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Samuel C. Yang
Department of Information Systems and Decision Sciences,
California State University Fullerton, Fullerton, California, USA
Abstract
Purpose The use of mobile wireless data services continues to increase worldwide. New
fourth-generation (4G) wireless networks can deliver data rates exceeding 2 Mbps. The purpose of this
paper is to develop a framework of 4G mobile applications that utilize such high data rates and run on
small form-factor devices.
Design/methodology/approach The author reviews existing literature of mobile applications
development and proposes using network-related characteristics to create a conceptual framework of
these applications.
Findings Combining traffic symmetry and latency yields a 2 3 framework with six categories that
characterize current and emerging 4G mobile applications, such as augmented reality, mobile social
networking and m-health.
Research limitations/implications With the advent of high-speed 4G networks, completely new
mobile applications can be developed to leverage such high data rates, and a framework of such
development efforts is highly desirable.
Originality/value The framework is developed based on a perspective of technical characteristics
because these characteristics intrinsically constrain the kinds of broadband mobile applications that
can be developed. The framework should be useful in exploring opportunities of mobile application
development and guiding future research in this area.
Keywords Mobile technology, Mobile networks, Mobile applications, 4G applications,
Application framework, Mobile business, Wireless networks, M-commerce
Paper type Research paper
1. Introduction
The adoption of mobile wireless data services is expected to grow in the foreseeable
future. According to Ovum, mobile data revenue will grow at a compound annual
growth rate (CAGR) of 7.2 percent from 2011 to 2016 to reach $419 billion in 2016, but
total mobile service revenue, including both voice and data, will only grow at a CAGR
of 1.9 percent from 2011 and 2016 to reach $1,047 billion in 2016. At the same time,
mobile voice revenue will drop from $658 billion to $628 billion from 2011 to 2016
(Obiodu, 2011). In addition, worldwide mobile connections will grow from 5 billion
connections in 2010 to 7.4 billion in 2015 (Gartner Inc, 2011) a 48 percent increase. It is
also estimated that, by 2013, mobile devices will overtake PCs as the most common
devices for accessing the web (Gartner Inc, 2010).
These growths in wireless data services have placed higher demands on mobile
wireless networks, and in response wireless carriers are upgrading their networks to
offer faster data rates (Gartner Inc, 2011). Existing third-generation (3G) cellular
networks can deliver data rates of up to 2 megabits per second (Mbps) (International
Telecommunication Union (ITU), 1997) over a wide area (as opposed to a local area with
Wi-Fi). More recently, wireless carriers have begun to deploy new, fourth-generation
(4G) cellular networks that can deliver even higher data rates 42 Mbps
(assuming 40 MHz of radio frequency (RF) bandwidth and 25 users per cell) (ITU, 2008;
Yang, 2010). The speed test of an early 4G smartphone shows data rates of 12.6 Mbps
downstream and 4.7 Mbps upstream (Mossberg, 2011). The higher 4G data rates are
available in those areas with 4G cellular service (i.e. not limited to a local hot spot).
Such high data rates over a wide area raise the interesting question of what types
of emerging networked mobile applications are possible on 4G mobile devices, such
as smartphones, tablets, and wearable devices. To address that question, this study
develops a conceptual framework of emerging mobile applications that leverage high
data rates permitted by 4G wireless networks, as well as small form factor enabled
by powerful microprocessors and high-density memory. The research synthesizes
network-related factors to generate the framework from a technology perspective.
Then it applies the framework to examine different types of broadband mobile
applications that require high data rates deliverable by 4G networks. It is expected that
the resulting framework can be used to guide future research and development of 4G
mobile applications.
2. Literature review and motivation for framework
In reviewing the literature, this study takes an approach similar to the structured
review process used by Chen et al. (2009). First, a search of abstracts of journal articles
using the keywords mobile applications, framework, and model is conducted on
the following databases: ABI/INFORM, ACM Digital Library, IEEE Explore,
ScienceDirect, and Emerald Fulltext. Second, the titles and abstracts of retrieve
articles are examined to select those relevant to mobile application frameworks
and high-speed wireless wide-area networks. Third, for those selected articles, their
cited references are searched to select additional articles relevant to mobile application
frameworks. Lastly, the full texts of the selected articles are reviewed.
Given the growth of mobile applications and 4G wireless networks, there is
surprisingly little research in the literature on conceptual frameworks of mobile
applications as related to high-speed, wireless wide-area networks. The said literature
review process identified just 14 articles in this area. Senn (2000) stated that
m-commerce applications fall into three categories: transaction management, digital
content delivery, and telemetry services, and this study is unique in that it specifically
called out telemetry which generates mostly upstream traffic. Varshney and Vetter
(2002) proposed different groups of m-commerce applications, including financial
applications, advertising, inventory management, product location/search, service
management, wireless business reengineering, auction, entertainment/games, mobile
office, distance education, and wireless data center. Coursaris and Hassanein (2002)
suggested four types of mobile applications based on consumer needs: communication,
information, entertainment, and commerce. Buellingen and Woerter (2004) described
the diffusion of mobile services in terms of communication, information,
transaction, and interaction, and Dholakia and Dholakia (2004) grouped m-commerce
applications in terms of entertainment, productivity, convenience, and efficiency.
Chen and Nath (2004) proposed seven variables: time, mobility, relationship, and
location (along the impact dimension), and efficiency, effectiveness, and innovation
(along the value dimension) to identify m-business applications. To design
high-speed mobile applications, Gerstheimer and Lupp (2004) proposed using four
broad categories of requirements: user, place, time, and process. For consumer mobile
applications, Leem et al. (2004) proposed a classification scheme consisting of
commerce, intermediary, and information categories.
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Later, Ahluwalia and Varshney (2005) put forth a grouping of mobile applications
including mobile transactions (e.g. buying an airline ticket), information retrieval
(e.g. searching), and messaging (e.g. short message service). In explaining intention to
use different mobile services, Nysveen et al. (2005) used the interactivity type
dimension of machine interactivity and person interactivity and the process
characteristics dimension of goal-directed process and experiential process to identify
different mobile services. Heinonen and Pura (2006) approached mobile services from
a service marketing perspective and proposed four separate models based on
consumption types, temporal/spatial criticality, social setting, and relationship. In their
literature review of m-commerce applications (not frameworks), Ngai and Gunasekaran
(2007) found articles on six different m-commerce applications: location-based services,
advertising, entertainment/games, financial applications, product locating/searching,
and wireless reengineering. Unhelkar and Murugesan (2010) focussed on enterprise
mobile applications and classified them into five categories: m-broadcast, m-information,
m-transaction, m-operation, and m-collaboration. Petrova and Wang (2011) examined
specifically mobile location-based services and stated that such services can be
categorized as: emergency, navigation, information or information/entertainment,
advertising, tracking, billing. Table I summarizes the results of these studies for
reference.
The review of the literature has identified a major issue: existing studies
proposed various frameworks with different categories. But most of them did not
consider factors of technology. Subramanya and Yi (2006) identified two issues of
mobile systems from which the present studys motivation is based: communications
related (e.g. data rate) and device related (e.g. form factor). In terms of data rate,
past studies (e.g. Hung et al., 2012; Buellingen and Woerter, 2004) have acknowledged
the importance of transmission rate to the development of mobile applications.
In terms of form factor, it has an effect on how the mobile device is used. In this
study, large form factor refers to laptops and netbooks device that typically
has a prominent mechanical keyboard attached. Small form factor refers to
smaller mobile devices such as smartphones, tablets, and emerging wearable
devices. Utilizing form factors and data rates, Figure 1 shows an initial 2 2 model
that highlights the need for this research. The four combinations of the initial 2 2
model are:
.
Large form factor with low data rates: this combination produces an experience
that emulates working on a desktop connected to a dial-up line. Such modality
allows basic e-mail and some limited web surfing on a larger screen.
Small form factor with low data rates: this combination produces an experience
that was common on WAP-based cellphones that provide limited text-centric
web surfing. The speed is typically slow, and the web experience is mostly
limited to scrollable text on a smaller screen.
Large form factor with high data rates: this combination essentially replicates
the experience of a desktop connected to a wireline broadband network (e.g. DSL
or cable modem).
Little work has been done on the modality combining small form factor and high
data rates. This modality goes beyond simply replicating the desktop experience
and highlights the need for a new framework that can be used to guide the
development of mobile applications that take advantage of high data rates and small
Authors
Senn (2000)
Varshney and Vetter (2002)
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Table I.
Summary of past
literature on frameworks
of mobile applications
Text-based
cellphone
experience
Low
data rate
Fast desktop
experience
High
data rate
form factor the focus of this study. Therefore, instead of proposing an overarching
framework covering a wide swatch of mobile applications, this study develops a
parsimonious model for those applications requiring high data rates (deliverable by
wide-area 4G networks) and running on small form-factor devices.
Figure 1.
Initial 2 2 model of
mobile applications
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Latency or the time delay data packets experience as they travel through
the network. Real-time, interactive applications require lower latency, whereas
non-real-time applications can tolerate higher latency.
Requiring lower latency means that any noticeable delay in the response of an
application can degrade the user experience or service. Such requirement typically
means that immediate feedback is needed from the other direction. On the other hand,
tolerating higher latency means that an otherwise perceptible delay has minimal effect
on the operation of the application and user experience. An application that can
tolerate higher latency typically does not require immediate feedback in the opposite
direction.
The resulting framework shown in Figure 2 is derived using two ranges of latency
(higher latency and lower latency) and three ranges of traffic symmetric (mostly
downstream, symmetric, and mostly upstream). This 2 3 framework assumes that
Higher
latency
Content consumption
VOD
Mobile TV
Web surfing
Video-based marketing
P2P file sharing
Lower
latency
Virtual reality
Virtual tour
Mobile gaming (touch
feedback)
M-learning (text/voice
feedback)
VPN
Mostly
downstream
Social networking
Content production
Video blogging
Lifecasting
Video/data archiving
M-health (for collection)
P2P file sharing
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HD video conferencing
(multi-participant)
Mobile gaming (image/
videofeedback)
M-learning (video
feedback)
Augmented reality
Tour guide
Video/data monitoring
M-health (for monitoring)
Symmetric
Mostly
upstream
the required data rate is already high for either upstream or downstream, or both, to
take advantage of the capabilities of 4G networks. Also, given that many mobile
devices today can determine its own location through GPS and/or signal
triangulation it is assumed that a mobile device already has location awareness
(Ficco et al., 2010; Simon et al., 2007) and can make available its location information.
The resulting six categories of mobile applications are:
.
Figure 2.
Framework of broadband
mobile applications based
on network-related factors
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content in its original form to be sent to users. These applications support content
consumption as described by Subramanya and Yi (2006).
Similarly, mobile marketing such as video advertisements embedded in another
mobile application can utilize buffered video. Of course, web surfing of sites with
a lot of multimedia contents generates heavy traffic downstream but can tolerate
latency higher than that required by real-time video conferencing. Mobile peer-to-peer
(P2P) file sharing is a distributed network for users to share files without a central
coordinator (Hung et al., 2012); P2P file sharing can accept higher latency,
and it generates heavy traffic downstream, or upstream, but typically not at the
same time.
4.3 Mostly upstream traffic/lower latency
Mostly upstream traffic flowing at high speed and with low latency makes mobile
augmented reality possible. Whereas virtual reality seeks to immerse users in an
artificially generated world, augmented reality applications augments the sense
of reality by superimposing virtual objects and cues upon the real world in real time
(Carmigniani et al., 2011, p. 342), and a real-world setting or set of objects is
augmented by a computer-generated overlay (Kroeker, 2010, p. 19). For example,
a smartphone can be converted [y] into a virtual mouse that you can use to
click on the real world [y] So, if you point the device at a hospital building, the term
Hospital appears superimposed over the video image in real time (Wright, 2009,
p. 15). In augmented reality, real-time video of the devices environment, along
with detailed information reported by mobile devices physical sensors such
as GPS, accelerometer, light sensor, and magnetic compass, can be sent to a backend
server. Such transmission requires heavy upstream traffic. The server processes
the rich context data and produces informational cue about the mobile devices location
(or about the environment or object at which the mobile device points). Such
informational cue flowing back to the mobile may contain text (e.g. object labels)
and simple graphics (e.g. object outlines) and thus require light downstream traffic.
Because the user needs the superimposed cues in real time, these applications require
low latency.
Supporting mostly upstream traffic with low latency allows rich context data
(e.g. upstream video) to flow to a backend server to be processed. This is necessary
because augmented reality systems require powerful CPU and considerable amount of
RAM to process camera images, (Carmigniani et al., 2011, p. 350) and the mobile
device may not be powerful enough to process context data and generate augmented
reality information in real time. In addition, emerging augmented reality applications
that support multiuser collaboration and run in real time with many users also require
a backend server (Wagner and Schmalstieg, 2009).
Operating in a similar way as augmented reality, a tour guide application on
a mobile device can send real-time video of a tourists surroundings and context data
(e.g. GPS coordinates) over the network to a backend server, which processes the
image, extracts (tour) information about the object/landmark of interest, and sends
the results back to the mobile device (e.g. Fritz et al., 2004). In addition, a tour guide
application can also work with a human guide by sending real-time video of a tourists
surroundings to a remote human tour guide, and the guide can then provide tour
information (e.g. low-bandwidth text or voice downstream) based on what the tourist
actually sees, rather than based on just the tourists location. Receiving high-fidelity,
real-time context data such as video (instead of just longitude and latitude) upstream,
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a remote tour guide can provide the user with more relevant tour information
downstream. Such context data is more important in indoor areas where location
data (e.g. GPS) can become inaccurate or non-existent. Moreover, field personnel
(e.g. law enforcement) may also use wearable devices to perform video/data
monitoring that sends live upstream video about the environment requiring
real-time monitoring by analysts.
Other applications that generate mostly upstream traffic and require low latency
include mobile health (m-health) applications, which can run on wearable devices
that gather and transmit patients real-time vitals data to be monitored. The upstream
data rate has been a major challenge for different wireless multimedia telemedical
systems (Istepanian et al., 2009, p. 566). Because telemetered medical data may be
voluminous and need to be relayed regardless of the location of the patient, 4G
networks providing high upstream data rates and wide-area coverage are well suited
for bandwidth-intensive m-health applications producing data that require real-time
monitoring. For example, Kyriacou et al. (2009) demonstrated a system that
continuously gathers electrocardiogram readings from the patient and sends them
back to a central monitoring system; the goal is to monitor children with suspected
cardiac arrhythmias. M-health monitoring can lower the number of readmissions,
lower the long-term cost of healthcare, and result in increased productivity of
healthcare providers (Varshney, 2007).
4.4 Mostly upstream traffic/higher latency
Buffered video applications such as video blogging transmit collected video back to a
repository for distribution, as demonstrators in the 2011 popular uprising in Middle
East and North Africa have utilized. A related example would be lifecasting where
users record their daily activities and upload them for sharing (Chen and Yang, 2008).
These applications support content production as described by Subramanya and
Yi (2006) and user-driven multimedia content generation that is attributed to [y]
a new generation of handheld devices that enable to easily create contents, and to
access them from any location at any time (Blanco-Fernandez et al., 2011, p. 5289).
In addition, video/data archiving include those applications that continuously send
video or bandwidth-intensive data back to a central repository for immediate storage
(instead of storing recorded video/data on mobile storage to be retrieved later). For
example, operational video from a peace officers wearable device (with limited
memory) can be sent back to the headquarters storage server for archiving. A network
of distributed sensors (with limited memory) can collect non-real-time, bandwidthintensive sensor data and return them wirelessly instead of storing data in the sensors.
Similarly, m-health applications can send collected video- or image-based medical
data back to a repository for later assessment. Here it is assumed that real-time
analysis or monitoring of data by software or human clinician is not required, hence
medical data can be streamed back in a time-insensitive fashion. A common
characteristic underlying these applications is that data are not stored in a mobile drive
and offloaded later. Instead, data can flow back to a central repository continuously,
although not in real time.
4.5 Symmetric traffic/lower latency
High-definition video conferencing with multiple participants would be an example
of applications that require real-time symmetric traffic where live videos flow in both
directions at the same time. While existing 3G networks may support mobile video
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Joosting, 2012), which has started to show its effects with many seemingly innovative
smartphone applications and cloud services surfacing in the market today (Hung
et al., 2012, p. 573).
A known limitation of this study is that the framework is developed from a
technical perspective and places less emphasis on the business models or needs that
can drive the development of mobile applications. Yet, this study has two important
strengths: first, the framework provides a perspective from a technology point of
view the approach is applicable because network characteristics can constrain the
kinds of broadband mobile applications that can be developed. Second, whereas all
but three reviewed studies proposed one-dimensional categories to conceptualize
mobile applications, the present research develops a two-dimensional (2 3)
framework that provides a deeper insight into the kinds of mobile applications
possible on 4G networks. Thus, the proposed framework can be an additional tool used
by researchers and practitioners to analyze and identify mobile applications that
more fully match the characteristics of the underlying infrastructure. It then follows
that one potential area of future research is to develop a framework that combines
both traditional factors (Table I) and technology factors (present research) to analyze
and identify mobile applications.
4G networks make it possible for completely new classes of mobile applications to
be developed to take advantage of such high data rates, and a framework describing
such applications is highly desirable. For researchers, the proposed framework
can be used to guide future research in mobile applications running on emerging
high-speed wireless networks and small form-factor devices. For practitioners, the
same framework can be used to suggest opportunities for developing future 4G mobile
applications on these devices.
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