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Unit 1

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39 views

Unit 1

Uploaded by

Ranjini K
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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UNIT I

INTRODUCTION
Characteristics and advantages of mobile communication,
types of mobile applications –development approaches, overview of mobile
strategy and designing mobile solutions.
Mobile computing project structure, building and testing.
Evolution of Modern Mobile Wireless communication system.
Mobile computing vs. wireless - MAC Protocols –Wireless
MAC Issues – Fixed Assignment Schemes – Random Assignment Schemes –
Reservation Based Schemes.

1
What is Mobile Computing?
 What is computing?
The capability to automatically carry out certain processing related to service
invocations on a remote computer .
 What is the mobility ?
The capability to change location while communicating to invoke computing
service at some remote computers.
 What is mobile computing?
Ability to compute remotely while on the move. It is possible to access information
from anywhere and at anytime.

2
A simple definition could be:
Mobile Computing is using a computer (of one kind or another) while on the
move
Another definition could be:
Mobile Computing is when a (work) process is moved from a normal fixed
position to a more dynamic position.
A third definition could be:
Mobile Computing is when a work process is carried out somewhere where it
was not previously possible.
Mobile Computing is an umbrella term used to describe technologies that enable
people to access network services anyplace, anytime, and anywhere.

3
Advantages of mobile communication

Emergencies
A mobile communication device can be helpful in case of an
emergency
Sharing Information
With hand-held communications devices, business professionals
can instantly share information with clients
Disadvantages

Safety Concerns-use of mobile device can be dangerous due to


distractions
Less Down Time-Because many business professionals are connected
to clients through cellular devices, there is no down time anymore.
Characteristics of Mobile
Computing
Ubiquity – The ability of a user to perform computation from anywhere
and at anytime.

Location awareness – Many applications requires or value additions by


location based services.

Adaptation- Ability to adjust to bandwidth fluctuations without


inconveniencing the user.
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Broadcast- Efficient delivery of data can be made simultaneously
to hundreds of mobile users

Personalization – Services in a mobile environment can be


easily personalized according to a user’s profile.

7
Mobile computing vs Wireless networking
 Mobile computing is based on wireless networking and helps to
invoke computing services on remote servers while on the move.

 So Wireless networking is an important and necessary ingredient


of mobile computing.

 Mobile computing also requires the applications themselves – their


design and development, the hardware at the client and server
sides

8
Types of mobile applications

Native Apps
Mobile Web Apps
Hybrid Apps
Native Apps

these apps are on the device.


They are accessed through the icons on the home screen.
Such apps are installed through an application store like Google
play and Apple’s app store.
These apps can also use other apps like camera, music, GPS,
contact list and location etc.
Eg:Pokemon Go, Twitter, and Waze,
Native app advantages
•Complete access to device hardware, APIs
Access to built-in features of the device
•Installable, can be app store deployed /Available from app stores
•Native UI
SDK for developers
•Powerful platform-specific development and debugging tools direct
from platform vendors
Native app
disadvantages
•Multiple implementations required to reach multiple platforms
•Multiple skill sets and programming languages
•Requires installation
•New tools needed to manage app security, enforce data security
policies
•High price and long development time
Mobile Web Apps
 Mobile web apps are not actually applications but they are
websites which give an illusion of native apps.
 They run on the browsers and are written in HTML5.
 they are built with the consideration to fit into different screen sizes of
mobile devices.
Web app advantages

Build the development team fast


Support every device, every platform and every version of OS
Fast deployment of new features
No need to support multiple versions of the software
No app store approval
Visible to search engines
Web app disadvantages
•Limited access to device hardware, APIs(device features)
•Poor offline support, requires “always on” Internet connection
•Unable to “install” on a device or publish via an app store
•Ad blockers
Hybrid Apps
As the name suggests are a mix of both native and web apps.
 Like the native app, they are found on the app stores and they
can also take advantage from other mobile features available.
They also rely on the HTML in the browser.
Often App Design Company built a hybrid app as it is a profitable
affair because then you don’t have to make a separate app.
 Amazon (for iOS and Android), Evernote (for iOS and Android),
Netflix (for iOS and Android)
Hybrid app ctd..

Hybrid development is best used when the requirements of an app


exceed the limits of web, but do not demand the full power of native."
Hybrid app advantages

Cross-platform(One code base for all platforms)


Web development technology
Lower price
Reaching a wider audience
Downloadable from the app store & can be installed
No ad blockers
• Easy to transition from web to hybrid development, reuse code
• Extensive access to device hardware, APIs
Hybrid app
disadvantages
Performance limited by web’s capabilities
• Requires installation
Not native look’n’feel
Mobile Application
Development Approaches:
Native Application Development Process
Web Application Development Process
Hybrid Application Development Process
Native Application
Development Process
Native applications are built using vendor specific programming
languages and development Toolkits
They are binary executable files that are installed through an app store.
 Developers write the source codes and compile it to binary forms.
They have full access to the hardware functionalities of the device.
Essential skills*: Objective-C, Java, .NET
Essential tools*: XCode (for iOS), Eclipse (for Android), Visual
Studio (for WinPhone)
Platform reach: Each app only reaches one platform
Sharable cross-platform codebase:
0% (No UI, No logic)
Android Development
iOS Development
Windows Development
Web Application
Development Process
Essential skills: HTML, JavaScript, CSS
Essential tools: Anything capable of
developing web apps
Platform reach: iOS, Android, Windows Phone
or any HTML5 capable mobile browser
Sharable cross-platform codebase:
100% (UI + Logic)
Hybrid app development
process
Essential skills: HTML, JavaScript, CSS,
Hybrid container (such as Apache Cordova)
Essential tools: Anything used for web development* + hybrid SDKs
Platform reach: Limited to reach of hybrid container, but most
reach all major platforms
Sharable cross-platform codebase:
Almost 100% (Some platform specific UI may be
desired)
HOW DO YOU CHOOSE
THE “RIGHT” APPROACH?
Who is the audience for the app?
How long do we have to develop the app and for how many
platforms?
What are the skills of our development team?
Does the app need to work offline?
Does the app need to access device APIs or hardware features?
What is most important for the app: Experience, Reach or Cost?
An overview of mobile
strategy
What is a mobile strategy??
More screens= profit.
This used to be how companies approached mobile apps.
An overview of mobile
strategy
1.Define Your Objectives:
to be specific about your goals
setting a firm deadline.
2. Select the Right Mobile Environment
web, hybrid or native application.
two options: a mobile site or a mobile application.
Mobile site- appear inside the browser on any internet-enabled mobile
device. For example, the Apple iPhone uses the Safari browser.
Mobile applications -require a device-specific download from a
marketplace, such as the Apple App Store or the Android Market.
3 Design for User Experience
ease of use
design
performance
Functionality
4 Importance of Development Quality
5. Integrate With Social Media
 sharing reviews,
having social sharing buttons
promoted through social media ads
6. Take Advantage of the Multi-Screen/Multi-Device Opportunity
Need to do marketing campaigning by device,location etc
6. Send Out Timely Alerts and Notifications
7. Use Location Based Ads
8. Optimize Your Emails
Structure of Mobile Computing Application

 A mobile computing application is usually structured In terms of


the functionalities implemented .
 As shown in the figures 2.3 and 2.4 the three tiers are named
presentation tier, application tier and data tier.

32
20
Presentation tier – The topmost level, concerns the user interface.
It facilitates the users to issue requests and to present the results
meaningfully. It includes web browsers and client programs.
Application tier – It is responsible for making logical decisions and
performing calculations. Implemented using Java, .NET services,
cold fusion etc. Implemented on a fixed server.
Data tier – Responsible for data storage, access and
manipulation. Implemented on a fixed server.

34
Cellular mobile
communication
•Area of coverage split into cells
•Cell shapes are irregular
•Cells do overlap to some extent
•Base station(BS) located at the centre of each cell
•BS receives communication from all mobile handsets in the cell
•BS forwarded data to appropriate handset.
•Hands-off: when mobile handsets moves from one cell to another ,BS
hands-off the call to the BS in the new cell
Generation of cellular
technologies
1G
2G/2.5G
3G
4G
5G
1G TECHNOLOGY

1G refers to the first generation of wireless telephone technology,


mobile telecommunications which was first introduced in 1980s and
completed in early 1990s
It's Speed was upto 2.4kbps.
It allows the voice calls in 1 country.
1G network use Analog Signal
AMPS was first launched in USA in 1G mobile systems.

Page  37
DRAWBACKS OF 1G

Poor Voice Quality Poor Battery Life


Large Phone Size No Security
Limited Capacity
Poor Handoff Reliability
1G
Wireless
System

Page  38
2G TECHNOLOGY
 2G technology refers to the 2nd generation which is based on GSM.
 It was launched in Finland in the year 1991.
 2G network use digital signals.
 It’s data speed was upto 64kbps.

Features Includes:

 It enables services such as text messages,


picture messages and MMS (multi media message).

 It provides better quality and capacity .

Page  39
LOGO
DRAWBACKS OF 2G
o 2G requires strong digital signals to help mobile
phones work.
o If there is no network coverage in any specific area ,
digital signals would weak.
o These systems are unable to handle complex data
such as Videos

2G Wireless System

Page  40
2.5G TECHNOLOGY
2.5G is a technology between the second (2G) and third (3G)
generation of mobile telephony.
2.5G is sometimes described as 2G Cellular Technology combined
with GPRS.

Features Includes:
Phone Calls
Send/Receive E-mail Messages
 Web Browsing
Speed : 64-144 kbps
 Camera Phones
Take a time of 6-9 mins. to download a 3 mins. Mp3 song

Page  41
3G TECHNOLOGY
3G technology refer to third generation which was
introduced in year 2000s.

Data Transmission speed increased from 144kbps-


2Mbps.

Typically called Smart Phones and features


increased its bandwidth and data transfer rates to
accommodate web-based applications and audio and
video files.

Pa
FEATURES OF 3G TECHNOLOGY
Providing Faster Communication

Send/Receive Large Email Messages

High Speed Web / More Security Video Conferencing /

3D Gaming

TV Streaming/ Mobile TV/ Phone Calls

Large Capacities and Broadband Capabilities

11 sec – 1.5 min. time to download a 3 min Mp3 song.


Pa
DRAWBACKS OF 3G
TECHNOLOGY
Expensive fees for 3G Licenses Services

It was challenge to build the infrastructure for 3G

 High Bandwidth Requirement

 Expensive 3G Phones.

 Large Cell Phones

Pa
4G TECHNOLOGY
(Anytime ,Anywhere)
started from late 2000s.
Capable of providing 100Mbps – 1Gbps speed.
One of the basic term used to describe 4G is MAGIC.
MAGIC:
Mobile Multimedia
 Anytime Anywhere
Global Mobility Support
Integrated Wireless Solution
Customized Personal Services Also known as
Mobile Broadband Everywhere.

Pa
4G (Anytime, Anywhere)

The next generations of wireless technology that promises higher data rates and
expanded multimedia services.
Capable to provide speed 100Mbps-1Gbps. High QOS and High
Security
Provide any kind of service at any time as per user requirements, anywhere.

Features Include:
 More Security
 High Speed
 High Capacity
 Low Cost Per-bit etc.

Pa
DRAWBACKS OF 4G

Battery uses is more

Hard to implement

Need complicated hardware Expensive equipment

required to implement next generation network.

Pa
5G TECHNOLOGY
 which was started from late 2010s have not been deployed.

Complete wireless communication with almost no


limitations.

It is highly supportable to WWWW (Wireless World


Wide Web).

Pa
BENEFITS OF 5G TECHNOLOGY
High Speed, High Capacity
5G technology providing large broadcasting of data in Gbps .
Multi - Media Newspapers, watch T.V programs with the clarity as to that of
an HD Quality.
Faster data transmission that of the previous
generations.
Large Phone Memory, Dialing Speed, clarity in
Audio/Video.
Support interactive multimedia , voice, streaming video,
Internet and other
5G is More Effective and More Attractive.

Pa
MEDIA ACCESS CONTROL(MAC)
A channel-access scheme is also based on a multiple access protocol and
control mechanism, also known as media access control (MAC). This
protocol deals with issues such as addressing, assigning multiplex
channels to different users, and avoiding collisions.

50
MAC protocol properties

Should implement rules to enforce discipline for a shared channel


Maximize utilization of the channel
Fair channel allocation
Capable of supporting different types of traffic with different
maximum & average bit rate
Should be Robust in equipment failures & network condition changes
MAC protocol IssuesThe Hidden Terminal
Problem
 Wireless stations have transmission ranges and not all stations are
within radio range of each other.
 Simple CSMA will not work!
 C transmits to B.
 If A “senses” the channel, it will not hear C’s transmission and
falsely conclude that A can begin a transmission to B.
 Create a very difficult and important arbitration problem that a MAC
protocol needs to resolve.

52
Figure 4-26.(a)The hidden station problem. (b) The exposed station problem.

53
The Exposed Station Problem

 The inverse problem.


 B wants to send to C and listens to the channel.
 When B hears A’s transmission, B falsely assumes that it cannot send
to C.
 It leads to inefficient spectrum usage as well as
unnecessary transmission delays.

54
Classification of
wireless MAC
protocols
Wireless MAC protocols

Fixed-assignment Random-access schemes Reservation - based


schemes schemes
Circuit-switched CL packet-switched
CO packet-switched

CL – Connection Less. CO – Connection Oriented

55
Classification of
wireless MAC
protocols
Wireless MAC protocols

Fixed-assignment Random-access schemes Reservation - based


schemes schemes
Circuit-switched CL packet-switched
CO packet-switched

CL – Connection Less. CO – Connection Oriented

56
Frequency Division Multiple Access (FDMA)

 Frequency range divided into many narrower frequency bands


called channels.
 In an FDMA system, each user has its own frequency channel.
 Most full duplex FDMA systems must transmit and receive
simultaneously(MS-BS & BS-MS).
 It does not achieve a high channel utilization due to idle channel.

57
Frequency Division Multiple
Access

58
FDMA

Frequency

Channel

Tim
e

59
Time Division Multiple Access (TDMA)
 In TDMA, a set of N users share the same radio channel, but each
user only uses the channel during predetermined slots.
 A frame consists of N slots, one for each user. Frames are repeated
continuously.
 Time slots are allocated to users in a round robin manner .
 Unused time slots go idle, leading to low channel utilization

60
Time-division multiplexing

61
TDMA

Frequency Time Slot

Channel

0 1 2 3 4 5 6 7 Tim
e
62
Code Division Multiple Access
(CDMA)
 Multiple users use the same frequency at the same time.
 Users are allotted different codes(0 & 1) to access same
channel.
 All the senders send signals simultaneously.
 The signals can be distinguished from each other by frequency
spreading code known as the m bit pseudo-noise(PN) code
sequence.
 Using m bits 2m-1codes obtained
 Each user will use only one code. 63
CDMA
Frequency

Code

Tim
e
Code 1
Code 2
Code 3
64
Channel Partitioning MAC protocols

TDMA: Time Division Multiple Access


Example:
Frequency 4 users

time
FDMA: Frequency Division Multiple Access

Frequency

time
CDMA: Code Division Multiple Access
 Same frequency and time but different codes.

65
Classification of
wireless MAC
protocols
Wireless MAC protocols

Fixed-assignment Random-access schemes Reservation - based


schemes schemes
Circuit-switched CL packet-switched
CO packet-switched

CL – Connection Less. CO – Connection Oriented

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Random access MAC Schemes
 Number of random assignment schemes . A few important.
 ALOHA
 Slotted ALOHA
 CSMA
 CSMA/CD
 CSMA/CA

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ALOHA
 Simplest scheme

 When a node has data to send it begin to transmit

 Does not check whether channel is busy before transmitting.

 If the frame reached destination then next frame sent. Otherwise resend the

frame.
 This scheme is used when less number of senders send data.

 Collision become high if transmission is high.

40
Slotted ALOHA
 An improvement over pure ALOHA..
 Chances of collision are reduced
 Time is divided into equal sized slots in which a packet can be sent.
The size of packet is restricted.
 Send packet only at the beginning of a slot.
 Employ beacon signals to mark the beginning of a slot.
 Does not work well if the number of stations contending to send data
is high.
 In such case CSMA scheme works better.

69
Carrier Sense Multiple Access CSMA

 Carrier Sense Multiple Access


 sense carrier
 if idle, send

 wait for ack

 If there isn’t one, assume there was a collision, retransmit

70
Extension of CSMA
 The extension of CSMA are the collision detection CSMA/CD and the collision avoidance
CSMA/CA techniques.
 Why CA and CD?
 Difficult to detect collisions in a wireless network – why?

 A transmitting station cannot effectively distinguish incoming weak signals from noise and the
effects of its own transmission;
 Hidden station problem:

 Two mutually far away stations A and C want to send to B.

 At A and C, channel appears idle

 But collision occurs at B

71
CSMA/CD
CSMA/CD multi-access control protocol.

1. Each station listens before it transmits.


2. If the channel is busy, it waits until the channel goes idle, and then it
transmits.
3. If the channel is idle it transmits immediately. Continue sensing.
4. If collision is detected, transmit a brief jamming signal(NAK),
then end transmission, wait for a random time, and retransmit.
• collision detection is not by waiting for an ACK

72
CSMA/CA
 During the time a node is transmitting on the channel, several nodes might be wanting to
transmit and waiting for it to become free.
 The moment the transmitting node completes its transmission and would all starts
transmitting at the same time.
 To overcome in the collision avoidance scheme, all nodes are forced to wait for a random
time and then sense the medium again before starting their transmission.
 If the medium is sensed to be busy, further random amount of time and so on.
 Thus the chance of two nodes starting to transmit at the same time would be greatly
reduced.

73
Classification of
wireless MAC
protocols
Wireless MAC protocols

Fixed-assignment Random-access schemes Reservation - based


schemes schemes
Circuit-switched CL packet-switched
CO packet-switched

CL – Connection Less. CO – Connection Oriented

74
Reservation based schemes
Basic form of the reservation scheme is RTS/CTS scheme.
A sender transmits an RTS (Ready to Send) packet to the receiver before the actual
data transmission.
On receiving this the receiver sends CTS (Clear to Send) packet.
The actual data transfer commences only after that.
The other nodes sharing the medium sense the CTS packet, they stop from
transmitting until the transmission from the sending node is completes.

75
Contention-based
protocol
 MACA(Multiple Access Collision Avoidance) Protocol
 MACA solves the hidden/ exposed terminal problems
 When a node wants to transmit a data packet, it first transmit a RTS (Request To Send) frame.
 The receiver node, on receiving the RTS packet, if it is ready to receive the data packet,
transmits a CTS (Clear to Send) packet.
 Once the sender receives the CTS packet without any error, it starts transmitting the data packet.

 If a packet transmitted by a node is lost, the node uses the binary exponential back-off (BEB)
algorithm to back off a random interval of time before retrying.
 The binary exponential back-off mechanism used in MACA might starves flows sometimes. The
problem is solved by MACAW.

76
MACA Protocol

The MACA protocol.


 A sending an RTS to B.
 B responding with a CTS to A.
77
MACA examples
MACA avoids the problem of hidden terminals
A and C want to

send to B
A sends RTS first RTS

C waits after receiving CTS CTS


A B C
CTS from B
MACA avoids the problem of exposed terminals
B wants to send to A, C

to another terminal
now C does not have RTS RTS

to wait for it cannot CTS


A B C
receive CTS from A
50

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