- From: joe michiels <jmichiels@gmail.com>
- Date: Sat, 13 Sep 2008 23:46:20 -0700
- To: public-mw4d@w3.org
- Message-ID: <456fc8ff0809132346i292fdb2aw416e8940ba527fde@mail.gmail.com>
As kicked off in my last email, here's part 2, a very primitive take on the "Technology" section outlined in the wiki. I'm no authority on the topic, but figured I'd help conversation get of the ground. Hope this helps, -Joe Michiels *Technologies* Section Description In this section, we are identifying the different existing technologies that are available to deploy content and services on mobile phones Section Items 1) *Software*: Software development for client/device mobile communication can be holistic (where an OEM dictates a device's functionality), but commonly expands to an ecosystem of low and high level applications. As the ecosystem grows, development can be siloed into limited where particular developers have control/restriction on features/functionality. Without going into exhaustive definition of mobile technologies, there are prevalent themes in the mobile world tied to software platforms. · For brainstorming, this list was derived from Vision Mobile's "Seven Centers of Gravity In Mobile" · http://www.visionmobile.com/blog/2008/08/application-environments-order-from-chaos/ o Google o LiMo o Nokia o Qualcomm o Apple o Microsoft o Adobe 2) *Hardware*: Hardware in it's broadest definition is the ecosystem of devices (from OEMs), network (carriers/operators), and 3rd parties (add on components/hardware, ). *OEMs:* [ Summary of current state of OEMs?] *Network Operators: *[Summary of current state of cellular network providers] *Integration Partners* [role of 3rd parties in OEM development] *Semiconductor Companies *[?]
Received on Sunday, 14 September 2008 06:46:55 UTC