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A mobile phone (also called cellphone or handphone,[1] as well as wireless phone, cell phone, cellular phone, cellular telephone or cell telephone) is a long-range, electronic device used for mobile voice or data communication over a network of specialized base stations known as cell sites. In addition to the standard voice function of a mobile phone, telephone, current mobile phones may support many additional services, and accessories, such as SMS for text messaging, email, packet switching for access to the Internet, gaming, Bluetooth, infrared, camera with video recorder and MMS for sending and receiving photos and video, MP3 player, radio and GPS. Most current mobile phones connect to a cellular network of base stations (cell sites), which is in turn interconnected to the public switched telephone network (PSTN) (the exception is satellite phones). In 2008 there were 4,100 million mobile cellular subscriptions in the world.[2] A mobile phone proper typically has a telephone keypad, more advanced devices have a separate key for each letter. Some mobile phones have a touchscreen.Main articles: Mobile phone features, Smartphone, and iPhone Mobile phones often have features beyond sending text messages and making voice calls, including call registers, GPS navigation, music (MP3) and video (MP4) playback, RDS radio receiver, alarms, memo and document recording, personal organiser and personal digital assistant functions, ability to watch streaming video or download video for later viewing, video calling, built-in cameras (3.2+ Mpx) and camcorders (video recording), with autofocus and flash, ringtones, games, PTT, memory card reader (SD), USB (2.0), infrared, Bluetooth (2.0) and WiFi connectivity, instant messaging, Internet e-mail and browsing and serving as a wireless modem for a PC, and soon will also serve as a console of sorts to online games and other high quality games. Some phones includes touchscreen. The total value of mobile data services exceeds the value of paid services on the Internet, and was worth 31 billion dollars in 2006 (source Informa).[citation needed] The largest categories of mobile services are music, picture downloads, videogaming, adult entertainment, gambling, video/TV. Nokia and the University of Cambridge are showing off a bendable cell phone called Morph.[8] The most commonly used data application on mobile phones is SMS text messaging, with 74% of all mobile phone users as active users (over 2.4 billion out of 3.3 billion total subscribers at the end of 2007). SMS text messaging was worth over 100 billion dollars in annual revenues in 2007 and the worldwide average of messaging use is 2.6 SMS sent per day per person across the whole mobile phone subscriber base. (source Informa 2007). The first SMS text message was sent from a computer to a mobile phone in 1992 in the UK, while the first person-to-person SMS from phone to phone was sent in Finland in 1993. The other non-SMS data services used by mobile phones were worth 31 Billion dollars in 2007, and were led by mobile music, downloadable logos and pictures, gaming, gambling, adult entertainment and advertising (source: Informa 2007). The first downloadable mobile content was sold to a mobile phone in Finland in 1998, when Radiolinja (now Elisa) introduced the downloadable ringing tone service. In 1999 Japanese mobile operator NTT DoCoMo introduced its mobile internet service, i-Mode, which today is the world's largest mobile internet service and roughly the same size as Google in annual revenues. The first mobile news service, delivered via SMS, was launched in Finland in 2000. Mobile news services are expanding with many organisations providing "on-demand" news services by SMS. Some also provide "instant" news pushed out by SMS. Mobile telephony also facilitates activism and public journalism being explored by Reuters and Yahoo![9] and small independent news companies such as Jasmine News in Sri Lanka. Companies like Monster.com are starting to offer mobile services such as job search and career advice. Consumer applications are on the rise and include everything from information guides on local activities and events to mobile coupons and discount offers one can use to save money on purchases. Even tools for creating websites for mobile phones are increasingly becoming available. Mobile payments were first trialled in Finland in 1998 when two Coca-Cola vending machines in Espoo were enabled to work with SMS payments. Eventually the idea spread and in 1999 the Philippines launched the first commercial mobile payments systems, on the mobile operators Globe and Smart. Today mobile payments ranging from mobile banking to mobile credit cards to mobile commerce are very widely used in Asia and Africa, and in selected European markets. For example in the Philippines it is not unusual to have one's entire paycheck paid to the mobile account. In Kenya the limit of money transfers from one mobile banking account to another is one million US dollars. In India paying utility bills with mobile gains a 5% discount. In Estonia the government found criminals collecting cash parking fees, so the government declared that only mobile payments via SMS were valid for parking and today all parking fees in Estonia are handled via mobile and the crime involved in the activity has vanished. Mobile Applications are developed using the Six M's (previously Five M's) service-development theory created by the author Tomi Ahonen with Joe Barrett of Nokia and Paul Golding of Motorola. The Six M's are Movement (location), Moment (time), Me (personalization), Multi-user (community), Money (payments) and Machines (automation). The Six M's / Five M's theory is widely referenced in the telecoms applications literature and used by most major industry players. The first book to discuss the theory was Services for UMTS by Ahonen & Barrett in 2002. In Q3/2008, Nokia was the world's largest manufacturer of mobile phones, with a global device market share of 39.4%, followed by Samsung (17.3%), Sony Ericsson (8.6%), Motorola (8.5%) and LG Electronics (7.7%). These manufacturers accounted for over 80% of all mobile phones sold at that time.[11] Other manufacturers include Apple Inc., Audiovox (now UTStarcom), Benefon, BenQ-Siemens, CECT, High Tech Computer Corporation (HTC), Fujitsu, Kyocera, Mitsubishi Electric, NEC, Neonode, Panasonic, Palm, Matsushita, Pantech Wireless Inc., Philips, Qualcomm Inc., Research in Motion Ltd. (RIM), Sagem, Sanyo, Sharp, Siemens, Sendo, Sierra Wireless, SK Teletech, T&A Alcatel, Huawei, Trium and Toshiba.[citation needed] There are also specialist communication systems related to (but distinct from) mobile phones.
Updated Airtel Super Singer with 02_07_09 - Airtel Super Singer on 07.03.09
Updated Uravugal with 03_07_09 - Uravugal on 07.03.09
Updated Thirumathi Selvam with 02_07_09 - Thirumathi Selvam on 07.03.09
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Updated Airtel Super Singer with 01_07_09 - Airtel Super Singer on 07.02.09
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The Internet has also become a large market for companies; some of the biggest companies today have grown by taking advantage of the efficient nature of low-cost advertising and commerce through the Internet, also known as e-commerce. It is the fastest way to spread information to a vast number of people simultaneously. The Internet has also subsequently revolutionized shopping—for example; a person can order a CD online and receive it in the mail within a couple of days, or download it directly in some cases. The Internet has also greatly facilitated personalized marketing which allows a company to market a product to a specific person or a specific group of people more so than any other advertising medium. Examples of personalized marketing include online communities such as MySpace, Friendster, Orkut, Facebook and others which thousands of Internet users join to advertise themselves and make friends online. Many of these users are young teens and adolescents ranging from 13 to 25 years old. In turn, when they advertise themselves they advertise interests and hobbies, which online marketing companies can use as information as to what those users will purchase online, and advertise their own companies' products to those users Electronic commerce, commonly known as (electronic marketing) e-commerce or eCommerce, consists of the buying and selling of products or services over electronic systems such as the Internet and other computer networks. The amount of trade conducted electronically has grown extraordinarily with widespread Internet usage. A wide variety of commerce is conducted in this way, spurring and drawing on innovations in electronic funds transfer, supply chain management, Internet marketing, online transaction processing, electronic data interchange (EDI), inventory management systems, and automated data collection systems. Modern electronic commerce typically uses the World Wide Web at least at some point in the transaction's lifecycle, although it can encompass a wider range of technologies such as e-mail as well. A large percentage of electronic commerce is conducted entirely electronically for virtual items such as access to premium content on a website, but most electronic commerce involves the transportation of physical items in some way. Online retailers are sometimes known as e-tailers and online retail is sometimes known as e-tail. Almost all big retailers have electronic commerce presence on the World Wide Web Electronic commerce that is conducted between businesses is referred to as business-to-business or B2B. B2B can be open to all interested parties (e.g. commodity exchange) or limited to specific, pre-qualified participants (private electronic market). Electronic commerce that is conducted between businesses and consumers, on the other hand, is referred to as business-to-consumer or B2C. This is the type of electronic commerce conducted by companies such as Amazon.com. Electronic commerce is generally considered to be the sales aspect of e-business. It also consists of the exchange of data to facilitate the financing and payment aspects of the business transactions.Some common applications related to electronic commerce are the following: * Email * Enterprise content management * Instant messaging * Newsgroups * Online shopping and order tracking * Online banking * Online office suites * Domestic and international payment systems * Shopping cart software * Teleconferencing * Electronic tickets In the United States, some electronic commerce activities are regulated by the Federal Trade Commission (FTC). These activities include the use of commercial e-mails, online advertising and consumer privacy. The CAN-SPAM Act of 2003 establishes national standards for direct marketing over e-mail. The Federal Trade Commission Act regulates all forms of advertising, including online advertising, and states that advertising must be truthful and non-deceptive.[5] Using its authority under Section 5 of the FTC Act, which prohibits unfair or deceptive practices, the FTC has brought a number of cases to enforce the promises in corporate privacy statements, including promises about the security of consumers’ personal information.[6] As result, any corporate privacy policy related to e-commerce activity may be subject to enforcement by the FTC. To become effective in 2009: the Ryan Haight Online Pharmacy Consumer Protection Act of 2008 Contemporary electronic commerce involves everything from ordering "digital" content for immediate online consumption, to ordering conventional goods and services, to "meta" services to facilitate other types of electronic commerce. On the consumer level, electronic commerce is mostly conducted on the World Wide Web. An individual can go online to purchase anything from books or groceries, to expensive items like real estate. Another example would be online banking, i.e. online bill payments, buying stocks, transferring funds from one account to another, and initiating wire payment to another country. All of these activities can be done with a few strokes of the keyboard. On the institutional level, big corporations and financial institutions use the internet to exchange financial data to facilitate domestic and international business. Data integrity and security are very hot and pressing issues for electronic commerce today. Paid Content is the non-free electronic commerce of digital content and information goods in digital media. Examples of digital media are, for example, the Internet, the World Wide Web or mobile media (cellphones, PDA). Features of digital contents are their usability, applicability, exchangeability and recoverability. Paid Content differ from Paid Services in the way that digital content can be passed on and be used by different individuals. Digital services can be characterized as a right which can be exercised, but not passed on without it being lost. The difference can be made clear by considering the differences between an MP3 music file and online games. The MP3 file can often be duplicated, passed on and exchanged - without capacity boundaries or losses suffered by an individual. These features of MP3 files as an example of digital content are one of the main reasons for the huge revenue collapses in the music and media industry since the existence of the Internet. Online games, however, as an example of digital services, is only a right to participate when the purchased input is offered and traded. This right can be traded and passed on, but, contrary to MP3 files, the vendor forfeits the benefit of this right at the moment it is passed on. Social commerce is a subset of Electronic commerce in which the active participation of customers and their personal relationships are at the forefront. The main element is the involvement of a customer in the marketing of products being sold. e.g. recommendations and comments from customers. This happens for example when customers publish weblogs with their shopping lists. The term was first introduced by David Beisel[1] and then picked up on by Steve Rubel,[2] and originally referred primarily to sites such as Yahoo!'s shoposphere, and Shopit, where the social component is primarily recommendation and review. However, the term has been expanded to include a variety of collaborative commerce activities, where the social participation may extend beyond recommendation to collaborative purchasing, such as microPledge, BountyUp, TimeXchange, or fundraising (Bring Light, ChipIn, Crowdfunder, Causes on Facebook). The Street Performer Protocol is a popular system for collaborative purchasing. Social commerce, like social shopping and online social networks such as Facebook, is a Web 2.0 business application. Social commerce can be correlated with Search Engine Optimization as a way to build inbound links and generate user content, all of which are tools to improve a website's search results on a given search engine such as Google. Academic research on social commerce, focusing on the social networking aspects in online marketplaces and the value implications of this business model for companies running social commerce marketplaces and for individuals participating in these marketplaces, has been conducted by researchers at Columbia University's Graduate School of Business. This research defines social commerce as networks of sellers/shops in online marketplaces, whereas social shopping involves networks of buyers/customers in online marketplaces and online communities.[3] A dot-com company, or simply a dot-com (alternatively rendered dot.com or dot com), is a company that does most of its business on the Internet, usually through a website that uses the popular top-level domain, ".com" (in turn derived from the word "commercial"). While the term can refer to present-day companies, it is also used specifically to refer to companies with this business model that came into being during the late 1990s. Many such startups were formed to take advantage of the surplus of venture capital funding. Many were launched with very thin business plans, sometimes with nothing more than an idea and a catchy name. The stated goal was often to "get big fast", i.e. to capture a majority share of whatever market was being entered. The exit strategy usually included an IPO and a large payoff for the founders. Others were existing companies that re-styled themselves as Internet companies, many of them legally changing their names to incorporate a .com suffix. With the stock market crash around the year 2000 that ended the dot-com bubble, many failed and failing dot-com companies were referred to punningly as dot-bombs,[1] dot-cons[2] or dot-gones.[3] Many of the surviving firms dropped the .com suffix from their names. Online banking (or Internet banking) allows customers to conduct financial transactions on a secure website operated by their retail or virtual bank, credit union or building society. Online banking solutions have many features and capabilities in common, but traditionally also have some that are application specific. The common features fall broadly into several categories * Transactional (e.g., performing a financial transaction such as an account to account transfer, paying a bill, wire transfer... and applications... apply for a loan, new account, etc.) o Electronic bill presentment and payment - EBPP o Funds transfer between a customer's own checking and savings accounts, or to another customer's account o Investment purchase or sale o Loan applications and transactions, such as repayments * Non-transactional (e.g., online statements, check links, cobrowsing, chat) o Bank statements * Financial Institution Administration - features allowing the financial institution to manage the online experience of their end users * ASP/Hosting Administration - features allowing the hosting company to administer the solution across financial institutions Features commonly unique to business banking include * Support of multiple users having varying levels of authority * Transaction approval process * Wire transfer Features commonly unique to Internet banking include * Personal financial management support, such as importing data into personal accounting software. Some online banking platforms support account aggregation to allow the customers to monitor all of their accounts in one place whether they are with their main bank or with other institutions... Protection through single password authentication, as is the case in most secure Internet shopping sites, is not considered secure enough for personal online banking applications in some countries. Basically there exist two different security methods for online banking. * The PIN/TAN system where the PIN represents a password, used for the login and TANs representing one-time passwords to authenticate transactions. TANs can be distributed in different ways, the most popular one is to send a list of TANs to the online banking user by postal letter. The most secure way of using TANs is to generate them by need using a security token. These token generated TANs depend on the time and a unique secret, stored in the security token (this is called two-factor authentication or 2FA). Usually online banking with PIN/TAN is done via a web browser using SSL secured connections, so that there is no additional encryption needed. * Signature based online banking where all transactions are signed and encrypted digitally. The Keys for the signature generation and encryption can be stored on smartcards or any memory medium, depending on the concrete implementation. Attacks Most of the attacks on online banking used today are based on deceiving the user to steal login data and valid TANs. Two well known examples for those attacks are phishing and pharming. Cross-site scripting and keylogger/Trojan horses can also be used to steal login information. A method to attack signature based online banking methods is to manipulate the used software in a way, that correct transactions are shown on the screen and faked transactions are signed in the background. A recent FDIC Technology Incident Report, compiled from suspicious activity reports banks file quarterly, lists 536 cases of computer intrusion, with an average loss per incident of $30,000. That adds up to a nearly $16-million loss in the second quarter of 2007. Computer intrusions increased by 150 percent between the first quarter of 2007 and the second. In 80 percent of the cases, the source of the intrusion is unknown but it occurred during online banking, the report states.[4] Countermeasures There exist several countermeasures which try to avoid attacks. Digital certificates are used against phishing and pharming, the use of class-3 card readers is a measure to avoid manipulation of transactions by the software in signature based online banking variants. To protect their systems against Trojan horses, users should use virus scanners and be careful with downloaded software or e-mail attachments. In 2001 the FFIEC issued guidance for multifactor authentication (MFA) and then required to be in place by the end of 2006.
The mobile phone became a mass media channel in 1998 when the first ringing tones were sold to mobile phones by Radiolinja in Finland. Soon other media content appeared such as news, videogames, jokes, horoscopes, TV content and advertising. In 2006 the total value of mobile phone paid media content exceeded internet paid media content and was worth 31 Billion dollars (source Informa 2007). The value of music on phones was worth 9.3 Billion dollars in 2007 and gaming was worth over 5 billion dollars in 2007 (source Netsize Guide 2008 [12]). The mobile phone is often called the Fourth Screen (if counting cinema, TV and PC screens as the first three) or Third Screen (counting only TV and PC screens). It is also called the Seventh of the Mass Media (with Print, Recordings, Cinema, Radio, TV and Internet the first six). Most early content for mobile tended to be copies of legacy media, such as the banner advertisement or the TV news highlight video clip. Recently unique content for mobile has been emerging, from the ringing tones and ringback tones in music to "mobisodes," video content that has been produced exclusively for mobile phones. The advent of media on the mobile phone has also produced the opportunity to identify and track Alpha Users or Hubs, the most influential members of any social community. AMF Ventures measured in 2007 the relative accuracy of three mass media, and found that audience measures on mobile were nine times more accurate than on the internet and 90 times more accurate than on TV.Car phone A type of telephone permanently mounted in a vehicle, these often have more powerful transmitters, an external antenna and loudspeaker for handsfree use. They usually connect to the same networks as regular mobile phones. Cordless telephone (portable phone) Cordless phones are telephones which use one or more radio handsets in place of a wired handset. The handsets connect wirelessly to a base station, which in turn connects to a conventional land line for calling. Unlike mobile phones, cordless phones use private base stations (belonging to the land-line subscriber), and which are not shared. Professional Mobile Radio Advanced professional mobile radio systems can be very similar to mobile phone systems. Notably, the IDEN standard has been used as both a private trunked radio system as well as the technology for several large public providers. Similar attempts have even been made to use TETRA, the European digital PMR standard, to implement public mobile networks. Radio phone This is a term which covers radios which could connect into the telephone network. These phones may not be mobile; for example, they may require a mains power supply, they may require the assistance of a human operator to set up a PSTN phone call. Satellite phone This type of phone communicates directly with an artificial satellite, which in turn relays calls to a base station or another satellite phone. A single satellite can provide coverage to a much greater area than terrestrial base stations. Since satellite phones are costly, their use is typically limited to people in remote areas where no mobile phone coverage exists, such as mountain climbers, mariners in the open sea, and news reporters at disaster sites. Cell phones have numerous privacy issues associated with them, and are regularly used by governments to perform surveillance. Law enforcement and intelligence services in the U.K. and the United States possess technology to remotely activate the microphones in cell phones in order to listen to conversations that take place nearby the person who holds the phone.[16][17] Mobile phones are also commonly used to collect location data. The geographical location of a mobile phone can be determined easily (whether it is being used or not), using a technique known multilateration to calculate the differences in time for a signal to travel from the cell phone to each of several cell towers near the owner of the phone. Because mobile phones emit electromagnetic radiation, concerns have been raised about cancer risks they may pose when used for long periods of time.[20] So far studies have varied in their results and have proven inconclusive.[21] However, health authorities have recommended holding the phone towards the head for only short periods or using hands-free/speakerphone technologies as precautions.[22] Sir William Stewart, the head of the UK Government's Advisory Group on the issue advised that children under the age of 16 should only use phones in emergencies.[23] Mobile Internet Device (MID) is a term used by several vendors to describe a multimedia-capable handheld computer providing wireless Internet access.[1] [2] [3] It is designed to provide entertainment, information and location-based services for the consumer market (rather than the enterprise). The MID is a larger form factor than a smartphone but smaller than the Ultra Mobile PC (UMPC)[citation needed]. As such, the device has been described as filling a consumer niche between smartphones and Tablet PCs.[4] Intel announced a prototype MID at the Intel Developer Forum in Spring 2007 in Beijing. An MID development kit by Sophia Systems using Intel Centrino Atom was announced in April 2008.[5] On the 2nd of March 2008, Intel introduced the Intel Atom processor,[6] formerly codenamed "Menlow", a new family of low-power processors designed specifically for Mobile Internet Devices (MIDs). The components are designed with thin, small designs and work together to "enable the best mobile computing and Internet experience" on mobile and low-power devices. This platform contains an Intel Atom processor (codenamed Silverthorne and Diamondville) 45 nm CMOS running up to 1.86 GHz. It uses Poulsbo Chipset (aka System Controller Hub) and includes Intel HD Audio, Azalia. Note that Azalia here doesn't refer to the HD Audio codec. Menlow platform which can be part of Centrino Atom was discontinued in Q3 2008. A mobile processor is a CPU designed to save power. It is found in mobile computers and cellphones. A CPU chip designed for portable computers, it is typically housed in a smaller chip package, but more importantly, in order to run cooler, it uses lower voltages than its desktop counterpart and has more "sleep mode" capability. A mobile processor can be throttled down to different power levels and/or sections of the chip can be turned off entirely when not in use. Further, the clock frequency may be stepped down under low processor loads. This stepping down conserves power and prolongs battery life. A notebook processor is a CPU optimized for notebook computers. One of the main characteristics differentiating notebook processors from other CPUs is low-power consumption. The notebook processor is becoming an increasing important market segment in the semiconductor industry. Notebook computers are an increasingly popular format of the broader category of mobile computers. The objective of a notebook computer is to provide the performance and functionality of a desktop computer in a portable size and weight. * AMD: Turion 64, Turion 64 X2 * Transmeta: Crusoe and Efficeon * Intel: Pentium M, Core Duo, Core 2 Duo and the budget Celeron M * Freescale Semiconductor makes the PowerPC processors that were used in the pre-Intel Apple Computer notebooks. Cell phones and PDAs require microcontrollers that use even less power than notebook processors. While it is possible to use desktop processors in laptops, this practice is generally not recommended, as desktop processors heat faster than notebook processors and drain batteries faster. Currently, the fastest notebook processor is the Intel X9000, an Intel Core 2 dual-core processor. The first "quad-core" notebook processor (code named "Penryn QC") is planned to be released by Intel in Q3 2008.