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JanKrikke |
1 Posterto
promote Dwango's Samurai Romanesque. The multiplayer game draws the player into a world of
martial arts, Zen, and romance. |
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Applications
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Samurai
Romanesque, J2M
E, and the
Battle for Mobile Cyberspace |
laying games
on a cell phone appears to be a trivial use of wireless technology, but the
role-playing game, Samurai Romanesque, shown in Figure 1, from Japanese game developer
Dwango is no trivial matter. The game is available on Japan's NIT DoCoMo
packetswitched
i-mode network. Players take a virtual journey through 15th-century Japan,
engage other players in real-time battles, visit a thousand historical towns
and villages, practice the art of Zen, and even have virtual children. This
massive multiplayer role-playing game can accommodate half a million gamers
simultaneously. Rendered in color, and resembling the graphics quality of
the (8-bit) Game Boy, the game takes the wireless Internet to a new level of
complexity and is a sign of things to come, that is, cyberspace on the go. Dwango built Samurai
Romanesque on the Java 2 platform, Micro Edition (J2ME), a
compact version of Sun Microsystems' Java 2 programming environment. J2ME
suits applications such as cell phones, pagers, set-top boxes, and other
devices with limited memory and slow |
Editor: Michael
J. Potel http://www.wildcrest.com
|
processors. NIT DoCoMo's technology uses Sun's
reduced K virtual machine, but the company developed its own proprietary
version of mobile Java (called DoJa), see Figure 2. The standard application
programming interface for J2ME, the mobile information device profile, primarily supports
text-based screens, and doesn't cope well with graphics. NTT DoCoMo's version
of J2ME-i-Appli, short for Internet applications-supports GIF, horizontal
scrolling, list boxes, and other graphics-based functions. The company worked
with Japanese handset makers and Sun Microsystems in the US and Japan to
develop the required handset technology, shown in Figure 3, and launched its
Java service in early 2001. |
Data revenue windfall The new i-Appli service was an overnight success. On the day of its
launch, NIT DoCoMo sold 70,000 i-Appli phones. By the end of that year, the
figure had reached 10 million. The i-Appli handsets, equipped with a color screen the size of a business card, have many of
the capabilities of a stand-alone computer. Subscribers can download software
and applications
and use them without connecting their handsets to the NTT DoCoMo server.
Using a scroll-andclick menu, they can program the phones to retrieve
real-time stock quotes, flight schedule updates, and other dynamic
information. The latest i-Appli phones can store up to 200 Java applications
of 30 Kbytes each. Subscribers to i-Appli can access about 500 Web sites. Content
providers' charges range from $1.00 to $2.50 for a monthly subscription,
which users pay on their phone bill. NTT DoCoMo retains 9 percent of g, the
proceeds; the content provider ~ keeps the remainder. Apart from o '0 subscription
fees, i-Appli users also f pay 2 cents per data packet (of
128 8 bytes each). The billing system, and g, NTT DoCoMo's generous revenue
..s sharing
scheme, played a key role in |
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January/February
2003 |
Published by the IEEE Computer Society |
0272-1716/03/$17.00 © 2003 IEEE |
P |
making the company
one of the largest Internet providers in the world. Its subscriber numbers
rival AOL. In the year
following introduction
of the i-Appli service, the company's data revenue jumped by 102.5 percent . Transferring part
of the computation
to the handset is an advantage of using mobile Java instead of conventional
data service, such as the wireless application protocol. This feature reduces
the network load, enables peer-to-peer contact between devices, and
significantly improves the user experience. Mobile gaming is a case in point.
When playing a peer-to-peer board game such as chess, both players download
the chessboard and its 32 pieces to their handsets. When a player moves a
game piece by press- ing
a few keys, the handset only sends
the relevant data to the hand- set of the other
player (that is, move E2 to E4). This eliminates the need to transfer the
entire chessboard over the network for each move. When carriers around the
world adopt mobile Java, and interoper- ability standards have been improved, playing a game of chess with
someone halfway around the world should cost only pennies. |
|
i-mode extension library |
.•.... Q) V'> -0 C '" ..c -V'> Q) 'C '" ~ c o 'Vi c ~ X L.U |
|
c o . ~ Q) > c o u .•.... x Q) I- |
Java archive OAR) storage |
Data storage (scratch pad) |
Java application manager |
2 Diagram illustrating how Java is
integrated in the i-mode network architecture. Java programs from
Web sites download with normal HTMl documents through the same HTTP protocol.
Java programs that run internally from the mobile phone handset communicate
with the Internet through HTTP. (Image based on data provided by Mobile Media
Japan.) |
Samurai
training SamuraiRomanesque
illustrates the potential of Javaenabled wireless technology.
The game draws players into a world of martial arts, adventurous travel, Zen
riddIes, and romance. The intricacy of the game (and the programming it
required to develop) is little short of incredible. Running on an
Orac1e/Linux platform, the game consists of three Java applications, which
garners download to their handset: |
DoCoMo network |
|
/ |
i-mode server |
i-mode compatible Java handset |
Java application |
...•.. .......... : , , , |
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en c :2 o ~ Q) Z |
|
Connected-Ii
mited-device-configuration class library K virtual machine |
|
Native application interface |
Operating system |
· a training application to learn martial art skills
and introduce the player to the game, · a multiplayer application to participate in the game,
and · a chat application to communicate with other players and receive instructions
(assignments) from the server. |
The training
application consists of three separate applets: sword, physical strength, and
mind (in the Zen-inspired samurai tradition). Sword training consists of three minigames:
flying bow, cutting a big tree, and hitting a persimmon. These improve the
gamer's |
Java program download (http) |
Java application |
Content provider site |
Server |
IEEE Computer Graphics and Applications |
3 Internal
architecture of an i-mode Java enabled handset. (Image based on data
provided by Mobile Media Japan.) |
17 |
Applications
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18 |
4
In one Samurai Romanesque minigame,
garners can earn
points or money by taking a part-time job at a wharf, where they catch the yellow bales and
carry them to the warehouse. |
5 A gamer (on the left) travels
through Japan. The other four figures are nonplaying characters who might
interact with the gamer by starting a dialogue or challenging him to a fight.
In the background is Mount Fuji. |
6 Samurai Romanesque is seasonally adjusted. In winter, garners are confronted with snow,
making their journeys from g, town to town , ~ more time '0 consuming.
The f screen displays fa :3 the current cpltli f temperature. |
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o m c ~ o / '0 A ~ 8 (lI m ] |
7 Agamer visits a sword school
where he has to find a secret docu .. g, ment that will ~ send him on a o '0 mission. A ~ 8 (lI m i+s~ ] ~~ |
hand-eye coordination. The
flying bow game subjects the player to a barrage of arrows-by pressing the
correct key on the handset at the right moment, the player deflects the
arrows. The mental training practices the user's patience
and includes Zen riddles. Other exercises include memory training. A sequence
of numbers flash on the screen; the gamer must remember the sequence and
enter it into the keypad. Garners giving the wrong answers are punished.
That is, they might have to make umbrellas, a typical activity of the poor,
masterless samurai in 15th-century Japan. Garners can earn money by performing
various tasks, including moving bales or other items, as Figure 4 shows, and
this increases their strength. The game tracks the players' performances with
a point system. When the gamer interrupts play, a Java applet in the handset
sends the score to the Samurai Romanesque server, and retrieves it
when play resumes. |
Layered color graphics Production of Samurai Romanesque took a
year, involving four writers, three graphic designers, and four programmers.
Two programmers maintain the game Web site. The garne consists of 1,000
historical villages and towns, complete with castles, hostels, teahouses, |
January/February 2003 |
o m c ~ o '0 A ~ 8 (lI m ] |
postal stations, blacksmith
shops, provision stores, and even liquor shops. The game has an additional
3,000 historically accurate interim locations that players encounter as they
travel, as Figures 5 shows. To visit all of the game's virtual locations requires
six months of continuous play. Figures 6 and 7 show two such environments. Three layers-landscape, clothing, and character
face--compose images. Garners can scroll horizontally through the background
layer, which includes buildings and/or landscapes, shown in Figure 8. Garners
determine the clothing layer based on the role that they choose to play.
They select one of nine different characters, ranging from a foot soldier to
a general, each having different attire. Garners can start out as a hero or
leading character, or they can take a different approach and choose the more
humble, foot soldier role, and gradually build up experience and rise to a
leadership rank. In the character face layer, the server randomly
selects one of 16,000 unique faces when a player joins the game. This makes
it unlikely that garners will encounter other garners with the same face.
However, they can change their hairstyle, which requires a visit to a barbershop.
Some heads are prone to receding hairlines; others aren't. Also illustrative
of attention to detail in the game, a facial injury sustained in a battle
will leave |
o m c ~ o |
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o •. A •• ~ 8 (lI m ] |
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8 Samurai
Romanesque consists
of 300 large location maps, which include towns with establishments where
players can obtain information, purchase items, or earn money. The gamer can
horizontally scroll through the image. |
|
9 With the i-Appli chat application, garners can
communicate with each other to exchange information and plan strategy to
defend or attack a rival clan. |
a scar. Figure 9 shows some character faces participating in a chat
application. The "Next-Generation Technology" sidebar discusses the current
capabilities of handset technology and its future in offering gamers new
experiences. |
Multiplayer game design Unlike first-person shooters and other types of singleplayer
games, a multi player game doesn't have room for everyone to playas a hero.
Instead of the gamer playing against only the machine, multi player games
position players against each other. Ryo Shimizu, co-creator of Samurai
Romanesque, points out that the value of networked games can't be fully utilized
when all players have the same aim. Shimizu and his team solved this problem
by giving characters three basic motivations: fame (desire to become famous
by winning battles), career (rising in the ranks of samurai society), and
love (which can lead to marriage, produce virtual offspring, and lets the
gamer continue playas his or her character'sownson). Figure 10 (next page) shows the basic game structure. Players move within the parameters set by the game, but can take many
different actions to reach their goals. For example, becoming famous requires
winning battles; winning battles requires training; training requires buying
a sword; buying a sword requires earning money; earning money requires work;
work requires resting (at a hotel), which also requires money. The |
Next-Generation Tech nology Handset and network technology
in Japan is evolving rapidly. Samurai Romanesque's 8-bit (GIF) graphics use
i-Appli's maximum capacity. Animation frame rates range from 10 to 15 frames
per second, depending on the handset's capabilities. When the game was
originally designed, i-Appli phones supported 120 x 130pixel screens, but
recent improvements in handset technology offer 132 x 176-pixel screens. Most i-Appli handsets now
support GIF and ]pEG images and can display 65,536 colors. The
top-of-the-Iine D504i handset from Mitsubishi can display 262,144 colors,
providing photographic quality. NTT DoCoMo's 2.5Gnetwork speed has increased
from 9.6 to 28.8 kilobits per second. Its 3G service, Freedom of Multimedia
Access (FOMA), offers 384 Kbps, enabling streaming video (movie trailers) and
live videoconferencing. Wireless, full-motion video will
offer new challenges to game developers. It will also lead to new forms of
wireless entertainment, including the merger of mobile services and
television. For example, using their cameraequipped cell phones, gamers can
appear live in TV game shows. Look for Japanese and Korean players to take
the lead. Korean wireless carrier SK
Telecom will soon launch its Personal Mobile Satellite Broadcasting service.
This service will let subscribers receive 12 to 15 satellite television
broadcasts on their (3G) handsets. The service, offered for a flat monthly
fee of about $4, will use satellite technology from Japan Mobile
Broadcasting, a unit of electronics giant Toshiba. |
game unfolds differently for each player, depending on his or her aims,
resources (money), and location. Additionally, unexpected events, beyond the players' control, confront
garners, adding more variables to the game. The game is set in Japan's
warring-states period. Wars break out frequently and in different parts of
Japan. Garners who traveled in the area of conflict during their last gaming
session and belong to one of the warring fac- |
IEEE Computer Graphics and Applications |
19 |
Applications |
10 The intricate structure of Samurai Romanesque. The character's aims and
desires determine game play. (Image based on data provide by Dwango) |
20 |
11 At unexpected moments, a lady
appears on the screen asking for help. The text reads: "Help me samurai, I am being chased." |
12 Ifthe gamer decides to rescue the lady in danger, a
bandit confronts the character. |
Meet the fencer and earn skill |
Use shortcuts, ship, or other transportation method |
Buy equipment |
|
|
tions receive a text message
giving them one-day's notice to report for duty. Battles can involve
thousands of gamers attacking and defending a castle. In an almost |
January/February 2003 |
fantastic touch of realism, actual weather conditions, supplied in real
time by the Japanese Weather Bureau, are integrated in the game. If it rains
in the Kanto area (Tokyo and environs), gamers in the region can't use their
muskets (due to wet gunpowder) and become limited in their mobility (because
of muddy roads). |
Romantic
samurai In another feat of imagination, players can meet
a vir~ tual woman, pursue her, and have virtual children. This ~ explains
the enigmatic combination of the words Samurai o '0 and Romanesque. The life of the virtual samurai
is limit- A ~ ed to 40 days; each day that passes in the game
counts as 8 one year. If the character
fails to procreate, his life as a ~ samurai is finished after 40 days. He
surrenders his points ] (and his rank), and his game is over. But a
successful romance produces a son, and lets the gamer continue play. (Because
samurai were men, girl players assume a man's role, but producer Dwango says
they've received no complaints from female gamers about their forced
role-reversal. Most game participants, however, are males between the ages of
15 and 25.) The game's server determines the place and time
of the virtual romance. While traveling from town to town, the virtual
samurai might encounter a lady (a virtual character controlled by the
server), who is attacked by a bandit and asks for help, shown in Figure 11.
The gamer can challenge the brute (shown in Figure 12), ~ rescue the lady, and try to
win her over. The gamer and ~ the lady communicate using preset dialogues.
She will o '0 ask him a few questions, but if
she doesn't like his A ~ answers (for example, she might be unimpressed
by his 8 status), she might disappear. ~ Making things more complex,
the virtual ladies have ] different personalities; some are kind and sweet,
others are attractive but proud. The gamer might decide that the lady isn't his
type. Her questions can take an irritating or audacious form, and he might
decide to reject her (this might be easier said than done). Some persistent
ladies will follow the virtual samurai wherever he goes, |
Mobile Phone Software-A Battle
Between Giants The battle for the top operating system for the
next generation of smart phones pits Microsoft's SmartPhone 2002 (code named
Stinger) platform against the Nokiacontrolled Symbian OS. This battle has
enormous stakes; licensing fees for smart phone OSs could potentially reach
$5 a unit. With 400 million handsets sold each year, a leading role in cell
phone software will be incredibly valuable. For consumers, mobile phones will
act as an authentication/ID, e-wallet, debit/credit card, commuter pass,
safety alert (for example, it could connect a fire warning system in a home
or office), electronic key chain, navigation tool, and more. Control over
these so-called personal trusted devices means power over money and markets. Microsoft has aggressively pushed SmartPhone
2002, but has found few takers among the world's leading handset makers. The
platform's value proposition (that is, commoditized hardware and enterprise
connectivity) has attracted some original equipment manufactures, but
original design manufacturers such as Nokia, Motorola, and Siemens don't want
to help Microsoft extend its dominance in PC software to mobile phones. These
companies have well-established brand names to protect, and signing up with
Microsoft could reduce them to mere product order fulfillment or other
subcontracting roles. The software giant's reputation as a ruthless
competitor has hurt its |
to the point of annoyance. But if the two like each other, the dialogue
becomes more loving and intimate, and after several chat sessions, text
appears on the gamer's handset screen saying, "You may go to a Shinto
Shrine, and hold a wedding ceremony!" The gamer follows instructions and
gets married. But the samurai, being a warrior, discovers that married life isn't a
bed of roses. He must continue to travel, win battles, or risk losing his
status. While traveling, he can only see a portrait of his wife in the status
window of his miniscreen. When he reaches the end of his virtual life, he
dies. But thanks to his successful romance, he continues his gaming life as
his own virtual son, who inherits his father's status and score. The son
further improves his skill and might rise to the rank of warlord. He can rwe
a large domain from a grand castle and control hundreds of novice samurai.
When a rival warlord gathers troops near his castle, and he must determine
the best strategy to counter the threat, the player might even forget to get
off the commuter train taking him or her to school. |
Games drive the wireless Web Samurai Romanesque, played on a miniscreen, has proven to be an immersive experience for
thousands of Japanese youngsters. The game illustrates that always on, packet
-switched networks and a billing system that collects micropayments can kick
start the wireless Web. More than 50 million Japanese currently use wireless
data services, a large part of them youngsters. They download screen savers,
ring tones, and other mobile content. The wireless Internet has dramatically
altered the spending patterns in Japan. Japanese youngsters |
attempt to conquer the smart phone market. Microsoft's wireless strategy is
also hampered by its ambiguous stance toward Java. SmartPhone 2002 does not
offer native support for Java. Phone makers licensing this system must use
Java virtual machine (JVM) providers, such as Insignia, to support Java 2
platform, Micro Edition (J2ME); a crucial tool for success in the mobile
arena. Symbian, on the other hand, does offer native Java support. With the trend-setti ng market
of East Asia setti ng the pace, J2ME is fast becoming the lingua franca of
the wireless Web. LG Telecom of Korea, the first carrier to launch Java
service, has moved nearly all its subscribers to Java technology. NTT
DoCoMo's Java-based i-Appli service is demonstrating the quick growth
potential offered by the wireless industry. Worldwide, nearly all network
carriers are upgrading their networks to accommodate J2ME-enabled services. Nokia expects to sell between 50
and 100 million Javaenabled phones in 2003. Worldwide sales of J2ME handsets
will soon overtake the sale of personal computers. The research firm ARC
group expects that sales of Java-enabled handsets will reach 1.1 billion in
2006. |
Symbian or SmartPhone 2002 Symbian consortium owners-Nokia, Ericsson,
Matsushita (Panasonic) Motorola, Psion, and Siemens-control nearly 80 percent
of global handset sales. The consortium converted continued on p. 22 |
commonly spend $40 per month on mobile content. Apart from boosting revenue, the growing popularity of wireless games has
another important benefit for network carriers. Consumers become familiar
with programmable handsets and advanced wireless Internet services, much as
they did and continue to do on desktop PCs. They learn how to download
applications, navigate through multilayered menu structures, and configure
their devices to set personal preferences. All this could lower the
acceptance barrier to mobile banking, locationbased m-commerce, and other
wireless services. European and North American carriers hope to replicate the success of
the Japanese carriers. They are rolling out 2.5G packet -switched networks
and launching Java -enabled content, including a plethora of games.
Estimates vary widely, but most analysts predict a billion -dollar market
for wireless gaming in the next few years. According to Datamonitor
(http://www.datamonitor. com), the European wireless gaming market will grow
from $105 million in 2001 to $4.2 billion in 2006, when analysts predict that
150 million Europeans will play wireless games on a regular basis.
Datamonitor predicts that the global market for wireless games will be $17.5
billion in 2006, with the US market generating $3 billion. The Yankee Group
(http://www.yankeegroup.com) is more cautious, predicting that gaming in the
US will generate $1.2 billion by 2006. This expected growth also provides other, related opportunities; the
"Cell Phone Software-A Battle Between Giants" sidebar discusses the
tough competition for the top- provider role of the operating system in next
-generation phones. |
IEEE Computer Graphics and Applications |
21 |
Applications |
continued from p. 27 Epoc-an as for PDAs developed by Psion-into a suitable smart phone as, and licenses its device
reference platforms for its shareholders. Symbian enables use of a 640 x
240-pixel display and pen and keyboard inputs. In addition to compatibility
with Java, the platform supports widely used standards-based features such as
the wireless application protocol (yVAP) and multimedia messaging service
(MMS), Bluetooth compatibility, and USB ports; and other features such as 3D
games and built-in cameras. The Symbian as supports several network
technologies and is backward compatible; that is, it can switch between
(packet-switched) 2.5G and 3G networks and can also negotiate legacy
(circuit-switched) 2G networks. Symbian can handle variations in bandwidth
and delays in data delivery; handsets preserve application data during a
network connection interruption. Symbian gives its licensees access to the as source code. Hence, handset
makers can customize the Symbian interface and add features and functions. On paper, Microsoft's SmartPhone
2002 is a strong challenger to Symbian. The as is based on Microsoft's CE 3.0 as, used in the PocketPC. It
supports WAP, cHTML (a stripped-down version of HTML used by i-mode),
Extensible Markup Language and Wireless Markup Language script, and the
secure sockets layer. The platform's browser, Mobile Internet Explorer 3.0,
lets users access Outlook and other Windows desktop programs. The browser
supports a display resolution of up to 208 x 240 pixels, and can handle a
wide range of graphics, scalable to any size and color. Microsoft
incorporated TrueType technology to enhance readability of the small display.
The platform lets users track the amount of data they download; a useful
feature since most carriers charge for data downloads by the kilobyte or
megabyte. It appears unlikely that Microsoft will playa |
leading role on the consumer
market for smart phones, but it will no doubt attract a large part of the
enterprise market. |
Developer mindshare In the end, the battle between
Microsoft and the Java camp is mostly a battle for the developer mindshare.
That is, developers are needed to create applications. More applications
means more users, more users means a larger market, which in turn attracts developers.
Microsoft has included portable
computing devices in its .Net initiative. In its attempt to stem the Java
tide (which goes back to 1995, when the JVM first became available via the
Netscape browser), the company developed a competing language (C#) and a tool
(Visual J#.Net) to persuade Java developers to write applications for its
.Net platform. The .Net compact framework links mobile devices with
Windows-based PCs and servers. Sun in turn is expanding the
capabilities of Java 2, Enterprise Edition (J2EE) to handle J2ME wireless
clients. The project has wide industry support, and ties in with Nokia's Open
Mobile Architecture Initiative. OMAI is an attempt to create a mu/tivendor
ecosystem with
the Symbian as at its core. OMAI incorporates
WAP2.0/XHTML and SyncML, and supports J2ME and MMS. OMAI will also develop
back-end software for wireless providers, and has broad support among
wireless carriers and handset makers. Some industry observers have
argued that Sun Microsystems' J2EE and Microsoft's .Net are similar and could
ultimately converge through the development of bridgeware. These observers
point out that the Microsoft Intermediate Language (MSIL)-the input for the
common language runtime technology of .Net--enables crosscompiler possibilities
that can target both .NET and Java |
|
13 Jamdat Bowling brings a popular
sport to wireless devices. Players aim the ball, adjust its throwing power,
and add spin to successfully bowl a strike. |
The expected growth of wireless gaming is drawing hundreds of developers
into the market. These include both start -ups and established game makers.
Handmark has developed wireless versions of Hasbro's classics Monopoly and Scrabble. Users can play these games indi-
|
22 |
January/February 2003 |
vidually or with a combination of computer and human opponents. Hasbro is
working with Infogrames and Jamdat Mobile to port classic board games such as
Boggle and Yahtzee to the wireless Web. Last year,
Jamdat Mobile launched a bowling game-shown in Figure 13-for mobile phones
that's notable for its highquality graphics. Sega has also turned to
wireless gaming. The Japanese company teamed up with AT&T Wireless to
deliver games for the carrier's mMode platform. Sega is also working with
Nokia to develop the N- ~ :g Gage smart console, which enables gaming over cellular ~ networks, and peer-to-peer gaming using the
Bluetooth I wireless
standard. '0 To address the many
interoperability issues that still ~ plague the mobile gaming industry,
Ericsson, Motorola, 1: is Nokia, and Siemens-all leading handset makers--cre- ~ ated the Mobile Games
Interoperability Forum (MGIF). ] Among other things, the forum attempts to
streamline specifications for J2ME-enabled phones. Java is ostensibly a write-once,
run-anywhere language, but content developers must tailor mobile Java
applications to the different controls and commands on handsets-a timeconsuming
and costly job. Last year, MGIF released its v1.0 specification. This version
gives handset makers and game developers a basic set of common, reusable
JavaAPIs for core functionalities on server-based mobile |
(MSIL-to-JVM byte code, MSIL to Java, and Java to MSIL). |
Smart phones, virtual money Unlike PCs, mobile phones will
more than likely become as ubiquitous as the wristwatch. The number of mobile
phone users is increasing by several hundred millions annually. Mobile phones
come in many varieties, and most people will eventually own two or more
models, each with standard and specificfunctions. Last year, Taiwan became
the first country where mobile phone penetration exceeded 100 percent.
Perhaps the most important aspect of this diffusion is the use of the mobile
phone as an electronic wallet. This potential e-wallet application in smart
phones explains why top handset manufacturers such as Nokia and Sony have
begun penetrating the banking business through the development of smart
card-based payment systems. Last year, NTT DoCoMo launched a
bar-code-based system that lets subscribers pay bills at convenience stores.
The company worked with Sony to develop an electronic payment system called bitWal/et, letting consumers pay for goods
and services with phones equipped with contactless smart cards. (The
bitWaliet is based on Sony's virtual money called Edy, short for euro, dol/at;
yen). Sony's
smart cards (Suica) used in bitWaliet have a range of about 8 inches (the
distance from the reader). This is shorter than Bluetooth's capabilities, but
Sony's cards don't require a battery, as do Bluetooth-enabled cards. Sony and
Philips Semiconductors are working on a near field communications standard to
lower the cost of contactless smart card technology. |
End game For once, Microsoft looks like an underdog. In 2002 British smart phone
maker Sendo canceled a SmartPhone |
games. The MGIF will integrate
with the Open Mobile Alliance COMA), another standards body established to
make mobile technologies interoperable. OMA also has relationships with the
Wireless Application Protocol Forum, the Wireless Village initiative, the
SyncML Initiative, the Location Interoperability Forum, and the Multimedia
Messaging CMMS) Interoperability Group. |
Conclusion The burgeoning international wireless Java market will
no doubt produce a host of new games and other applications. But for now,
Japan is the place to watch. It has a three- to five-year lead in the
wireless market and has both a technical and cultural dimension to its market.
Japan is in the forefront of a transition from textual to pictorial forms of
communications. On Japanese cell phones, animated figures like birds, bears,
and Snoopy-like cartoon characters act as onscreen personal assistants.
Researchers in Japan have discovered that consumers trust animated characters
more than textbased information and develop an emotional connection with
animated figures. Content developer Sanrio maintains a Web-based biography of
Hello Kitty, a pop- |
2002-based phone, the Sendo Zl 00, just days before its
scheduled launch. The move surprised the industry because Microsoft is a
Sendo shareholder. Adding insult to injury, the British startup turned to
Nokia and licensed the Nokia Series 60 (with a browser and messaging program
that sits on top of the Symbian OS). Sendo claimed it turned to the Series
60/Symbian combination because of its robustness and flexibility and support
for open services such as MMS and Java. The company also claimed that
Microsoft's refusal to release the SmartPhone 2002 source code played a role
in their decision. Microsoft pointed out that MMS and J2ME can be built on
top of its platform, and therefore access to its source code isn't required
to build a smart phone. Meanwhile, Nokia, a powerhouse
with more than 35 percent of the global handset market, controls the Symbian
consortium. The company is recasting itself as a software company, and the
fight between Symbian and SmartPhone 2002 is essentially a struggle between
Nokia and Microsoft. The former has won the first round. In the end, the
battle will most likely be settled in East Asia. Japan and South Korea have a
substantial lead in handset technology, and China has the economies of
scale-more than a billion consumers. Last year, China replaced the US as the
largest cell phone market in the world. More than 200 million Chinese now own
mobile phones, representing a penetration rate of merely 18 percent. When the
penetration rate reaches 70 percent, the Chinese market will exceed the
combined markets of the US and Europe. The country is also on target to
become the world's largest producer of cell phones, and offers a huge army of
low-cost but highly talented programmers who can develop royalty-free
Linux/Java solutions. In this battle, lowcost production of 3G cell phones
and royalty-free software might prove to be the winning combination. |
ular cartoon character, listing
her place and date of birth, likes and dislikes, and details on her favorite
pastime-baking cookies. But cartoons aren't limited to cute services
aimed at teenagers. A Japanese content provider developed a Web site where
women can track their monthly cycles. Thousands of Japanese women take their
temperature in the morning and punch the result into their cell phones. When
they log on to the server, they see a koala bear hugging a pole. If the bear
moves up the pole, they're ovulating. A similar service lets subscribers
track their weight; the onscreen assistant is a pig instead of a koala bear.
Animated characters also teach consumers how to program their phones, where
to find shopping bargains, and remind them of appointments. If all this seems
innocent and inconsequential, perhaps it contains a larger lesson. Japan's
sophisticated consumers aren't just interested in technology, per se, but
want products they can relate to emotionally .• |
Contact freelance writer Jan
Krikke at jankrikke@ yahoo. com. Contact editor Michael Potel at potel@wildcrest.com.
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IEEE Computer
Graphics and Applications |
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