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5.0 Pervasive Computing 5.

1 Meaning
The idea that technology is moving beyond the personal computer to everyday devices with embedded technology and connectivity as computing devices become progressively smaller and more powerful. Also called ubiquitous computing, pervasive computing is the result of computer technology advancing at exponential speeds - a trend toward all man-made and some natural products having hardware and software. Pervasive computing goes beyond the realm of personal computers. It is the idea that almost any device, from clothing to tools to appliances to cars to homes to the human body to your coffee mug, can be imbedded with chips to connect the device to an infinite network of other devices. The goal of pervasive computing, which combines current network technologies with wireless computing, voice recognition, Internet capability and artificial intelligence, is to

create an environment where the connectivity of devices is embedded in such a way that the connectivity is unobtrusive and always available.

5.2 Examples Smartphone

The HTC Desire Z, featuring common smartphone abilities such as a high-resolution touchscreen and a sliderkeyboard A smartphone is a high-end mobile phone that offers more advanced computing ability and connectivity than a contemporary feature phone (i.e. a modern low-end phone). A smartphone combines the functions of a personal digital assistant (PDA) and a mobile phone. Today's models typically also serve as portable media players and camera phones with highresolution touchscreen, GPS navigation, Wi-Fi and mobile broadband access.

A smartphone runs a complete mobile operating system. Widespread examples are Apple iOS, Google Android, Microsoft Windows Phone 7, Nokia Symbian, Research In Motion BlackBerry OS, and embedded Linux distributions such as Maemo and MeeGo. Such systems can be installed on many different phone models. They can run third-party applications, using anapplication programming interface (API). According to an Olswang report in early 2011, the rate of smartphone adoption is accelerating: as of March 2011 22% of UK consumers had a smartphone, with this percentage rising to 31% amongst 2435 year olds. Growth in demand for advanced mobile devices boasting powerful processors and graphics processing units, abundant memory (FLASH memory), high-resolution screens with multi-touch capability, and open operating systems has outpaced the rest of the mobile phone market for several years. According to an early 2010 study by ComScore, over 45.5 million people in the United States owned smartphones out of 234 million total subscribers.[7] Despite the large increase in smartphone sales in the last few years, smartphone shipments only make up 20% of total handset shipments, as of the first half of 2010.[8] In March 2011 Berg Insight reported data that showed global smartphone shipments increased 74% from 2009 to 2010.

iPhone

The original iPhone (released in June 2007) In 2007, Apple Inc. introduced its first iPhone. It was initially costly, priced at $499 for the cheaper of two models on top of a two year contract. Initially lacking the capability to install native applications beyond the ones built-in to its OS, many reviewers considered the originally-released device to be more akin to a featurephone than a smartphone. It was one of the first mobile phones to be mainly controlled through a touchscreen, the others being the LG Prada and the HTC Touch (also released in 2007). It was the first mobile phone to use a multi-touch interface, and it featured a web browser that Ars Technica then described as "far superior" to anything offered by that of its competitors. A process called jailbreakingemerged quickly to provide unofficial third-party native applications. Steve Jobs publicly stated that the iPhone lacked 3G support due to the immaturity, power use, and physical size requirements of 3G chipsets at the time.

In July 2008, Apple introduced its second generation iPhone with a lower list price starting at $199 and 3G support. Released with it, Apple also created the App Store with both free and paid applications. The App Store can deliver applications developed by third parties directly to the iPhone or iPod Touch over Wi-Fi or cellular network without requiring a PC for installation. With the introduction of the App Store, the iPhone gained one of the two key smartphone features that it lacked: the capability to officially install and execute additional native applications. The App Store has been a huge success for Apple going from over 500 applications at launch to 65,000 applications and over 1.5 billion downloads in the first year.The App Store hit 3 billion application downloads in early January 2010, 10 billion downloads by January 2011, and 15 billion downloads, of over 425,000 applications, in early July 2011. In June of 2010, Apple introduced iOS 4, which included APIs to allow third-party applications to multitask, and the iPhone 4, which included a 960640 pixel display with a pixel density of 326 pixels per inch (ppi), a 5 megapixel camera with LED flash capable of recordingHD video in 720p at 30 frames per second, a frontfacing VGA camera for videoconferencing, a 1 Ghz processor, and other improvements.In early 2011 the iPhone 4 became available through Verizon Wireless, ending AT&T's exclusivity of the handset in the U.S.,and allowing the handset's 3G connection to be used as a wireless Wi-Fi hotspot for the first time, to up to 5 other devices.

Software updates subsequently added this capability to other iPhones running iOS 4.

4.2 Softwara (Real layer)

Real layer

R l l

11 on Windows R l tworks

Developer(s) Stable release

Wi dows: 14.0.5.660 (Jul 29, 2011; 1 day ago) Mac OS X: 12.0.0 (1569) (December 10, 2010; 7 mont s ago) Li : 11.0.2.2315 (December 10,

2010; 7 mont s ago) [+/] Preview release


[+/]

Operating system Microsoft Windows, Mac OS


X, Linux,Android, Symbian and Palm OS

Platform Available in

IA-32, x86-64, ARM and MIPS English, Chinese (Simplified andTraditional), German, French, Korean, Italian, Japanese and Portuguese

Type License Website

Media player Freemium real.com

RealPlayer is a cross-platform media player by RealNetworks that


plays a number of multimedia formats including MP3, MPEG4, QuickTime, Windows Media, and multiple versions of proprietary RealAudio and RealVideo formats.

History
The first version of RealPlayer was introduced in April 1995 as RealAu io Player, one of the first media players capable of streaming media over the Internet. Version 4.01 of RealPlayer was included as a selectable internet tool in MS Windows 98installation.. Version 6 of RealPlayer was called RealPlayer G2; version 9 was called RealOne Player. Free "Basic" versions have been provided as well as paid "Plus" versions with additional features. On Windows, version 9 subsumed the features of the separate program RealJukebox. RealPlayer 11 was released for Windows in November 2007, and for Mac OS X in May 2008. Versions of RealPlayer are also available for Linux, Unix, Palm OS, Windows Mobile, and Symbian OS. The program is powered by an underlying open source media engine called Helix. RealPlayer was a popular streaming media player during the early years of the Internet, but in recent years it has been surpassed in market share by Windows Media Player, and, since mid-2007, Apple's iTunes. Many users would have initially encountered RealPlayer as a plugin to watch streaming video or listen to streaming audio, e.g. the BBC's websites at one time used this almost exclusively, but in recent yearsAdobe Flash has become a much more popular format for this as demonstrated by the comparable success of BBC iPlayer. As a streaming media player, the number of unique

users using RealPlayer has fallen by 50% over the 3 year period from March 2007 to March 2010. The latest version of RealPlayer, RealPlayer 14, was released November 10, 2010. Highlights for this version include enabling the user to easily transfer video, music, and photos between their computer and mobile devices, share links of videos and photos to sites such asFacebook and MySpace, and download videos from popular sites such as YouTube and Meta Caf with one click.

4.0 The Latest Development in ICT 4.1 Har ware


Smartbook

Wistron Pursebook, with 1 GHz Snapdragon ARM CPU (April 2009). A smartbook was a class of mobile device that combined certain features of both asmartphone and netbook computer, promoted in 2009 and 2010. Smartbooks were advertised with features such as always on, all-day battery life, 3G, or Wi-Ficonnectivity and GPS (all typically found in smartphones) in a laptop or tabletstyle body with a screen size of 5 to 10 inches and a physical or soft touchscreenkeyboard. A German company sold laptops under the brand Smartbook and held a trademarkfor the word in many countries (not including some big markets like United States,China, Japan or India). It acted to preempt others from using the term smartbook to describe their products.

Smartbooks tended to be designed more for entertainment purposes than for productivity and typically targeted to work with online applications. They were projected to be sold subsidized through mobile network operators, like mobile phones, along with a wireless data plan.

History
The smartbook concept was mentioned by Qualcomm in May 2009 during marketing for its Snapdragon technology, with products expected later that year. Difficulties in adapting key software (in particular, Adobe's proprietary Flash Player) to the ARM architecture delayed releases until the first quarter of 2010. Smartbooks would have been powered by processors which were more energy-efficient than traditional ones typically found in desktop and laptop computers. The first smartbooks were expected to use variants of the Linux operating system, such as Google's Android or Chrome OS. The ARM processor would have allowed them to achieve longer battery life than many larger devices using x86 processors. In February 2010, ABI Research projected that 163 million smartbooks would ship in 2015. In many countries the word Smartbook was a trademark registered by Smartbook AG. In August 2009 a German court ruled Qualcomm must block access from Germany to all its webpages containing the word Smartbook unless Smartbook AG is mentioned. Smartbook AG

defended its trademark. A February 2010 ruling prevented Lenovo from using the term. By the end of 2010, Qualcomm CEO Paul Jacobs admitted that tablet computers such as the iPad already occupied the niche of the smartbook, so the name was dropped. In February 2011 Qualcomm won its legal battle when the German patent office ruled the words "smart" and "book" could be used.

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