia continues to
this day.
When the average consumer thinks about how they used
the telephone 10 years ago and how they use wired and wireless phones today its apparent that not much has changed. A
closer look reveals something morethe ability to call anyone
from anywhere at a reasonable cost has had an impact on the
way society uses and reacts to technology as a whole.
As technology barrels along it often seems as if the impact is
one waythat technology changes the lives of those who use it.
That society is defenseless to fend off the impact of innovations
that seemingly to reach into every corner of our lives. Its more
accurate to think of it as a two-way streetpeople and culture
do influence the future of technology albeit at differing speeds.
Its most apparent when traveling in different countries.
Some cultures are very work-oriented, some value leisure and
play more than material goods. The differences among cultures
create the environment for technology to add value or not.
How useful do you think a voicemail system or the ability to
check stock quotes would be on a small island where the primary source of sustenance is fishing? The culture of societies
around the world will always evolve and adapt to the opportunities before them, including technical opportunities. This is
not to say that technology will never get out of hand or even
cause great harmhistory is full of examples of disasters
caused by technical missteps. But as surely as technology may
wreak havoc and destruction, cultures will bend the direction
of future technology to adjust the path of evolution in hopes of
more favorable results.

SERVICE PROVIDERS OF THE FUTURE


Service providers or carriers have existed in the past by charging for voice calls made on systems that use licensed spectrum.
The cost of this spectrum is increasing, with huge amounts of
money being paid for 3G spectrum to enable high-speed data
services in addition to quality voice calls.

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But licensed spectrum wont be enough for the service


operator of the future. Value for wireless consumers will come
from carriers that can provide end-to-end connectivity across
both licensed and unlicensed spectrum. As wireless connectivity becomes more of a commodity, carriers will focus more on
other aspects of service such as security, privacy, storage, and
network intelligence features.
As we move towards 3G another type of service provider
model will emerge, the Mobile Virtual Network Operator
(MVNO). MVNOs will own no spectrum but will own or operate switches, customer care and billing systems that connect
into another providers radio system.
MVNOSSPLITTING THE SYSTEM
TRANSPORT AND MARKETING

INTO

Wireless service providers have traditionally owned and operated the entire wireless system. This system included elements
such as the radio transmission equipment, subscriber management systems, billing, and customer care and, of course, the
license to use a certain amount of wireless spectrum. The service provider created a brand (not always with a plan for their
brand, some had more of an accidental reputation than a
strategic branding effort) and ran the whole system of buying
spectrum, building a network and billing system, selling wireless handsets, signing up customers, and setting up customer
care department to answer the phones and solve customer
issues. Some service providers were better at various parts of
this process than others.
Several factors have made this process more difficult as the
industry matures.

Spectrum has always been and still is limited. The sheer size
and financial requirements needed to purchase spectrum in
todays world favor the larger entities.
Consumers that originally had two wireless carriers to choose
from (if they were lucky) are now faced with upwards of 35
options in the larger metropolitan markets.

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Network equipment is increasing in capacity and available


features but at the expense of increasing complexity and the
need for various technical network specialists.
Billing systems are evolving from simple time-based voiceonly billing to both voice and data charges, circuit- and IPbased, and a growing number of constantly changing
promotions and affinity programs not always based on time or
even volume of traffic.
Branding is becoming more important as service providers
reach out beyond the traditional customer base to appeal to
new groups of users each with specific needs and desired features.
Subscriber acquisition costs average $300 and can go higher
as markets reach saturation. Subsidizing handsets purchases
for new subscribers ties up capital and lengthens the time to
profitability for each new subscriber.
Data capability is bringing the need for readily available content tailored to individual needs and desires.
The costs involved in keeping the network up to date in functionality and services depends on increasing network utilization and efficiency. Even small variances in capacity
utilization can be the difference between profit and loss.

So essentially the environment for the wireless service


providers is one of increasing capital expense for network
equipment that handles voice and data as well as provision
wireless Internet content and services. The ability to leverage
well-known brands to attract specific customer segments is
necessary to quickly build traffic and improve time to revenue
while maximizing network capacity. Service providers are looking at MVNOs as one way to increase the number of subscribers in an attempt to pay down these investments in
network build out and maintenance.
Existing service providers may find that other companies with
established brands in noncommunications markets are interested
in leveraging their consumer relationships, content access, and
knowledge by entering the mobile space as an MVNO.

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MVNOs would not have the licensed spectrum needed to


operate their own network, but would have other elements
required offering services to the consumers. Some of the pieces
an MVNO may choose to control and own include noncore
network elements such as:

Voicemail systems
Billing systemsprepaid or subscription
Customer care centers
WAP servers and gateways
Retail facilities

These noncore elements would be minimal compared to


the cost of spectrum and core network equipment. Despite a
limited investment in equipment, connecting to more than one
existing service provider could further leverage an MVNOs
brand and mobile equipment resources. This would allow the
MVNO to sell services on more than one radio network. An
example might be an MVNO that offers services over both a
GPRS network as well as a CDMA network all under the same
branding.
MVNOs would rely on the network capabilities of the
underlying operator and focus their efforts on marketing and
promotion efforts to build a subscriber base.
The MVNO might be a partner that has a well-known brand
name and also access to content that could be resold to the
service provider. Content and services could then be marketed
not only under the brand of the MVNO but repackaged for the
existing operators offerings.
The effect of MVNOs on existing network operators
includes:

Ability to increase the total number of users on their network


albeit under two separate brands. The alternative branding
offered by the MVNO could very well help an operator to
appeal to new target markets not reached by the existing
operators market positioning.

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Access to content and promotions made possible by the


MVNOs pre-existing business. An example of could be a
record label that has access to popular new music content
leveraging its artists content and brand names to attract new
mobile users to their particular MVNO service.
Faster loading of customers on newer feature rich networks
could help in generating the traffic needed to maximize
return on infrastructure investments.

Not all companies will have a strong enough brand to carry


over into a new mobile service, some are more experienced at
brand extension than others. One of the more successful
MVNOs is Virgin Mobile in the United Kingdom. Launched in
1999, Virgin Mobile is a combination of Richard Bransons
Virgin group (famous for Virgin record stores as well as Virgin
airlines) and U.K.-based network operator One2One.
MVNOs are poised to assist network operators that wish to
leverage investments in infrastructure by reselling network
capacity to well know brands that are capable of providing targeted services to customers attracted to a familiar name and
brand image.
Freedom from the challenges of owning and maintaining
the radio transmission equipment allows MVNOs to focus on
creating new services that leverage new network capabilities
for voice and date while attracting and keeping customers.
Companies with strong brands could create an MVNO without the need to purchase spectrum. MVNOs would only need to
negotiate with traditional carriers that have excess capacity to sell.
Freedom from the challenges of owning and maintaining the
radio transmission equipment allows MVNOs to focus on creating and maintaining services that attract and keep customers.

SERVICES COMPLEMENT VOICE


With all the talk about Wireless Internet applications and other
data-related services its easy to forget about voice services.
Voice services will still be the bread-and-butter for service

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179

providers. Wireless Internet applications and services will


largely complement voice service.
Voice calls in the future will feature new tricks such as:

Personal chat room effects. The ability to allow multiple users


to join and leave a conversation at will. Similar to text-based
chat, users will have the ability to silence one or more users
and only listen to selected callers. Just as chat rooms allow
users to send private messages to selected users without leaving the main conversation, future voice calling will offer the
same type of feature.
Stereo voice. When voice is transmitted in stereo, users will
be able to discern the direction of sounds and more readily
understand who is speaking or making comments during a
conference call.
Concierge services. During a voice call with a concierge service representative, the user should be able to request packet
data information from the live person he is talking to. For
example, the caller might ask for a list of restaurants in the
area he is visiting, or a map with the directions to a specific
location. He can receive this document while still on the
voice call and be able to discuss and clarify directions and
recommendations.
Interactive call waiting. During a voice call the user will be
able to send a message to incoming calls to inform callers
how long the wait will be or to tell them what forms of communication are currently being accepted. A notification that
the user is willing to accept text messages while on a voice
call would allow the caller to switch into text mode and continue the communication via text until the existing voice call
is terminated.

The mixing of voice and data will allow features and services that truly fit the users needs and preferences about convenience, detail, and environment.

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4G SYSTEMSSTAY TUNED FOR 3D!


Already in the planning stages are 4G systems that allow for
even more amazing voice and data possibilities. Although we
dont expect to see any real 4G systems for another 5 to 7 years,
working conferences on the topic were held in 2000. 4G systems based on Orthogonal Frequency Division Multiplexing
(OFEM) technology are rumored to be 50 times faster than
3G, with bandwidth reaching 100 Mbps.
This capacity will enable multimedia applications such as
three-dimensional (3D) renderings and other virtual experiences. Sophisticated knowledge management systems, speech
recognition, and GPS also will be offered. This all implies that
future wireless devices will have far greater storage and processing capabilities than current devices without increased
power consumption.

CONTEXT-SENSITIVE AND USER-AWARE


When you think about PC-based Internet access there are really only two primary environments where most WWW access
takes placework or home. Not only does the majority of
access take place in these two locations, the devices we use are
also at least partially configured to provide easy access to the
content we typically want while in these locations.
Bookmarks on my work PC are largely links to work-related
topicscompetitors, industry information, conference web
sites, and, of course, my daily dose of Dilbert.com. The links
kept on my home PC are just the oppositemusic sites, news
and weather sites, links to friends home pages, and, of course,
links to financial sites that do a great job of tracking my stock
market losses.
The point is that PCs are already somewhat context sensitive based on the way we configure them. Mobile devices
will be used in a much wider range of environments and will
need to change and adapt to a users changing needs and
current context, ideally without much input or effort from
the user.

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Wireless Internet access devices of the future will be able to


change and react to the users environment or possible context.
Data such as time of day, day of the week, location, and even
events listed in network calendars can trigger the device to edit or
change the presentation of information. An example is the navigation menu on a PDA that changes to reflect the users location
as being at or near work and offering icons for applications that
are work related. The PDA menu would again rearrange itself
when the device realized (via GPS or other location technology)
that the user was now at home or in a shopping mall.
The next big leap in user-aware systems will be in the area
of wearable devices and systems. Wearable computing systems
might seem a bit far-fetched but humans have a history of
wearing technologyeyeglasses and watches are examples of
technologies that humans have become very used to wearing.
Back when clocks were primarily devices that consisted of
a large wooden box with springs and pulleys, the idea of wearing one must have seemed absurd. The same is likely to occur
with computers. Even now we think of computers as being at
least the size of a laptop and therefore not very wearable, and
certainly not very fashionable.
Many companies are advancing the science of wearable
computers using Wireless Internet access built in to various
pieces of clothing. One example of a company that is leading
the way in wearable technology is Sensatex in Dallas, Texas.
The following is an excerpt of a white paper published by
Sensatex on the possibilities of a wearable computing system.
(Used with permission, of course).
Sensatex is focused on the development of the Smart Shirt
System (Figure 6.1), a wearable solution for moving a wide
range of information on and off an active person at anytime
and anyplace. The Smart Shirt System incorporates
advances in textile engineering, wearable computing, and
wireless data transfer to permit the convenient collection,
transmission, and analysis of personal data. By serving as an
enabler of wearable computing, Sensatex expects to play a
key role in the evolution of personalized, mobile information processing.

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FIGURE 6-1

Smart shirt.

The Technology
The System incorporates the Wearable Motherboard
Smart Shirt (the Smart Shirt or garment), a novel electrooptical garment funded by the Defense Advanced Research
Projects Agency (DARPA) and developed at the Georgia
Institute of Technology, and an advanced communications
and data management infrastructure. Together, this integrated solution provides an extremely versatile network for
sensing, monitoring, and information processing devices
that can enable a wide range of products.
The Smart Shirt permits the seamless acquisition and
disposition of sensory and environmental data to and from a
wearer; and the communications and data management
infrastructure permits the transmission of this data over
wired and wireless networks. The Smart Shirts

COMMUNICATION PAST AND FUTURE

Interconnection Technology provides a flexible bus structure that allows a potentially enormous array of sensors,
whether physical, environmental, or biological, as well as
information processing devices, to be mounted or embedded
at any location. These flexible capabilities permit data to be
collected from the wearer in an unobtrusive fashion and
routed to and from the communications and data management network. By providing hands-free bi-directional data
transmission, data processing systems, and optimized wireless communications using an expedient array of protocols,
Sensatex offers a total solution that is virtually transparent,
but ubiquitously available to the end user.
The Products
By offering a customizable range of information processing
capabilities under mobile settings, wearable computing
technology finds applicability across the consumer reassurance, lifestyle enhancement, and healthcare monitoring
markets. A wide breadth of the population, from infants to
the elderly, can use devices such as the Smart Shirt System
to enjoy meaningful improvements in the quality of life.
REASSURANCE PRODUCTS
Infant/Toddler/Active Child Monitor
The Sensatex Child Monitor is a digital umbilical cord
that allows parents to keep track of active children. The initial products in this category will offer parents two forms of
functionalitycontinuous two-way voice communications
with children in the home environment and/or ubiquitous
communications with children, regardless of the parents
location. The next generation product of the Sensatex Child
Monitor, whether local or wide area, will provide the added
features of vital signs monitoring and GPS-based locator
services.
Geriatric Monitor
The Sensatex Geriatric Monitor provides reassurance to
seniors and their families by continuously monitoring vital

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signs, being able to detect a fall, knowing location through


the use of a GPS chip, communicating with two-way voice,
offering a panic button, and connecting automatically
with emergency services via pre-configured parameters.
CONSUMER PRODUCTS
Amateur/Individual Sports
Triathletes, marathon runners, cross-country skiers, cyclists,
mountain climbers, rowers, and aerobic sportsmen, among
others, present a significant market for the Sensatex Smart
Shirt. The Smart Shirt System will monitor heart rate, respiration rate, body temperature, external temperature, altitude, location, and orientation (compass) for the amateur
athlete, with the added benefit of hands-free connectivity
and switching capability between an MP3 player, radio, cellular phone, and voice recorder. In addition, the product
will provide voice-activated readout for hands-free access to
information (e.g., a runner queries distance via voice and
receives voice response of 12.6 miles).
Team Athletic Training
The team model will utilize the basic architecture of the
amateur athletic training product in a kit that also includes
computing, communications, analytical software tools, realtime display, and Internet access, allowing coaches and
trainers to manage the training of athletes in a highly efficient manner.
Personal Area Networking
As a powerful wearable solution, the Smart Shirt System
can act as an enabler of the personal area network (PAN).
As computing devices become smaller and more portable,
people have taken to carrying notebook computers, pagers,
PDAs, and cell phones nearly everywhere they go. The next
technological step is to connect these disparate devices and
create a single network that would relieve the user from the
redundancy of features and concern over where information
is stored. As third generation cellular networks are intro-

COMMUNICATION PAST AND FUTURE

duced and wireless local area networks and Bluetooth technology proliferate, Sensatex will be able to facilitate the
deployment of the PAN using the Interconnection
Technology of its Smart Shirt and the unique features of its
communications and data management infrastructure. The
Systems unique advantage is its ability to interface with
devices both wirelessly and with wires, thus permitting a
total solution to generate optimal connectivity.
MEDICAL PRODUCTS
Infant Vital Signs Monitoring
The Smart Shirt System will support the unobtrusive collection of vital signs data (EKG, respiration rate) for the detection of various disorders in infants, such as apnea,
prematurity, respiratory synctial virus, gastroesophageal
reflux, and seizure disorders. The data collected off the
infants body is transmitted wirelessly to a processing location that will utilize analysis software provided by an existing infant monitor manufacturer.
Sleep Studies
Despite a vast number of U.S. adults with sleep disorders,
such as adult apnea, insomnia, and narcolepsy, only a small
fraction seek diagnosis due largely to the discomfort and
inconvenience of hospital-based testing. The Smart Shirt
System offers test subjects a comfortable and unobtrusive
means by which to have their vital signs monitored and
transmitted for the diagnosis of these disorders.
Hospital/Nursing Home Monitoring
Sensatex will partner with patient monitor manufacturers to
develop a Smart Shirt System that transmits vital signs data
either with or without wire to the vendors stationary or
portable monitoring unit(s). This includes retrofitting monitors already manufactured and sold by the vendor to hospitals, nursing homes, or skilled nursing facilities. By acting
as a single platform for all sensory components, the Shirt

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will facilitate the placement of sensors on the patient and


will either entirely eliminate or greatly reduce the number
of wires connecting the patient to the monitor. The sensor
suite for this product will include 3-lead EKG, pulse oximetry and respiration rate.
Home Monitoring
Sensatex is actively investigating the home-based health
monitoring markets for conditions that warrant continuous
and/or near real-time vital signs data collection and transmission. An effective remote health monitoring product
could play a major role in the industry-wide trend to transport patients to lower acuity and lower cost settings without
sacrificing the quality of care. At home, or even while being
transported via ambulance, the Smart Shirt System will be
able to collect health data in a comfortable and unobtrusive
manner and transmit it to a facility (including the emergency room) that possesses optimum expertise about the
patients condition. The cardiac patient population, including those prescribed Holter and event monitors, could significantly enhance the quality of their monitoring using the
Smart Shirt System technology.
MILITARY AND OCCUPATIONAL PRODUCTS
Battlefield Combat Care Solution
The Smart Shirt was originally funded by DARPA for the
purpose of detecting bullet penetration, transmitting soldiers vital signs to a remote medical triage unit, and ultimately saving lives on the battlefield. Sensatex expects to
work with DARPA and the Department of Defense to complete the design of an enhanced Smart Shirt System for the
21st Century Land Warrior program. This System will be
able to fully withstand battlefield conditions and interface
with the militarys existing radio systems to create full
Information Node Capability for the individual soldier.

COMMUNICATION PAST AND FUTURE

187

Hazardous Occupations Monitoring


The Smart Shirt System has the potential to play a vital role
in the health and safety monitoring of individuals working
in hazardous conditions. Monitoring devices could be developed that incorporate vital signs, physical sensors like GPS,
and targeted environmental sensors, such as carbon monoxide, other poisonous gases, and temperature.

As we can see from the activities of even one company that


is focused on wearable technology, this is an area that has
incredible potential as Wireless Internet continues to evolve.
Although many future devices may be in fact wearable, not all
future wearable devices will have full computing capabilities.
Even now, basic cellular phones are worn on users belts, in
much the same way as pagers. It may be a long time before
wearable computers and other devices are as common as other
wearable technology but dont be surprised if the youth of the
future trade in their Sony Walkman and MP3 players for computer-capable clothing. (Perhaps this means that The Gap and
Radio Shack will someday have something in common, too.)

FIGURE 6-2

Concept ideawearable phone. Courtesy of Motorola, Inc.

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ECONOMIC POWER
The Wireless Internet raises consumer power. By using the
Wireless Internet, people will become used to having as much
information as they need when making a significant buying
decision. Their information searching and digestion no longer
needs to be done at home: They will be able to access more
information outside the home, virtually anywhere, and at the
right time. For example, when buying a car, a user could have
all the latest information, including price quotes from competing dealers, when visiting a dealer for a test drive.

WLANS AND BLUETOOTH


THE NEW ACCESS POINTS
While Internet access at work or home is easily accomplished
with fixed connections, wireless access is beginning to come up
to speed and offer the benefit of mobility albeit over short distances. This growing wireless access technology is called
Wireless Local Area Network (WLAN) access and is essentially a networking system that creates a wireless connection
between a device, typically a laptop PC, and a network or the
Internet. The power and size requirements of WLAN device
cards make it more suitable for laptops and some PDAs than
for smaller handheld devices such as cellular phones.
The majority of current WLAN systems use a technology
called the 802.11 standard, also known as Wi-Fi. Wi-Fi began
a couple of years ago under the name IEEE 802.11 High Rate
(HR) standard. Someone with a sense of nostalgia coined the
easier to relate term of Wi-Fi as a play on the old audio term
hi-fi (high fidelity), which entered the language back in the
1950s.
One of the key features of WLANs is that they use unlicensed spectrum, currently most in the 2.4 GHz range
although systems are possible in 900 MHz as well as 5 GHz.
Operating in unlicensed spectrum allows WLAN operators to
set up a wireless network for only the cost of equipment and its
connection to a network or the Internet.

COMMUNICATION PAST AND FUTURE

189

These WLANs are useful for providing access in targeted


locations such as offices as an extension of the wired network
or in public areas such as airports, hotels, and shopping centers. These 2.4 Ghz systems typically have a range of about 300
feet and currently offer speeds of about up to 11Mbps, which
is roughly equivalent to older 10 Mbps Ethernet throughput.
Future WLAN standards should increase this to up to 54 Mbps
which would be much more suitable for multi-media applications such as Video.
WLAN technologies can be implemented in two ways:
access point or peer-to-peer configuration. Access point configuration is the most popular method and uses a wireless point
of access that connects to the fixed network connection on one
end and transmits wireless signals on the other end. Access
points typically accommodate six network interface cards
(NICs). These PCMIA type cards are the devices that allow the
connection back to the access point.
The other method of implementation is the peer-to-peer
configuration that works by allowing each end client or device
card to connect to each other and communicate directly
between laptops or devices.
Most WLANs are currently installed in offices to provide
mobility to workers that need to access the network while away
from their desks a growing number of systems are being setup
for public use.
There are groups of socially minded individuals that are
using public access WLANs to create pockets of network
access that would be free for all to use. A basic WLAN system
can be installed for under $1,000 and offer service to users in
a 300 foot radius of the antenna. Anyone with an 802.11b card
could in theory access the network. These networks could offer
limited access to localized content on a community oriented
intranet as well as offering access to the broader Internet.
WLANs are also being planned for public access in locations that consumers frequent including airports, coffee shops,
and hotels. The potential for these systems to offer localized
content including advertisements or event specific content has
businesses excited about the possibilities. Starbucks has

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announced plans to offer WLAN access points at numerous


test locations that would give anyone with a WLAN card in
their device access to a network. This network could be provided as a free service or offered as a pay as you go system.
These systems can provide more than basic Internet access,
Starbucks could provide information designed to improve customer service and sell more coffee.
BLUETOOTHSHORTER RANGE
LOWER POWER CONSUMPTION

BUT

For devices that are too small or unable to provide the power
needed to operate a WLAN card there is a new technology in
the works called Bluetooth. Similar to WLAN technology,
Bluetooth is designed for smaller devices with lower power
consumption. This lower power means a shorter range of transmission; Blue tooth will initially be limited to approximately 30
feet. With potential throughput on par with WLAN, Bluetooth
will compete with WLAN for short range access for laptop PCs
and printers. Bluetooth will be more suitable for smaller
devices and operates on a peer-to-peer configuration that
establishes a piconet (a series of connected devices that pass
the data along to one another in a kind of fire brigade manner)
to extend the reach back to a network when available.
Bluetooth will be used more often in scenarios where data is to
be exchanged between two or more devices such as between
multiple PDAs or between a PDA, cell phone, and a printer.
CELLULAR THREAT

OR

BENEFIT?

Some may see WLAN and Bluetooth access as competition for


cellular access, its more likely to evolve as an extension of cellular operators offerings. Wireless operators need WLAN technology to offload heavy localized traffic especially in indoor
environments. Recent studies support the claim that 3G operators will need WLAN technology to handle the most demanding users in dense areas. The fact that WLAN uses unlicensed
spectrum will not mean that operators wouldnt need to spend
money to operate these systems as they will need the same cen-

COMMUNICATION PAST AND FUTURE

191

tralized network management, subscriber identification, security, and roaming systems in place to manage this last portion
of the wireless transmission. WLANs could be configured to
cache frequently accessed content and reduce the data traffic
carried by the backbone of the system that would be using
licensed spectrum.
Other issues ill need to be overcome for WLAN technology
to peacefully exist with other systems that use the unlicensed
spectrum. Congestion is a real possibility as there is no limit to
the number of networks and traffic that could try to use the
frequency in a given area. Security is an issue that is growing
in importance as more and more users have a WLAN card and
can easily walk or drive within range of many corporate systems. Many of these systems have been installed with no
change to the equipments factory settings enabling anyone that
knows the common factory settings and passwords to gain
access to corporate networks. Interference will also be a challenge especially for companies such as Starbucks since other
devices such as Microwave ovens can generate frequencies
close enough to 2.4 GHz to disrupt the WLAN transmission
every time they heat up a muffin.

CHANGING THE ROLE OF


WIRELESS OPERATORS
Wireless technology is still in its infancy and as technology
changes so does the business model of the service providers.
Rarely have major changes to the infrastructure failed to
change the possible business models.
As technologies such as WLAN and Bluetooth improve,
they will serve a portion of consumers need for connectivity.
Wireless operators have traditionally offered services only on
licensed spectrum as it protected them from undue competition. The future will see operators offering services over both
licensed and unlicensed spectrum reflecting a shift towards the
need for seamless management of wireless access across various networks.

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Operators of the future will need to compete not only against


the few that have purchased licensed spectrum but also those
that offer services in the unlicensed band. We believe that most
enterprise and consumer users will lean towards solutions that
integrate the authentication, customer care, and billing of as
many network access technologies as needed for their particular
use. Operators with licensed spectrum will still have an edge over
those without licenses, as many users will resist the hassle of separate subscriptions for access needed on different overlapping
networks that will often service the same laptop or mobile device.

DIGITAL DIVIDEHOW WIRELESS


CAN CHANGE THE WORLD
The growing consensus is that in the New Economy access to
knowledge is critical for economic success. Unfortunately the
economic power of the Internet is not equally distributed.
Recent Internet usage statistics show that there are currently 429 million Internet users worldwide. This number is
actually small when considered in context. Of that 429 million,
41 percent are in North America; in fact, the United States has
more computers than the rest of the world combined!
These 429 million users actually represent only 6 percent of
the worlds entire population. The following breakdown shows
just how uneven Internet usage is across the worlds regions.
Of the online population:*

41 percent are in the United States and Canada


27 percent live in Europe, the Middle East, and Africa
20 percent are located in Asia
Only 4 percent are located in South America

The importance of Internet access will further divide the


worlds population into two main groupsthose having access
and those who do not.
* Source: First Quarter 2001 Global Internet Trends, Neilson/Netratings.

COMMUNICATION PAST AND FUTURE

193

The poorest members of society suffer based on three primary assumptions:

The poor cannot afford to buy the necessary equipment needed to be connected to the Internet.
The infrastructure of developing countries may be so poor
that a significant portion of the population is not able to connect even if equipment is available.
The poor may not be literate enough to make use of equipment and connectivity even when available.

The issue of the digital divide is beginning to evolve into a


drive towards realizing the digital dividend. The digital dividend
focuses on how to use technology to improve the economic
possibilities of global society.
Some of the key principles that will enable a digital dividend include:

Access vs. ownership. The assumption that users must purchase equipment to have access to the Internet must be challenged. In the New Economy the true economic benefit
comes from access to sources of knowledge and competence,
not from ownership of the access device.
A phenomenon is developing in several developing countries where the trend is for individuals with equipment and
access to create a business around providing access. Local
entrepreneurs in India (mostly women) are operating payper-use telephone services that provide traveling access to
remote and other underserved areas. With little more than a
mobile phone, these entrepreneurs have made access to the
telephone possible for a large number of urban poor and people in remote villages. Many are now adding fax and PC services to their portfolio of services.
Rational trade offs. While many of us would opt for direct ownership of a PC or cellular phone, trading currency for convenience, the poor make an equally logical trade-off by exchanging
personal convenience for low-cost, no-investment access.

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This approach may also make sense for those who are able
to purchase, because technology seems to advance at a rate
that quickly makes equipment obsolete!
In an age of ever-changing PC features, individual ownership may not be the best choice after all.
The connectivity leapfrog. Many developing countries have
never had far-reaching telephony systems due in part to the
cost of infrastructure needed to cover sparse or difficult terrain. Without a legacy wireline system in place, users are
unable to access even simple communications. With infrastructure costs less than half that of a wireline system, wireless is becoming the telephony system of choice for many
regions that lack existing copper connections to homes and
businesses. The Wireless Internet will help overcome connectivity issues in countries that lack adequate physical
wiring.
Multimedia literacy. Its well known that the Internet started
as largely an English-language medium to the exclusion of
many languages, especially those that use a non-Arabic
alphabet. The tide is slowly turning and more Web sites are
publishing content in local languages.
The move towards multimedia will also help alleviate this
issue for those who are not able to read text but can communicate verbally and visually. Many cultures have unique
dialects that are difficult and costly to translate into text but
that can be published at lower cost in a voice format.
Multimedia will enable communication to take place in ways
that accommodate the needs of the user by integrating text,
audio, and video in ways that the individual user can utilize.

WIRELESS BRIDGES

THE

DIVIDE

A Wireless Internet can play an important role in transforming the digital divide into the digital dividend. The flexibility of
wireless infrastructure allows carriers to provide coverage in
difficult terrain as well as access in established buildings with
minimal labor and installation time. Equipment costs are
much less than for the PCs typically used to access the fixed

COMMUNICATION PAST AND FUTURE

195

Internet; therefore the Wireless Internet is more accessible for


those who wish to own the access equipment for personal use
as well as for pay-per-use businesses. Remote users in developing countries will benefit from the mobility and freedom of
smaller more portable devices that can be easily transported
from village to village. Although Wireless Internet access is
more limited than fixed, PC-based access, many countries will
benefit from the use of wireless access services as an important part of the digital dividend solution.

WIRELESS INTERNET
THIS TIME ITS PERSONAL!
Our personal information is increasingly found in digital formatpictures, letters, bills, receipts, videosdigital means its
easier to share not only content but the impact of content,
whether the content is informational, educational, entertaining, or emotional.
Internet users today can create messages that incorporate
many media types: emails can include attachments of sound,
picture, audio, and pure data files. But lets think about what
we would send and when we send it once we have the ability to
compose and send while mobile. In short, real-time distribution will result in an increase in the quality and frequency of
communication.
LIFE TURNS DIGITAL
We possess increasingly more personal digital contentdigital
photos and video clips, digital music clips, and even cherished
emails. (Admit ityouve saved more than one personal email
for no other reason that to read it over and over, you softie!)
The Wireless Internet will encourage the collection of a growing amount of personal digital content. Some of the newer
wireless devices have already announced plans for MP3 players, audio-recording capabilities, and built-in digital cameras.
We will soon have the tools to digitally capture and share
like never before. Just as the world was forever changed with

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the adoption of the personal video camcorder. (As chronicled


by shows like Americas Funniest Home Videosjust imagine
what the future will bring. Anyone care to tune into Americas
Funniest PDA Audio Captures? Just think: You could actually
win a prize for recording those Dilbertesque comments your
boss makes in the weekly staff meetings.)
TECHNOLOGY IMPROVES SOCIAL INTERACTION
It is easy to think that all this new technology will dehumanize
us all and shift the emphasis from communicating with people
to interacting with technology. But the reality is just the opposite, because innovations such as the Wireless Internet allow
for more frequent and detailed social contacts.
The Wireless Internet will be used more as a social medium, making complex interactions less dependent on face-toface encounters. Technologies such as wireless email and
messaging help maintain contact while away from friends and
family and are very useful for arranging impromptu face-toface interactions. There will be an evolution from using a
voice-only phone to using a 2.5G or 3G computing or handheld
device to send pictures, coordinate diaries, organize social
events, and play games.
People will also benefit from the multimedia presentation
of information. The inclusion of graphics, sound, and animation as part of the information that users consume conveys
much more than text. In an age of macromedia Flash and MTV
todays users may reject information that is not presented in an
interesting way.

MULTIMEDIA MESSAGING
One of the Wireless Internet technologies on the near horizon
is Multimedia Messaging (MMS). MMS is an application that
uses a data call to a wireless device that delivers a message
capable of incorporating any of the following in an organized
and choreographed presentation:

COMMUNICATION PAST AND FUTURE

197

Pictures
Data
Text
Audio
Video
Voice

Whereas SMS messaging typically uses a digital control channel, MMS will be one of the first applications that make use of the
carriers higher speed data capabilities available in 2.5 and 3G systems. MMS will take advantage of combinations of media to allow
users to communicate with more detail, emotion, and efficiency.
Its important to understand how wireless mobility adds value to
multimedia by allowing the timely exchange of information.
MMS will be used to communicate in ways that even a digital voice call cant achieve. Though many of us have tried to
explain the sights and sounds around us while on a simple
voice call we can agree that the effect is poor at best. Just as
SMS will be the first nonvoice communications most of us
encounter, MMS will be one of the first 3G communications
we use in a wireless fashion.

WIRELESS EFFICIENCY
As we mentioned earlier, humans have always sought to communicate efficiently. Who wants to endlessly repeat something
or have to deal with not being understood? The most successful persons throughout history have been those who communicated well on some level. Perhaps it wasnt through speechan
engineer might choose a technical drawing to entirely communicate an idea and avoid talking at all.
ITS ALL ABOUT EMOTION
We all remember the AT&T long distance ads on television that
encouraged us to reach out and touch someone. Despite

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what AT&T might have charged back in the good old days of
the long distance monopoly, we must admit that they had figured out the most important driver of communication. They
realized that personal communication is largely an emotional
activity, and people will pay to share emotions. Now, we arent
saying that communication should make you cry, but communications can allow the kind of sharing that people will value.
NO, I DONT WANT

TO

SEE WHAT YOU DID LAST SUMMER

Photos are a great example of sharing emotion. Think about


the pictures the average family takes: The subjects are people
and places that they care aboutfamily and friends, places
they visited, etc. The activities pictured add more detail to a
childs birthday party, a friends graduation, or scuba diving on
that Caribbean vacation.
Now think about what you do after you get the pictures
developed (assuming you dont leave the film in a drawer for a
year). The natural inclination is to show others. Why do we do
it? To share the emotions that we felt when the pictures were
taken. Whether you were there when the picture was taken or
not, youre still fair game when those pictures come back from
the photo lab.
ERODING EMOTION
One big problem exists: Emotions erode with time. Youll put
up with co-workers who pull out pictures of some recent event
but most of us tend to run when someone suggests sitting down
to view that old home movie or pictures from that vacation
back in 1978. Newlyweds always seem to have a wedding
album handy but grandma and grandpa have theirs packed
away someplace (if youre lucky).
So the goal becomes trying to share emotions in a timely
mannerin near-real-time whenever possible. Whether its an
IM session giving you a blow-by-blow account of the heated
debate coming from the corner office, a newly snapped pic of the
goings on down at the local pub, or a recently recorded audio clip
from your friends at the concert that you couldnt get away for,

COMMUNICATION PAST AND FUTURE

199

communication offers more emotional value when it is timely


and fresh. Wireless Internet applications will help users make the
most of personal communications while the content to be shared
still has value, before it erodes and becomes lifeless and dull.
SPEED INFLUENCES

THE

VOLUME

OF

COMMUNICATION

The speed of our communication process influences the


amount of things we want to communicate. Real-time communications allow us to share things while they still have relevance. Human communication is often about human
experiencesthings that somehow impact our five senses.
Even intense experiences eventually fade from our memory.
Communication of these experiences is best right after the
event, or ideally, during the event.
When was the last time you took pictures? Birthday party?
Vacation? Wedding? Pictures are usually taken at high-emotion
events so that we can capture the moment and remember it
later. How fun is it to share these kinds of photos with friends
soon after you take them? Many of us cant wait to share our
pictures as soon as we get them. Trouble is, the longer you
wait, the less fun it usually is to share. As Wireless Internet
devices enable users to capture and transmit images, sound,
and other data the frequency of communication will increase.
REAL TIME ADDS VALUE
Remember the last time you went to a concert or show? Lets
assume you have one friend who would have enjoyed the show
but wasnt able to attend: The longer you wait to tell him about
it the less you will remember and the less emotion you will feel
about the event. As time passes, youll have a reduced ability to
recall the event details.
Now imagine that you could share images, sounds, and
your thoughts in text in almost real time. Ever watched a live
TV show? The value of sharing events while the event is occurring is apparent on TV. Wireless multimedia messages wont be
TV, but they will be more like a short commercialimages,
sounds, and text combined to communicate with detail, effi-

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ciency, and emotion and to allow the person on the other end
to better understand you.

THE FUTURE OF WIRELESS INTERNET


IS CERTAINTO CHANGE!
This book has covered the technologies and applications of the
Wireless Internet in an attempt to give you a high-level glimpse
of the many challenges and issues surrounding its evolution.
On many levels its still anyones guess as to which protocols
and specific technologies will emerge as part of the standard of
the future.
The wireless industry has many players all working to provide their contribution to this amazing future of Wireless
Internet access. Not everyone agrees on the best way to ensure
success but the momentum has generated a self-fulfilling
prophecy of sorts, led by industry: If they think it will happen,
it will (eventually anyway). But how much will it cost consumers and industry? Who will profit?
WILL

THE

WIRELESS INTERNET SURVIVE?

In an age where rapid technology development produces concepts and innovations that disappear often as quickly as they
come its only natural to ask the questionWill the Wireless
Internet survive? We believe the Wireless Internet will eventually disappear.
It will be out of sight, but it will still exist. Not as the
wired or wireless Internet, but simply as the Internet or the
network. Access method and device will eventually become
irrelevant.
As the Wireless Internet evolves and embeds itself in the
society and culture of our modern world, the phrase Wireless
Internet will quietly go away. When is the last time you heard
someone refer to the electric light? Or the gasoline powered automobile? Or even indoor plumbing? The descriptors of how eventually fall away as society gets used to
assuming the obvious or irrelevant. What will matter in the

COMMUNICATION PAST AND FUTURE

201

future is that a user is connecting to a network; whether that


user arrives via cable broadband, GPRS, or a public WLAN
wont really matter.
BRANDWIDTH

OVER

BANDWIDTH

Branding will eventually replace the how. Just as consumers


talk about fueling up down at the local Texaco station but dont
bother to explain if they filled up with diesel or gasoline, they
will talk about accessing the network via a particular brand.
Wireless Internet access brands will be not unlike the cellular
carriers of today; Im an AT&T customer but often roam or use
another carriers network all while telling others Im an AT&T
customer.
Even the most insightful futurists cant guarantee exactly
what the interaction between culture and Wireless Internet
technology will result in. But even though the experts cant
predict how the Wireless Internet will evolve, please keep one
thing in mindthe answer may someday be in your hand.

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APPENDIX A
SUGGESTED FURTHER READING
3G Wireless Demystified, Lawrence Harte, Richard Levine and
Roman Kikta, McGraw-Hill, 2001, ISBN: 0-07-136301-7.
Delivering xDSL, Lawrence Harte and Roman Kikta, McGraw-Hill,
2001, ISBN: 0-07-134837-9.
CDMA IS-95 for Cellular and PCS: Technology, Applications, and
Resource Guide, Lawrence Harte, Roman Kikta, and Daniel
McLaughlin, McGraw-Hill, 1999, ISBN: 0-07-027070-8.
Inside WAP Programming Applications with WML and WML Script
(With CD-ROM), Pekka Niskanen, Addison-Wesley Pub Co,
2000, ISBN: 0201725916.
Beginning WAP: Wireless Markup Language & Wireless Markup
Language Script, Soo Mee Foo, Ted Wugofski, Wei Meng Lee,
Foo Soo Mee, Karli Watson, Wrox Press Inc, 2000, ISBN:
1861004583.
WCDMA: Towards IP Mobility and Mobile Internet, Tero Ojanpera,
Ramjee Prasad, Artech House, 2001, ISBN: 1580531806.
Wireless Computing : A Managers Guide to Wireless Networking, Ira
Brodsky, John Wiley & Sons, 1997, ISBN: 0471286567.
Wireless Lan Systems (The Artech House Telecommunications
Library), A. Santamaria, F.J. Lopez-Hernandez, Asuncion
Santamarie, Artech House, 1994, ISBN: 0890066094.
Wireless Web: A Managers Guide, Frank P. Coyle, Addison-Wesley
Pub Co, 2001, ISBN: 0201722178.
Advanced Internet Programming, Sergei Dunaev, Charles River
Media, 2001, ISBN: 1584500603.
Bluetooth Demystified (McGraw-Hill Telecom), Nathan J. Muller,
McGraw-Hill Professional Publishing, 2000, ISBN: 0071363238.
Bluetooth Revealed: The Insiders Guide to an Open Specification for
Global Wireless Communications, Brent A. Miller, Chatschik
203
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

204

APPENDIX A

Bisdikian, Anders Edlund, Prentice Hall PTR, 2000, ISBN:


0130902942.
WCDMA for UMTS: Radio Access for Third Generation Mobile
Communications, Harri Holma, Antti Toskala, John Wiley &
Sons, 2000, ISBN: 0471720518.
The GSM Network: GPRS Evolution: One Step Towards UMTS,
Joachim Tisal, John Wiley & Sons, 2001, ISBN: 0471498165.
Cdma Mobile Radio Design (Artech House Telecommunications
Library.), John B. Groe, Lawrence E. Larson, Artech House,
2000, ISBN: 1580530591.
Handbook of Radio and Wireless Technology, Stan Gibilisco, McGrawHill Professional Publishing, 1998, ISBN: 0070230242.
The Cell Phone Handbook : Everything You Wanted to Know About
Wireless Telephony (But Didnt Know Who or What to Ask),
Penelope Stetz, Aegis Pub Group, 1999, ISBN: 1890154121.
Cellular and PCS: The Big Picture (McGraw-Hill Series on
Telecommunications), Lawrence Harte, Richard Levine, Steve
Prokup, McGraw-Hill Professional Publishing, 1997, ISBN:
0070269440.
The Comprehensive Guide to Wireless Technology, Lawrence Harte,
T. Schaffnit, Steven Kellogg, Steve Kellogg, Richard Dreher,
Nancy Campbell, Lisa Gosselin, Judith Rourke-OBriant, APDG
Publishing, 2000, ISBN: 0965065847.

APPENDIX B
WIRELESS NEWS/OPINION
Unstrung
www.unstrung.com
Red Herring Wireless Watch
www.wired.com/news/wireless
Unwired News
www.redherring.com
About Telecom
www.telecom.about.com
Wireless Newsfactor
www.refreq.com/industrylinks.htm
3G Newsroom.com
www.3GNewsroom.com

WIRELESS INDUSTRY NEWS


Wireless Week
www.wirelessweek.com
CTIA News
www.wow-com.com/news
TelecomClick
www.telecomclick.com
RCR
www.rcrnews.com
Mobiledatabiz.com
www.mobiledatabiz.com

205
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

206

APPENDIX B

Wireless Review
www.wirelessreview.com
Wireless Internet Magazine
www.wirelessinternetmagazine.com/
Broadband Wireless News
www.shorecliffcommunications.com/magazine/index.asp

EMAIL NEWSLETTERS
Unstrung
www.unstrung.com/index.php3
CTIA Daily News
www.wow-com/news

WIRELESS DEVICES
AllNetDevices
www.allnetdevices.com
PDABuzz
www.pdabuzz.com
Thinkmobile.com
www.thinkmobile.com

WIRELESS ADVERTISING
Wireless Advertising Association
www.iab.net/waa

WIRELESS RESEARCH FIRMS


Herschel Shosteck
www.shosteck.com

APPENDIX B

Strategy Analytics
www.strategyanalytics.com
Cahners In-Stat
www.instat.com
Yankee Group
www.yankeegroup.com
Forrester Research
www.forrester.com
Jupiter Wireless
www.jxwireless.com

INDUSTRY LINKS
Refreq.com
www.refreq.com/industrylinks.htm
Group 3G
www.3Gportal.com
3G.IP
www.3GIP.org
3GSM World Congress 2002
www.3gsmworldcongress.com
Mobile Applications Initiative
www.mobileapplicationsinitiative.com
The Road to 3G
www.zdnet.co.uk/news/specials/2000/08/road_2_3g/
EricssonIntroduction to 3G
www.ericsson.com/3G/
Third Generation Partnership Project (3GPP)
www.3gpp.org/
EdgeMatrix
www.edgematrix.com/
CEO Mobile
www.ceomobile.com/

207

208

APPENDIX B

eMobileNet
www.emobinet.com/
Wireless in a Nutshell
www.wirelessinanutshell.com/
Oracle Mobile
www.oraclemobile.com/
Industry Statistics
www.cellular.co.za/stats/stats-main.htm
The Telecom Corridor
www.telecomcorridor.com/tc/index.htm
Total Telecom
www.totaltele.com/
Java Mobiles
www.javamobiles.com/
wireless.internet.com
www.wireless.internet.com/
MobileGPRS
www.mobilegprs.com/
internet.com
www.internet.com/sections/wireless.html
Carriers World
www.carriersworld.com/
Corporate Wireless Group
www.goam.corporatewireless.com/wireindex.htm
TIA B2B Glossary
www.tiab2b.com/glossary/

WAP SITES
2 Thumbs WAP.com
www.2thumbswap.com
[WAP] Resource Kit
www.macromediatraining.net/wap/

APPENDIX B

Eazywap
www.eazywap.com/
Nokia WAP Developer Forum
www.forum.nokia.com/main/
Gelon
www.gelon.net/
Jumbuck
www.jumbuck.com/
The WAP Forum
www.wapforum.org/
The WAP Trap
www.freeprotocols.org/wapTrap/
WAP ForumW3C Cooperation White Paper
www.w3.org/TR/NOTE-WAP
WAP.com
www.wap.com
WAPCardz.com
www.wapcardz.com/
WAPinside News
www.wapinside.com/
WAPsight
www.wapsight.com/
Wapsody
www.alphaworks.ibm.com/aw.nsf/techmain/
WAPuSeek
www.wapuseek.com/
IEC WAP Tutorial
www.iec.org/online/tutorials/wap/index.html
GSM World WAP Tutorial
www.gsmworld.com/technology/wap.html
Speedy Tomato
www.speedytomato.co.uk/
WebCab.de
www.webcab.de/

209

210

APPENDIX B

WMLScript.com
www.wmlscript.com/
WOAOP.com
www.woaop.com/

SOFT SWITCHES
The SIP Center.com
www.sipcenter.com/
Softswitch Consortium
www.softswitch.org
SIP Forum
www.sipforum.org/

INDUSTRY ASSOCIATIONS
Softswitch Consortium
www.softswitch.org
Bluetooth
www.bluetooth.com
Canadian Wireless Telecommunications Association
www.cwta.ca
GSM Association
www.gsmworld.com
International Mobile Telecommunications Association
www.imta.org
Mobile and Portable Radio Research Group
www.mprg.ee.vt.edu
Mobile Data Association
www.mda-mobiledata.org
Personal Communications Industry Association
www.pcia.com

APPENDIX B

211

Universal Wireless Communications Consortium


www.uwcc.org
Wireless Communications Alliance
www.wca.org
The Wireless Foundation
www.wirelessfoundation.org
Broadband Wireless Internet Forum
www.bwif.org/
TIA Online
www.tiaonline.org/
Mobile Wireless Internet Forum
www.mwif.org/
Cellular Telecommunications & Internet Development
www.wirelessdata.org/front.asp

WIRELESS LANS
IEEE 802.1Q VLAN support for FreeBSD
www.euitt.upm.es/~pjlobo/fbsdvlan.html
Short Tutorial on Wireless LANs and IEEE 802.11
www.computer.org/students/looking/summer97/ieee802.htm
Wireless Ethernet Compatibility Alliance
www.wi-fi.org
802.16 Tutorial
www.ieee802.org/16/tutorial/index.html

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GLOSSARY
2G

Second generation. Generic name for second generation


of digital mobile networks (such as GSM, and so on).
2.5G An interim solution between 2G and 3G.
3G Third generation. Generic name for next-generation
mobile networks (Universal Telecommunications System
[UMTS], IMT-2000; sometimes GPRS is called 3G in
North America).
3GPP 3G Partnership Project. An industry standardization
partnership for W-CDMA.
3GPP2 3G Partnership Project 2. An industry standardization partnership for CDMA.
AAL2 ATM adaptive layer 2. Supports connection oriented
traffic, compressed voice and data.
ADSL Asymmetric Digital Subscriber Line. Used for Internet
access, where fast downstream is required, but slow
upstream is acceptable.
AM Amplitude Modulation. Modulation in which the amplitude of a carrier wave is varied in accordance with some
characteristic of the modulating signals.
AMPS Advanced Mobile Phone Service. The first generation
of cellular analog service. Although there were previous
analog mobile phone systems, this was the first to use a cellular structure.
ANSI American National Standards Institute.
API Applications Programming Interface. A set of functions
and procedures for developing an application. The core set
of facilities made available to the developer/programmer for
writing applications like system functions and procedures
for manipulating information.
ARPANET Advanced Research Projects Agency Network.
ARPU Average Revenue Per User.
213
Copyright 2002 by The McGraw-Hill Companies, Inc.
Click here for terms of use.

214

GLOSSARY

ASP Application Service Provider. A company that hosts software applications on its own servers within its own facilities.
ATM Asynchronous Transfer Mode. A digital transmission system
using 53-byte packets. ATM may be used for LANs and WANs.
Bandwidth Information-carrying capacity of a communication channel. Analog bandwidth is the range of signal frequencies that can be transmitted by a communication
channel or network.
BER Bit Error Rate. The number of coding violations detected in a unit of time, usually one second. BER is calculated
with this formula: BERerror bits received/total bits sent.
BG Border Gateway. A gate way between the PLMN supporting GPRS and an external inter-PLMN backbone network used to interconnect with other PLMNs also
supporting GPRS.
BGP Border Gateway Protocol. A routing protocol that is
used to span autonomous systems on the Internet.
Bps Bits per second. Also Kbps or kilo bits per second and
Mbps or mega bits per second.
BSC Base Station Controller. The computer controlling a
base station the radio equipment.
BSSAP Base Station System Application Part. An interface for
procedures between the MSC and the BSS that require
interpretation and processing of information related to single calls and resource management, and messages between
the MSC and MS which are transparent to the BSC. These
messages are handled with SS7 messaging.
BTS Base Transceiver Station. Radio portion of a base station.
CAPEX Capital expense. Expenses that are amortized over
time such as major equipment purchases.
Cascading Style Sheets or CSS Cascading style sheets
establish style rules that tell a browser how to present a document. One CSS can define the style for an entire Web site.
CCK Complementary Code Keying. A modulation method
used in IEEE802.11b to achieve higher data rates and less
susceptible to multi-path interference.

GLOSSARY

215

CDMA Code Division Multiple Access. A method of spreadspectrum communications where all users share the same
spectrum at the same time by assigning codes to each user.
This offers inherent encryption to the signals.
CDR Call Detail Record. An information system that records
and reports on telephone calls.
CDPD Cellular Digital Packet Data. A digital method of
sending data over an analog cellular network.
C-HTML Compact HTML. A language used to code content
in wireless devices. It is used by the popular i-Mode system. i-Mode is NTT DoCoMos Internet connection service for mobile phones and is widely used in Japan.
Compact HTML is similar to HTML 1.0 and competes
with WML.
Circuit Switching Basic switching process whereby a circuit
between two users is opened on demand and maintained
for their exclusive use for the duration of the transmission.
DARPA Defense Advanced Research Projects Agency.
DHCP Dynamic Host Configuration Protocol. Software that
automatically assigns IP addresses to client stations logging
onto a TCP/IP network.
DNS Domain Name System. Name resolution software that
lets users locate computers on a UNIX network or the
Internet (TCP/IP network) by domain name.
DSL Digital Subscriber Line. A high-speed digital line for
high-speed data access. There are several different versions
of DSL including ADSL and HDSL. A DSL is also one
channel of an ISDN service.
DSLAM Digital Subscriber Line Access Multiplexer. A central office device for ADSL service that intermixes voice
traffic and DSL traffic onto a customers DSL line.
DSSS Direct Sequence Spread Spectrum. The data signal is
broken up into sequences and transmitted to the receiver,
which reassembles the sequences into the data signal.
DTD Document Type Definition. A language that describes
the contents of an SGML document.

216

GLOSSARY

e-Commerce A term referring to commerce over the


Internet. E-commerce is the conduct of monetary transactions via computing device.
EDGE Enhanced Data Rate for Global Evolution. A migration path for TDMA and GSM. GPRS would be added,
along with a more robust modulation scheme. Rates to 384
Kbps will offer wireless multimedia IP-based services and
applications.
ETSI European Telecommunications Standards Institute.
FHSS Frequency Hopping Spread Spectrum. Frequency hopping spread spectrum continuously changes the center frequency of a conventional carrier several times per second
according to a pseudo-random set of channels.
FM Frequency Modulation. A transmission technique that
blends the data signal into a carrier by varying the frequency of the carrier.
Gb Interface between a SGSN and a BSS.
Gc Interface between a GGSN and a HLR.
Gd Interface between a SMS-GMSC and a SGSN, and
between a SMS-IWMSC and a SGSN.
Gf Interface between a SGSN and an EIR.
GGSN Gateway GPRS Support Node. Essentially a packet
router with some mobility management functions. It connects to the GSM network through standard interfaces.
Gi Reference point between GPRS and an external packet
data network.
GIWU GSM Interworking Unit. An interface to various networks for data communications.
GML Generalized Mark-up Language. A precursor to SGML.
G-MSC or GMSC Gateway Mobile Station Controller. An
MSC designed to receive wireless calls from the PSTN.
Gn Interface between two GSNs within the same PLMN.
Gp Interface between two GSNs in different PLMNs.
GPRS General Packet Radio Service. A packet-based wireless
communication service that brings data rates from 56 up to

GLOSSARY

217

114 Kbps, and provides continuous connection to the


Internet (termed as an always-on mode) for mobile phone
and computer users.
GPS Global Positioning System. A satellite-based system for
accurate determination of location anywhere in the world.
Gr Interface between a SGSN and a HLR.
Gs Interface between a SGSN and a MSC/VLR.
GSM Global System for Mobile Communication. The world
standard, started in Europe. Currently it enjoys the largest
share of users of any cellular system.
GSN GPRS Support Node (xGSN).
GTP GPRS Tunneling Protocol. A protocol for security on GPRS.
GW Gateway. In interface that performs protocol conversion
between different types of networks or applications.
H323 Defines packet standards for terminal, equipment,
and services for multimedia communications over local and
wide area networks communicating with systems connected to telephony networks such as ISDN.
HDLC High-Level Data Link Control. An ISO communications protocol used in X.25 packet switching networks.
HDR High data rate. An overlay method compatible with
CDMA that allows data rates up to 2.4 Mbps.
Hiperlan2 (Hiperlan) A wireless LAN technology developed
by ETSI that provides a 23.5 Mbps data rate in the 5GHz
band similar to Ethernet but includes QoS.
HLR Home Location Register. A database in a cellular system
that contains all the subscribers within the providers home
service area.
HSCSD High-Speed Circuit Switched Data. A method of
increasing data throughput in a circuit-switch connection
by using multiple time slots in TDMA or multiple codes in
CDMA.
HTML HyperText Markup Language. A tag-based language
of elements that perform visual presentation or mark-up
operations on text within a document.

218

GLOSSARY

HTTP HyperText Transfer Protocol. The set of rules for applications exchanging files (text, graphic images, sound, video,
and other multimedia files) on the Internet.
HTTP or s-HTTPS Secure Hypertext Transfer Protocol. An
extension of HTTP for authentication and encryption
between a Web server and browser.
i-Mode A version of compact HTML utilized by NTT DoCoMo.
IM Instant Messaging. Conferencing using the keypad or keyboard over the Internet or a wireless device between two or
more people that requires all parties be online at the same
time.
IP Internet Protocol. An implementation of the network layer
of the protocol, which contains a network address and is used
to route a message to a different network or subnetwork.
IR Infrared. An invisible band of radiation at the lower end of
the electromagnetic spectrum commonly used as a wireless
communications medium between two devices.
ISDN Integrated Services Digital Network. A digital subscriber service offering either 144 Kbps, suitable for home
or SOHO, or 1.544 Mbps, suitable for enterprise markets.
ISM Industrial, Scientific and Medical Application Band. In
the 900 MHz and 2.4 GHz bands. Frequencies vary slightly between the U.S. and Europe.
ISO International Standards Institute.
ISP Internet Service Provider. A company that primarily
offers Internet access and services to consumers.
Iu Interface between Radio Network Controller and the
SGSN.
IUR Internet Usage Record.
J2ME Java Version 2 Mobile Edition. A compact version of
Suns Java technology targeted for embedded consumer
electronics.
JavaScript or JScript A scripting language technology used
in common Web browsers as a client-side technology and
also as a server-side integration tool.

GLOSSARY

219

JVM Java Virtual Machine. A Java interpreter.


L2TP Layer 2 Tunneling Protocol. A protocol from the IETF
for creating virtual private networks over the Internet.
LLC Logical Link Control. Provides a common interface
point to the MAC layers, which specify the access method
used.
MAC Medium Access Control. The protocol that controls
access to the physical transmission medium on a LAN.
m-Commerce Mobile commerce or mobile e-commerce.
Mobile commerce is the conduct of monetary transactions
via a mobile device such as a WAP device.
MGCP/Megaco Media Gateway Control Protocol. Specifies
communication between call control elements and telephony gateways in VoIP networks. Megaco was created for the
same purpose, but it differs from MGCP because it supports a broader range of networks and devices.
MILNET Military Network.
MM Mobility management. The process of assigning and
controlling of wireless links for terminal network connections of cellular devices.
MMS Multimedia Messaging. Pager and SMS messaging
which includes graphics or video components.
MPLS Multi-Protocol Label Switching Router. A specification for layer 3 switching from the IETF.
MS Mobile station. A cellular or PCS radio.
MSC Mobile Switching Center. A switching center for
mobile customers that connects them to each other or the
public switched network.
MVNO Mobile Virtual Network Operators. A mobile operator
that does not own its own spectrum and usually does not
have its own network infrastructure that establishes business arrangements with traditional mobile operators to buy
minutes of use for sale to their own customers.
NAS Network access server. A specialized file server that connects to the network.

220

GLOSSARY

NMT Nordic Mobile Telephone System. An early cellular system in Scandinavia and Europe.
NSF National Science Foundation.
OA&M Operations, administration, and management.
OFDM Orthogonal Frequency Division Multiplex. A method
of digital modulation in which a signal is split into several
narrowband channels at different frequencies.
OPEX Operation expense. The expenses of daily operations.
OSI Seven-Layer Model A standard architecture for data
communications. Layers define hardware and software
required for multivendor information processing equipment to be mutually compatible. The seven layers from lowest to highest are: Physical, Link, Network, Transport,
Session, Presentation, and Application.
OSS Operations Support System. A support system for
deploying new IP-based services (VPN, QoS, VoIP) which
enables rapid service provisioning and service level agreement management.
PCU Packet control unit.
Packet Switching or PS An efficient method for breaking
down and handling high-volume traffic in a network. A transmission technique that segments and routes information into
discrete units. Packet switching allows for efficient sharing of
network resources because packets from different sources
can all be sent over the same channel in the same bitstream.
PDA Personal Digital Assistant. A hand-held device such as
the Palm Pilot.
PDC Personal Digital Cellular. A Japanese standard very similar to TDMA in the U.S.
PDN Packet Data Network. An IP network for packet data.
PLMN Public Land Mobile Network. Generic name for all
mobile wireless networks that use earth base stations rather
than satellites; the mobile equivalent of the PSTN
PSPDN Packet Switched Public Data Network. A public
packet data network such as the Internet.

GLOSSARY

221

PSTN Public Switched Telephone Network. The public telephone circuit switched network.
PVC Permanent virtual circuit. A point-to-point connection
that is established ahead of time.
QoS Quality of service. The ability to define a level of performance and priorities in a data communications system.
RADIUS Remote Authentication Dial-In User Service.
RAN Radio Access Network. The radio access network provides
the basic transmission, radio control, and management functions needed for the mobile subscriber to access the resources
of the core network and the end-user services network.
RFC Request for Comment. A mechanism for development of
Internet procedures and specifications; RFCs create a
standard without the formal ratification process (such as
an ANSI standard).
RLP Radio Link Protocol. A handshaking protocol for handling lost data in wireless transmissions.
RNC Radio Network Controller. The intelligence of an RAN.
SCP Service Control Point. A node in an SS7 telephone network that provides an interface to databases, which may
reside within the SCP computer or in other computers.
SGML Standardized General Mark-up Language. An ISO
standard for defining the format in a text document.
SGSN Serving GPRS Support Node. The node is responsible
for handling packet data to and from a mobile device.
SIP Session Initiation Protocol. An Application layer control
protocol that can establish, modify, and terminate multimedia sessions or calls.
SLA Service-level agreement. A contract between the
provider and the user that specifies the level of service that
is expected during its term.
SMS Short Message Service. A messaging service supported
by many mobile phones that allows short text messages,
typically in the range of 120 characters, to be sent between
mobile devices.

222

GLOSSARY

SMSC Short Message Service Center. A temporary message


storage facility for flow control,
SS7 Signaling System Number 7. The protocol used in the
public switched telephone system for setting up calls and
providing services.
SOHO Small Office Home Office. A market of small businesses, some operating out of a home environment.
TACS Total Access Communications System (replaced by
enhanced versionETACS).
TCP/IP TCP (Transmission Control Protocol) is a method
(or protocol) used in conjunction with the Internet Protocol
(IP) to send data in the form of message units (datagrams
or packets) between computers over the Internet. IP handles the actual delivery of the data and TCP tracks the individual data units so that the message can be reconstructed
on the receiving end.
TDMA Time Division Multiple Access. A method of dividing
a communications channel into time slots with different
users assigned to each slot. In the United States, this is
known as IS-136.
TE Terminal equipment.
TIA Telecommunications Industry Association.
TS Time slot.
Um Interface between the MS and the GPRS fixed network
part.
UMTS Universal Mobile Telephone System. The name of a
new mobile networking standard that will supplement and
ultimately replace GSM. UMTS is considered a Third
Generation Cellular System using higher data rates than
currently possible.
UNII Unlicensed National Information Infrastructure
Band5.15 GHz to 5.85 GHz.
URL Uniform Resource Locator. Addresses of Web-based
resources; they can refer to static pages and to applications
(scripts).
UTRAN UMTS Terrestrial Radio Access Networks.

GLOSSARY

223

VAS Value-added Services.


VHE Virtual Home Environment. A concept that a network
supporting mobile users should provide them the same
computing environment on the road that they have in their
home or corporate computing environment.
VLR Visitor Location Register. A database in a cellular system
that contains all the subscribers that are currently visiting
within this service area.
V-MSC Voice Mobile Station Controller. The MSC for the
circuit switched voice traffic.
VPN Virtual Private Network. A private network that is configured within a public network.
VoIP Voice-Over-Internet Protocol. A method of breaking
voice communications into packets and routing them just
like any other Internet traffic.
W3C World Wide Web Consortium.
WAP Wireless Application Protocol. A specification for a set
of communication protocols to standardize the way that
wireless devices, such as cellular mobile telephones, can be
used for Internet-based access. WAPs protocol layers are as
follows:
Wireless Application Environment (WAE)
Wireless Session Layer (WSL)
Wireless Transport Layer Security (WTLS)
Wireless Transport Layer (WTP)
W-CDMA Wideband Code Division Multiple Access. A form
of CDMA using higher bandwidth by utilizing wider radio
frequency spectrum.
WID Wireless Information Device.
WLAN Wireless Local Area Network. A wireless implementation of a local area network such as a wireless Ethernet or
HomeRF network.
WML Wireless Markup Language. A tag language that allows
the text portions of Web pages to be presented on cellular
phones or Personal Digital Assistants via wireless access.

224

GLOSSARY

WML is similar in appearance to HTML. An alternative to


WML is compact HTML.
WMLScript A scripting language for use with WAP devices,
similar to JavaScript.
WTAI Wireless Telephony Application Interface. The WTAI
specification describes standard telephony-specific extensions for WAP devices with WML and WMLScript interfaces to such items as call control features, address book,
and phonebook services.
XHTML Extensible HTML.
XML Extensible Markup Language. The World Wide Web
Consortiums standard for Internet Markup Languages.
WML is one such language. XML describes the structure of
content, unlike HTML, which describes how pages appear
when viewed.

INDEX
Note: Boldface numbers indicate illustrations; italic t indicates a table.
access, 121
access cards, 126
access points, 189
access technologies, 35
access versus applications, 108110
access-enabled solutions, 107152
Active Server Pages (ASP), 48
Adobe GoLive, 58
Advanced Mobile Phone Service
(AMPS), 5, 7, 18
modems, 4041
advertising, targeted, 139
airtime billing, 12
Alcatel, 28
American National Standards
Institute (ANSI), 47
amplitude modulation (AM), 2
analog signals, 3, 7, 17, 24, 37
anonymity vs. privacy, 163164
AOL, 89
Application Programming Interfaces
(APIs), 60
application protocols, 35
application service provider (ASP),
120
applications, services, accessenabled solutions, 107152
Arbitron, broadband survey, 81
Ardis, 24, 63, 64
ARPANET, 8, 9, 10
Asynchronous Transfer Mode
(ATM), 73, 77
AT command set, 17
AT&T, 89
AT&T Bell Laboratories, 5
AT&T Wireless Services, 53, 56
athletic monitors, 184
audio, 83
authentication, 72
bandwidth, 4, 14, 83, 201
banning sites, 155156
Base Station Controller (BSC), 46
batteries, 19

baud rates, 7
Bell Telephone Company, 2
Bell, Alexander G., 2
billing schemes, 12, 27, 153171,
176, 177
Short Message Service (SMS), 44
biometric identification, 163
Blackberry, 6263, 115, 119, 119
blocking sites, 155156
Bluetooth, 24, 60, 6768, 75, 188191
bookmarks, 180
branding online, 160, 176, 201
Branson, Richard, 178
broadband, 8185, 143
broadcast communications, 2, 86
browsers, 48
bucket plans, 161
bursty transmissions, 73
business market for wireless, 104105,
140141
C++, 60
calendaring applications, 125, 125
call detail records (CDRs), 27
call waiting, interactive, 179
Caller ID, 28
cameras, 127, 127, 127
capital expense (CAPEX), 29
Cascading Style Sheets (CSS), 48
Casio, 115
CB radio, 153
CD ROM, 129
cells, in cellular system, 6, 6, 95
cellular carriers, 85t
cellular communications, 56, 6, 12,
17, 3637, 950103, 190191
cellular data modems (See also
modems), 3747
cellular data transmission, 1723
Cellular Digital Packet Data (CDPD),
1819, 20, 24, 35, 37, 55, 64, 66
General Packet Radio Service
(GPRS) and, 4547
modems using, 3841
225

Copyright 2002 by The McGraw-Hill Companies, Inc.


Click here for terms of use.

226

INDEX

cellular phones, 13, 14, 16, 59, 105,


108, 109, 113, 114, 158
censorship, 167168
challenges faced by wireless operators,
2829, 191192
chat rooms, 179
child monitors, 183, 185
circuit switched communications, 23,
2532, 36
modems for, 37
Cisco, 84
Class 4 switches, 28
Class 5 switches, 2931
clinics, mobile, 146147
clipping, Web, 63
Code Division Multiple Access
(CDMA), 1920, 21, 23, 36, 64
modems, 41, 42
Short Message Service and, 4345
Short messaging service (SMS) and,
118
WAP and, 55
colleges and universities, 149150
CommuniCam camera, 127
communications history, 173201
compact disc (CD) and music, 132
Compact HTML (cHTML), 50, 5558
Compaq, 64, 66, 75, 84, 113, 115
computer based training (CBT), 147
computers, 3, 111112
in mobile communications, 67
sales of, 8993
concierge services, 179
connection-oriented networks, 26
connectionless networks, 26
connectivity leapfrog concept, 194
Consumer Electronics Association
(CEA), 90
content delivery, 120
context-sensitive access, 180187
copper cable, 3
copyright, 168171
correspondence courses (See distance
learning)
cost of services, 176
customer care, 143, 177
data
data
data
data

analysis vs. privacy, 165166


collection vs. privacy, 164
fusion, 165166
modems, cellular (See also
modems), 3747
data-only services penetration rate, 92,
93

data services, 176


data speed, 12
data storage vs. privacy, 165
databases, 4
DataTAC, 63, 64
De Forest, Lee, 2
Defense Department/DARPA, 8, 48
delivery of content, 120
Dell, 84
digital cameras, 127, 127
digital dividend, 193
digital divide, 193
Digital Enhanced Cordless
Telecommunications (DECT), 75
Digital Equipment, 154
digital rights management (DRM),
168171
digital signals, 4
Digital Subscriber Line (DSL), 7, 82,
83, 108
Digital Subscriber Line Access
Multiplexers (DSLAMs), 78
Direct Sequence Spread Spectrum
(DSSS), 71
directories, 128
displays/monitors, 12
distance learning, 147151
distribution, super distribution, 170171
Document Type Definition (DTD), 48
documentation management systems,
143
domains, Internet, 910
dropout, 7
e-books, 128130
early adopters, 101
economics of wireless access, 192195
educational systems, 148149
efficiency of wireless, 197200
electronic photo albums, 126127
electronic program guides (EPGs), 136
electronic wallets, 126
email, 10, 63, 121122, 155
emotional content, 197199
encryption, 72, 169
Enhanced (EMS/ESMS), 44
Enhanced Data Rate for Global
Evolution (EDGE), 21, 23
ENIAC, 3
enterprise logistics, 139140
entertainment and lifestyle services,
130138
Ericsson, 28, 52, 53, 60, 6768, 75,
112, 127

INDEX
Ethernet, 65, 67, 154
European Telecommunications
Standard Institute (ETSI), 51, 71
European wireless markets, 95103
event notification services, 130
Excite, 93
Extensible HTML (XHTML), 5051,
54, 58
Extensible Markup Language (XML),
4950, 51, 54
fair-use laws, 170
fiber optics, 4
field service applications, 143144
file sharing, 10
filtered access, 14, 128
Finland and wireless access success,
9798
Flash, 196
flat rate access plans, 161
4G, 180
free content, 159161
freedom of expression, 167168
Frequency Hopping Spread Spectrum
(FSSS), 65, 68, 71
frequency modulation (FM), 3, 7
future of wireless, 200201
gambling applications, 132133
games, wireless, 133134
Gateway GPRS Support Node
(GGSN), 46
gateways, 109, 120
H.323, 76
media, 2931
General Magic, 93
General Motors, 92
General Packet Radio Service (GPRS),
21, 24, 35, 36, 4547, 46, 60
Base Station Controller (BSC), 46
Gateway GPRS Support Node
(GGSN), 46
Serving GPRS Support Node
(SGSN), 46
Generalized Markup Language, 47
generations of technology, 2023
geriatric monitors, 183184
GGSN, 28
Glenayre, 63
Global Positioning Services (GPS), 7,
11, 92, 181
Global System for Mobile
Communications (GSM), 1920,
21, 23, 26, 36, 60, 98

227

General Packet Radio Service


(GPRS) and, 4547
modems, 41
Short messaging service (SMS) and,
118
WAP and, 54
Google, 100
government training courses, 151
Graphical User Interface (GUI), 60
GTE, 53
Guassian Frequency Shift Keying
(GFSK), 64
H.323 packet standards, 7677, 76, 79
handheld devices, 94t
handoffs, 7, 17
Handspring, 63, 66, 113, 115
harmonization, 2021
hazardous occupation monitors, 187
Hewlett-Packard, 64, 66, 75, 113, 115
High Data Rate (HDR), 21, 23
high frequency (HF) radio, 3
High Speed Circuit Switch Data
(HSCSD), 21, 26
HiperLAN/HiperLAN2, 67, 68, 7175,
73, 74
home monitors, 186187
Home Radio Frequency Working
Group (HRFWG), 75
Home RF, 24, 67, 75
hospital monitors, 185186
human-to-machine interface, 91
Hutchison 3G, 56
hybrid cellular/dispatch technology, 23
Hypertext Markup Language (HTML),
4749, 5051, 5558, 60
Hypertext Transfer Protocol (HTTP), 78
IBM, 47, 75
iDEN, 23
identification cards, 126
IEEE 802.11, 24, 67, 6871, 69, 70,
75
IEEE 802.11B, 83
images, 136137
iMode, 24, 36, 47, 54, 5558,
98103, 99, 101, 102t, 103
Industrial, Scientific, Medical (ISM)
band, 65, 68, 75
Information Age, 1
information technology (IT), 104
infrared, 20, 37
infrastructure protocols and
applications, 7679

228

INDEX

Instant Messaging (IM), 44, 104,


122125, 155
integrated circuits, 4
Intel, 75, 154
Intelligent Networks, 79
interactive call waiting, 179
interactive distance learning (IDL),
147
interactive toys, 137138
interactive TV (iTV), 136
interference, 7
Internal Revenue Service (IRS), 48
International Standards Organization
(ISO), 48
International Telecommunications
Union (ITU), 76
Internet and Internet access, 711,
8183, 82t, 192195
connectivity projections, 17, 17
growth of, 8589, 88t, 88
Internet appliances, 13
Internet Engineering Task Force
(IETF), 77, 78
Internet Explorer, 48
Internet Protocol (IP), 89, 21, 23,
2532
Internet ready, 40
Internet usage records (IURs), 27
iPAQ, 113, 115
IrDA, 60
IS-54, 19, 20
IS-95C/D, 21
IS-136, 19, 20, 23
IS-136 Plus, 21
ISDN, 7, 76, 79
Japanese wireless markets, 95103
Java, 48, 5860
Java 2 Microedition (J2ME), 23, 24,
47, 60, 115
Java Version 2 Mobile Edition (J2ME),
5860, 59
Java Virtual Machine (JVM), 59
JavaScript, 48
keyboards, 12
killer app, 109, 110
kiosks, 142
KPN Mobile, 56
languages, 35, 4761, 47
laptops, 11, 20
Libris, 51, 52, 53
literacy, 194

local area networks (LANs), 37, 76,


83, 154
location-based services, 138139
logistics, enterprise, 139140
long distance communications, 34
Lucent, 28
m-Commerce, 162168
machine to machine interface, 91
magazines, virtual, 128129
mailing lists, 8
manufacturing using wireless
communications, 144145
market for wireless, 84, 84t
markup languages, 4749
Media Gateway Control Protocol
(MGCP), 7577, 75, 79
media gateways, 2931
medicine, telemedicine, 145147
Megaco, 7577, 75
memory, 6, 7, 61
messaging services, 117119,
157159, 196197
Metcalfe, Robert, 154
Metcalfes law, 154156
Metricom, 65, 89
microbrowsers, 112
Microsoft, 75, 89
middleware, 109
milestones in communications, 4
military applications, 187
miniaturziation, 11
MNP 10, 17
mobile clinics, 146147, 146
mobile data networks, 12
mobile data terminal (Motorola), 152
mobile electronic wallets, 126
mobile portals, 115117, 120
Mobile Switching Centers (MSC), 28
mobile telephones, 13
Mobile Virtual Network Operators
(MVNOs), 175178
mobility vs. content, 109111
Mobitex, 24, 63, 6566
modems, 7, 17, 18, 3747, 90
CDPD, 37, 384
circuit switched communications
and, 37
data, cellular, 3747
packet communications and, 37, 39
PCMCIA, 37, 39, 40, 42
traffic channel, 37, 4142
Moore School of Engineering, 3
Morse, Samuel B., 1

INDEX
Motorola, 23, 52, 53, 64, 75, 112, 115
movie rentals, wireless, 134135
MP player/phone (Samsung), 133
MP3, 132, 187, 195
MTV, 196
multicasting, 79
multimedia, 112, 194
Multimedia Messaging (MMS), 44,
110, 196197
multipoint control units (MCU),
H.323, 76
Multiprotocol Label Switching
(MPLS), 77
music and wireless, 131132
National Science Foundation (NSF), 9
Nav Talk, cellular phone with GPS, 139
NetMeeting, 141
Netscape Navigator, 48
Network Communications Protocol
(NCP), 8
network design, 35
New Economy, 192195
news and information services, 128130
newspapers, virtual, 128129
Nextel, 23, 89, 92, 157
nodes, 9
noise, 7
Nokia, 28, 52, 53, 58, 60, 9798, 112,
141
Nordic Mobile Telephone (NMT), 5
Nortel, 28
notification services, 130
NTT DoCoMo, 21, 5558, 98103
OmniSky, 24, 63, 66, 89
1xEV, 21, 42
xRTT, 21, 23, 42
OnStar, 92
open systems, 157
OpenWave, 58
operating systems, 113
operational expense (OPEX), 29
Orthogonal Frequency Digital
Multiplexing (OFDM), 71, 7273

patient record management, 146


PCMCIA modems, 37, 39, 40, 42, 64
PCs (See also computers), 90, 109
PDPD, 63
peer to peer configuration, 189
persistent protection, 169
Personal Area Networks (PANs), 24,
6675, 83, 184185, 184
Personal Communication Systems
(PCS), 5, 3637
personal digital assistants (PDAs), 11,
13, 15, 24, 36, 37, 38, 59, 61,
6264, 81, 83, 89, 9091, 108,
109, 113, 114, 115, 129, 144,
158, 181
Personal Digital Cellular (PDC)
networks, 56
personal information management
(PIM), 115
personalization, 119120, 121152,
166167, 195196
personalized communications, 121152
photo albums, electronic, 126127
photonics, 4
piconets, 190
Pocket PCs, 13, 15, 24, 37, 6264,
81, 90, 91, 113, 115
police radio, 3
portals, 115117, 120, 155
PostScript File Descriptor (PDF) files,
129
predictive text input, 113
presence information, 123125, 138
privacy issues, 121, 163164
professional training courses, 150
profiling, 165166
proprietary networks, 64
proprietary solutions, 157
protocols, 35, 5155
Psion, 60
public education (K12), 148149
Public Switched Telephone Network
(PSTN), 76
push technology, 92
Qualcomm, 21

packet and packet switched


communications, 9, 9, 20, 23,
2532, 55, 63
H.323 standard for, 7677, 76
modems for, 37, 39
pagers, 90, 91, 115
Palm, 63, 66, 113, 114, 115
Palo Alto Research Center (PARC), 154

229

radio, 2, 3
radio frequency (RF), 75
radio, virtual, 135, 136
RAM Mobile Data, 6566,
Rand Corporation, 8
random access memory (RAM), 6
RDLAP, 64

230

INDEX

read only memory (ROM), 6


real-time access, 199200
Remote Access Servers (RAS), 77
remote corporate network
connections, 142
remote users, 142
Request for Comment (RFC), 8
Research in Motion (RIM), 58, 6263,
89, 115, 119
retail facilities, 177
reuse of spectrum, 14
Ricochet, 6465, 64
RISC microcontrollers, 7
roaming, 18, 23, 201
RS-232, 37, 60
Samsung, 114
satellite communications, 34
schools, 148149
Secure Hypertext Transfer Protocol
(SHTTP), 59
security, 121, 126, 162168
security video monitoring, 151152
Sensatex wearable computer devices,
181187, 182
service providers, 174178
service provisioning, 27
services and access-enabled solutions,
107152
Serving GPRS Support Node (SGSN),
46
Session Initiation Protocol (SIP), 31,
77, 7879, 78
Seymour Powell, 114
SGSN, 28
Shift JIS character set, 58
shopping wireless online (See mCommerce)
Short Message Service (SMS), 20, 24,
36, 37, 4245, 43, 86, 98, 111,
112, 117119
billing plans for, 44
Enhanced (EMS/ESMS), 44
Instant Messaging and, 44
Multimedia Messaging and, 44
Short Message Service Center
(SMSC) for, 44
Smart Messaging and, 44
subscriber identity module (SIM)
and, 44
WAP and, 54
Siemens, 28
SkyTel, 63
sleep study monitors, 185

smart appliances, 13, 59, 9192


Smart Messaging, 44
smart phones, 60, 115
sneaker network, 111
social impact of technology, 196
soft switches, 2931
software development, 113
Sony, 113, 187
spectrum, 14, 175, 191192
IEEE 802.11 use, 7071
speed of communications, 199
sports monitors, 184
Sprint PCS, 89, 114
SS7, 156
Standardized General Markup
Language (SGML), 48, 49
standards development, 23, 25, 52
stereo voice, 179
streaming media, 83
subscriber identity module (SIM), 44
subscribers to wireless, 176
Sun Microsystems, 5860
super distribution schemes,
170171
switches, 28
Symbian, 47, 60, 61, 115
targeted advertising, 139
TCP/IP, 12, 18, 60
TCP/IP, 89, 12, 18, 60
teenager market for wireless, 103105,
118
Tegic T9, 113
telecardiology, 145146
Telecommunications Industry
Association (TIA), 51
telegram, 3
telegraph, 1, 3
telematics, 9192
telemedicine, 145147
telephone, 2, 156
telepsychiatry, 146
teleradiology, 146
television, virtual, 136
Tellme, 93
terminal technologies, 2425
three dimensional (3D) images, 180
3G (Third Generation) wireless
technology, 2023, 22, 29, 30,
31, 41, 108, 112, 196
3Com, 154
throughput rates, 7
Time Division Multiple Access
(TDMA), 1920, 21, 36, 56

INDEX
General Packet Radio Service
(GPRS) and, 4547
modems, 40, 41, 42
Short Message Service and, 4345
Short messaging service (SMS) and,
118
WAP and, 55
time-sensitive data, 121, 128
Total Access Communications System
(TACS), 5
toys, interactive, 137138
traffic channel modems, 37, 4142
training courses, 150151
transatlantic cable, 3
transistors, 3
Transmission Control Protocol (TCP),
89
transoceanic cables, 4
travel related wireless applications, 131
TV phone (Samsung), 137
2G (Second Generation) wireless
technology, 1923, 29, 31, 40, 95,
108, 196
2.5G (Second and a Half Generation)
wireless technology, 2023, 29,
31, 41, 108, 196
universal messaging, 157159
Universal Mobile Telephone Service
(UMTS), 23
Unlicensed National Information
Infrastructure (UNII), 68
Unwired Planet, 53
usage-based billing, 12, 161162
User Agents, 52
user-aware access, 180187
user interfaces, 14
vacuum tubes, 2
value-added services, 27
value of network, Metcalfes law and,
154156
vending machines, 91, 98, 126
Verio Communications, 56
Verizon, 89
vertical applications, 109
video, 83, 134137
video-based training (VBT), 147
video conferencing, 141
video phone (Nokia), 141
Virgin Mobile, 178
virtual newspapers and magazines,
128129
virtual private networks (VPNs), 72

231

virtual radio stations, 135


virtual reality, 180
virtual television stations, 136
Vodafone, 89
voice communications, 24, 9395,
111112, 156, 178179
voice messaging, 9395
Voice over IP (VoIP), 26, 79
voice recognition, 12
voicemail, 177
walled garden concept, 155
wallet, electronic, 126
WAP Forum, 53
WAP Gateway, 5152
Watson, Thomas, 2
WCDMA, 23, 42
weak signals, 7
wearable computer devices, 181187,
182
Web clipping, 63
WebCams, 151
Wide Area Networks (WANs), 83
Wideband Code Division Multiple
Access (WCDMA), 21
WiFi, 188
Wildfire, 93
Windows CE (WinCE), 61, 114, 115
Wireless Application Environment
(WAE), 5152, 51
Wireless Application Protocol (WAP),
24, 36, 45, 47, 5155, 52, 53,
57, 59, 60, 112, 155, 177
Wireless Communications System
(WCS), 65
Wireless Information Device (WID), 60
wireless LAN (WLAN), 24, 25, 35, 36,
6675, 188191
Wireless Markup Language (WML),
50, 52
wireless phones, 114
wireless solution, 32
wireless subscribers, 8589, 86, 87, 88
Wireless Telephone Application
Interface (WTAI), 52
WMLScript, 52
World War II and communications
technology, 3
World Wide Web Consortium (W3C),
49
Xerox, 154
Yahoo, 89, 93

ABOUT THE AUTHORS


Roman Kikta is the General Partner and
co-founder of Genesis Campus, a technology business creation incubator and venture fund. Mr. Kikta has worked for
leading wireless industry companies:
Nokia Mobile Phones, Panasonic
Communications and Systems Company,
GoldStar, and OKI Telecom. Mr. Kikta is
an acknowledged expert on market trends
globally from anthropological, sociological,
and psychological perspectives and on the role of technologies
on society. He has led development of several industry firsts
including: cellular payphone, cellular in-building system/PBX
adjunct, and voice recognition dialer, in addition to several generations of mobile, transportable, and portable phone designs,
features, and functions, as well as the initial product launch of
PCS in the US. Mr. Roman Kikta has also co-authored other
books published by McGraw-Hill on communications technologies, including Delivering xDSL and 3G Wireless Demystified.
Al Fisher is a Partner of Genesis Campus, a venture capital
firm. Mr. Fisher is a wireless telecommunications specialist
with over twenty years in engineering, manufacturing, and
marketing with leading telecom equipment manufacturers,
including OKI Telecom, Uniden America,
and Anritsu Company. He was a cofounder and V.P. of Engineering for NETTEL Technologies, Inc., a Research &
Development firm specializing in biometric security with wireless devices and computer networks and served as President of
Concept Technologies, a design consulting firm. Mr. Fisher has served on several
TIA and ANSI committees, chairing sever-

Copyright 2002 by The McGraw-Hill Companies, Inc.


Click here for terms of use.

al subcommittees, and served as a member of the Advisory


Committee for Penton Publishing technical programs on
Wireless Internet. He has presented several technical seminars
in the United States and internationally, and also authored several articles in technical journals. Mr. Fisher is a co-holder for
patents in secured access using biometrics and an interactive
messaging and programming system using in-band signaling
and voice recognition technology. Mr. Fisher has received his
BS degree from Drexel University.
Michael Courtney is a Partner with
Genesis Campus, a technology business
creation incubator and venture fund. Mr.
Courtney has over twelve years experience
in Marketing Research and Business
Development in financial and telecommunications industries. Mike has conducted
extensive market research to test new
product and service concepts, demand,
positioning, and pricing for companies
such as AT&T, Lucent, Nortel, Ericsson, and Nokia. Mr.
Courtney has extensive knowledge of telecommunications
infrastructure, wireless devices, and emerging technologies.
Mr. Courtney has been involved with product and concept
development of technologies including wireless instant messaging, Bluetooth, Java, WAP, Biometrics, and mobile payment
systems. He is a frequent seminar leader and speaker at corporate, industry and academic events. Mr. Courtney has a B.S. in
Business Administration from State University of New York and
a Masters of Marketing Research from the University of
Georgia, Athens, GA.

Wireless Crash Course


Paul Bedell
0-07-137210-5 / 2001 / 400 pgs
How Wireless Works in the Real World
In this much-needed resource, Bedell, who has built out fixed, interconnection, and WAN networks for three major wireless carriers, leaves heavyduty math to the scientists and gives you wireless in plain English.
Step-by-step, he shows you how wireless voice and data systems work.
Packed with easy-to-understand information, Wireless Crash Course is
the perfect text for a first course in wireless managementand an ideal tool
for managers and engineers who want to expand their understanding of how
wireless carrier systems work, and how to make them work better at a fraction of the cost.

One Book that Explains It All


Cellular Radio Systems
Cellular Regulatory Structure
Fundamental Design Parameters
Cellular System Components and Design
Criteria and Methods of Cell Placement
AMPS Tech Specifications
RF Channelization, Propagation and Power
Towers Antenna Types and Uses
LMDS v MMDS Bluetooth
WAP 3G Paging EMSR Satellite-Based PCS
Cell Site Equipment and RF Signal Flow
Cellular System Capacity Engineering Regulatory Processes
Enhancers Microcells Tools and Testing
Mobile Telephone Switching Office
N-AMPS Cellular Standard COWs
Fixed Network and System Connectivity
Interconnection to the PSTN Digital Cellular Systems vs PCS
Cellular Call Processing Network Operations Centers
Intercarrier Networking Wireless Fraud

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