Showing posts with label Apps. Show all posts
Showing posts with label Apps. Show all posts

Tuesday 11 October 2022

The Role of Connectivity and Devices in Healthcare


Over the last few months I have discussed the role of 5G in different industries as part of various projects. Some of these discussions are part of my blog posts while others aren’t.

5G is often promoted as a panacea for all industries including healthcare. This presentation and video looks not only at 5G but other connectivity options that can be used to provide solutions for healthcare. In addition, this presentation looks at different components of the mobile network and explore the role of devices in healthcare.

Presentation and video below

You can download the slides here.

Related Posts

Tuesday 6 April 2021

A look at 5G Applications, Application Functions & Application Servers

We often get questions about 5G Service Based Architecture. Luckily, we have a tutorial that we can redirect people to. It's available here and the video just crossed 50K views. One of the questions that people often want to understand, is about the Application Function (AF) and how does it fit in the Applications Architecture.

To explain this, we made a tutorial. The slides and videos are embedded below. In that we have used the examples from our XR, V2X and Private Networks tutorials. All links are available at the bottom of this post.

Video:

Slides:

Related Posts:

Friday 4 October 2019

CW Seminar: The present, the future & challenges of AR/VR (#CWFDT)


One of my roles is as a SIG champion of the CW (Cambridge Wireless) Future Devices & Technologies Group. We recently organised an event on "The present, the future & challenges of AR/VR". The CW team has kindly even summarised it here. I have also tried to collect all the tweets from the day here.

Why is this important? Most of the posts on this blog is about the mobile technology and I am guessing most of the readers are from that industry too. While we are focussed too much on connectivity, it's the experience that makes the difference for most of the consumers. On the operator watch blog, I wrote recently about South Korea and the operator LG Uplus. Average data usage by 5G users in Korea is as high as 18.3GB, and average 4G users use 9GB in the same period, according to MSIT in May 2019. 5G data is about 2 times than that of 4G. This remarkable traffic growth is driven by UHD and AR/VR contents. According to the operator LG Uplus, new services featuring AR and VR functions are proving popular and already account for 20% of 5G traffic, compared with 5% for 4G.

Coming back to the CW event, some of the presentations were shared and they are available here for a limited time. There were so many learnings for me, it's difficult to remember and add all of them here.

Our newest SIG champ Nadia Aziz covered many different topics (presentation here) including how to quickly start making your own AR/VR apps and how AR apps will be used more and more for social media marketing in future.


Mariano Cigliano, Creative Developer at Unit9 (presentation here) discussed the journey of their company and what they have learned along the way whilst developing their solution to disrupt the design process through integrating immersive technologies.


Aki Jarvinen from Digital Catapult (presentation here) explained about Brown-boxing and Bodystorming. Both very simple techniques but can help get the app designers story straight and save a lot of time, effort and money while creating the app.


James Watson from Immerse (presentation here) talked about VR training. So many possibilities if done correctly and can be more interactive than the online or classroom training's.



Schuyler Simpson, Vice President - Strategic Partnerships & Operations at Playfusion (presentation here) discussed the reality of enhanced reality, diving deep into the challenges about creating an experience that resonates best with audiences. In his own words, "Enhanced Reality blends visual, audio, haptic, and intelligent components to create highly personalized, immersive, and most importantly, valuable experiences for organizations and their audiences."

The most valuable learning of the day was to create an AR/VR app (just in theory), assuming there is no technology limitation. The whole journey consisted of:

  • Brainstorming of the Use Case
  • Key Pain Points
  • Sort the pain points in priority and select top 3 or 5
  • Map customer journey
  • Define persona for which the app is being designed
  • Map their journey
  • Touch points
  • What can be improved on those touch points 
  • Design a VR/AR application for the defined problem 
  • Storyboarding AR/VR use case
  • UX design considerations – spatial, emotional.. 
  • Scribe a prototype 
  • Playback to others.


Thanks to everyone who helped make this whole event possible, from the SIG champs to the CW team and the host & sponsors NTT Data. Special thanks to our newest SIG champ, Nadia Aziz for tirelessly working to make this event a success.

Related Articles:

Thursday 18 July 2019

5G SpeedTests and Theoretical Max Speeds Calculations


Right now, Speed Tests are being described as 5G killer apps.



A good point by Benedict Evans



Everyone is excited and want to see how fast 5G networks can go. If you use Twitter, you will notice loads and loads of speed tests being done on 5G. An example can be seen above.


I recently heard Phil Sheppard, Director of Strategy & Architecture, '3 UK' speak about their 5G launch that is coming up soon. Phil clearly mentioned that because they have a lot more spectrum (see Operator Watch blog post here and here) in Capacity Layer, their 5G network would be faster than the other UK operators. He also provided rough real world Peak Speeds for Three and other operators as can be seen above. Of course the real world speeds greatly depend on what else is going on in the network and in the cell so this is just a guideline rather than actual advertised speeds.


I have explained multiple times that all 5G networks being rolled out today are Non-Stand Alone (NSA) 5G networks. If you don't know what SA and NSA 5G networks are, check this out. As you can see, the 5G NSA networks are actually 4G Carrier Aggregated Networks + 5G Carrier Aggregated Networks. Not all 4G spectrum will be usable in 5G networks but let's assume it is.

To calculate the theoretical maximum speed of 5G NSA networks, we can calculate the theoretical maximum 4G Network speeds + theoretical maximum 5G Network speeds.

I have looked at theoretical calculation of max LTE Carrier Aggregated Speeds here. Won't do calculation here but assuming 3CA for any network is quite possible.

I also looked at theoretical calculation of 5G FDD New Radio here but then found a website that helps with 5G NR calculation here.

If we calculate just the 5G part, looking at the picture from Three, we can see that they list BT/EE & O2 speeds as 0.61 Gbps or 610 Mbps, just for the 5G part.

Looking at the calculation, if we Input Theoretical max values in this equation:

Calculating just for DL

J - number of aggregated component carriers,
maximum number (3GPP 38.802): 16
input value: 1

v(j)Layers - maximum number of MIMO layers ,
3GPP 38.802: maximum 8 in DL, maximum 4 in UL
input value: 8

Q(j)m modulation order (3GPP 38.804)
For UL and DL Q(j)m is same (QPSK-2, 16QAM-4, 64QAM-6, 256QAM-8)
input value: 8 (256QAM)

f(j) Scaling factor (3GPP 38.306)
input value: 1

FR(j) Frequency Range 3GPP 38.104:
FR1 (450 MHz – 6000 MHz) и FR2 (24250 MHz – 52600 MHz)
input value: FR1

µ(j) -value of carrier configuration (3GPP 38.211)
For DL and UL µ(j) is same (µ(0)=15kHz, µ(1)=30kHz, µ(2)=60kHz, µ(3)=120kHz)
input value: 0 (15kHz)

BW(j)- band Bandwidth, MHz (3GPP 38.104),
should be selected with Frequency Range and µ(i) configuration:
input value: BW:40MHz FR1 µ:15kHz:

Enter a PRB value (if other)
default: 0

Rmax (if you don't know what is it, don't change)
Value depends on the type of coding from 3GPP 38.212
(For LDPC code maximum number is 948/1024 = 0.92578125)
default: 0.92578125

*** Only for TDD ***
Part of the Slots allocated for DL in TDD mode,
where 1 = 100% of Slots (3GPP 38.213, taking into account Flexible slots).
Calculated as: the number of time Slots for DL divided by 14
default value: 0.857142

Part of the Slots allocated for UL in TDD mode,
where 1 = 100% of Slots (3GPP 38.213, taking into account Flexible slots).
Calculated as: 1 minus number of Slots for DL
default value: 0.14285800000000004

Calculated 5G NR Throughput, Mbps: 1584


As you may have noticed, BTE/EE has 40 MHz spectrum while Vodafone in UK have 50 MHz of spectrum.

Changing
BW(j)- band Bandwidth, MHz (3GPP 38.104),
should be selected with Frequency Range and µ(i) configuration:
input value: BW:50MHz FR1 µ:15kHz:

Calculated 5G NR Throughput, Mbps: 1982

Now Three UK has 100 MHz, immediately available for use. So changing

µ(j) -value of carrier configuration (3GPP 38.211)
For DL and UL µ(j) is same (µ(0)=15kHz, µ(1)=30kHz, µ(2)=60kHz, µ(3)=120kHz)
input value: 1 (30kHz)

BW(j)- band Bandwidth, MHz (3GPP 38.104),
should be selected with Frequency Range and µ(i) configuration:
BW:100MHz FR1 µ:30kHz:


Calculated 5G NR Throughput, Mbps: 4006

In theory, a lot of speed is possible with the 100 MHz bandwidth that Three will be able to use. We will have to wait and see who can do a theoretical max SpeedTest. In the meantime remember that a 1Gbps speed test will use over 1 GB of data.



Related Posts:

Thursday 9 May 2019

Examples of 5G Use Cases & Applications


I recently did another 5G training for CW (Cambridge Wireless) & UK5G. One of the sections in that was about Use Cases. A very common questions that people ask is what can 5G do that 4G can't. The answer frankly is sometimes not very straightforward.


While you can get a very high speed and very reasonable latency 4G system, it's not necessarily a commonplace. Similarly 5G is a bit over-hyped. There is a lot of potential in the technology but the theory may not translate into practice. Take for example millimeter wave. There is a large amount of bandwidth that can be available to each operator in this spectrum. The laws of physics however restrict how far mmWave can travel and also the fact that mmWave does not penetrate through glass, walls, etc. Does that mean that an indoor 5G system would be required to complement an outdoor one? Would Wi-Fi be able to complement cellular in-building? There are many unanswered questions at the moment.

There is also the debate around 5G icon displayed on your smartphones. When you see 5G, would it really be 5G or just re-branded 4G? Light Reading has explained this issue nicely here.

So while there are many potential applications & use cases that will benefit from 5G in the long run, the answers are not that easily available today. Anyhow, the collection of videos and slides embedded below will provide you with an insight on how different vendors and operators are looking at potentially using 5G.






The latest version of these slides are available to download from UK5G website here.

Tuesday 12 March 2019

Can Augmented & Mixed Reality be the Killer App 5G needs?


Last October Deutsche Telekom, Niantic and MobiledgeX announced a partnership to create advanced augmented reality experiences over mobile network technologies. I was lucky to find some time to go and play it at Deutsche Telekom booth. The amount of processing needed for this to work at best also meant that the new Samsung Galaxy S10+ were needed but I felt that it also occasionally struggled with the amount of data being transferred.


The pre-MWC press release said:

Deutsche Telekom, Niantic Inc., MobiledgeX and Samsung Showcase World’s First Mobile Edge Mixed Reality Multi-Gamer Experience

At the Deutsche Telekom booth at MWC 2019 (hall 3, booth 3M31) the results of the previously announced collaboration between Deutsche Telekom, Niantic, Inc., and MobiledgeX are on display and you’re invited to play. Niantic’s “Codename: Neon”, the world’s first edge-enhanced Mixed Reality Multiplayer Experience, delivered by ultra-low latency, Deutsche Telekom edge-enabled network, and Samsung Galaxy S10+ with edge computing enablement, will be playable by the public for the first time. 

“The ultra-low latency that Mobile Edge Computing (MEC) enables, allows us to create more immersive, exciting, and entertaining gameplay experiences. At Niantic, we’ve long celebrated adventures on foot with others, and with the advent of 5G networks and devices, people around the world will be able to experience those adventures faster and better,” said Omar Téllez, Vice-President of Strategic Partnerships at Niantic.

The collaboration is enabled using MobiledgeX’s recently announced MobiledgeX Edge-Cloud R1.0 product. Key features include device and platform-independent SDKs, a Distributed Matching Engine (DME) and a fully multi-tenant control plane that supports zero-touch provisioning of edge cloud resources as close as possible to the users. Immediate examples of what this enables include performance boosts for Augmented Reality and Mixed Reality (MR) experiences as well as video and image processing that meets local privacy regulations. 

Samsung has been working together with Deutsche Telekom, MobiledgeX, and Niantic on a natively edge-capable connectivity and authentication in Samsung Galaxy S10+ to interface with MobiledgeX Edge-Cloud R1.0 and dynamically access the edge infrastructure it needs so that augmented reality and mixed reality applications can take advantage of edge unmodified. Samsung will continue such collaborations with industry-leading partners not only to embrace a native device functionality of edge discovery and usage for the mobile devices and consumers, but also to seek a way together to create new business models and revenue opportunities leading into 5G era.

Deutsche Telekom’s ultra-low latency network was able to deliver on the bandwidth demands of “Codename: Neon” because it deployed MobiledgeX’s edge software services, built on dynamically managed decentralized cloudlets. “From our initial partnership agreement in October, we are thrilled to showcase the speed at which we can move from idea to experience, with full end-to-end network integration, delivered on Samsung industry leading edge native devices,” said Alex Jinsung Choi, Senior Vice President Strategy and Technology Innovation at Deutsche Telekom.

From the gaming industry to industrial IoT, and computer vision applications, consumer or enterprise, the experience is a great example of interactive AR experiences coming from companies like Niantic in the near future.  As AR/VR/MR immersive experiences continue to shape our expectations, devices, networks and clouds need to seamlessly and dynamically collaborate.

This video from Deutsche Telekom booth shows how the game actually feels like



Niantic CEO John Hanke delivered a keynote at Mobile World Congress 2019 (embedded below). According to Fortune article, "Why the Developer of the New 'Harry Potter' Mobile Game and 'Pokemon Go' Loves 5G":

Hanke showed a video of a prototype game Niantic has developed codenamed Neon that allows multiple people in the same place at the same time to play an augmented reality game. Players can shoot at each other, duck and dodge, and pick up virtual reality items, with each player’s phone showing them the game’s graphics superimposed on the real world. But the game depends on highly responsive wireless connections for all the phones, connections unavailable on today’s 4G LTE networks.

“We’re really pushing the boundaries of what we can do on today’s networks,” Hanke said. “We need 5G to deliver the kinds of experiences that we are imagining.”

Here is the video, it's very interesting and definitely worth a watch. For those who may not know, Niantic spun out of Google in October 2015 soon after Google's announcement of its restructuring as Alphabet Inc. During the spinout, Niantic announced that Google, Nintendo, and The Pokémon Company would invest up to $30 million in Series-A funding.



So what do you think, can AR / MR be the killer App 5G needs?

Monday 25 June 2018

Free Apps for Field Testing - Part 2

The last time I wrote about the free apps for field testing, many people came back and suggested additional apps that are much more commonly used. In fact we got the following comment when 3G4G re-posted this

As I have used both these apps frequently, here is a small summary on them.

Network Signal Guru: This is surprisingly very popular and is quite useful. The only issue is that you need to have a rooted phone with Qualcomm chipset. I know many testers have their favourite phones and quite a few testers buy the latest phones, root them and start testing using NSG (Network Signal Guru).

I prefer using Motorola Moto Gx series phones. They are cheap, not too difficult to root (YouTube have quite a few tutorials and Google search works too) and I find that their receivers are better than others. Have detected cells that other phones cant and have even camped and speed tested on them too.

So what can NSG do?

It can provide lots of useful information on the physical layer, cell configurations, neighbor cell lists, MIMO, etc.
You can even RAT lock to LTE / WCDMA / GSM and band lock to use a specific band. It can be very useful during surveys when you want to check if you can see particular frequency anywhere in an area. You can also see Codecs, RACH information, Data information, etc.

Finally, one of the best things I find is the signalling information. Some of the details are only available for purchased option, its nevertheless very useful. Just in case you are wondering how much does it cost, its roughly £50 per month license in UK.


Cell Mapper: I find this much more helpful as it can be used without rooting. CellMapper is a crowd-sourced cellular tower and coverage mapping service. Its simple and only used for basic testing but nevertheless very useful. To give you an idea, the other day I was camped on a cell with very good signal quality but very poor data rates and there weren't many people so congestion didn't seem like a factor. On investigation I found out that I was camped on 800MHz band that has limited bandwidth per operator and there was no CA.

Cell mapper, as you can see provides information about the cell you are camped on, the cell tower location, what other sectors and frequencies are there, etc.


Do you have a favorite testing app that I missed? Let me know in comments.

Tuesday 16 January 2018

3GPP-VRIF workshop on Virtual Reality Ecosystem & Standards in 5G

Its been a year since I last posted about Augmented / Virtual Reality Requirements for 5G. The topic of Virtual Reality has since made good progress for 5G. There are 2 technical reports that is looking at VR specifically. They are:

The second one is work in progress though. 

Anyway, back in Dec. 3GPP and Virtual Reality Industry Forum (VRIF) held a workshop on VR Ecosystem & Standards. All the materials, including agenda is available here. The final report is not there yet but I assume that there will be a press release when the report is published.

While there are some interesting presentations, here is what I found interesting:

From presentation by Gordon Castle, Head of Strategy Development, Ericsson





From presentation by Martin Renschler, Senior Director Technology, Qualcomm


For anyone wanting to learn more about 6 degrees of freedom (6- DoF), see this Wikipedia entry. According to the Nokia presentation, Facebook’s marketing people call this “6DOF;” the engineers at MPEG call it “3DOF+.”
XR is 'cross reality', which is any hardware that combines aspects of AR, MR and VR; such as Google Tango.

From presentation by Devon Copley, Former Head of Product, Nokia Ozo VR Platform
Some good stuff in the pres.

From presentation by Youngkwon Lim, Samsung Research America; the presentation provided a link to a recent YouTube video on this presentation. I really liked it so I am embedding that here:



Finally, from presentation by Gilles Teniou, SA4 Vice chairman - Video SWG chairman, 3GPP





You can check and download all the presentations here.

Further Reading:

Thursday 14 September 2017

NB-IoT based smart bicycle lock


Huawei (see here and here) has partnered with China Telecom and Bike sharing company called Ofo.

ofo developed an IoT smart lock based on NB-IoT technology that lowers power consumption, enables wide coverage, and slashes system resource delays at low cost. NB-IoT lets ofo ensure it has bikes located at key locations when commuter demand is highest. Meanwhile, bikes can be unlocked in less than a second. Both improvements have greatly boosted user satisfaction.

ofo and its partners added key technologies to ofo’s own platform. These included the commercial network provided by China Telecom, and Huawei’s intelligent chip-based NB-IoT solution. When launching its NB-IoT solution earlier this year, ofo founder and CEO Dai Wei said that the cooperation between ofo, Huawei, and China Telecom is a “mutually beneficial joint force of three global leading enterprises.”

At the core is Huawei’s IoT solution, which includes smart chips, networking, and an IoT platform. The solution provides strong coverage in poor-signal areas and a network capacity that’s more than one hundred times stronger than standard terminals. The payment process has dropped from 25 seconds to less than 5, while battery life has been lengthened from 1 or 2 months to more than 2 years, saving costs and reducing the need for frequent maintenance.

ofo’s cooperation with Huawei on NB-IoT smart locks bodes well for improving the industry as whole. Huawei’s technology optimizes lifecycle management for locks, while the sensors on the locks collect information such as equipment status, user data, and operating data. They connect the front- and back-end industrial chains to achieve intelligent business management, enable the bikes to be located in hot spots, facilitate rapid maintenance, and boost marketing and value-added services.

This video gives an idea of how this works:



As per Mobile World Live:

Ofo co-founder Xue Ding said during a presentation the high power efficiency and huge capacity of NB-IoT make the technology ideal to deliver its smart locks, which are really the brains of its operations.

The company offers what is termed station free pushbike hire, meaning bikes can be collected and deposited from any legal parking spot. Users can locate bikes using their smartphone, and unlock it by scanning a barcode.

However, the process can be interrupted by mobile network congestion or if signals are weak – for example in remote areas: “Using NB-IoT, users will not be stuck because of inadequate capacity,” Xue said.
...
Xiang Huangmei, a VP at China Telecom’s Beijing branch, said the low power consumption of the NB-IoT chip in the lock means the battery will last eight years to ten years, so it will never need to be replaced during the standard lifecycle of an Ofo bike.

The NB-IoT network, deployed on the 800MHz band, offers good indoor and outdoor coverage, the VP said citing car parks as an example. One base station can support 100,000 devices over an area of 2.5 square-km.

Finally, to know which operator is supporting which IoT technology, see the IoT tracker here.

Thursday 1 June 2017

Smartphones, Internet Trends, etc

Every few years I add Mary Meeker's Internet Trends slides on the blog. Interested people can refer to 2011 and  2014 slide pack to see how world has changed.


One of the initial slide highlights that the number of smartphones are reached nearly 3 billion by end of 2016. If we looked at this excellent recent post by Tomi Ahonen, there were 3.2 billion smartphones at the end of Q1 2017. Here is a bit of extract from that.

SMARTPHONE INSTALLED BASE AT END OF MARCH 2017 BY OPERATING SYSTEM

Rank . OS Platform . . . . Units . . . . Market share  Was Q4 2016
1 . . . . All Android . . . . . . . . . . . . 2,584 M . . . 81 % . . . . . . ( 79 %)  
a . . . . . . Pure Android/Play . . . . 1,757 M . . . 55%
b . . . . . . Forked Anroid/AOSP . . . 827 M . . . 26%
2 . . . . iOS  . . . . . . . . . . . . . . . . . . 603 M . . . 19 % . . . . . . ( 19 %) 
Others . . . . . . . . . . . . . . . . . . . . . . 24 M  . . . . 1 % . . . . . . (   1 %)
TOTAL Installed Base . 3,211 M smartphones (ie 3.2 Billion) in use at end of Q1, 2017

Source: TomiAhonen Consulting Analysis 25 May 2017, based on manufacturer and industry data


BIGGEST SMARTPHONE MANUFACTURERS BY UNIT SALES IN Q1 2017

Rank . . . Manufacturer . Units . . . Market Share . Was Q4 2016 
1 (2) . . . Samsung . . . .  79.4 M . . 22.7% . . . . . . . ( 17.9% ) 
2 (1) . . . Apple  . . . . . . . 50.8 M . . 14.5% . . . . . . . ( 18.0% ) 
3 (3) . . . Huawei  . . . . . . 34.6 M . . . 9.9% . . . . . . . (10.4% ) 
4 (4) . . . Oppo . . . . . . . . 28.0 M . . . 8.0% . . . . . . . (   7.1% ) 
5 (5) . . . Vivo . . . . . . . . . 22.0 M . . . 6.3% . . . . . . . (   5.6% ) 
6 (9) . . . LG  . . . . . . . .  . 14.8 M . . . 4.2% . . . . . . . (   3.3% ) 
7 (7) . . . Lenovo .  . . . . . 13.2 M . . . 3.8% . . . . . . . (   3.8% )
8 (8) . . . Gionee . . . . . . . .9.6 M . . . 2.7% . . . . . . .  (   3.5% )
9 (6) . . . ZTE  . . . . . . . . . 9.2 M . . . 2.6% . . . . . . . (   5.2% ) 
10 (10) . TCL/Alcatel . . .  8.7 M . . . 2.5% . . . . . . . (  2.4% ) 
Others . . . . . . . . . . . . . . 80.2 MTOTAL . . . . . . . . . . . . . 350.4 M

Source: TomiAhonen Consulting Analysis 25 May 2017, based on manufacturer and industry data


This year, the number of slides have gone up to 355 and there are some interesting sections like China Internet, India Internet, Healthcare, Interactive games, etc. The presentation is embedded below and can be downloaded from slideshare



Sunday 5 February 2017

An Introduction to IoT: Connectivity & Case Studies


I did an introductory presentation on IoT yesterday at at the University of Northampton, Internet of Things event. Below if my presentation in full. Can be downloaded from slideshare.



xoxoxoxoxoxo Added 18/02/2017 oxoxoxoxoxoxox

Below is video of the presentation above and post presentation interview:

Saturday 10 December 2016

Free Apps for Field Testing

People who follow me on Twitter may have often noticed I put photos when I am doing surveys, field testing, debugging, etc. In the good old days we often had to carry a lot of different kind of specialised test equipment to do basic measurements. Nowadays a lot of these can be done with the help of free apps on Android phones. The best tool that can provide a great amount of info is Qualcomm's QXDM but its really expensive.

Here are a few tools that I use. If you have one that I havent listed below, please add it in comments.


The screen shot shows the main tools along with my favourite, SpeedTest. While I agree that Speedtest is not the most reliable approach to speed of your connection, I think its the most standard one being used.


WiFi Analyzer is another great app that can be used at home and other locations where people complain about not getting good WiFi speeds. I have been at locations where the 2.4GHz is absolutely packed with APs. 5GHz is also getting busier, though there are still a lot of free channels.


G-NetTrack Lite is a great tool to keep track of the cells you have been visiting. In case you are driving this can collect a lot of valuable info. The paid version, G-NetTrack Pro can collect the info in form of a map that can be used for offline viewing with the help of Google Earth.


I use LTE Discovery mainly for finding the band I am currently camped on. It would be great if a tool can give the exact frequency and earfcn but the band is good enough too. I was once in a situation where I could see two different cells but they had the same PCI. Only after using this, I figured out they were on different bands.


Finally, Network Cell Info Lite gives neighbour cells which can often be useful. I am not sure of these are the neighbours from System Info or from Measurement Control messages sent by network or just something like Detected cells that the phone sees around.

Pind and IPConfig are other tools that can come handy sometimes.

Are there any other tools that you like? Please share using comments.

Free Apps for Field Testing - Part 2

Thursday 31 March 2016

Smartphones: It came, It saw, It conquered


Smartphones have replaced so many of our gadgets. The picture above is a witness to how all the gadgets have now been replaced by smartphones. To some extent hardware requirements have been transferred to software requirements (Apps). But the smartphones does a lot more than just hardware to software translation.

Most youngsters no longer have bookshelves or the encyclopedia collections. eBooks and Wikipedia have replaced them. We no longer need sticky notes and physical calendars, there are Apps for them.

Back in 2014, Benedict Evans posted his "Mobile is Eating the world" presentation. His presentation has received over 700K views. I know its not as much as Justin Bieber's songs views but its still a lot in the tech world. He has recently updated his presentation (embedded below) and its now called "Mobile ate the world".

Quite rightly, the job is not done yet. There is still long way to go. The fact that this tweet has over 600 retweets is a witness to this fact. Here are some of the slides that I really liked (and links reltaed to them - opens in a new window).
While we can see how Smartphones are getting ever more popular and how other gadgets that its replacing is suffering, I know people who own a smartphone for everything except voice call and have a feature phone for voice calls. Other people (including myself) rely on OTT for calls as its guaranteed better quality most of the time (at least indoors).

Smartphones have already replaced a lot of gadgets and other day to day necessities but the fact is that it can do a lot more. Payments is one such thing. The fact that I still carry a physical wallet means that the environment around me hasn't transformed enough for it to be made redundant. If I look in my wallet, I have some cash, a credit and debit card, driving license, some store loyalty cards and my business cards. There is no reason why all of these cannot be digital and/or virtual.
A Connected Car is a Smartphone on/with wheels.


A connected drone can be considered as smartphone that flies.
The Smartphones today are more than just hardware/software. They are a complete ecosystem. We can argue if only 2 options for OSs is good or bad. From developers point of view, two is just about right.
Another very important point to remember that smartphones enable different platforms.

While we may just have messaging apps that are acting as platforms, there is a potential for a lot more.

Here is the presentation, worth reflecting on each slide:



If you haven't heard Benedict Evans speak, you can refer to a recent video by him on this topic:



Related posts on the web:



Wednesday 13 January 2016

Interesting gadgets from CES 2016

Here are some gadgets from the recently concluded Consumer Electronics Show (CES) 2016. These are all collected from the tweets and there is a Youtube video below if you are interested. There are just too many interesting things to list but do let me know which ones are your favourites.





Friday 28 August 2015

MCPTT Off-network and UE to UE/Network Relays

3GPP SA6 recently held a workshop on Mission Critical Push To Talk (MCPTT) stage 3 development in Canada. You can look at the meeting report here and download any presentations from here.

An interesting presentation that caught my attention was one on "MCPTT Off-network Architecture". The presentation is embedded below where it is described technically what is meant by Off-network. From my understanding an off-network from MCPTT point of view is one where the UE does not have network coverage.

In such a situation a UE can connect to another UE that can connect to UE/network (if available) to relay the message. Its similar to another technology that I have talked about, Multihop Cellular Networks and ODMA. Anyway, here is the presentation:



Sometimes the standards can take too long to develop a feature and apps can come and deliver a similar service at a very short notice. One such App that does something similar is called Firechat, which played a big role in many protests worldwide. The video explaining it below is worth watching.


The problem with Apps is that they cannot be used by the emergency services or other governmental organisations, unless a standard feature is available. This is the expectation from this Off-network relays. It would work in combination with D2D/ProSe.


For anyone interested in the latest Public Safety (PS), here is a presentation by SA6 chairman from July

Sunday 16 November 2014

Is mobile eating the world?

Another interesting and thought provoking presentation by Ben Evans. His earlier presentation which was very popular as well, is here. The video and slides are embedded below.


How Mobile is Enabling Tech to Outgrow the Tech Industry from Andreessen Horowitz on Vimeo.




And a recent interview by Benedict Evans with Bloomberg TV on the same topic as follows:


Tuesday 9 September 2014

LTE Device-to-device (D2D) Use Cases

Device-to-device is a popular topic. I wrote a post, back in March on LTE-Radar (another name) which has already had 10K+ views. Another post in Jan, last year has had over 13K views. In the LTE World Summit, Thomas Henze from Deutsche Telekom AG presented some use cases of 'proximity services via LTE device broadcast'


While there are some interesting use cases in his presentation (embedded below), I am not sure that they will necessarily achieve success overnight. While it would be great to have a standardised solution for applications that rely on proximity services, the apps have already come up with their own solutions in the meantime.

Image iTunes

The dating app Tinder, for example, finds a date near where you are. It relies on GPS and I agree that some people would say that GPS consumes more power but its already available today.



Another example is "Nearby Friends" from Facebook that allows to find your friends if they are nearby, perfect for a day when you have nothing better to do.

With an App, I can be sure that my location is being shared only for one App. With a standardised solution, all my Apps have info about location that I may not necessarily want. There are pros and cons, not sure which will win here.

Anyway, the complete presentation is embedded below:



For anyone interested in going a bit more in detail about D2D, please check this excellent article by Dr. Alastair Bryon, titled "Opportunities and threats from LTE Device-to-Device (D2D) communication"

Do let me know what you think about the use cases.