background preloader

Mobility

Facebook Twitter

Actu mobility

Mobiliser.org | intelligence for wireless executives. Mobile Economy | Home. Mocom2020.com - A collaborative vision of the future of mobile m. Head-mounted display. A head-mounted display (or helmet-mounted display, for aviation applications), both abbreviated HMD, is a display device, worn on the head or as part of a helmet, that has a small display optic in front of one (monocular HMD) or each eye (binocular HMD). There is also an optical head-mounted display (OHMD), which is a wearable display that has the capability of reflecting projected images as well as allowing the user to see through it.

A binocular head-mounted display (HMD). A professional head-mounted display (HMD). Overview[edit] A typical HMD has either one or two small displays with lenses and semi-transparent mirrors embedded in a helmet, eyeglasses (also known as data glasses) or visor. Types[edit] HMDs differ in whether they can display just a computer generated image (CGI), show live images from the real world or a combination of both. Optical HMD[edit] An optical head-mounted display uses an optical mixer which is made of partly silvered mirrors. Applications[edit] Sports[edit] RAZRWIRE TM: le premier Bluetooth sur lunettes ! Motorola, Inc. leader mondial des communications sans fil et Oakley, Inc., leader mondial des lunettes de soleil, ont aujourd'hui annoncé la commercialisation de RAZRWIRETM Bluetooth ® eyewear dès le début d'août.

RAZRWIRETM est la première paire de lunette au monde à combiner l'optique d'Oakley associée au brevet Bluetooth ®, la technologie sans fil. "La mobilité est ici, maintenant avec la disponibilité de RAZRWIRE" déclare Bruce Hawver, vice-président de « Dispositifs Mobiles de Motorola ». « Avec RAZRWIRE, Motorola et Oakley apportent la technologie portable sur soi » Avec ce portable Bluetooth intégré en une paire de lunettes, les consommateurs actifs peuvent rester connectés en se déplaçant d'un environnement à un autre. " "La conception entièrement intégrée du RAZRWIRE'S profite du meilleur eyewear du monde et des technologies sans fil pour donner la liberté de vie, le mouvement et la communication n'importe où et partout vous voulez être. " Le module Bluetooth® : Global - FeliCa Web Site. MobilePaymentExpo. To Adopt Mobile P2P Payments, Consumers Demand Speed and Securit. By MarketingCharts staff Still, 67% of consumers surveyed expressed clear hesitance in using mobile P2P payment services, saying they would be “very unlikely” to adopt them: Speedy, Secure Payments Consumers cited speed and convenience as primary incentives for adopting mobile P2P payment services.

However, security is a main concern: The loss of personal information (62%) and fraudulent transfers (52%) are fears even among “tech savvy” consumers.63% of consumers said enhanced security would encourage them to use mobile P2P payments. “Perceived security threats are definitely the sticking point for mobile P2P payments right now,” said Mary Monahan, partner and senior analyst at Javelin. Interested Segments Below, the demographic findings from the report. New Markets Unbanked consumers – those without checking or savings accounts – are good candidates for mobile P2P adoption, Javelin said.

p2p - Person to Person Payments - Payments News Archive. FIS has announced results of the third phase of a consumer banking behavior study finding that "consumers who transfer money person-to-person -- especially those sending money overseas -- want to make those transactions immediate; and, while young consumers are more likely to be among the early adopters of real-time payments, most importantly, they want the process to be convenient and easily accessible. " Real-time payments are clearly the future of money movement, according to the consumer demands laid out by our data,” said Anthony Jabbour, EVP, North American Financial Institutions, FIS.

“As the research has shown, people trust their financial institutions to bring them real-time payment solutions, but they will use other avenues if their bank can’t meet their needs. For that reason, financial institutions must adapt to keep step with their customers and not fall behind non-bank competitors.” Le paiement mobile. Post intéressant repris du Journal de la Silicon Valley par Phil Jeudy Quel est le pourcentage de transactions par carte de crédit et de débit sont payées avec un téléphone mobile ?

Environ 2% des volume des cartes de débit et de crédit aux États-Unis en 2013, et 4 % dans le monde, selon les estimations BI Intelligence. Les chiffres semblent faibles, mais pour les cinq dernières années, les transactions mobiles ont connu une croissance annuelle moyenne de 118% aux États-Unis. Qu’est-ce qu’un paiement mobile ? Un paiement mobile se produit quand un appareil mobile, connecté à Internet est utilisé pour faciliter une transaction qui, autrement, aurait eu lieu en utilisant une carte de crédit physique, un chèque ou des espèces , dans un magasin ou point de vente.

Les consommateurs utilisent ils vraiment ces solutions ? Et les commerçants ? Qui sera le vainqueur dans cet espace ? Quelle est la “vitesse” de cette innovation ? La disruption est elle toujours possible ? PaybyPhone. Obopay. Mobile. Money. Official Obopay blog. Lemonway. Mobile Banking - Mobile Trading - IP TV - Agence Virtuelle. Sébastien Burlet (lemonway) Mobilepayment. Jan Michael Hess - CEO - Management Consulting. M-Squad Home. Kia Motors Unveils Advanced Infotainment System Powered by Micro.

IRVINE, Calif., Jan. 5 /PRNewswire/ -- Kia Motors America (KMA) today unveiled an innovative and intelligent in-car communications and entertainment system, "UVO powered by Microsoft®," to be available in select Kia vehicles starting this summer. UVO provides consumer friendly voice- and touch-activated experiences for simple management of music files and hands-free mobile phone operation.

Co-developed with Microsoft and based on Windows Embedded Auto software, UVO is an easy-to-use, hands-free solution that allows drivers and passengers to answer and place phone calls, receive and respond to SMS text messages, access music from a variety of media sources and create custom music experiences. Understanding drivers want and need intuitive controls, Kia Motors and Microsoft® designed UVO to enable a new level of voice recognition through Microsoft® speech technology.

UVO also brings advancements to in-car technology through an immersive user experience. About Kia Motors America.

Behind the iPhone

iPhone: Who's the real manufacturer? (It isn't Apple) | Texyt. Who makes the iPhone? If you answered 'Apple', you're wrong. The iPhone is a global effort. Tens of thousands of people at more than 30 companies on 3 continents work together to make Apple's first phone possible. Apple, of course, designs the product, and also created the single most important 'component' – the software that gives the iPhone its unique personality. But, while Apple gets the credit, behind the scenes there are a host of other players, each of which has to build and deliver complex parts on schedule to make the iPhone possible. Some of them are well known names, like US-based Intel, which supplies the NOR flash chips which hold the iPhone's updatable system software; and Korea's Samsung, which makes the video processor IC.

Unknown suppliers Then there are the unknowns, each of which plays a small but vital role. You might have heard of the companies behind a few of the other iPhone chips – if you've ever wrestled with network driver installation on a PC. A second 3G iPhone? Multi-touch. Multi-touch screen Finger touching a multi-touch screen In computing, multi-touch refers to the ability of a surface (a trackpad or touchscreen) to recognize the presence of more than one[1][2] or more than two[3] points of contact with the surface.

This plural-point awareness is often used to implement advanced functionality such as pinch to zoom or to activate certain subroutines attached to predefined gestures. History of multi-touch[edit] The prototypes[7] of the x-y mutual capacitance multi-touch screens (left) developed at CERN One of the early implementations of mutual capacitance touchscreen technology was developed at CERN in 1977[8][9] based on their capacitance touch screens developed in 1972 by Danish electronics engineer Bent Stumpe. This technology was used to develop a new type of human machine interface (HMI) for the control room of the Super Proton Synchrotron particle accelerator. Some of the first devices to support multi-touch were: Brands and manufacturers[edit] Types[27]

Touchscreen. Interactive table, Ideen 2020 exposition, 2013. HP Series 100 HP-150 ca. 1983, the earliest commercial touchscreen computer. The IBM Simon Personal Communicator, ca. 1993, the first touchscreen phone. Apple iPad, a tablet computer with a touchscreen. A touchscreen is an electronic visual display that the user can control through simple or multi-touch gestures by touching the screen with a special stylus/pen and-or one or more fingers. Some touchscreens use an ordinary or specially coated gloves to work while others use a special stylus/pen only.

The user can use the touchscreen to react to what is displayed and to control how it is displayed (for example by zooming the text size). Touchscreens are common in devices such as game consoles, all-in-one computers, tablet computers, and smartphones. History[edit] E.A. In 1986 the first graphical point of sale software was demonstrated on the 16-bit Atari 520ST color computer. Technologies[edit] Resistive[edit] Surface acoustic wave[edit] Japanese mobile phone culture. In Japan, mobile phones have become ubiquitous. In Japanese, mobile phones are called keitai denwa (携帯電話?) , literally "portable telephones," and are often known simply as keitai. Much of the Japanese population own cellular phones, most of which are equipped with enhancements such as video and camera capabilities. As of May 2008, 31.3% of elementary school students, and 57.6% of middle school students own a cell phone, with many of them accessing the internet through them.[1] This pervasiveness and the particularities of their usage lead to the development of a mobile phone culture, or "keitai culture.

" Features[edit] A Japanese flip style cellular phone. Japan was leading in mobile phone technology. Following are the main features of a mobile in Japan: E-money service and various certification functions through Untouched IC card (FeliCa etc.)Various services with NTT DoCoMo’s ‘Osaifu-Keitai (mobile phone with wallet function)’E-money service e.g. Market[edit] In use[edit] Gyaru-moji[edit]

ACCESS | Advanced Software Solutions for Mobile and Beyond PC | KDDI CORPORATION. KEITAI ADDICT. Mediba inc. HOME > Company Info > Corporate Philosophy Mission and Vision Mission Our mission is to continuously develop and deliver unique value, unavailable through other media, to advertisers and corporate customers via au Smart Pass which is a comprehensive portal site provided by KDDI. We've established a foundation of trust with mobile phone users, by providing high-quality, attractive services and information.

Vision Using our experience and expertise, our vision is to actively work to develop new and unique services which inspire users. Origin of Company Name mediba, is the result of the convergence of the words 'build', 'boom', and 'bonds'. which means building new media, creating a boom, and strengthening the bonds between mobile media users and society. New Corporate Logo Design mediba, celebrating its 10-year anniversary is now moving into its next phase. New Logo Concept The letter 'i' in au color shows an immediate and symbolic representation of KDDI group. NTTドコモ ホーム. 電子マネー「Edy(エディ)」 D2. BBC News | In pictures. 3GPP Long Term Evolution. Adoption of LTE technology as of February 15, 2014.

Countries with commercial LTE service Countries with commercial LTE network deployment on-going or planned Countries with LTE trial systems (pre-commitment) LTE, an acronym for Long-Term Evolution, commonly marketed as 4G LTE, is a standard for wireless communication of high-speed data for mobile phones and data terminals.

It is based on the GSM/EDGE and UMTS/HSPA network technologies, increasing the capacity and speed using a different radio interface together with core network improvements.[1][2] The standard is developed by the 3GPP (3rd Generation Partnership Project) and is specified in its Release 8 document series, with minor enhancements described in Release 9. Telia-branded Samsung LTE modem Much of the LTE standard addresses the upgrading of 3G UMTS to what will eventually be 4G mobile communications technology. Cs domLTE CSFB to GSM/UMTS network interconnects Voice over LTE (VoLTE) Circuit-switched fallback (CSFB)