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Mobile Device

Posted by Spike Snizzle Saturday, October 24, 2009 0 comments

A mobile device (also known as cellphone device, handheld device, handheld computer, "Palmtop" or simply handheld) is a pocket-sized computing device, typically having a display screen with touch input or a miniature keyboard. In the case of the personal digital assistant (PDA) the input and output are combined into a touch-screen interface. Smartphones and PDAs are popular amongst those who require the assistance and convenience of a conventional computer, in environments where carrying one would not be practical. Enterprise digital assistants can further extend the available functionality for the business user by offering integrated data capture devices like Bar Code, RFID and Smart Card readers.

Mobile Display Digital Interface

Posted by Spike Snizzle Sunday, October 18, 2009 0 comments

Mobile Display Digital Interface (MDDI) is a high-speed digital interface developed by Qualcomm to interconnect the upper and lower clamshell in a flip phone. The MDDI solution supports variable data rates of up to 3.2 Gbit/s, and decreases the number of signals that connect the digital baseband controller with the LCD display and camera.

The integration of MDDI is said to enable the adoption of advanced features, such as high-definition (QVGA) LCDs and high-resolution megapixel cameras for wireless devices, and supports capabilities such as driving an external display or a video projector from a handset.

A Video Electronics Standards Association (VESA) approved standard, the MDDI solution is currently available and integrated into select Qualcomm chipsets.

Epidemiological cohort studies

Posted by Spike Snizzle Saturday, October 10, 2009 0 comments

A more traditional study method was used by the Société de l'assurance automobile du Québec (SAAQ) for their 2003 study. Questionnaires were sent to 175,000 drivers and analysis was done on the 36,078 who responded. The questionnaire asked about driving habits, risk exposure, collisions over the past 24 months, socio-demographic information, and cell phone use. Questionnaires were supported with data from cell phone companies and police crash records. The study found that the overall relative risk (RR) of having an accident for cell phone users when compared to non-cell phone users averaged 1.38 across all groups. When adjusted for kilometers driven per year and other crash risk exposures, RR was 1.11 for men and 1.21 for women. They also found that increased cell phone use correlated with an increase in RR. When the same data were reanalyzed using a Bayesian approach, the calculated RR of 0.78 for those making less than 1 call/day and 2.27 for those with more than 7 calls/day was similar to cohort analysis. When the data were reanalyzed using case-crossover analysis, RR was calculated at a much higher 5.13. The authors expressed concern that misclassification of phone calls due to reporting errors of the exact time of the collisions was a major source of bias with all case-crossover analysis of this issue.

Cell Phones for Soldiers

Posted by Spike Snizzle Sunday, October 4, 2009 0 comments

Cell Phones for Soldiers was founded in 2004, when Brittany Bergquist, then 13, and her brother, Robbie, 12, heard a news story about an Army Reserve sergeant stationed in Iraq who had racked up a $7,624 cell phone bill calling home to his family in the states.
The teenagers pooled their money to raise their first $21. The pair went on to collect change from their friends and hold a car wash that raised almost $1,000. When they went to a local bank to start an account for the collection drive, the bank chipped in another $500. [1]
The local media reported on what the Bergquist family was doing, and the coverage led to a massive surge in contributions. That, in turn, put Brittany and Robbie in the national news and won them support from across the country. That inspired the Bergquist family to launch “Cell Phones for Soldiers” as formal 501(c)3 charitable organization – with the goal of helping every service member call home for free.
The organization took a novel approach to fundraising, collecting old cell phones most of us keep in our junk drawers because we don’t know what else to do with them. The Bergquists have teamed up with ReCellular,_Inc. to process their phones and are paid for every phone they collect, with the average phone worth enough to provide a 60 minute calling card for international use. ReCellular is the worlds largest mobile device recycler, processing over 2 million phones for Cell Phones for Soldiers in 2008 alone.

Ringtone Makers

Posted by Spike Snizzle Friday, September 25, 2009 0 comments

A ring tone maker allows a user to take a song from their personal music collection, select whatever section they like and send the file to their mobile phone. Files can be sent to the mobile phone by direct connection (e.g., USB cable), Bluetooth, text messaging, or e-mail.
The earliest ringtone maker was Harmonium, developed by Vesa-Matti Paananen, a Finnish computer programmer, and released in 1997 for use with Nokia smart messaging
Some providers allow users to create their own music tones, either with a "melody composer" or a sample/loop arranger (such as the MusicDJ in many Sony Ericsson phones). These often use encoding formats only available to one particular phone model or brand. Other formats, such as MIDI or MP3, are often supported; they must be downloaded to the phone before they can be used as a normal ring tone.
In 2005 "SmashTheTones" (now "Mobile17"), became the first third-party solution to allow ring tone creation online without requiring downloadable software or a digital audio editor. Later, Apple’s iPhone allowed users to create a ringtone from any song purchased for the phone’s iTunes library but with some difficulties, including a 40-second limit, and the fact the file has to be an AAC format and whose name ended with the extension .m4r.
There are a variety of websites that let users make ring tones from digital music or other sound files; they upload directly to their mobile phone with no limit on the number of songs uploaded. They feature music editors that lets the user pick the part of the song they wish to set as a ring tone. Such services automatically detect the phone settings to ensure the best file type and format.

Mobile Weapons

Posted by Spike Snizzle Saturday, September 19, 2009 0 comments

Mobile weapons (機動兵器 kidō heiki?) are fictional weapon systems from the Gundam anime metaseries. The term originally includes all self-propelled military used vehicles including traditional tanks and aircraft. However, the English term was used to generalize all weapons including mobile suits, mobile armour and any other machines based on the same mecha technologies. Note that in Universal Century, most weapons are designed to combat under the influence of the Minovsky Particle and thus differ from conventional weapons.

Mobile Game

Posted by Spike Snizzle Friday, September 11, 2009 0 comments

A mobile game is a video game played on a mobile phone, smartphone, PDA, handheld computer or portable media player. This does not include games played on handheld video game systems such as PlayStation Portable or Nintendo DS.
The first game that was pre-installed onto a mobile phone was Snake on selected Nokia models in 1997. Snake and its variants have since become the most-played videogame on the planet, with over a billion people having played the game.
Mobile games are played using the technologies present on the device itself. For networked games, there are various technologies in common use. Examples include text message (SMS), multimedia message (MMS) or GPRS location identification.
However, there are non networked applications, that simply use the device platform to run the game software. The games may be installed over the air, they may be side loaded onto the handset with a cable, or they may be embedded on the handheld devices by the OEM or by the mobile operator.
Mobile games are usually downloaded via the mobile operator's radio network, but in some cases are also loaded into the mobile handsets when purchased, or via infrared connection, Bluetooth or memory card.

Song For Camera Phone

Posted by Spike Snizzle Thursday, August 27, 2009 0 comments

"Camera Phone" is the fourth single from The Game's third album, LAX. The song features R&B singer Ne-Yo. The song was produced by Cool & Dre. It appears as a bonus track on the deluxe edition of the album only. In the UK, it is a non-album single due to the deluxe edition not being released there.

Social Impact Camera Phone

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Personal photography allows people to capture and construct personal and group memory, maintain social relationships as well as expressing their identity. Camera phones provide the same opportunities, yet these functions are altered and allow for a different user experience. As mobile phones are constantly carried, camera phones allow for capturing moments at any time. Mobile communication also allows for immediate transmission of content (for example via Multimedia Messaging Services), which cannot be reversed or regulated.
While phones have been found useful by tourists and for other common civilian purposes, as they are cheap, convenient, and portable; they have also posed controversy, as they enable surreptitious photography. A user may pretend to be simply talking on the phone or browsing the internet, drawing no suspicion, and be able to photograph a person or place illegally or against that person's wishes.
As a network-connected device, megapixel camera phones are playing significant roles in crime prevention, journalism and business applications as well as individual uses. They can also be used for activities such as voyeurism, invasion of privacy, and copyright infringement. Because they can be used to share media almost immediately, they are a potent personal content creation tool. On January 17, 2007, New York City Mayor Michael Bloomberg announced a plan to encourage people to use their camera-phones to capture crimes happening in progress or dangerous situations and send them to emergency responders. Through the program, people will be able to send their images or video directly to 911.
Enforcing bans on camera phones has proven nearly impossible. They are small and numerous and their use is easy to hide or disguise, making it hard for law enforcement and security personnel to detect or stop use.
From time to time, organizations and places have prohibited or restricted the use of camera phones and other cameras because of the privacy, security, and copyright issues they pose. Such places include the Pentagon, federal and state courts,[15] museums, theaters, and local fitness clubs. Saudi Arabia, in April 2004, banned the sale of camera phones nationwide for a time before reallowing their sale in December 2004 (although pilgrims on the Hajj were allowed to bring in camera phones). In South Korea and Japan, all camera phones sold in the country must make a clearly audible sound whenever a picture is taken: These laws are intended to reduce the number of up-skirt photos taken.
There is the occasional anecdote of camera phones linked to industrial espionage and the activities of paparazzi, as well as some hacking into wireless operators' network.
Camera phones have also been used to discreetly take photographs in museums, performance halls, and other places where photography is prohibited. However, as sharing can be instantaneous, even if the action is discovered, it is too late, as the image is already out of reach, unlike a photo taken by a digital camera that only stores images locally for later transfer.

Sony Ericsson

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Sony Ericsson is a joint venture established on October 1, 2001 by the Japanese consumer electronics company Sony Corporation and the Swedish telecommunications company Ericsson to make mobile phones. The stated reason for this venture is to combine Sony's consumer electronics expertise with Ericsson's technological leadership in the communications sector. Both companies have stopped making their own mobile phones.
The company's global management is based in Hammersmith, London, and it has research & development teams in Sweden, Japan, China, Germany, the United States, India, Pakistan and the United Kingdom. By 2008, it was the third-largest mobile phone manufacturer in the world after Nokia and Samsung. The sales of products largely increased due to the launch of the adaption of Sony's popular Walkman and Cyber-shot series.

Samsung

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Samsung Telecommunications is one of five business units within Samsung Electronics, belonging to the Samsung Group, and consists of the Mobile Communications Division, Telecommunication Systems Division, Computer Division, MP3 Business Team, Mobile Solution Centre and Telecommunication R&D Centre. Telecommunication Business produces a full spectrum of products from mobiles and other mobile devices such as MP3 players and laptop computers to telecommunication network infrastructure. Headquarters is located in Suwon, South Korea.
In 2007 Samsung Telecommunication Business reported over 40% growth and became the second largest mobile device manufacturer in the world. Its market share was 14% in Q4 2007, growing up form 11.3% in Q4 2006. In Q1 2008 Samsung strengthened its second position on the market and achieved 15.6% world handset market share.

Nokia

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Nokia Corporation (Finnish pronunciation: [ˈnɔkiɑ]) (OMX: NOK1V, NYSE: NOK, FWB: NOA3) is a Finnish multinational communications corporation that is headquartered in Keilaniemi, Espoo, a city neighbouring Finland's capital Helsinki. Nokia is engaged in the manufacturing of mobile devices and in converging Internet and communications industries, with 128,445 employees in 120 countries, sales in more than 150 countries and global annual revenue of EUR 50.7 billion and operating profit of 5.0 billion as of 2008. It is the world's largest manufacturer of mobile telephones: its global device market share was about 38% in Q2 2009, down from 40% in Q2 2008 and up from 37% in Q1 2009. Nokia produces mobile devices for every major market segment and protocol, including GSM, CDMA, and W-CDMA (UMTS). Nokia offers Internet services that enable people to experience music, maps, media, messaging and games. Nokia's subsidiary Nokia Siemens Networks produces telecommunications network equipment, solutions and services. The company is also engaged in providing digital map information through its wholly-owned subsidiary Navteq.
Nokia has sites for research and development, manufacture and sales in many countries throughout the world. As of December 2008, Nokia had R&D presence in 16 countries and employed 39,350 people in research and development, representing approximately 31% of the group's total workforce. The Nokia Research Center, founded in 1986, is Nokia's industrial research unit consisting of about 500 researchers, engineers and scientists. It has sites in seven countries: Finland, China, India, Kenya, Switzerland, the United Kingdom and the United States. Besides its research centers, in 2001 Nokia founded (and owns) INdT – Nokia Institute of Technology, a R&D institute located in Brazil. Nokia operates a total of 15 manufacturing facilities located at Espoo, Oulu and Salo, Finland; Manaus, Brazil; Beijing, Dongguan and Suzhou, China; Farnborough, England; Komárom, Hungary; Chennai, India; Reynosa, Mexico; Jucu, Romania and Masan, South Korea. Nokia's Design Department remains in Salo, Finland.
Nokia is a public limited liability company listed on the Helsinki, Frankfurt, and New York stock exchanges. Nokia plays a very large role in the economy of Finland; it is by far the largest Finnish company, accounting for about a third of the market capitalization of the Helsinki Stock Exchange (OMX Helsinki) as of 2007, a unique situation for an industrialized country. It is an important employer in Finland and several small companies have grown into large ones as its partners and subcontractors. Nokia increased Finland's GDP by more than 1.5% in 1999 alone. In 2004 Nokia's share of the Finnish GDP was 3.5% and accounted for almost a quarter of Finland's exports in 2003.
Finns have consistently ranked Nokia as both the best Finnish brand and the best employer. The Nokia brand, valued at $35.9 billion, is listed as the fifth most valuable global brand in the Interbrand/BusinessWeek Best Global Brands list of 2008 (first non-US company). It is the number one brand in Asia (as of 2007) and Europe (as of 2008), the 42nd most admirable company worldwide in Fortune's World's Most Admired Companies list of 2009 (third in Network Communications, seventh non-US company), and the world's 85th largest company as measured by revenue in Fortune Global 500 list of 2009, up from 88th the previous year. As of 2009, AMR Research ranks Nokia's global supply chain number six in the world.

Motorola

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Motorola, Inc. (NYSE: MOT) is an American, multinational, Fortune 100, telecommunications company based in Schaumburg, Illinois. It is a manufacturer of wireless telephone handsets, and also designs and sells wireless network infrastructure equipment such as cellular transmission base stations and signal amplifiers. Motorola's home and broadcast network products include set-top boxes, digital video recorders, and network equipment used to enable video broadcasting, computer telephony, and high-definition television. Its business and government customers consist mainly of wireless voice and broadband systems used to build private networks and public safety communications systems like Astro and Dimetra.
Motorola started in Chicago, Illinois as Galvin Manufacturing Corporation in 1928 with its first product being a battery eliminator. The name Motorola was adopted in 1930, and the word has been used as a trademark since the 1930s. Founders Paul Galvin and Joseph Galvin came up with the name Motorola when the company started manufacturing car radios in 1930; the name is a combination of "motor" and "Victrola."
Many of Motorola's Products have been radio-related, starting with a battery eliminator for radios, through the first walkie-talkie in the world in 1940, defense electronics, cellular infrastructure equipment, and mobile phone manufacturing. In the same year, the company built its research and development program with Daniel Noble, a pioneer in FM radio and semiconductor technologies joined the company as director of research.
In 1943, Motorola went public and in 1947, the name changed to its present name. The present logo was introduced in 1955. At this time, Motorola's main business was producing and selling television and radios.
In 1952, Motorola opened its first international subsidiary in Toronto, Canada to produce radios and televisions. In 1953, Motorola established the Motorola Foundation to support leading universities in the United States.
In 1955, years after Motorola started its research and development laboratory in Phoenix, Arizona to research new solid-state technology, Motorola introduced the world's first commercial high-power germanium-based transistor.
Beginning in 1958 with Explorer 1, Motorola provided radio equipment for most NASA space-flights for decades including during the 1969 moon landing. A year later, it established a subsidiary to conduct licensing and manufacturing for international markets.
In 1960, Motorola introduced the world's first "large-screen" (19-inch), transistorized, cordless portable television.
In 1963, Motorola, which had very successfully begun making televisions in 1947 introduced the world's first truly rectangular color TV picture tube which quickly became the industry standard.
In 1974, Motorola sold its television business to the Japan-based parent company of Panasonic.
In 1976, Motorola moved to its present headquarters in Schaumburg.
In September 1983, the firm made history when the FCC approved the DynaTAC 8000X telephone, the world's first-only commercial cellular device. By 1998, cellphones accounted for two-third's of Motorola's gross revenue. The company was also strong in semiconductor technology, including integrated circuits used in computers. Motorola has been the main supplier for the microprocessors used in Atari ST, Commodore Amiga, Color Computer, and Apple Macintosh personal computers. The PowerPC family was developed with IBM and in a partnership with Apple (known as the AIM alliance). Motorola also has a diverse line of communication products, including satellite systems, digital cable boxes and modems.
In 1986, Motorola invented the Six Sigma quality improvement process. This became a global standard. In 1990, General Instrument Corporation, which was later acquired by Motorola, proposed the first all-digital HDTV standard. In the same year, the company introduced the Bravo numeric pager which became the world's best-selling pager.
In 1991, Motorola demonstrated the world's first working-prototype digital cellular system and phones using GSM standard in Hanover, Germany. In 1994, Motorola introduced the world's first commercial digital radio system that combined paging, data and cellular communications and voice dispatch in a single radio network and handset. In 1995, Motorola introduced the world's first two-way pager which allowed users to receive text messages and e-mail and reply with a standard response.
On September 15, 1999, Motorola announced it would buy General Instrument in an $11 billion stock swap. General Instrument had long been the No. 1 cable TV equipment provider, supplying cable operators with end-to-end hybrid fiber coax cable solutions. This meant that GI offers all cable TV transmission network components from the head-end to the fiber optic transmission nodes to the cable set-top boxes, now at the availability of Motorola.
In June 2000, Motorola and Cisco supplied the world's first commercial GPRS cellular network to BT Cellnet in the United Kingdom. The world's first GPRS cell phone was also developed by Motorola.
In 2002, Motorola introduced the world's first wireless cable modem gateway which combined a high-speed cable modem router with an ethernet switch and wireless home gateway.
In 2003, Motorola introduced the world's first handset to combine a Linux operating system and Java technology with "full PDA functionality".
In June 2006, Motorola acquired the world-class software platform (AJAR) developed by the British company TTP Communications plc.

LG

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LG Electronics (LGE, Korean: LG전자) (KRX: 066570, LSE: LGLD) is the world's second-biggest maker of televisions and third-biggest maker of mobile phones.
With its headquarters in the LG Twin Towers in Yeouido, Seoul, South Korea, LG Electronics is the flagship company of LG Group, one of the world's largest electronic conglomerates.
The company has 75 subsidiaries worldwide that design and manufacture televisions, home appliances, and telecommunications devices. LG Electronics owns Zenith Electronics and controls 37.9 percent of LG Display.
By 2005, LG was a Top 100 global brand, and in 2006, LG recorded a brand growth of 14%. Now the world's largest plasma panel manufacturer, its affiliate, LG Display, is one of the largest manufacturers of liquid crystal displays. Also in 2006, the company's mobile phone division, LG Mobile, marketed the LG Chocolate phone, changing the company's image of the maker of thick 3G phones. It now focuses on the design and marketing of phones such as the LG Shine, the LG Glimmer and LG Prada (KE850). As a result, the company was picked as "The Design Team of the Year" by the Red Dot Design Award in 2006~2007 and is often called the "New Apple" in the industry and online communities.
The company was originally established in 1958 as GoldStar, producing radios, TVs, refrigerators, washing machines, and air conditioners. The LG Group was a merger of two Korean companies, Lucky (from the Korean "Nakhui") and GoldStar, from which the abbreviation of LG was derived. The current "Life's Good" slogan is a backronym. Before the corporate name change to LG, household products were sold under the brand name of Lucky, while electronic products were sold under the brand name of GoldStar (Hangul:금성). In January 2009 LG was able to buy the domain name LG.com which was missing in the companies modern communication tools. Only few companys have an Internet compatible Logo as short and easy as LG.
In 1994 GoldStar gained sponsorship from The 3DO Company to make the first 3DO Interactive Multiplayer. In 1995, GoldStar was renamed LG Electronics, and acquired Zenith Electronics of the United States. LG Solar Energy is a subsidiary formed in 2007 to allow LG Chem to supply polysilicon to LG Electronics for production of solar cells. In 2008, LG took its first dive into the solar-panel manufacturing pool, as it announced a preliminary deal to form a joint venture with Conergy. Under the deal, set to be completed by year's end, LG would acquire a 75 percent stake in Conergy's Frankfurt solar-panel plant. LG has produced camcorders called ARTCAM and DSLRs

New Features

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There are also new means of digital communications, such as text messaging and e-mail. As of 2004, even basic phones can send and receive text messages which makes them vulnerable to attack by worms and viruses[citation needed]. Advanced phones capable of e-mail can be susceptible to viruses that can multiply by sending messages through a phone's address book[citation needed]. Of more important concern, a virus may allow unauthorized users to access a phone to find passwords or corporate data stored on the device. Moreover, they can be used to commandeer the phone to make calls or send messages at the owner's expense[citation needed]. Unlike computers that are restricted to only a few widespread operating systems, cellular phones use a variety of systems that require separate programs to be designed in order to disable each one. While reducing overall compatibility from an application design standpoint, this has the beneficial effect of making it harder to design a mass attack. However, the rise of cellular phone operating system programming platforms shared by many manufacturers such as Java, Microsoft operating systems, Linux, or Symbian OS, may in the future change this status quo.
Bluetooth is a wireless communication feature now found in many higher-end phones, and the virus Cabir hijacked this function, making Bluetooth phones infect other Bluetooth phones running the Symbian OS. In early November 2004, several web sites began offering a specific piece of software promising ringtones and screensavers for certain phones. Those who downloaded the software found that it turned each icon on the phone's screen into a skull-and-crossbones and disabled their phones, so they could no longer send or receive text messages or access contact lists or calendars. The virus has since been dubbed "Skulls" by security experts. The Commwarrior-A virus was identified in March 2005, and it attempts to replicate itself through MMS to others on the phone's contact list. Like Cabir, Commwarrior-A also tries to communicate via Bluetooth wireless connections with other devices, which can eventually lead to draining the battery. The virus requires user intervention for propagation however. Bluetooth telephones are also subject to bluejacking, which is the generally being transmission of messages from anonymous Bluetooth users. In 2004, rumors spread of using Bluetooth to arrange casual sex hookups; this activity, widely publicized in both print and online media as toothing, was revealed to be a hoax in 2005.

Data Communications

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Mobile phones are now heavily used for data communications such as SMS messages, browsing mobile web sites, and even streaming audio and video files. The main limiting factors are the size of the screen, lack of a keyboard, processing power and connection speed. Most cellphones, which supports data communications, can be used as wireless modems (via cable or bluetooth), to connect computer to internet. Such access method is slow and expensive, but it can be available in very remote areas.
With newer smartphones, screen resolution and processing power has become bigger and better. Some new phone CPUs run at over 400 MHz. Many complex programs are now available for the various smartphones, such as Symbian and Windows Mobile.
Connection speed is based on network support. Originally data transfers over GSM networks were possible only over CSD (circuit switched data), it has bandwidth of 9600 bit/s and usually is billed by connection time (from network point of view, it does not differ much from voice call). Later, there were introduced improved version of CSD - HSCSD (high speed CSD), it could use multiple time slots for downlink, improving speed. Maximum speed for HSCSD is ~42 kbit/s, it also is billed by time. Later was introduced GPRS (general packet radio service), which operates on completely different principle. It also can use multiple time slots for transfer, but it does not tie up radio resources, when not transferring data (as opposed to CSD and like). GPRS usually is prioritized under voice and CSD, so latencies are large and variable. Later, GPRS was upgraded to EDGE, which differs mainly by radio modulation, squeezing more data capacity in same radio bandwidth. GPRS and EDGE usually are billed by data traffic volume. Some phones also feature full Qwerty keyboards, such as the LG enV.
As of April 2006, several models, such as the Nokia 6680, support 3G communications. Such phones have access to the Web via a free download of the Opera web browser. Verizon Wireless models come with Internet Explorer pre-loaded onto the phone.

Multi-mode Mobile Phones

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A multi-mode (also known more specifically as dual, tri or quad band) mobile phone is a phone which is designed to work on more than one GSM radio frequency. The multi-mode case occurs mostly in GSM which was originally specified in the 900 MHz band, but expanded to the 1800 MHz band, later adding 1900 MHz and finally 850 MHz in the Americas. Some multi-mode phones can operate on analog networks as well (for example, dual band, tri-mode: AMPS 800 / CDMA 800 / CDMA 1900).
For a GSM phone, dual-band usually means 850 / 1900 MHz in the United States and Canada, 900 / 1800 MHz in Europe and most other countries. Tri-band means 850 / 1800 / 1900 MHz or 900 / 1800 / 1900 MHz. Quad-band means 850 / 900 / 1800 / 1900 MHz, also called a world phone, since it can work on any GSM network.
For CDMA or TDMA phones, multiple bands usually means it supports both digital and analog communications.
Multi-mode phones have been valuable to enable roaming but are now becoming most important in allowing the introduction of WCDMA without customers having to give up the wide coverage of GSM. Almost every single true 3G phone sold is actually a WCDMA/GSM dual-mode mobile. This is also true of 2.75G phones such as those based on CDMA-2000 or EDGE.
The special challenge involved in producing a multi-mode mobile is in finding ways to share the components between the different standards. Obviously, the phone keypad and display should be shared, otherwise it would be hard to treat as one phone. Beyond that, though, there are challenges at each level of integration. How difficult these challenges are depends on the differences between systems. The different variants of the GSM system have only different frequencies and so aren't even considered true multi-mode phones but rather are called multi-band phones. When talking about IS-95/GSM multi-mode phones, for example, or AMPS/IS-95 phones, the base band processing is very different from system to system. This leads to real difficulties in component integration and so to larger phones.
An interesting special case of multi-mode phones is the WCDMA/GSM phone. The radio interfaces are very different from each other, but mobile to core network messaging has strong similarities, meaning that software sharing is quite easy. Probably more importantly, the WCDMA air interface has been designed with GSM compatibility in mind. It has a special mode of operation, known as punctured mode, in which, instead of transmitting continuously, the mobile is able to stop sending for a short period and try searching for GSM carriers in the area. This mode allows for safe inter-frequency handovers with channel measurements which can only be approximated using "pilot signals" in other CDMA based systems.
A final interesting case is that of mobiles covering the DS-WCDMA and MC-CDMA 3G variants of the CDMA-2000 protocol. Initially, the chip rate of these phones was incompatible. As part of the negotiations related to patents, it was agreed to use compatible chip rates. This should mean that, despite the fact that the air and system interfaces are quite different, even on a philosophical level, much of the hardware for each system inside a phone should be common with differences being mostly confined to software.
As can be deduced from the above, most mobile phone networks now use one of two standards, GSM or CDMA. A third standard, iDEN, is found in over 20 countries around the world.

General Features

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Mobiles are designed to work on cellular networks and contain a standard set of services that allow phones of different types and in different countries to communicate with each other.
Before the phone can be used, a subscription to a mobile phone operator (a.k.a. carrier) is required. For phones on GSM networks, the operator will issue a SIM card which contains the unique subscription and authentication parameters for that customer; alternatively, the carrier will put the customer's handset identifier into its subscriber database so that the handset can make calls on the network. Once the SIM card is inserted into the phone, services can be accessed. Many mobile phones support 'auto-roaming', which permits the same phone to be used in multiple countries. For this to work, the operators of both countries must have a roaming agreement.
Mobile phones do not only support voice calls; they can also send and receive data and faxes (if a computer is attached), send short messages (or "text messages"; see SMS), access WAP services, and provide full Internet access using technologies such as GPRS. Modern mobile phones usually have a clock, alarm, and calculator and a few games.
Most current models also have a built-in digital camera (see camera phone), that can have resolutions as high as 8M pixels (Samsung). Sound recording and video recording is often also possible. This gives rise to some concern about privacy, in view of possible voyeurism, for example in swimming pools. South Korea has ordered manufacturers to ensure that all new handsets emit a beep whenever a picture is taken.
Sending and receiving pictures and videos is possible through MMS, and for short distances with e.g. Bluetooth.
GPS receivers are starting to appear integrated or connected (i.e. using Bluetooth) to cell phones, primarily to aid in dispatching emergency responders and road tow truck services. This feature is generally referred to as E911.
Push to talk, available on some mobile phones, is a feature that allows the user to be heard only while the talk button is held, similar to a walkie-talkie.
There are also many features aimed toward personalisation, such as user defined and downloadable ring tones and logos, and interchangeable covers, which have helped in the uptake by the teenage market. Mobile phone content advertising has become massively popular but has also drawn a great deal of criticism. Usually one can choose between a ring tone, a vibrating alert, or a combination of both.
As a result of all these features packed into a tiny device, mobile phones have recently gained reputations for their poor ergonomics. Their small size, plethora of features and modes, and attempts at stylish design often make them difficult and confusing to use.

Mobile Develoment

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This page lists the known relative differences between the most popular mobile platform development options for handheld devices such as personal digital assistants, enterprise digital assistants or mobile phones. It is not intended to be an absolute guide to the various mobile development platforms, instead it is to help guide developers in choosing a mobile platform for development on Information appliances. More detail on the subject can be found at the Mobile software article.

Banning

Posted by Spike Snizzle Thursday, August 13, 2009 0 comments

Many places limit or restrict the use of mobile phones. Many schools has set restrictions on the use of mobile phones because of the use of cell phones for cheating on tests, harassing other people, causing threats to the schools security, and facilitating gossip and other social activity in school. Many mobile phones are banned in school locker room facilities and in public restrooms. New camera phones are required to have a shutter effect when a photo is taken. Cell phone use is banned while driving in some states, either for adolescent drivers or everyone. Text messaging and wireless internet is banned while driving in most areas because of safety precautions.

Health Risk

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Because mobile phones emit electromagnetic radiation, concerns have been raised about cancer risks that may pose when used for long periods of time. This radiation is non-ionizing, but localized heating can occur.
The current consensus view of the scientific and medical communities is that health effects are very unlikely to be caused by cellular phones or their base stations.
Cellular phones became widely available only relatively recently, while tumors can take decades to develop. For this reason, some health authorities have urged that the precautionary principle be observed, recommending that use and proximity to the head be minimized, especially by children.

Privacy

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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.
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.

Usage

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The cell phone novel is the first literary genre to emerge from the cellular age via text messaging to a website that collects the novels as a whole. In virtual online computer games, readers can put themselves into first person in the story. Cell phone novels create a personal space for each individual reader. Paul Levinson, in Information on the Move (2004), says "...nowadays, a writer can write just about as easily, anywhere, as a reader can read" and they are "not only personal but portable".

Media

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The mobile phone became a mass media channel in 1998 when the first ringtones 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.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.

Market

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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.
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. There are also specialist communication systems related to (but distinct from) mobile phones.

Power Supply

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Mobile phones generally obtain power from batteries, which can be recharged from a USB port, from portable batteries, from mains power or a cigarette lighter socket in a car using an adapter (often called battery charger or wall wart) or from a solar panel or a dynamo (that can also use a USB port to plug the phone).
On 17 February 2009, the GSM Association announced that they had agreed on a standard charger for mobile phones. The standard connector to be adopted by 17 manufacturers including Nokia, Motorola and Samsung is to be the micro-USB connector (several media reports erroneously reported this as the mini-USB). The new chargers will be much more efficient than existing chargers. Having a standard charger for all phones, means that manufacturers will no longer have to supply a charger with every new phone.
Formerly, the most common form of mobile phone batteries were nickel metal-hydride, as they have a low size and weight. Lithium-Ion batteries are sometimes used, as they are lighter and do not have the voltage depression that nickel metal-hydride batteries do. Many mobile phone manufacturers have now switched to using lithium-Polymer batteries as opposed to the older Lithium-Ion, the main advantages of this being even lower weight and the possibility to make the battery a shape other than strict cuboid. Mobile phone manufacturers have been experimenting with alternative power sources, including solar cells.

The world's five largest handset makers introduced a new rating system in November 2008 to help consumers more easily identify the most energy-efficient chargers
The majority of energy lost in a mobile phone charger is in its no load condition, when the mobile phone is not connected but the charger has been left plugged in and using power. To combat this in November 2008 the top five mobile phone manufacturers Nokia, Samsung, LG Electronics, Sony Ericsson and Motorola set up a star rating system to rate the efficiency of their chargers in the no-load condition. Starting at zero stars for >0.5 W and going up to the top five star rating for <0.03 W (30 mW) no load power.
A number of semiconductor companies offering flyback controllers, such as Power Integrations and CamSemi, now claim that the five star standard can be achieved with use of their product.

Applications

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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! 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.

Introduction

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A mobile phone or mobile (also called cellphone and handphone, as well as cell phone, wireless phone, cellular phone, cell, cellular telephone, mobile 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(Small Message System) for text messaging, email, packet switching for access to the Internet, gaming, Bluetooth, infrared, camera with video recorder and MMS(Multimedia Message) for sending and receiving photos and video, MP3 player, radio and GPS(Global Positioning System). Most current mobile phones connect to a cellular network consisting of switching points and base stations (cell sites) owned by a mobile network operator (the exception is satellite phones, which are mobile but not cellular).

A mobile phone, as opposed to a radio telephone, offers full duplex-communication, automatised calling to and paging from a public switched telephone network (PSTN), handoff (am. English) or handover (European term) during a phone call when the user moves from one cell (base station coverage area) to another. A mobile phone offers wide area service, and should not be confused with a cordless telephone, which also is a wireless phone, but only offer telephony service within a limited range, e.g. within a home or an office, through a fixed line and a base station owned by the subscriber.

The International Telecommunication Union estimated that mobile cellular subscriptions worldwide would reach approximately 4.1 billion by the end of 2008. Mobile phones have gained increased importance in the sector of Information and communication technologies for development in the 2000s and have effectively started to reach the bottom of the economic pyramid.

History

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In 1908, U.S. Patent 887,357 for a wireless telephone was issued in to Nathan B. Stubblefield of Murray, Kentucky. He applied this patent to "cave radio" telephones and not directly to cellular telephony as the term is currently understood. Cells for mobile phone base stations were invented in 1947 by Bell Labs engineers at AT&T and further developed by Bell Labs during the 1960s. Radiophones have a long and varied history going back to Reginald Fessenden's invention and shore-to-ship demonstration of radio telephony, through the Second World War with military use of radio telephony links and civil services in the 1950s, while hand-held cellular radio devices have been available since 1973. A patent for the first wireless phone as we know today was issued in US Patent Number 3,449,750 to George Sweigert of Euclid, Ohio on June 10, 1969.


In 1945, the zero generation (0G) of mobile telephones was introduced. Like other technologies of the time, it involved a single, powerful base station covering a wide area, and each telephone would effectively monopolize a channel over that whole area while in use. The concepts of frequency reuse and handoff, as well as a number of other concepts that formed the basis of modern cell phone technology, were described in the 1970's; see for example Fluhr and Nussbaum , Hachenburg et. al. , and U.S. Patent 4,152,647, issued May 1, 1979 to Charles A. Gladden and Martin H. Parelman, both of Las Vegas, Nevada and assigned by them to the United States Government.

Martin Cooper, a Motorola researcher and executive is widely considered to be the inventor of the first practical mobile phone for hand-held use in a non-vehicle setting. Cooper is the first inventor named on "Radio telephone system" filed on October 17, 1973 with the US Patent Office and later issued as US Patent 3,906,166; other named contributors on the patent included Cooper's boss, John F. Mitchell, Motorola's chief of portable communication products, who successfully pushed Motorola to develop wireless communication products that would be small enough to use outside the home, office or automobile and participated in the design of the cellular phone. Using a modern, if somewhat heavy portable handset, Cooper made the first call on a hand-held mobile phone on April 3, 1973 to a rival, Dr. Joel S. Engel of Bell Labs.

The first commercial citywide cellular network was launched in Japan by NTT in 1979. Fully automatic cellular networks were first introduced in the early to mid 1980s (the 1G generation). The Nordic Mobile Telephone (NMT) system went online in Denmark, Finland, Norway and Sweden in 1981.

In 1983, Motorola DynaTAC was the first approved mobile phone by FCC in the United States. In 1984, Bell Labs developed modern commercial cellular technology (based, to a large extent, on the Gladden, Parelman Patent), which employed multiple, centrally controlled base stations (cell sites), each providing service to a small area (a cell). The cell sites would be set up such that cells partially overlapped. In a cellular system, a signal between a base station (cell site) and a terminal (phone) only need be strong enough to reach between the two, so the same channel can be used simultaneously for separate conversations in different cells.

Cellular systems required several leaps of technology, including handover, which allowed a conversation to continue as a mobile phone traveled from cell to cell. This system included variable transmission power in both the base stations and the telephones (controlled by the base stations), which allowed range and cell size to vary. As the system expanded and neared capacity, the ability to reduce transmission power allowed new cells to be added, resulting in more, smaller cells and thus more capacity. The evidence of this growth can still be seen in the many older, tall cell site towers with no antennae on the upper parts of their towers. These sites originally created large cells, and so had their antennae mounted atop high towers; the towers were designed so that as the system expanded—and cell sizes shrank—the antennae could be lowered on their original masts to reduce range.

The first "modern" network technology on digital 2G (second generation) cellular technology was launched by Radiolinja (now part of Elisa Group) in 1991 in Finland on the GSM standard which also marked the introduction of competition in mobile telecoms when Radiolinja challenged incumbent Telecom Finland (now part of TeliaSonera) who ran a 1G NMT network.

The first data services appeared on mobile phones starting with person-to-person SMS text messaging in Finland in 1993. First trial payments using a mobile phone to pay for a Coca Cola vending machine were set in Finland in 1998. The first commercial payments were mobile parking trialled in Sweden but first commercially launched in Norway in 1999. The first commercial payment system to mimic banks and credit cards was launched in the Philippines in 1999 simultaneously by mobile operators Globe and Smart. The first content sold to mobile phones was the ringing tone, first launched in 1998 in Finland. The first full internet service on mobile phones was i-Mode introduced by NTT DoCoMo in Japan in 1999.

In 2001 the first commercial launch of 3G (Third Generation) was again in Japan by NTT DoCoMo on the WCDMA standard.[12]

Until the early 1990s, following introduction of the Motorola MicroTAC, most mobile phones were too large to be carried in a jacket pocket, so they were typically installed in vehicles as car phones. With the miniaturization of digital components and the development of more sophisticated batteries, mobile phones have become smaller and lighter.



Features

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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 include a touchscreen.

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.

Handsets

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There are several categories of mobile phones, from basic phones to feature phones such as musicphones and cameraphones, to smartphones. The first smartphone was the Nokia 9000 Communicator in 1996 which incorporated PDA functionality to the basic mobile phone at the time. As miniaturisation and increased processing power of microchips has enabled ever more features to be added to phones, the concept of the smartphone has evolved, and what was a high-end smartphone five years ago, is a standard phone today. Several phone series have been introduced to address a given market segment, such as the RIM BlackBerry focusing on enterprise/corporate customer email needs; the SonyEricsson Walkman series of musicphones and Cybershot series of cameraphones; the Nokia N-Series of multimedia phones; and the Apple iPhone which provides full-featured web access and multimedia capabilities.


Sim Card

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GSM mobile phones require a small microchip, called a Subscriber Identity Module or SIM Card, to function. Approximately the size of a small postage stamp, the SIM Card is usually placed underneath the battery in the rear of the unit, and (when properly activated) stores the phone's configuration data, and information about the phone itself, such as which calling plan the subscriber is using. When the subscriber removes the SIM Card, it can be re-inserted into another phone and used as normal.

Each SIM Card is activated by use of a unique numerical identifier; once activated, the identifier is locked down and the card is permanently locked in to the activating network. For this reason, most retailers refuse to accept the return of an activated SIM Card.

Those cell phones that do not use a SIM Card have the data programmed in to their memory. This data is accessed by using a special digit sequence to access the "NAM" as in "Name" or number programming menu. From here, one can add information such as a new number for your phone, new Service Provider numbers, new emergency numbers, change their Authentication Key or A-Key code, and update their Preferred Roaming List or PRL. However, to prevent someone from accidentally disabling their phone or removing it from the network, the Service Provider puts a lock on this data called a Master Subsidiary Lock or MSL.

The MSL also ensures that the Service Provider gets payment for the phone that was purchased or "leased". For example, the Motorola RAZR V9C costs upwards of CAD $500. You can get one for approximately $200, depending on the carrier. The difference is paid by the customer in the form of a monthly bill. If the carrier did not use a MSL, then they may lose the $300–$400 difference that is paid in the monthly bill, since some customers would cancel their service and take the phone to another carrier.

The MSL applies to the SIM only so once the contract has been completed the MSL still applies to the SIM. The phone however, is also initially locked by the manufacturer into the Service Providers MSL. This lock may be disabled so that the phone can use other Service Providers SIM cards. Most phones purchased outside the US are unlocked phones because there are numerous Service Providers in close proximity to one another or have overlapping coverage. The cost to unlock a phone varies but is usually very cheap and is sometimes provided by independent phone vendors.

Having an unlocked phone is extremely useful for travelers due to the high cost of using the MSL Service Providers access when outside the normal coverage areas. It can cost sometimes up to 10 times as much to use a locked phone overseas as in the normal service area, even with discounted rates. T-Mobile will provide a SIM unlock code to account holders in good standing after 90 days according to their FAQ.

For example, in Jamaica, an AT&T subscriber might pay in excess of US$1.65 per minute for discounted international service while a B-Mobile (Jamaican) customer would pay US$0.20 per minute for the same international service. Some Service Providers focus sales on international sales while others focus on regional sales. For example, the same B-Mobile customer might pay more for local calls but less for international calls than a subscriber to the Jamaican national phone C&W (Cable & Wireless) company. These rate differences are mainly due to currency variations because SIM purchases are made in the local currency. In the US, this type of service competition does not exist because some of the major Service Providers do not offer Pay-As-You-Go services. [Needs Pay-As-You-Go references, rumored T-Mobile, Verizon provide one, AT&T does not as of 12/2008]

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