4G4G is the fourth generation of broadband cellular network technology, succeeding 3G and preceding 5G. A 4G system must provide capabilities defined by ITU in IMT Advanced. Potential and current applications include amended mobile web access, IP telephony, gaming services, high-definition mobile TV, video conferencing, and 3D television. However, in December 2010, the ITU expanded its definition of 4G to include Long Term Evolution (LTE), Worldwide Interoperability for Microwave Access (WiMAX), and Evolved High Speed Packet Access (HSPA+).
5GIn telecommunications, 5G is the fifth-generation technology standard for broadband cellular networks, which cellular phone companies began deploying worldwide in 2019, and is the planned successor to the 4G networks which provide connectivity to most current cellphones. Like its predecessors, 5G networks are cellular networks, in which the service area is divided into small geographical areas called cells. All 5G wireless devices in a cell are connected to the Internet and telephone network by radio waves through a local antenna in the cell.
Cellular networkA cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (typically three cell sites or base transceiver stations). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content.
Mobile technologyMobile technology is the technology used for cellular communication. Mobile technology has evolved rapidly over the past few years. Since the start of this millennium, a standard mobile device has gone from being no more than a simple two-way pager to being a mobile phone, GPS navigation device, an embedded web browser and instant messaging client, and a handheld gaming console. Many experts believe that the future of computer technology rests in mobile computing with wireless networking.
2G2G is a short notation for second-generation cellular network, a group of technology standards employed for cellular networks. 2G was commercially launched on the GSM standard in Finland by Radiolinja (now part of Elisa Oyj) in 1991. After 2G was launched, the previous mobile wireless network systems were retroactively dubbed 1G. While radio signals on 1G networks are analog, radio signals on 2G networks are digital, though both systems use digital signaling to connect cellular radio towers to the rest of the mobile network system.
Verizon (mobile network)Verizon is an American wireless network operator that previously operated as a separate division of Verizon Communications under the name Verizon Wireless. In a 2019 reorganization, Verizon moved the wireless products and services into the divisions Verizon Consumer and Verizon Business, and stopped using the Verizon Wireless name. Verizon is the second-largest wireless carrier in the United States, with 143.3 million subscribers at the end of Q4 2022. The company is headquartered in Basking Ridge, New Jersey.
Mobile webThe mobile web refers to mobile browser-based World Wide Web services accessed from handheld mobile devices, such as smartphones or feature phones, through a mobile or other wireless network. Traditionally, the World Wide Web has been accessed via fixed-line services on laptops and desktop computers. However, the web is now more accessible by portable and wireless devices. Early 2010 ITU (International Telecommunication Union) report said that with current growth rates, web access by people on the go - via laptops and smart mobile devices - was likely to exceed web access from desktop computers within the following five years.
User experienceThe user experience (UX) is how a user interacts with and experiences a product, system or service. It includes a person's perceptions of utility, ease of use, and efficiency. Improving user experience is important to most companies, designers, and creators when creating and refining products because negative user experience can diminish the use of the product and, therefore, any desired positive impacts; conversely, designing toward profitability often conflicts with ethical user experience objectives and even causes harm.
Augmented realityAugmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive (i.e. additive to the natural environment), or destructive (i.
User experience designUser experience design (UX design, UXD, UED, or XD) is the process of defining the experience a user would go through when interacting with a company, its services, and its products. Design decisions in UX design are often driven by research, data analysis, and test results rather than aesthetic preferences and opinions. Unlike user interface design, which focuses solely on the design of a computer interface, UX design encompasses all aspects of a user's perceived experience with a product or website, such as its usability, usefulness, desirability, brand perception, and overall performance.
Mobile phoneA mobile phone (or cellphone) is a portable telephone that can make and receive calls over a radio frequency link while the user is moving within a telephone service area, as opposed to a fixed-location phone (landline phone). The radio frequency link establishes a connection to the switching systems of a mobile phone operator, which provides access to the public switched telephone network (PSTN). Modern mobile telephone services use a cellular network architecture and therefore mobile telephones are called cellphones (or "cell phones") in North America.
HandoverIn cellular telecommunications, handover, or handoff, is the process of transferring an ongoing call or data session from one channel connected to the core network to another channel. In satellite communications it is the process of transferring satellite control responsibility from one earth station to another without loss or interruption of service. American English uses the term handoff, and this is most commonly used within some American organizations such as 3GPP2 and in American originated technologies such as CDMA2000.
Mobile broadbandMobile broadband is the marketing term for wireless Internet access via mobile networks. Access to the network can be made through a portable modem, wireless modem, or a tablet/smartphone (possibly tethered) or other mobile device. The first wireless Internet access became available in 1991 as part of the second generation (2G) of mobile phone technology. Higher speeds became available in 2001 and 2006 as part of the third (3G) and fourth (4G) generations.
Virtual realityVirtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment (particularly video games), education (such as medical or military training) and business (such as virtual meetings). Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Mobile app developmentMobile app development is the act or process by which a mobile app is developed for one or more mobile devices, which can include personal digital assistants (PDA), enterprise digital assistants (EDA), or mobile phones. Such software applications are specifically designed to run on mobile devices, taking numerous hardware constraints into consideration. Common constraints include CPU architecture and speeds, available memory (RAM), limited data storage capacities, and considerable variation in displays (technology, size, dimensions, resolution) and input methods (buttons, keyboard, touch screens with/without styluses).
Channel access methodIn telecommunications and computer networks, a channel access method or multiple access method allows more than two terminals connected to the same transmission medium to transmit over it and to share its capacity. Examples of shared physical media are wireless networks, bus networks, ring networks and point-to-point links operating in half-duplex mode. A channel access method is based on multiplexing, that allows several data streams or signals to share the same communication channel or transmission medium.
Internet accessInternet access is the ability of individuals and organizations to connect to the Internet using computer terminals, computers, and other devices; and to access services such as email and the World Wide Web. Internet access is sold by Internet service providers (ISPs) delivering connectivity at a wide range of data transfer rates via various networking technologies. Many organizations, including a growing number of municipal entities, also provide cost-free wireless access and landlines.
Mixed realityMixed reality (MR) is a term used to describe the merging of a real-world environment and a computer-generated one. Physical and virtual objects may co-exist in mixed reality environments and interact in real time. Mixed reality that incorporates haptics has sometimes been referred to as Visuo-haptic mixed reality. In a physics context, the term "interreality system" refers to a virtual reality system coupled with its real-world counterpart.
Access networkAn access network is a type of telecommunications network which connects subscribers to their immediate service provider. It is contrasted with the core network, which connects local providers to one another. The access network may be further divided between feeder plant or distribution network, and drop plant or edge network. An access network, also referred to as an outside plant, refers to the series of wires, cables and equipment lying between a consumer/business telephone termination point (the point at which a telephone connection reaches the customer) and the local telephone exchange.
Mobile marketingMobile marketing is a multi-channel online marketing technique focused at reaching a specific audience on their smartphones, feature phones, tablets, or any other related devices through websites, e-mail, SMS and MMS, social media, or mobile applications. Mobile marketing can provide customers with time and location sensitive, personalized information that promotes goods, services, appointment reminders and ideas.