Mobile-MM

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Mobile-MM by Mind Map: Mobile-MM

1. passive

2. usage

2.1. convenience

2.2. file sharing

2.2.1. images

2.2.2. videos

2.3. streaming

2.3.1. recordings

2.3.2. live (TV)

2.4. syncing

2.5. gaming

2.5.1. pervasive games

2.5.2. online games

2.5.3. offline games

2.6. blogging

2.7. communtication

2.7.1. voip

2.7.2. video chat/calls

2.7.3. instant messaging(sms, iMessage, WhatsApp), mms

2.7.4. email

2.7.5. social networks

3. packet data

3.1. protocols

3.1.1. UMTS(3G)

3.1.2. bluetooth

3.1.3. wlan

3.1.4. GSM(2G)

3.1.5. LTE(4G)

3.1.6. HSPA

3.1.7. DVB-T

3.1.8. infrared

3.1.9. gprs

3.1.10. NFC/RFID

4. interactivity

4.1. active

4.1.1. sensor aided apps

4.1.1.1. GPS

4.1.1.1.1. navigation

4.1.1.1.2. geocaching

4.1.1.1.3. location-based services

4.1.1.1.4. location-aware games

4.1.1.2. camera

4.1.1.2.1. augmented reality (games)

4.1.1.2.2. "Smart Toy"

4.1.1.3. microphone

4.1.1.3.1. ???

4.1.1.4. gyroscope

4.1.1.5. altimeter

5. connectivity

5.1. online

5.1.1. multiplayer gaming

5.1.2. apps

5.2. offline

5.2.1. games

6. problems

6.1. hardware

6.1.1. expensive

6.2. privacy

6.2.1. behavioral analysis

6.2.1.1. adress book

6.2.1.2. locating

6.2.1.3. website history

6.3. risks

6.3.1. monitoring

6.3.2. advertisement

6.3.3. security

6.3.3.1. monitorable connections

6.3.3.2. insecure protocols

6.3.3.3. piracy/hacking

6.4. spam

6.5. psychological addiction

6.5.1. Nomophobia

6.5.2. FACEBOOK

6.6. customized applications

7. statistical analysis

7.1. a

7.2. b

7.3. c

8. Personalization

8.1. Communities

8.1.1. User profiles

8.1.1.1. static context (mostly stored at servers, e.g. interests)

8.1.1.2. dynamic context (mostly stored at the devices, e.g. location)

8.2. content filtering

8.2.1. by interest

8.2.1.1. by place

8.2.1.2. by time

8.3. collaborative filtering

8.4. Filtering Methods

8.5. mobile advertisement

9. Mobile devices

9.1. Smartphones

9.2. Tablet-PCs

9.3. sensor-based Mobiledevices & Toys

9.4. mobile multimedia players