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Method of Providing Content to a Wireless Computing Device

Inactive Publication Date: 2008-05-08
OMNIFONE LTD
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  • Summary
  • Abstract
  • Description
  • Claims
  • Application Information

AI Technical Summary

Benefits of technology

[0073]Because all Phones differ in these ways to some degree the only way to deliver an application using the most advanced features of each Phone to the most Phones is to deliver a custom built application for each different Handset. If one used a traditional approach to this problem, whichever approach was used, the net result would be an inordinate and unmanageable amount of porting. This

Problems solved by technology

In addition to this it is not feasible to identify and target a group of users by their role who use the same or very similar Wireless Devices.
Porting and rewriting applications is a very significant and costly engineering exercise, the effort required increases with each additional feature in the application.
In summary, Custom Built Applications provide the richest possible feature set and best interface for the end user experience but these applications are only viable on a relatively small number of platforms due to the engineering effort required to port from one platform to another.
The problem with this approach is that it cannot run on a new Client platform unless the Client part of the Network Application has been fully ported to the new Client platform.
This is fine in the PC world where there is little requirement to port applications and in any case there are few Client platforms and very few new Client platforms, but the Global Mobile Network presents an problem of immense complexity by comparison with its myriad existing operating systems and types of Wireless Device and a constant flow of new Client devices coming into the market at an unprecedented rate.
The compromise inherent in this type of WWW Application is that the HTML browser is the platform through which the Client part of the Network Application accesses the capabilities of the Client.
However the HTML browser has access to significantly less features and commonly significantly less powerful features of the Client operating system.
In consequence the range of features which can be implemented in a WWW Application are fewer and less rich than a Custom Built Application.
This presents a problem in the Wireless Mobile Network where the features of Mobile Clients are evolving so rapidly that not only are they not common but it is desirable to deploy Network Applications which use features that are not common across different Wireless Devices including the newest features.
This has the effect of making the application a combination of a WWW Application and a Custom Built Application or a WWW Application and a Write Once, Run Anywhere Application (depending on the nature of the embedded code) and have the combined issues and limitations of two of these types of application.
The problem with this approach is that if the Client software has any internal complexity (e.g. is scientific in nature, makes use of software threads, has near-real-time graphics or any other real-time properties) then a like performance of the application becomes much more difficult to ensure across multiple different types of Clients.
This problem can never be obviated using the Virtual Machine technique.
The problem with both these approaches are identical to that of Custom Built Applications, except that in these cases it is the compiler or the interpreter which must be re-written for every target Client platform.
Similarly, that presents no great problem in the PC world where there are few operating systems but it presents an almost insurmountable hurdle in the Mobile Network world where you cannot deliver an application unless you can first deliver the compiler or the interpreter.
The problem is that, similar to the restrictions of WWW Applications, WAP & xHTML can only utilise a very small subset of each Mobile Phone's capabilities.
It is not possible to develop the most functionally rich user experience using these technologies as they don't have access to the most advanced features of the Phone.
Java is the most widely adopted of these technologies but, like Symbian and Brew, applications built with the technology still have serious issues and limitations.
There is no previously existing technology, platform or method that has ever had to meet the challenge of rapidly and efficiently delivering the most functionally rich applications to the most Wireless Computing Devices optimised for each device.
If one used a traditional approach to this problem, whichever approach was used, the net result would be an inordinate and unmanageable amount of porting.
This is very expensive and maintenance becomes more and more difficult the more streams of source code you add.
The net result is that it is prohibitively expensive to build an application where the source code for the application has been tuned for each device.
This limited model is dictated in large part by the fact that the Content distribution model typically relies on WAP sites and the kind of interactions possible between a WAP browser on a Handset and the Server hosting the Mobile Content.

Method used

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Examples

Experimental program
Comparison scheme
Effect test

form example

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canvas example

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List Example

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PUM

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Abstract

A customised Network Application suitable for a specific type of Wireless Computing Device is automatically generated and sent to that Device. The Application is able to download a preview of content on demand by an end-user from a Server that stores the content and to play the preview of the content. It can also display an option or function that enables the end-user to download and buy that content from the Server. Attributes for that type of Wireless Computing Device are defined as Metadata; attributes for various different kinds of mobile content are also defined as Metadata; the Server then determines what content is compatible with the Wireless Computing Device by comparing the Metadata of the content and the Wireless Computing Device. The kind of content that can be provided includes ringtones, wallpapers / pictures, screensavers, realtones / truetones, full music downloads, video, SMS & MMS alerts, and mobile games.

Description

BACKGROUND OF THE INVENTION[0001]1. Field of the Invention[0002]This invention relates to a method of providing content to a Wireless Computing Device. The kind of content that can be provided includes ringtones, wallpapers / pictures, screensavers, realtones / truetones, full music downloads, video, SMS & MMS alerts, and mobile games.[0003]2. Definitions[0004]The definitions used in this specification are as follows:[0005]Mobile Telephone: A type of telephone which is connected to the telephone network via wireless technology through the air rather than through a physical wire or other physical connection or form of cable.[0006]Mobile Phone, Phone, Mobile, Mobile Handset or Handset: A type of Mobile Telephone.[0007]Mobile Network: A network which provides wireless connectivity for Mobile Telephones so that they can operate and provide functions such as making telephone calls or accessing network-resident data or services.[0008]Mobile Network Operator (MNO): A company or organisation wh...

Claims

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Application Information

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IPC IPC(8): G06F15/16G06F9/44G06F9/445
CPCG06F8/71G06F9/44505G06F16/24573G06F16/173G06F8/60G06F8/70G06F21/51
Inventor KNIGHT, MARK STEPHENLAMB, MICHAEL IANLEWIS, ROBERT JOHNPOCOCK, STEPHEN WILLIAMSANT, PHILIP ANTHONYSULLIVAN, MARK PETER
Owner OMNIFONE LTD
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