The Use of Embedded Mobile, RFID, and Augmented Reality in Mobile Devices

The Use of Embedded Mobile, RFID, and Augmented Reality in Mobile Devices

Greg Gogolin (Ferris State University, USA)
Copyright: © 2012 |Pages: 12
DOI: 10.4018/978-1-61350-150-4.ch009

Abstract

The proliferation of mobile devices such as smart phones and other handheld devices has stimulated the development of a broad range of functionality, including medical, retail, and personal applications. Technology that has been leveraged to enable many of these uses includes radio frequency identification (RFID), embedded mobile, and augmented reality. RFID involves communication between a tag and a reader. Mobile RFID extends the technology by tagging the mobile device with an RFID tag to perform tasks on the device. Embedded mobile refers to preprogrammed tasks that are performed on a mobile device. Personal care and monitoring is one of the most common uses of embedded mobile. Augmented reality involves the use of computer generated or enhanced sensory input such as audio and visual components to enhance the perception of reality. This is commonly used in situations such as video games where there is feedback in the game controllers.
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Introduction

The focus of this chapter is to examine the impact of the rapid growth of mobile technologies such as embedded mobile, radio frequency identification (RFID), and augmented reality, and explore how this growth is extending the use of Internet technologies to create a more convenient and accessible experience for its users. Mobile technologies present many challenges and opportunities in a number of domains including education, healthcare, banking, emergency response, and commerce.

This chapter will investigate the use and capabilities of current and emerging technologies such as embedded mobile, RFID, and augmented reality in mobile devices in the context of the opportunities and challenges presented. These technologies will be presented according to the following emerging framework:

  • 1.

    Historical and Current State

  • 2.

    Trends and Opportunities

  • 3.

    Risks, Challenges, and Limitations

  • 4.

    Global Implications

  • 5.

    Cultural Implications

The chapter will conclude with a summary and a look at emerging trends and future direction in embedded mobile, rfid, and augmented reality in mobile devices.

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Background

An embedded system is a computer system that is integrated within the hardware and software of a computing device. Embedded systems are preprogrammed for a specific task within the device it operates. Embedded systems have been in use for many years in a variety of industries including automotive, health care, consumer electronics, video games, and a variety of other applications. Embedded mobile (EM) refers to the use of one or more embedded systems in a mobile device. The rise of EM has occurred largely as a result of the advancement in cellular communication and the proliferation of the Internet.

Radio frequency identification (RFID) is an electromagnetic wave communication technology that uses readers and tags. The reader incorporates an antenna that can read a tag wirelessly, and then transmit the information from the tag for processing. RFID technology is often used to track inventory by placing a tag on the product to be tracked. A reader reads the information on the tag for interpretation. An example would be tagging cases of products in a warehouse with RFID tags. A reader interprets the tag which allows a worker to quickly determine information related to the case.

Mobile rfid (M-RFID) are services provided by mobile devices equipped with an rfid tag over a telecommunications network. M-RFID can be use to execute a service or mobile phone functions such as messaging or calling when an RFID tag is sensed. This can include making phone calls for those unfamiliar or uncomfortable with mobile phones. Emergency situations and assisting physically disabled individuals are common uses of M-RFID.

Augmented reality involves the use of computer generated or enhanced sensory input such as audio and visual components to enhance the perception of reality. This is commonly used in situations such as video games where there is feedback in the game controllers. Mobile Augmented Reality Systems (MARS) has become popular in devices equipped with a global positioning system (GPS), compass, accelerometer, camera, and ability to share or manipulate information. Applications can include pointing the devices camera at an object and then receiving feedback. For example, pointing the camera at a restaurant and then receiving reviews or using the device to take a tour.

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