scholarly journals Compact Antenna for 4G/5G Metal Frame Mobile Phone Applications Using a Tuning Line

Electronics ◽  
2018 ◽  
Vol 7 (12) ◽  
pp. 439 ◽  
Author(s):  
Daiwei Huang ◽  
Zhengwei Du ◽  
Yan Wang

A compact antenna with a 6 mm ground clearance for 4G and 5G metal frame mobile phones is proposed in this paper. The proposed antenna consists of a coupled line, a ground branch, a monopole branch, and a tuning line. The ground branch and the coupled line are used to obtain the lower band (698–960 MHz), the monopole branch is used to improve the match at the lower band and obtain the higher band (1710–2690, 3400–3800 MHz), and the tuning line is used to improve the match at the higher band. The novelty of the proposed antenna is that more modes are excited and work together to obtain multiple working bands, by using the coupled line and the folded branches with the help of the tuning line, and then nine bands are obtained under the conditions of a 6 mm, only, ground clearance and a metal frame environment. A prototype has been fabricated and measured. The measured −6 dB impedance bandwidths are 345 MHz (0.685–1.03 GHz) and 2.16 GHz (1.67–3.83 GHz) at the lower and higher bands, respectively. The LTE700, GSM850, GSM900, DCS, PCS, UMTS, LTE2300, and LTE2500 bands for 2G, 3G, 4G, and the 3.5 GHz band that is possible for 5G are covered. The measured efficiencies and patterns are also presented.

Author(s):  
Thaísa C. Lacerda ◽  
Juliane V. Nunes ◽  
Christiane Gresse von Wangenheim

In this chapter, we discuss the importance of evaluating the usability of mobile applications using tools and technics that consider their specific characteristics. One common way to evaluate usability is using heuristics. However, since many assumptions regarding usability of computer applications are not true for mobile applications, a question arises: does there exist usability heuristics specific for this type of device? To answer this question, we conducted a systematic literature review. We mapped the encountered sets of heuristics to Nielsen's ten heuristics and identified additional ones specifically proposed for this kind of device. Our review indicates that research with respect to usability heuristics for mobile phones are still sparse. Nevertheless, this chapter provides an overview on the state of the art that can guide the design and evaluation of interfaces for mobile applications as well as provide a starting point for the evolution of such customized heuristics.


2021 ◽  
Vol 17 (1) ◽  
pp. 4-15
Author(s):  
Najat AlSaied ◽  
Fokiya Akhtar

Purpose A variety of alternate technology-enhanced teaching approaches are now available to university students to broaden their learning experiences and complement conventional face-to-face teaching. This paper aims to outline a study conducted at an English Medium Instruction (EMI) University in the Arabian Gulf where students were studying media. The study explored an innovative teaching approach that sought to enhance the students’ interaction with mobile phone applications as part of their learning experiences during the course. Design/methodology/approach The focus of the study was on enhancing the students’ English writing skills such as vocabulary, spelling and grammar and on improving their technical skills such as in video production. The study collected both quantitative and qualitative data. Findings The results indicated that mobile phone applications were helpful in improving students’ journalistic writing skills where they had a good level of proficiency in English, more so than students with poor English who are more dependent on traditional learning methods. Students also benefitted from mobile phone video production workshops that were intensive and creative. Based on the results of this study, it is recommended that courses and labs in media courses have skilled technicians that can train students in creative mobile phone video production while faculty members need to be trained and proactively encouraged to use mobile phones for teaching and learning purposes. Originality/value wBased on the results of this study, it is recommended that courses and labs in media courses have skilled technicians that can train students in creative mobile phone video production while faculty members need to be trained and proactively encouraged to use mobile phones for teaching and learning purposes.


Author(s):  
Ramandeep Singh Sethi ◽  
Aniket Thumar ◽  
Vaibhav Jain ◽  
Sachin Chavan

The usage of mobile phones in today's world is more than ever. Mobile phones are everywhere and the mobile technology is growing at an exponential rate. The capabilities of a mobile phone have made it provide us services that make human life better. One such service that mobile phones can offer us is digital healthcare. Also, it is recognized that mobile phone applications that provide healthcare solutions are trending. Such applications provide a convenient and portable healthcare solutions to all the individuals. Such applications provide a rich experience to a user and in this way, the users will come to know more about their health and body. Digital healthcare mobile applications are capable of diagnosing a disease that a patient is suffering from using his/her symptoms. This information can be used further by a medical practitioner for later on consultation.


Author(s):  
Lin Guo ◽  
Zheng Liu ◽  
Heng Liu ◽  
Daiwei Huang ◽  
Zhengwei Du

Author(s):  
C. El Morr

The adoption of mobile phone technology on a large scale in today’s societies turned mobile phones into a universal tool. Phone companies are deploying 3G mobile technology and planning for 4G; nevertheless, the “killer” applications are yet to be developed. Meanwhile, mobile virtual communities (MVCs) are emerging, and their applications are diverse: they range from education, to entertainment and lifestyle. Our vision is that mobile virtual communities will be a major trend and could create a momentum for 3G and 4G mobile phone applications. In this article we analyze the different types of mobile virtual communities, and we draw some research perspectives and applications.


2016 ◽  
Vol 8 (4) ◽  
pp. 33-40
Author(s):  
Vaishnavi Venugopalan ◽  
Chaitanya Vyas

To find the best train ticket booking mobile application on the bases of application features. Four widely used mobile phone applications (Ixigo, MakeMyTrip, ClearTrip, and IRCTC) for railway ticket booking are selected and application features related to ease of download and use, rating, number of installs, etc. are compared. A practical attempt is made to book a train ticket using all these applications one by one and comparing features such as coach locator, platform locator, route map, fare break-up, showing seat availability, save and pre-fill passenger details, sort search list by train name/number, sort search list by journey duration, sort search list by class, train running status, etc. 1 point is allotted to the applications if a particular feature is available in the applications and 0 is allotted if the feature is not available. Sum of all the points is calculated separately for each application and then ranks are given from 1 to 4 considering the final score. Ixigo mobile application scores the highest among other three train ticketing mobile applications – MakeMyTrip, ClearTrip, and IRCTC. Features such as downloading applications via a miss call or SMS; downloading application from websites of Ixigo, MakeMyTrip, ClearTrip, and IRCTC; and sorting train search list by class on applications are not found in any of these four applications. Furthermore, features are grouped into groups such as – the features only available in top ranking Ixigo and the features not available in top ranking Ixigo but available in any or all other three applications. This research will be of a good value for mobile railway ticket booking application providers as competition is becoming acute and the booking pattern is shifting from using desktop or laptop to mobile phones and tablets.


2008 ◽  
pp. 1539-1543
Author(s):  
Christo El Morr

The adoption of mobile phone technology on a large scale in today’s societies turned mobile phones into a universal tool. Phone companies are deploying 3G mobile technology and planning for 4G; nevertheless, the “killer” applications are yet to be developed. Meanwhile, mobile virtual communities (MVCs) are emerging, and their applications are diverse: they range from education, to entertainment and lifestyle. Our vision is that mobile virtual communities will be a major trend and could create a momentum for 3G and 4G mobile phone applications. In this article we analyze the different types of mobile virtual communities, and we draw some research perspectives and applications.


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