Handheld Computing and J2ME for Internet-Enabled Mobile Handheld Devices

Author(s):  
W. Hu ◽  
J. Yeh ◽  
I. Kao ◽  
Y. Zhong

This article gives a study of handheld computing, especially J2ME (Java 2 Platform, Micro Edition) programming, for mobile commerce. Various environments/languages are available for client-side handheld programming. Five of the most popular are (1) BREW, (2) J2ME, (3) Palm OS, (4) Symbian OS, and (v) Windows Mobile. They apply different approaches to accomplishing the development of mobile applications.

2009 ◽  
pp. 909-919
Author(s):  
Wen-Chen Hu ◽  
Jyh-haw Yeh ◽  
I-Lung Kao ◽  
Yapin Zhong

Mobile commerce or m-commerce is defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of Internet-enabled mobile handheld devices (Hu, Lee, & Yeh, 2004). It is expected to be the next milestone after electronic commerce blossoming in the late-1990s. Internet-enabled mobile handheld devices are one of the core components of a mobile commerce system, making it possible for mobile users to directly interact with mobile commerce applications. Much of a mobile user’s first impression of the application will be formed by his or her interaction with the device, therefore the success of mobile commerce applications is greatly dependent on how easy they are to use. However, programming for handheld devices is never an easy task not only because the programming languages and environments are significantly different from the traditional ones, but also because various languages and operating systems are used by handheld devices and none of them dominates. This article gives a study of handheld computing, especially J2ME (Java 2 Platform, Micro Edition) programming, for mobile commerce. Various environments/languages are available for client-side handheld programming. Five of the most popular are (1) BREW, (2) J2ME, (3) Palm OS, (4) Symbian OS, and (v) Windows Mobile. They apply different approaches to accomplishing the development of mobile applications. Three themes of this article are: 1. Introduction of handheld computing, which includes server- and client- side computing. 2. Brief introductions of four kinds of client-side computing. 3. Detailed discussion of J2ME and J2ME programming. Other important issues such as a handheld computing development cycle will also be discussed.


Author(s):  
Wen-Chen Hu ◽  
Yanjun Zuo ◽  
Chyuan-Huei Thomas Yang ◽  
Yapin Zhong

Mobile commerce is defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of mobile, handheld devices such as smart cellular phones and PDAs (personal digital assistants). It is widely acknowledged that mobile commerce is a field of enormous potential. However, it is also commonly admitted that the development in this field is constrained. There are considerable barriers waiting to be overcome. One of the barriers is most software engineers are not familiar with the design and development of mobile applications (Kiely, 2001). This chapter gives a study of handheld computing and programming to help software engineers better understanding this subject. Handheld computing is to use handheld devices to perform wireless, mobile, handheld operations such as personal data management and making phone calls. They can be achieved by using server or client- side handheld computing and programming: • Server-side handheld computing and programming: Server-side handheld computing is to use handheld devices to perform wireless, mobile, handheld operations, which require the supports of server-side computing. The most common applications of server-side handheld programming are the mobile Web contents. • Client-side handheld computing and programming: Client-side handheld computing is to use handheld devices to perform handheld operations, which do not need the supports of server-side computing. Most client-side handheld programming languages are a version of either C/C++ or Java. Examples of the application development of Java ME, a version of Java, and Palm OS, using a version of C, will be given.


2009 ◽  
pp. 534-545
Author(s):  
Wen-Chen Hu ◽  
Lixin Fu ◽  
Hung-Jen Yang ◽  
Sheng-Chien Lee

It is widely acknowledged that mobile commerce is a field of enormous potential. However, it is also commonly admitted that the development in this field is constrained. There are still considerable barriers waiting to be overcome. One of the barriers is most software engineers are not familiar with handheld programming, which is the programming for handheld devices such as smart cellular phones and PDAs (personal digital assistants). This article gives a study of handheld computing to help software engineers better understand this subject. It includes three major topics: • Mobile commerce systems: The system structure includes six components: (1) mobile commerce applications, (2) mobile handheld devices, (3) mobile middleware, (4) wireless networks, (5) wired networks, and (6) host computers. • Handheld computing: It includes two kinds of computing: client- and server-side handheld computing. • Palm OS programming: The Palm OS Developer Suite is used to develop applications for palm devices by handheld programmers. This article focuses on Palm OS programming by giving a step-by-step procedure of a palm application development. Other client-side handheld computing is also discussed.


Author(s):  
Wen-Chen Hu ◽  
Lixin Fu ◽  
Hung-Jen Yang ◽  
Sheng-Chien Lee

It is widely acknowledged that mobile commerce is a field of enormous potential. However, it is also commonly admitted that the development in this field is constrained. There are still considerable barriers waiting to be overcome. One of the barriers is most software engineers are not familiar with handheld programming, which is the programming for handheld devices such as smart cellular phones and PDAs (Personal Digital Assistants). This chapter gives a study of handheld computing to help software engineers better understand this subject.


Author(s):  
Wen-Chen Hu

As handheld computing is a fairly new computing area, there is as yet no generally accepted formal definition. For the purposes of this book, therefore, it will be defined as follows: Handheld computing is the use of handheld devices such as smart cellular phones and PDAs (Personal Digital Assistants) to perform wireless, mobile, handheld operations such as personal data management and making phone calls. As explained earlier, handheld computing can take one of two forms: server- and client- side handheld computing, which are defined as follows: • Server-side handheld computing: Here, handheld devices are used to perform wireless, mobile, handheld operations that require the support of a server. Examples of such applications include: (a) instant messages, (b) mobile web content, (c) online video games, and (d) wireless telephony. • Client-side handheld computing: This refers to the use of handheld devices to perform handheld operations that do not need the support of a server. Examples of these applications include: (a) address books, (b) standalone video games, (c) note pads, and (d) to-do-lists. The terms “computing” and “programming” are sometimes confusing and often misused. It is important to remember that “handheld programming,” defined as programming for handheld devices, is different from “handheld computing” and is made up of two kinds of programming: • Server-side handheld programming: This includes the design and development of handheld software such as CGI programs that reside on servers. • Client-side handheld programming: This refers to the design and development of handheld software such as Java ME programs that reside on the handheld devices themselves. Server-side handheld computing and programming usually involve complicated procedures and advanced programming such as TCP/IP network programming. Here we will focus on the most popular server-side handheld application, mobile web content design and development, which can be conveniently considered in terms of three themes: • WML (Wireless Markup Language), which will be discussed in Chapters VI and VII, • WMLScript, which will be explained in Chapter VIII, and • database-driven mobile web content development, which will be covered in Chapter IX. Other kinds of server-side handheld applications, such as instant messaging, are related to advanced network programming such as TCP/IP and readers may refer to other technical reports or books for more information. The rest of this chapter describes the background and discusses system setup for server-side handheld computing and programming. A case study, adaptive mobile web browsing using web mining technologies, is given at the end of this chapter.


Author(s):  
Utkarsh Kumar ◽  
Anil Kumar Gope ◽  
Shweta Singh

In India, the position of mobile banking was in saga and this time, it is in pic position. The speedof reaching the people is going high and high. This is time of wireless world and sense of prestige; no doubt the mobile commerce is contributing to enhance the beauty of life and playing the role of metaphor and has become the part and parcel of our life. This growth has changed people to do business in mobile commerce (М- Commerce). Peoples are transferring to M-Commerce to attain good and fast transaction into market and saving their precious time. M-Commerce has become distinguished in Indian people, quickly during last few years. Due to large number of mobile application, growth rate in mobile penetration in India is increasing with the rapid speed. The mobile users has shifted to use the android phone from simple and black and white phone and taking the service of internet, the role of telecom companies is also important in the being popular of mobile commerce. Although many people have started E-Commerce but still a separate part of the society feel uncomfortable and hesitate to use M-Commerce because of security problems, payment issues and complexity of mobile applications. This paper identifies facts about the feasibility of MCommercein India today its growth and the Strength and opportunity, weakness and threats lying ahead.


Author(s):  
Ning Yu ◽  
Kien A. Hua ◽  
Danzhou Liu

During the last decade, high quality (i.e. over 1 megapixel) built-in cameras have become standard features of handheld devices. Users can take high-resolution pictures and share with friends via the internet. At the same time, the demand of multimedia information retrieval using those pictures on mobile devices has become an urgent problem to solve, and therefore attracts attention. A relevance feedback information retrieval process includes several rounds of query refinement, which incurs exchange of images between the mobile device and the server. With limited wireless bandwidth, this process can incur substantial delay, making the system unfriendly to use. This issue is addressed by considering a Client-side Relevance Feedback (CRF) technique. In the CRF system, Relevance Feedback (RF) is done on client side along. Mobile devices’ battery power is saved from exchanging images between server and client and system response is instantaneous, which significantly enhances system usability. Furthermore, because the server is not involved in RF processing, it is able to support more users simultaneously. The experiment indicates that the system outperforms the traditional server-client relevance feedback systems on the aspects of system response time, mobile battery power saving, and retrieval result.


2011 ◽  
pp. 26-50 ◽  
Author(s):  
Peter Tarasewich

Well-designed and usable interfaces for mobile commerce applications are critical. But given the uniqueness of the wireless environment, usability becomes even harder to ensure. This chapter describes the benefits and limitations of various wireless device interface technologies. It provides guidance on determining the usability of wireless devices, emphasizing the fact that context will factor heavily into the use of mobile applications. Some of the additional challenges that developers face when designing applications for wireless devices, such as infrastructure and software issues, are also discussed.


2011 ◽  
pp. 2164-2176
Author(s):  
Nikhilesh Dholakia ◽  
Morten Rask ◽  
Ruby Roy Dholakia

n this concluding chapter, we gather together the lessons emerging from the patterns of mobile commerce evident in the preceding chapters. Mobile applications, commercial and others, are based on four core CLIP functionalities — communications (C), locatability (L), information (I) exchange and payment (P) facilitation. How these capabilities are deployed depends on resources, corporate imaginations, market development and cultural and personal preferences. The chapter authors, based on their close first-hand contextual observations as well as conceptual insights,


Author(s):  
Wen-Chen Hu

There are two kinds of handheld computing and programming, namely client- and server- side handheld computing and programming. The most popular applications of the latter are used with database-driven mobile web content, whose construction steps were described in the previous section. The remainder of this book will be devoted to client-side handheld computing and programming, whose applications do not need the support of server-side programs. Client-side handheld applications are varied and numerous, covering a wide range of everyday activities. Popular application examples include: • address books, which store personal information such as addresses, telephone numbers, and email addresses in an accessible format, • appointments, which allow users to edit, save, and view times reserved for business meetings and visits to the doctor, • calculators, which may be a standard 4-function pocket calculator or a multifunction scientific calculator, • datebooks/calendars, which allow users to enter hourly activities and show a daily or weekly schedule, or a simple monthly view, • expenses, which allow users to track and record common business expenses such as car mileage, per diems, air fees, and hotel bills, • mobile office functions, which include viewing and processing documents, spread sheets, presentations, and inventory. • multimedia, which includes playing music and videos, photography, and personal albums. • note pads, which allow users to save, view, and edit text notes, • to-do lists, which allow users to enter a list of tasks to be performed, and • video games, in addition to those on-line video games that require the support of server-side programs.


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