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Electronic and Mobile Commerce: Wireless Networks

The widespread adoption of the Internet in the past decade was driven in part by the continual emergence of electronic commerce (e-commerce) applications that took advantage of the new technology, and, of course, the number of innovative applications and money-making enterprises in turn grew dramatically with the rise of the Internet. This self fuelled expansion reached its zenith (or nadir, depending on which way fortunes turned) with the boom and bust of many of the newly formed companies behind these applications. The imagined potential of the new technology in many cases could not be borne out: there were too many trying to achieve the same thing at the same time, but, mostly, the business models behind applications were simply not good enough. The Internet has provided the means to carry out every day business transactions, such as shopping and managing bank accounts, in new ways, and also inspired new revenue-creating opportunities such as charging for downloadable video and music content or providing forums for people to get into contact with each other via email (www.friendsreunited.com, for example, which charges for divulging the email addresses of other users). Often, businesses can save a lot of money by conducting business online, cutting the overhead costs of employees and office space: several banks and airlines operate entirely over the Web.

However, the imminent full introduction of the latest wireless network technology may offer even greater potential for e-commerce applications. Whereas the majority of Internet based services primarily differ from their traditional forebears only in the way they are provided, wireless networks could deliver location-specific online services such as localised weather or traffic reports, and local area maps. Moreover, users tend to have mobile devices near them at most times, and as far as online services are concerned, they are potential customers as long as the device is close. Also, since the user of a mobile device can be found wherever his or her device is, passive applications such as email delivery, news updates, or advertisements for local businesses, would come into their own: users would receive all this information instantly rather than only when he or she sat at a desktop machine. The Gartner Group and other research firms predict that, by 2004, the installed base of mobile phones worldwide will exceed 1 billion – and this considers only mobile phones: the numbers of other mobile devices such as PDAs are also expected to grow dramatically.[1] It is understandable why the technology industry is putting so much money behind the development of the infrastructure needed for mobile e-commerce (m-commerce): the rewards stand to be enormous. In what follows, we shall briefly survey the core technologies underpinning m-commerce.

Wireless networks can be roughly divided into three categories: system interconnection, wireless LANs (local area networks), and wireless WANs (wide area networks, spanning large geographical areas). Wireless system interconnection is the interconnection of the components of computer, such as mouse, keyboard, printer, scanner, or digital camera, using short-range radio. The short-range wireless network designed to do this is known as Bluetooth. Peripheral devices can be connected to a computer simply by being brought within range: no cables or driver installation are required.

The desirable simplicity of this option is obvious. In its simplest form, system interconnection networks use the master-slave paradigm where the computer is the master and the peripheral devices slaves. The computer tells the slaves what addresses to use, what frequencies to use, when and for how long to transmit, and so on. But wireless devices are not necessarily mobile devices. Fixed machines can be connected to networks wirelessly – this is often advantageous in situations where laying cables is costly or impractical – and mobile devices such as laptops may have to be connected by cable to a network to access it. Bluetooth does not really have much impact on m-commerce and, though we include it merely for completeness, we will not consider it further.
Wireless LANs are networks in which each machine has a radio modem and antenna with which it can communicate either with a base station (such as a central antenna) or with each other. Most systems implement the IEEE 802.11 (or Wi-Fi) standard for wireless LANs. Wireless LANs provide mobility in so far as a device can be connected to a network without having to actually plug it in. Wireless communication only takes place over short distances and the majority of data sent and received by a device in a wireless LAN will have travelled over a line based network – probably the Internet – for nearly all of its journey. However, wireless LANs offer the possibility of mobility because devices can roam between LANs, thus essentially maintaining their connection to the encompassing network – again probably the Internet – while on the move.

Mobile phones use the third type of wireless network, wireless WANs. In certain respects wireless WANs are like wireless LANs, but the distances between communicating devices and base stations are much greater – measured in kilometres rather than metres – and the bit rates much lower: wireless LANs can operate at rates up to about 50Mbps over distances of tens of metres, while bit rate across wireless WANs is currently below 1 Mbps. There have been three generations of wireless WANs – or mobile phone networks – and there are high-speed wireless WANs being developed that could bypass the telephone system providing high-speed access to the Internet to homes and businesses. The standard behind the development of this technology is known as IEEE 802.16. We shall discuss wireless LANs later when we consider them in relation to wireless WANs, but since mobile telephony is the prevailing mobile technology, we shall consider it more fully.

Although no longer state of the art, certain properties of first generation analogue mobile phone networks have been directly inherited by its digital successors in order achieve backward compatibility. In all mobile phone systems, a geographical region is split up into regions (or cells, and hence ‘cell phone’). Each cell has its own radio frequency band allocated to it, and though frequency bands are reused across the network as a whole, no two neighbouring cells share the same frequency, thus avoiding interference. All phones transmit to the base station in the middle of the cell they occupy at the time. At any instant a phone is logically in one specific cell and under the control of that cell’s base station. Base stations are in turn connected to a Mobile Telephone Switching Office (or MTSO), the ‘nerve centre’ of the system. MTSOs communicate with the base stations, each other, and the rest of the network. When a phone leaves a cell, that cell’s base station senses the fading signal of the phone and asks the base stations of its immediate neighbours how strong a signal they are receiving from the phone. The original base station hands control of the phone over to the new base station that is receiving the strongest signal, which should be the cell in which the phone is now located. The new base station informs the phone of the handover and, if the transfer is taking place during a call, the phone is told to switch to a channel from the set of frequencies used by the new cell, since the frequencies of the old cell are of course not used by any of its adjacent cells. This whole exchange is known as ‘handoff’, and the assignment of the new channel is handled by the MTSO.

There are two types of handoff: soft and hard. Soft handoff is where the old base station does not relinquish control until a new one has taken over. This enables a seamless transition that is not noticed by the user, but it requires the mobile device to handle two frequencies at the same time. But current, first and second generation (2G), networks work with hard handoff. This is when a mobile device is dropped before it is picked up again. There can be a break in the signal noticeable by users but it is inevitable with the current design. If there is no new base station to take over, the signal will simply be lost. 2G networks do, however, use what is known as mobile assisted handoff where the device itself requests a new connection from its new base station.

Mobile phones have unique identifiers that allow them to be picked out when sending and receiving calls and SMS messages. A phone has a home MTSO that always knows what cell the phone is located in. When making a call a phone transmits the number of the phone it wants to call together with its own identity to the base station, which forwards these to the MTSO. The MTSO locates the phone being called, looks for an idle radio channel, and having assigned one, sends the channel number to the calling phone, which waits for the other phone to ring and be answered. All transmissions to phones go via their home MTSO to find out where they are. All idle phones listen for messages directed to them. When a message from the base station of the cell the phone is occupying – essentially of the form “ Are you there?” – is received, the phone responds and a connection is established with the calling phone. Much detail has been glossed over, but this should serve as a general picture of the process underlying communications between mobile devices on wireless WANs. From the perspective of m-commerce, it is important that the location of mobile devices, and therefore their users, is always known.

A forerunner of the high-speed wireless WANs mentioned above is the third generation (3G) of mobile system. Among the factors driving the mobile industry, a primary one is the exponential growth of data traffic over fixed networks: data traffic now far exceeds voice transmissions. The assumption is that, as long as the technology is developed to support it, mobile networks will match this pattern. Secondly, since most media has become available digitally, there has been a rush to converge the telecommunications, computer, and entertainment industries. The goal of the backers of 3G mobile networks is to have small, mobile devices that do duty as a phone, music and video player, game machine, email client, Web interface, and more, with wireless connectivity to the Internet at high bandwidth. The potential of 3G for m-commerce applications is clear. With internet access available to a user at all times, exposure to online services is accordingly increased. Furthermore, these services are instantly available worldwide with automatic connection via a satellite when no terrestrial network can be located, and with quality-of-service guarantees.

However, there are problems with 3G. Backers of the technology have paid vast sums of money in both Europe and the US at auctions for licenses to use the necessary radio bandwidths. This has made companies particularly desperate to make the money back, and in some cases this seems increasingly unlikely. 3G has long been the dream of would be m-commerce businesses, but it is one that has been a long time coming. As well as the high costs involved the technology has been harder to implement than anticipated and there have been devastating delays with the development of suitable mobile devices. As Lee Garber notes, “the advantage of 3G will be its ability to support a wide variety of different applications, and that will be the killer characteristic of 3G”[2] . But 3G technology has taken so long to bring to market, that some cynics believe the hype has died and people will pass it by. Users may decide to get wireless services from other types of technology. So many 802.11 wireless LAN access points are being installed all over the place that people may just be able to wander from one 802.11 access point to another rendering 3G networks obsolete. “Although 3G is not designed to compete with WLAN [wireless LAN], it will have to do so” [3], notes Garber again. Many wireless LANs are already deployed and so have a head start on the market, users may become accustomed to wireless LANs and be sceptical of what 3G systems offer over the existing one. Accepted technologies are often unwillingly given up. In fairness though, wireless LAN systems would need to provide more mobility-oriented applications to avoid simply providing wireless versions of desktop software. Wireless LANs’ principal advantage over 3G is the much lower cost of development, but the technology is not suited to wide-area coverage. 3G’s ability to locate users geographically also offers the potential for companies to provide many attractive services that would be unavailable through 802.11. Arguments swing both ways; it is still too early to know the fate of those who have invested in 3G technology.

Just as TCP/IP protocols, and general purpose Web browsers were principle drivers of Internet growth, wireless services are sensitive to a similar need for consensus across countries and companies in the technology adopted. After a period of simultaneous development of several competing standards, agreement was reached with the Wireless Application Protocol (WAP) governing the presenting and delivering of wireless services to mobile devices – the technological layer above the network. WAP is supposed to supply the WWW to wireless devices with small screens, slow CPUs, and little memory. WAP does not use HTML (Hyper-Text Markup Language), but instead makes use of a markup language called WML (Wireless Markup Language), which means in principle that a WAP device can only really view pages on the Web that have been converted into WML. Because this is obviously a major drawback, an on-the-fly HTML to WML converter is provided in the WAP architecture protocol to increase the set of pages available. But still, no images and only a small amount of text can be viewed on a WAP phone, and developers of m-commerce sites have to bear this in mind. Because of the lack of content, WAP1.0 is generally perceived as a flop. Users were billed by the minute for slow access to a poor supply of Web pages. Now WAP2.0 has been developed, and it has adopted many lessons learned from i-mode.

In dramatic contrast to WAP, i-mode, developed by NTT DoCoMo in Japan and WAPs main competition, had over 35 million subscribers (who had access to over 40000 special i-mode websites) within three years of its launch. Unlike WAP, there is no billing for connection time. Like an ADSL or cable service, the connection is always on. Users instead pay by amount of data delivered to the phone, and the most popular services are email and games. Users in the West are used to paying a fixed monthly fee for connection to the Internet irrespective of their usage. For example, Yahoo, Google, or BBC News do not charge for services and those who use the Internet more than others pay the same set fee. But in Japan, where fixed line telecommunications charges are prohibitively high for most, not many people have access to the Internet from a PC. The business model is therefore very different. For most i-mode users, the mobile device is their only means of connecting to the Web and billing is based not on a flat rate but on services subscribed to and amount of data delivered to the device. Most official services are cheap and the billing is handled centrally by NTT DoCoMo (which keeps about 9% of each service provider’s fee), which sends users a single monthly bill for all services used.

There is a very bright future for m-commerce, but businesses must tailor their services accordingly, and develop innovative ways of making money. I-mode is an example of a successful combination of technology and content tailored to i-mode’s typical users – Japanese teenagers and women in their twenties. This model probably will not migrate directly to the West, where different fashions and user-habits require novel targeting, but much inspiration of a more general nature should be gleaned all the same. Charging methods must also suit the market. Internet users do not expect to have to pay for many online services, whereas mobile phone users do. Businesses hope users of mobile devices – now much more than just phones – will follow the second model. An explosion of applications might lead to innovative payment techniques, such as free services in return for accepting downloaded advertising perhaps. Indeed, it is likely that advertising will form a significant percentage of content delivered to mobile devices. Smart messages could take advantage of being able to reach individuals at anywhere, perhaps sensing when they are near the products of services advertised. Or frequent purchasers of services such as theatre tickets or flights can be reached instantly whenever special offers or newly available seats become available. Shops could send coupons and details of special offers to people as they passed. Indeed, mobile devices may even replace credit cards, and paying for an item may soon be no more difficult than tapping in a PIN and waving the device over an in-store sensor. Applications and wireless devices will evolve together – applications will not be developed unless there are sufficient devices to make the development worthwhile, but these devices will not be built unless there are enough attractive applications available to make users want to buy them.

  1. James Senn: “The Emergence of M-Commerce”, Computer vol 33, December 2000, p148.[Return]
  2. Lee Garber: “Will 3G Really Be the Next Big Wireless Technology?”, Computer vol 35, January 2002, page 31.[Return]
  3. ibid, page 32.[Return]
  • BIBLIOGRAPHY
  • Lee Garber: “Will 3G Really Be the Next Big Wireless Technology?”, Computer vol 35, January 2002
  • James Senn: “The Emergence of M-Commerce”, Computer vol 33, December 2000
  • The Economist: “Move Over 3G: Here Comes 4G”, http://www.economist.com , May 29th 2003


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