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Sunday, September 27, 2020

Smartphone


Two smartphones: a Samsung Galaxy J5 (left) and an iPhone 6S (right)

A smartphone is a mobile device that can be used as a mobile phone and a mobile computing device. They are distinguished from feature phones by their stronger hardware capabilities and extensive mobile operating systems, which facilitate wider software, internet (including web browsing over mobile broadband), and multimedia functionality (including music, video, cameras, and gaming), alongside core phone functions such as voice calls and text messaging. Smartphones typically contain a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, include various sensors that can be leveraged by their software (such as a magnetometer, proximity sensors, barometer, gyroscope, or accelerometer), and support wireless communications protocols (such as Bluetooth, Wi-Fi, or satellite navigation).

Early smartphones were marketed primarily towards the enterprise market, attempting to bridge the functionality of standalone personal digital assistant (PDA) devices with support for cellular telephony, but were limited by their bulky form, short battery life, slow analog cellular networks, and the immaturity of wireless data services. These issues were eventually resolved with the exponential scaling and miniaturization of MOS transistors down to sub-micron levels (Moore's law), the improved lithium-ion battery, faster digital mobile data networks (Edholm's law), and more mature software platforms that allowed mobile device ecosystems to develop independently of data providers.

In the 2000s, NTT DoCoMo's i-mode platform, BlackBerry, Nokia's Symbian platform, and Windows Mobile began to gain market traction, with models often featuring QWERTY keyboards or resistive touchscreen input, and emphasizing access to push email and wireless internet. Since the unveiling of the iPhone in 2007, the majority of smartphones have featured thin, slate-like form factors, with large, capacitive screens with support for multi-touch gestures rather than physical keyboards, and offer the ability for users to download or purchase additional applications from a centralized store, and use cloud storage and synchronization, virtual assistants, as well as mobile payment services.

Improved hardware and faster wireless communication (due to standards such as LTE) have bolstered the growth of the smartphone industry. In the third quarter of 2012, one billion smartphones were in use worldwide. Global smartphone sales surpassed the sales figures for feature phones in early 2013.

History

The development of the smartphone was enabled by several key technological advances. The exponential scaling and miniaturization of MOSFETs (MOS transistors) down to sub-micron levels during the 1990s–2000s (as predicted by Moore's law) made it possible to build portable smart devices such as smartphones, as well as enabling the transition from analog to faster digital wireless mobile networks (leading to Edholm's law). Other important enabling factors include the lithium-ion battery, an indispensable energy source enabling long battery life, invented in the 1980s and commercialized in 1991, and the development of more mature software platforms that allowed mobile device ecosystems to develop independently of data providers.

Forerunner

IBM Simon and charging base (1994)

In the early 1990s, IBM engineer Frank Canova realised that chip-and-wireless technology was becoming small enough to use in handheld devices. The first commercially available device that could be properly referred to as a "smartphone" began as a prototype called "Angler" developed by Canova in 1992 while at IBM and demonstrated in November of that year at the COMDEX computer industry trade show. A refined version was marketed to consumers in 1994 by BellSouth under the name Simon Personal Communicator. In addition to placing and receiving cellular calls, the touchscreen-equipped Simon could send and receive faxes and emails. It included an address book, calendar, appointment scheduler, calculator, world time clock, and notepad, as well as other visionary mobile applications such as maps, stock reports and news.

The IBM Simon was manufactured by Mitsubishi Electric, which integrated features from its own wireless personal digital assistant (PDA) and cellular radio technologies. It featured a liquid-crystal display (LCD) and PC Card support. The Simon was commercially unsuccessful, particularly due to its bulky form factor and limited battery life, using NiCad batteries rather than the nickel–metal hydride batteries commonly used in mobile phones in the 1990s, or lithium-ion batteries used in modern smartphones.

The term "smart phone" or "smartphone" was not coined until a year after the introduction of the Simon, appearing in print as early as 1995, describing AT&T's PhoneWriter Communicator.

PDA/phone hybrids

Beginning in the mid-late 1990s, many people who had mobile phones carried a separate dedicated PDA device, running early versions of operating systems such as Palm OS, Newton OS, Symbian or Windows CE/Pocket PC. These operating systems would later evolve into early mobile operating systems. Most of the "smartphones" in this era were hybrid devices that combined these existing familiar PDA OSes with basic phone hardware. The results were devices that were bulkier than either dedicated mobile phones or PDAs, but allowed a limited amount of cellular Internet access. PDA and mobile phone manufacturers competed in reducing the size of devices. The bulk of these smartphones combined with their high cost and expensive data plans, plus other drawbacks such as expansion limitations and decreased battery life compared to separate standalone devices, generally limited their popularity to "early adopters" and business users who needed portable connectivity.

In March 1996, Hewlett-Packard released the OmniGo 700LX, a modified HP 200LX palmtop PC with a Nokia 2110 mobile phone piggybacked onto it and ROM-based software to support it. It had a 640×200 resolution CGA compatible four-shade gray-scale LCD screen and could be used to place and receive calls, and to create and receive text messages, emails and faxes. It was also 100% DOS 5.0 compatible, allowing it to run thousands of existing software titles, including early versions of Windows.

The Nokia 9000 Communicator (right) and the updated 9110 model (left)

In August 1996, Nokia released the Nokia 9000 Communicator, a digital cellular PDA based on the Nokia 2110 with an integrated system based on the PEN/GEOS 3.0 operating system from Geoworks. The two components were attached by a hinge in what became known as a clamshell design, with the display above and a physical QWERTY keyboard below. The PDA provided e-mail; calendar, address book, calculator and notebook applications; text-based Web browsing; and could send and receive faxes. When closed, the device could be used as a digital cellular telephone.

In June 1999 Qualcomm released the "pdQ Smartphone", a CDMA digital PCS smartphone with an integrated Palm PDA and Internet connectivity.

Subsequent landmark devices included:

  • The Ericsson R380 (December 2000) by Ericsson Mobile Communications, the first phone running the operating system later named Symbian (it ran EPOC Release 5, which was renamed Symbian OS at Release 6). It had PDA functionality and limited Web browsing on a resistive touchscreen utilizing a stylus. While it was marketed as a "smartphone", users could not install their own software on the device.
  • The Kyocera 6035 (February 2001), a dual-nature device with a separate Palm OS PDA operating system and CDMA mobile phone firmware. It supported limited Web browsing with the PDA software treating the phone hardware as an attached modem.
  • The Nokia 9210 Communicator (June 2001), the first phone running Symbian (Release 6) with Nokia's Series 80 platform (v1.0). This was the first Symbian phone platform allowing the installation of additional applications. Like the Nokia 9000 Communicator it's a large clamshell device with a full physical QWERTY keyboard inside.
  • Handspring's Treo 180 (2002), the first smartphone that fully integrated the Palm OS on a GSM mobile phone having telephony, SMS messaging and Internet access built into the OS. The 180 model had a thumb-type keyboard and the 180g version had a Graffiti handwriting recognition area, instead.

Japanese cell phones

In 1999, Japanese wireless provider NTT DoCoMo launched i-mode, a new mobile internet platform which provided data transmission speeds up to 9.6 kilobits per second, and access web services available through the platform such as online shopping. NTT DoCoMo's i-mode used cHTML, a language which restricted some aspects of traditional HTML in favor of increasing data speed for the devices. Limited functionality, small screens and limited bandwidth allowed for phones to use the slower data speeds available. The rise of i-mode helped NTT DoCoMo accumulate an estimated 40 million subscribers by the end of 2001, and ranked first in market capitalization in Japan and second globally. Japanese cell phones increasingly diverged from global standards and trends to offer other forms of advanced services and smartphone-like functionality that were specifically tailored to the Japanese market, such as mobile payments and shopping, near-field communication (NFC) allowing mobile wallet functionality to replace smart cards for transit fares, loyalty cards, identity cards, event tickets, coupons, money transfer, etc., downloadable content like musical ringtones, games, and comics, and 1seg mobile television. Phones built by Japanese manufacturers used custom firmware, however, and didn't yet feature standardized mobile operating systems designed to cater to third-party application development, so their software and ecosystems were akin to very advanced feature phones. As with other feature phones, additional software and services required partnerships and deals with providers.

The degree of integration between phones and carriers, unique phone features, non-standardized platforms, and tailoring to Japanese culture made it difficult for Japanese manufacturers to export their phones, especially when demand was so high in Japan that the companies didn't feel the need to look elsewhere for additional profits.

The rise of 3G technology in other markets and non-Japanese phones with powerful standardized smartphone operating systems, app stores, and advanced wireless network capabilities allowed non-Japanese phone manufacturers to finally break in to the Japanese market, gradually adopting Japanese phone features like emojis, mobile payments, NFC, etc. and spreading them to the rest of the world.

Early smartphones

Several BlackBerry smartphones, which were highly popular in the mid-late 2000s

Phones that made effective use of any significant data connectivity were still rare outside Japan until the introduction of the Danger Hiptop in 2002, which saw moderate success among U.S. consumers as the T-Mobile Sidekick. Later, in the mid-2000s, business users in the U.S. started to adopt devices based on Microsoft's Windows Mobile, and then BlackBerry smartphones from Research In Motion. American users popularized the term "CrackBerry" in 2006 due to the BlackBerry's addictive nature. In the U.S., the high cost of data plans and relative rarity of devices with Wi-Fi capabilities that could avoid cellular data network usage kept adoption of smartphones mainly to business professionals and "early adopters."

Outside the U.S. and Japan, Nokia was seeing success with its smartphones based on Symbian, originally developed by Psion for their personal organisers, and it was the most popular smartphone OS in Europe during the middle to late 2000s. Initially, Nokia's Symbian smartphones were focused on business with the Eseries, similar to Windows Mobile and BlackBerry devices at the time. From 2006 onwards, Nokia started producing consumer-focused smartphones, popularized by the entertainment-focused Nseries. Until 2010, Symbian was the world's most widely used smartphone operating system.

The touchscreen PDA-derived nature of adapted operating systems like Palm OS, the "Pocket PC" versions of what was later Windows Mobile, and the UIQ interface that was originally designed for pen-based PDAs on Symbian OS devices resulted in some early smartphones having stylus-based interfaces. These allowed for virtual keyboards and/or handwriting input, thus also allowing easy entry of Asian characters.

By the mid-2000s, the majority of smartphones had a physical QWERTY keyboard. Most used a "keyboard bar" form factor, like the BlackBerry line, Windows Mobile smartphones, Palm Treos, and some of the Nokia Eseries. A few hid their full physical QWERTY keyboard in a sliding form factor, like the Danger Hiptop line. Some even had only a numeric keypad using T9 text input, like the Nokia Nseries and other models in the Nokia Eseries. Resistive touchscreens with stylus-based interfaces could still be found on a few smartphones, like the Palm Treos, which had dropped their handwriting input after a few early models that were available in versions with Graffiti instead of a keyboard.

Form factor and operating system shifts

The original Apple iPhone; following its introduction the common smartphone form factor shifted to large touchscreen software interfaces without physical keypads

The late 2000s and early 2010s saw a shift in smartphone interfaces away from devices with physical keyboards and keypads to ones with large finger-operated capacitive touchscreens. The first phone of any kind with a large capacitive touchscreen was the LG Prada, announced by LG in December 2006. This was a fashionable feature phone created in collaboration with Italian luxury designer Prada with a 3" 240x400 pixel screen.

In January 2007, Apple Computer introduced the iPhone. It had a 3.5" capacitive touchscreen with twice the common resolution of most smartphone screens at the time, and introduced multi-touch to phones, which allowed gestures such as "pinching" to zoom in or out on photos, maps, and web pages. The iPhone was notable as being the first device of its kind targeted at the mass market to abandon the use of a stylus, keyboard, or keypad typical of contemporary smartphones, instead using a large touchscreen for direct finger input as its main means of interaction.

The iPhone's operating system was also a shift away from previous ones that were adapted from PDAs and feature phones, to one powerful enough to avoid using a limited, stripped down web browser requiring pages specially formatted using technologies such as WML, cHTML, or XHTML that previous phones supported and instead run a version of Apple's Safari browser that could easily render full websites not specifically designed for phones.

Later Apple shipped a software update that gave the iPhone a built-in on-device App Store allowing direct wireless downloads of third-party software. This kind of centralized App Store and free developer tools quickly became the new main paradigm for all smartphone platforms for software development, distribution, discovery, installation, and payment, in place of expensive developer tools that required official approval to use and a dependence on third-party sources providing applications for multiple platforms.

The advantages of a design with software powerful enough to support advanced applications and a large capacitive touchscreen affected the development of another smartphone OS platform, Android, with a more BlackBerry-like prototype device scrapped in favor of a touchscreen device with a slide-out physical keyboard, as Google's engineers thought at the time that a touchscreen could not completely replace a physical keyboard and buttons. Android is based around a modified Linux kernel, again providing more power than mobile operating systems adapted from PDAs and feature phones. The first Android device, the horizontal-sliding HTC Dream, was released in September 2008.

Smartphone OS competition

The iPhone and later touchscreen-only Android devices together popularized the slate form factor, based on a large capacitive touchscreen as the sole means of interaction, and led to the decline of earlier, keyboard- and keypad-focused platforms. Multiple vendors attempted to update or replace their existing smartphone platforms and devices to better-compete with Android and the iPhone; Palm unveiled a new platform known as webOS for its Palm Pre in late-2009 to replace Palm OS, which featured a focus on a task-based "card" metaphor and seamless synchronization and integration between various online services (as opposed to the then-conventional concept of a smartphone needing a PC to serve as a "canonical, authoritative repository" for user data). HP acquired Palm in 2010 and released several other webOS devices, including the Pre 3 and HP TouchPad tablet. As part of a proposed divestment of its consumer business to focus on enterprise software, HP abruptly ended development of future webOS devices in August 2011, and sold the rights to webOS to LG Electronics in 2013, for use as a smart TV platform.

Research in Motion introduced the vertical-sliding BlackBerry Torch and BlackBerry OS 6 in 2010, which featured a redesigned user interface, support for gestures such as pinch-to-zoom, and a new web browser based on the same WebKit rendering engine used by the iPhone. The following year, RIM released BlackBerry OS 7 and new models in the Bold and Torch ranges, which included a new Bold with a touchscreen alongside its keyboard, and the Torch 9860—the first BlackBerry phone to not include a physical keyboard. In 2013, it replaced the legacy BlackBerry OS with a revamped, QNX-based platform known as BlackBerry 10, with the all-touch BlackBerry Z10 and keyboard-equipped Q10 as launch devices.

In 2010, Microsoft unveiled a replacement for Windows Mobile known as Windows Phone, featuring a new touchscreen-centric user interface built around flat design and typography, a home screen with "live tiles" containing feeds of updates from apps, as well as integrated Microsoft Office apps. In February 2011, Nokia announced that it had entered into a major partnership with Microsoft, under which it would exclusively use Windows Phone on all of its future smartphones, and integrate Microsoft's Bing search engine and Bing Maps (which, as part of the partnership, would also license Nokia Maps data) into all future devices. The announcement led to the abandonment of both Symbian, as well as MeeGo—a Linux-based mobile platform it was co-developing with Intel. Nokia's low-end Lumia 520 saw strong demand and helped Windows Phone gain niche popularity in some markets, overtaking BlackBerry in global market share in 2013.any of these attempts to compete with Android and iPhone were short-lived. Over the course of the decade, the two platforms became a clear duopoly in smartphone sales and market share, with BlackBerry, Windows Phone, and "other" operating systems eventually stagnating to little or no measurable market share. In 2015, BlackBerry began to pivot away from its in-house mobile platforms in favor of producing Android devices, focusing on a security-enhanced distribution of the software. The following year, the company announced that it would also exit the hardware market to focus more on software and its enterprise middleware, and began to license the BlackBerry brand and its Android distribution to third-party OEMs such as TCL for future devices.

In September 2013, Microsoft announced its intent to acquire Nokia's mobile device business for $7.1 billion, as part of a strategy under CEO Steve Ballmer for Microsoft to be a "devices and services" company. Despite the growth of Windows Phone and the Lumia range (which accounted for nearly 90% of all Windows Phone devices sold), the platform never had significant market share in the key U.S. market, and Microsoft was unable to maintain Windows Phone's momentum in the years that followed, resulting in dwindling interest from users and app developers. After Balmer was succeeded by Satya Nadella (who has placed a larger focus on software and cloud computing) as CEO of Microsoft, it took a $7.6 billion write-off on the Nokia assets in July 2015, and laid off nearly the entire Microsoft Mobile unit in May 2016.

Prior to the completion of the sale to Microsoft, Nokia released a series of Android-derived smartphones for emerging markets known as Nokia X, which combined an Android-based platform with elements of Windows Phone and Nokia's feature phone platform Asha, using Microsoft and Nokia services rather than Google.

Camera advancements

The Nokia 9 PureView features a five-lens camera array with Zeiss optics, using a mixture of color and monochrome sensors.
 
The Huawei P30 features three rear-facing camera lenses with Leica optics.

The first commercial camera phone was the Kyocera Visual Phone VP-210, released in Japan in May 1999. It was called a "mobile videophone" at the time, and had a 110,000-pixel front-facing camera. It could send up to two images per second over Japan's Personal Handy-phone System (PHS) cellular network, and store up to 20 JPEG digital images, which could be sent over e-mail. The first mass-market camera phone was the J-SH04, a Sharp J-Phone model sold in Japan in November 2000. It could instantly transmit pictures via cell phone telecommunication.

By the mid-2000s, higher-end cell phones commonly had integrated digital cameras. In 2003 camera phones outsold stand-alone digital cameras, and in 2006 they outsold film and digital stand-alone cameras. Five billion camera phones were sold in five years, and by 2007 more than half of the installed base of all mobile phones were camera phones. Sales of separate cameras peaked in 2008.

Many early smartphones didn't have cameras at all, and earlier models that had them had low performance and insufficient image and video quality that could not compete with budget pocket cameras and fullfill user's needs. By the beginning of the 2010s almost all smartphones had an integrated digital camera. The decline in sales of stand-alone cameras accelerated due to the increasing use of smartphones with rapidly improving camera technology for casual photography, easier image manipulation, and abilities to directly share photos through the use of apps and web-based services. By 2011, cell phones with integrated cameras were selling hundreds of millions per year. In 2015, digital camera sales were 35.395 million units or only less than a third of digital camera sales numbers at their peak and also slightly less than film camera sold number at their peak.

Contributing to the rise in popularity of smartphones being used over dedicated cameras for photography, smaller pocket cameras have difficulty producing bokeh in images, but nowadays, some smartphones have dual-lens cameras that reproduce the bokeh effect easily, and can even rearrange the level of bokeh after shooting. This works by capturing multiple images with different focus settings, then combining the background of the main image with a macro focus shot.

In 2007 the Nokia N95 was notable as a smartphone that had a 5.0 Megapixel (MP) camera, when most others had cameras with around 3 MP or less than 2 MP. Some specialized feature phones like the LG Viewty, Samsung SGH-G800, and Sony Ericsson K850i, all released later that year, also had 5.0 MP cameras. By 2010 5.0 MP cameras were common; a few smartphones had 8.0 MP cameras and the Nokia N8, Sony Ericsson Satio, and Samsung M8910 Pixon12 feature phone had 12 MP. In 2009 the Samsung Omnia HD was the first phone with 720p video recording. A 14-megapixel smartphone with 3x optical zoom was announced in late 2010. In 2012 Nokia announced the Nokia 808 PureView, featuring a 41-megapixel 1/1.2-inch sensor and a high-resolution f/2.4 Zeiss all-aspherical one-group lens. 1080p video recording on a smartphone was achieved in 2011, and 2160p (4K) video recording in 2013. In 2016 Apple introduced the iPhone 7 Plus, one of the phones to popularize a dual camera setup. The iPhone 7 Plus included a main 12 MP camera along with a 12 MP telephoto camera. In early 2018 Huawei released a new flagship phone, the Huawei P20 Pro, one of the first triple camera lens setups with Leica optics. In late 2018, Samsung released a new mid-range smartphone, the Galaxy A9 (2018) with the world's first quad camera setup. The Nokia 9 PureView was released in 2019 featuring a penta-lens camera system.

Display advancements

Samsung Galaxy Note 10 series smartphones

In the early 2010s, larger smartphones with screen sizes of at least 140 millimetres (5.5 in) diagonal, dubbed "phablets", began to achieve popularity, with the 2011 Samsung Galaxy Note series gaining notably wide adoption. In 2013, Huawei launched the Huawei Mate series, sporting a 155 millimetres (6.1 in) HD (1280x720) IPS+ LCD display, which was considered to be quite large at the time.

Some companies began to release smartphones in 2013 incorporating flexible displays to create curved form factors, such as the Samsung Galaxy Round and LG G Flex.

By 2014, 1440p displays began to appear on high-end smartphones. In 2015, Sony released the Xperia Z5 Premium, featuring a 4K resolution display, although only images and videos could actually be rendered at that resolution (all other software was shown at 1080p).

New trends for smartphone displays began to emerge in 2017, with both LG and Samsung releasing flagship smartphones (LG G6 and Galaxy S8), utilizing displays with taller aspect ratios than the common 16:9 ratio, and a high screen-to-body ratio, also known as a "bezel-less design". These designs allow the display to have a larger diagonal measurement, but with a slimmer width than 16:9 displays with an equivalent screen size.

Another trend popularized in 2017 were displays containing tab-like cut-outs at the top-centre—colloquially known as a "notch"—to contain the front-facing camera, and sometimes other sensors typically located along the top bezel of a device. These designs allow for "edge-to-edge" displays that take up nearly the entire height of the device, with little to no bezel along the top, and sometimes a minimal bottom bezel as well. This design characteristic appeared almost simultaneously on the Sharp Aquos S2 and the Essential Phone, which featured circular tabs for their cameras, followed just a month later by the iPhone X, which used a wider tab to contain a camera and facial scanning system known as Face ID. The 2016 LG V10 had a precursor to the concept, with a portion of the screen wrapped around the camera area in the top-left corner, with the resulting area marketed as a "second" display that could be used for various supplemental features.

Other variations of the practice later emerged, such as a "hole-punch" camera (such as those of the Honor View 20, and Samsung's Galaxy A8s and Galaxy S10)—eschewing the tabbed "notch" for a circular or rounded-rectangular cut-out within the screen instead, while Oppo released the first "all-screen" phones with no notches at all, including one with a mechanical front camera that pops up from the top of the device (Find X), and a 2019 prototype for a front-facing camera that can be embedded and hidden below the display, using a special partially-translucent screen structure that allows light to reach the image sensor below the panel. The first implementation was the ZTE Axon 20 5G, with a 32 MP sensor manufactured by Visionox.

Refresh rates greater than 60 Hz first appeared in 2017 on the Razer Phone and Sharp Aquos R Compact, and were popularized by several brands in 2019. Devices with a high refresh rate have lower motion blur and input lag.

Foldable smartphones

Smartphones utilizing flexible displays were theorized as possible once manufacturing costs and production processes were feasible. In November 2018, the startup company Royole unveiled the first commercially available foldable smartphone, the Royole FlexPai. Also that month, Samsung presented a prototype phone featuring an "Infinity Flex Display" at its developers conference, with a smaller, outer display on its "cover", and a larger, tablet-sized display when opened. Samsung stated that it also had to develop a new polymer material to coat the display as opposed to glass. Samsung officially announced the Galaxy Fold, based on the previously-demonstrated prototype, in February 2019 for an originally-scheduled release in late-April. Due to various durability issues with the display and hinge systems encountered by early reviewers, the release of the Galaxy Fold was delayed to September to allow for design changes  Motorola also introduced a variation of the concept with its re-imagining of the Razr, using a horizontally-folding display to create a clamshell form factor of the company's previous feature phone range of the same name.

Other developments in the 2010s

2011

The first smartphone with a fingerprint reader was the Motorola Atrix 4G in 2011. In September 2013, the iPhone 5S was unveiled as the first smartphone on a major U.S. carrier since the Atrix to feature this technology. Once again, the iPhone popularized this concept.

2012

In 2012, Samsung introduced the Galaxy S3 (GT-i9300) with retrofittable wireless charging, pop-up video playback, 4G-LTE variant (GT-i9305) quad-core processor.

2013

In 2013, Fairphone launched its first "socially ethical" smartphone at the London Design Festival to address concerns regarding the sourcing of materials in the manufacturing followed by Shiftphone in 2015. In late 2013, QSAlpha commenced production of a smartphone designed entirely around security, encryption and identity protection.

In October 2013, Motorola Mobility announced Project Ara, a concept for a modular smartphone platform that would allow users to customize and upgrade their phones with add-on modules that attached magnetically to a frame. Ara was retained by Google following its sale of Motorola Mobility to Lenovo, but was shelved in 2016. That year, LG and Motorola both unveiled smartphones featuring a limited form of modularity for accessories; the LG G5 allowed accessories to be installed via the removal of its battery compartment, while the Moto Z utilizes accessories attached magnetically to the rear of the device.

2014

Microsoft, expanding upon the concept of Motorola's short-lived "Webtop", unveiled functionality for its Windows 10 operating system for phones that allows supported devices to be docked for use with a PC-styled desktop environment.

2015

Samsung and LG used to be the “last standing” manufacturers to offer flagship devices with user-replaceable batteries. But in 2015, Samsung succumbed to the minimalism trend set by Apple, introducing the Galaxy S6 without a user-replaceable battery. In addition, Samsung was criticised for pruning long-standing features such as MHL, MicroUSB 3.0, water resistance and MicroSD card support, of which the latter two came back in 2016 with the Galaxy S7 and S7 Edge.

As of 2015, the global median for smartphone ownership was 43%. Statista forecast that 2.87 billion people would own smartphones in 2020.

2016

Major technologies that began to trend in 2016 included a focus on virtual reality and augmented reality experiences catered towards smartphones, the newly introduced USB-C connector, and improving LTE technologies.

2018

In 2018, the first smartphones featuring fingerprint readers embedded within OLED displays were announced, followed in 2019 by an implementation using an ultrasonic sensor on the Samsung Galaxy S10.

2019

In 2019, the majority of smartphones released have more than one camera, are waterproof with IP67 and IP68 ratings, and unlock using facial recognition or fingerprint scanners.

Hardware

A typical smartphone contains a number of metal–oxide–semiconductor (MOS) integrated circuit (IC) chips, which in turn contain billions of tiny MOS field-effect transistors (MOSFETs). A typical smartphone contains the following MOS IC chips.

Central processing unit

Smartphones have central processing units (CPUs), similar to those in computers, but optimised to operate in low power environments. In smartphones, the CPU is typically integrated in a CMOS (complementary metal–oxide–semiconductor) system-on-a-chip (SoC) application processor.

The performance of mobile CPU depends not only on the clock rate (generally given in multiples of hertz) but also on the memory hierarchy. Because of these challenges, the performance of mobile phone CPUs is often more appropriately given by scores derived from various standardized tests to measure the real effective performance in commonly used applications.

Display

A smartphone touchscreen

One of the main characteristics of smartphones is the screen. Depending on the device's design, the screen fills most or nearly all of the space on a device's front surface. Many smartphone displays have an aspect ratio of 16:9, but taller aspect ratios became more common in 2017.

Screen sizes are measured in diagonal inches. Phones with screens larger than 5.2 inches are often called "phablets". Smartphones with screens over 4.5 inches in size are commonly difficult to use with only a single hand, since most thumbs cannot reach the entire screen surface; they may need to be shifted around in the hand, held in one hand and manipulated by the other, or used in place with both hands. Due to design advances, some modern smartphones with large screen sizes and "edge-to-edge" designs have compact builds that improve their ergonomics, while the shift to taller aspect ratios have resulted in phones that have larger screen sizes whilst maintaining the ergonomics associated with smaller 16:9 displays.

Liquid-crystal displays (LCDs) and organic light-emitting diode (OLED) displays are the most common. Some displays are integrated with pressure-sensitive digitizers, such as those developed by Wacom and Samsung,[166] and Apple's Force Touch system.

Sound

Some audio quality enhancing features, such as Voice over LTE and HD Voice have appeared and are often available on newer smartphones. Sound quality can remain a problem due to the design of the phone, the quality of the cellular network and compression algorithms used in long-distance calls. Audio quality can be improved using a VoIP application over WiFi. Cellphones have small speakers so that the user can use a speakerphone feature and talk to a person on the phone without holding it to their ear. The small speakers can also be used to listen to digital audio files of music or speech or watch videos with an audio component, without holding the phone close to the ear.

Battery

A high-capacity portable battery charger.

A smartphone typically uses a lithium-ion battery. By the end of 2017, smartphone battery life has become generally adequate; however, earlier smartphone battery life was poor due to the weak batteries that could not handle the significant power requirements of the smartphones' computer systems and color screens.

Smartphone users purchase additional chargers for use outside the home, at work, and in cars and by buying portable external "battery packs". External battery packs include generic models which are connected to the smartphone with a cable, and custom-made models that "piggyback" onto a smartphone's case. In 2016, Samsung had to recall millions of the Galaxy Note 7 smartphones due to an explosive battery issue. For consumer convenience, wireless charging stations have been introduced in some hotels, bars, and other public spaces.

Cameras

Cameras have become standard features of smartphones. As of 2019 phone cameras are now a highly competitive area of differentiation between models, with advertising campaigns commonly based on a focus on the quality or capabilities of a device's main cameras.

Typically smartphones have at least one main rear-facing camera and a lower-resolution front-facing camera for "selfies" and video chat. Owing to the limited depth available in smartphones for image sensors and optics, rear-facing cameras are often housed in a "bump" that's thicker than the rest of the phone. Since increasingly thin mobile phones have more abundant horizontal space than the depth that is necessary and used in dedicated cameras for better lenses, there's additionally a trend for phone manufacturers to include multiple cameras, with each optimized for a different purpose (telephoto, wide angle, etc.).

Images are usually saved in the JPEG file format; some high-end phones also have RAW image capability.

Modern advanced smartphones have cameras with optical image stabilisation (OIS), larger sensors, bright lenses, and even optical zoom plus RAW images. HDR, "Bokeh mode" with multi lenses and multi-shot night modes are now also familiar. Many new smartphone camera features are being enabled via computational photography image processing and multiple specialized lenses rather than larger sensors and lenses, due to the constrained space available inside phones that are being made as slim as possible.

Accessories

A wide range of accessories are sold for smartphones, including cases, screen protectors, power charging cables, wireless power stations, USB On-The-Go adapters (for connecting USB drives and or, in some cases, a HDMI cable to an external monitor), add-on batteries, headphones, combined headphone-microphones (which, for example, allow a person to privately conduct calls on the device without holding it to the ear), and Bluetooth-enabled powered speakers that enable users to listen to media from their smartphones wirelessly.

Cases range from relatively inexpensive rubber or soft plastic cases which provide moderate protection from bumps and good protection from scratches to more expensive, heavy-duty cases that combine a rubber padding with a hard outer shell. Some cases have a "book"-like form, with a cover that the user opens to use the device; when the cover is closed, it protects the screen. Some "book"-like cases have additional pockets for credit cards, thus enabling people to use them as wallets.

Accessories include products sold by the manufacturer of the smartphone and compatible products made by other manufacturers.

Software

Mobile operating systems

A mobile operating system (or mobile OS) is an operating system for phones, tablets, smartwatches, or other mobile devices.

Mobile operating systems combine features of a personal computer operating system with other features useful for mobile or handheld use; usually including, and most of the following considered essential in modern mobile systems; a touchscreen, cellular, Bluetooth, Wi-Fi Protected Access, Wi-Fi, Global Positioning System (GPS) mobile navigation, video- and single-frame picture cameras, speech recognition, voice recorder, music player, near field communication, and infrared blaster. By Q1 2018, over 383 million smartphones were sold with 85.9 percent running Android, 14.1 percent running iOS and a negligible number of smartphones running other OSes. Android alone is more popular than the popular desktop operating system Windows, and in general smartphone use (even without tablets) exceeds desktop use.

Mobile devices with mobile communications abilities (e.g., smartphones) contain two mobile operating systems – the main user-facing software platform is supplemented by a second low-level proprietary real-time operating system which operates the radio and other hardware. Research has shown that these low-level systems may contain a range of security vulnerabilities permitting malicious base stations to gain high levels of control over the mobile device.

Mobile app

A mobile app is a computer program designed to run on a mobile device, such as a smartphone. The term "app" is a short-form of the term "software application".

Application stores

The introduction of Apple's App Store for the iPhone and iPod Touch in July 2008 popularized manufacturer-hosted online distribution for third-party applications (software and computer programs) focused on a single platform. There are a huge variety of apps, including video games, music products and business tools. Up until that point, smartphone application distribution depended on third-party sources providing applications for multiple platforms, such as GetJar, Handango, Handmark, and PocketGear. Following the success of the App Store, other smartphone manufacturers launched application stores, such as Google's Android Market (later renamed to the Google Play Store) and RIM's BlackBerry App World and Android-related app stores like F-Droid. In February 2014, 93% of mobile developers were targeting smartphones first for mobile app development.

Sales

Since 1996, smartphone shipments have had positive growth. In November 2011, 27% of all photographs created were taken with camera-equipped smartphones. In September 2012, a study concluded that 4 out of 5 smartphone owners use the device to shop online. Global smartphone sales surpassed the sales figures for feature phones in early 2013. Worldwide shipments of smartphones topped 1 billion units in 2013, up 38% from 2012's 725 million, while comprising a 55% share of the mobile phone market in 2013, up from 42% in 2012. In 2013, smartphone sales began to decline for the first time. In Q1 2016 for the first time the shipments dropped by 3 percent year on year. The situation was caused by the maturing China market. A report by NPD shows that fewer than 10% of US citizens have bought $1,000+ smartphones, as they are too expensive for most people, without introducing particularly innovative features, and amid Huawei, Oppo and Xiaomi introducing products with similar feature sets for lower prices. In 2019, smartphone sales declined by 3.2%, the largest in smartphone history, while China and India were credited with driving most smartphone sales worldwide. It is predicted that widespread adoption of 5G will help drive new smartphone sales.

By manufacturer

Worldwide smartphones producers market share
Source Date Samsung Apple Inc. Huawei Xiaomi Oppo Others
Gartner Q4 2019 17.3% 17.1% 14.3% 8.0% 7.5% 35.8%
IDC Q2 2018 21.0% 12.1% 15.9% 9.5% 8.6% 32.9%
Counterpoint Research Q3 2019 21% 12% 18% 8% 9% 21%

In 2011, Samsung had the highest shipment market share worldwide, followed by Apple. In 2013, Samsung had 31.3% market share, a slight increase from 30.3% in 2012, while Apple was at 15.3%, a decrease from 18.7% in 2012. Huawei, LG and Lenovo were at about 5% each, significantly better than 2012 figures, while others had about 40%, the same as the previous years figure. Only Apple lost market share, although their shipment volume still increased by 12.9%; the rest had significant increases in shipment volumes of 36–92%. In Q1 2014, Samsung had a 31% share and Apple had 16%. In Q4 2014, Apple had a 20.4% share and Samsung had 19.9%. In Q2 2016, Samsung had a 22.3% share and Apple had 12.9%. In Q1 2017, IDC reported that Samsung was first placed, with 80 million units, followed by Apple with 50.8 million, Huawei with 34.6 million, Oppo with 25.5 million and Vivo with 22.7 million.

Samsung's mobile business is half the size of Apple's, by revenue. Apple business increased very rapidly in the years 2013 to 2017. Realme, a brand owned by Oppo, is the fastest-growing phone brand worldwide since Q2 2019. In China, Huawei and Honor, a brand owned by Huawei, have 46% of market share combined and posted 66% annual growth as of 2019, amid growing Chinese nationalism.

In 2019, Samsung had a 74% market share in 5G smartphones while 5G smartphones had 1% of market share in China.

Research has shown that iPhones are commonly associated with wealth, and that the average iPhone user has 40% more annual income than the average Android user. Women are more likely than men to own an iPhone. TrendForce predicts that foldable phones will start to become popular in 2021.

By operating system

Use

Mobile banking and payment

Mobile payment system.

In many countries, mobile phones are used to provide mobile banking services, which may include the ability to transfer cash payments by secure SMS text message. Kenya's M-PESA mobile banking service, for example, allows customers of the mobile phone operator Safaricom to hold cash balances which are recorded on their SIM cards. Cash can be deposited or withdrawn from M-PESA accounts at Safaricom retail outlets located throughout the country and can be transferred electronically from person to person and used to pay bills to companies.

Branchless banking has been successful in South Africa and the Philippines. A pilot project in Bali was launched in 2011 by the International Finance Corporation and an Indonesian bank, Bank Mandiri.

Another application of mobile banking technology is Zidisha, a US-based nonprofit micro-lending platform that allows residents of developing countries to raise small business loans from Web users worldwide. Zidisha uses mobile banking for loan disbursements and repayments, transferring funds from lenders in the United States to borrowers in rural Africa who have mobile phones and can use the Internet.

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 country's first commercial mobile payments systems with mobile operators Globe and Smart.

Some mobile phones can make mobile payments via direct mobile billing schemes, or through contactless payments if the phone and the point of sale support near field communication (NFC). Enabling contactless payments through NFC-equipped mobile phones requires the co-operation of manufacturers, network operators, and retail merchants.

Facsimile

Some apps allows for sending and receiving facsimile (Fax), over a smartphone, including facsimile data (composed of raster bi-level graphics) generated directly and digitally from document and image file formats.

Convergence with other devices

The rise in popularity of touchscreen smartphones and mobile apps distributed via app stores along with rapidly advancing network, mobile processor, and storage technologies led to a convergence where separate mobile phones, organizers, and portable media players were replaced by a smartphone as the single device most people carried. Advances in digital camera sensors and on-device image processing software more gradually led to smartphones replacing simpler cameras for photographs and video recording. The built-in GPS capabilities and mapping apps on smartphones largely replaced stand-alone satellite navigation devices, and paper maps became less common. Mobile gaming on smartphones greatly grew in popularity, allowing many people to use them in place of handheld game consoles, and some companies tried creating game console/phone hybrids based on phone hardware and software. People frequently have chosen not to get fixed-line telephone service in favor of smartphones. Music streaming apps and services have grown rapidly in popularity, serving the same use as listening to music stations on a terrestrial or satellite radio. Streaming video services are easily accessed via smartphone apps and can be used in place of watching television. People have often stopped wearing wristwatches in favor of checking the time on their smartphones, and many use the clock features on their phones in place of alarm clocks.

Additionally, in many lesser technologically developed regions smartphones are people's first and only means of Internet access due to their portability, with personal computers being relatively uncommon outside of business use. The cameras on smartphones can be used to photograph documents and send them via email or messaging in place of using fax (facsimile) machines. Payment apps and services on smartphones allow people to make less use of wallets, purses, credit and debit cards, and cash. Mobile banking apps can allow people to deposit checks simply by photographing them, eliminating the need to take the physical check to an ATM or teller. Guide book apps can take the place of paper travel and restaurant/business guides, museum brochures, and dedicated audio guide equipment.

Criticism and issues

Social impacts

In 2012, University of Southern California study found that unprotected adolescent sexual activity was more common among owners of smartphones. A study conducted by the Rensselaer Polytechnic Institute's (RPI) Lighting Research Center (LRC) concluded that smartphones, or any backlit devices, can seriously affect sleep cycles. Some persons might become psychologically attached to smartphones resulting in anxiety when separated from the devices. A "smombie" (a combination of "smartphone" and "zombie") is a walking person using a smartphone and not paying attention as they walk, possibly risking an accident in the process, an increasing social phenomenon. The issue of slow-moving smartphone users led to the temporary creation of a "mobile lane" for walking in Chongqing, China. The issue of distracted smartphone users led the city of Augsburg, Germany to embed pedestrian traffic lights in the pavement.

While driving

A New York City driver holding two phones
 
A user consulting a mapping app on a phone

Mobile phone use while driving—including calling, text messaging, playing media, web browsing, gaming, using mapping apps or operating other phone features—is common but controversial, since it is widely considered dangerous due to what is known as distracted driving. Being distracted while operating a motor vehicle has been shown to increase the risk of accidents. In September 2010, the US National Highway Traffic Safety Administration (NHTSA) reported that 995 people were killed by drivers distracted by phones. In March 2011 a US insurance company, State Farm Insurance, announced the results of a study which showed 19% of drivers surveyed accessed the Internet on a smartphone while driving. Many jurisdictions prohibit the use of mobile phones while driving. In Egypt, Israel, Japan, Portugal and Singapore, both handheld and hands-free calling on a mobile phone (which uses a speakerphone) is banned. In other countries including the UK and France and in many US states, only the use of calling on handheld phones is banned, while hands-free use is permitted.

A 2011 study reported that over 90% of college students surveyed text (initiate, reply or read) while driving. The scientific literature on the danger of driving while sending a text message from a mobile phone, or texting while driving, is limited. A simulation study at the University of Utah found a sixfold increase in distraction-related accidents when texting. Due to the complexity of smartphones that began to grow more after, this has introduced additional difficulties for law enforcement officials when attempting to distinguish one usage from another in drivers using their devices. This is more apparent in countries which ban both handheld and hands-free usage, rather than those which ban handheld use only, as officials cannot easily tell which function of the phone is being used simply by looking at the driver. This can lead to drivers being stopped for using their device illegally for a call when, in fact, they were using the device legally, for example, when using the phone's incorporated controls for car stereo, GPS or satnav.

A sign along Bellaire Boulevard in Southside Place, Texas (Greater Houston) states that using mobile phones while driving is prohibited from 7:30 am to 9:00 am and from 2:00 pm to 4:15 pm

A 2010 study reviewed the incidence of phone use while cycling and its effects on behavior and safety. In 2013 a national survey in the US reported the number of drivers who reported using their phones to access the Internet while driving had risen to nearly one of four. A study conducted by the University of Vienna examined approaches for reducing inappropriate and problematic use of mobile phones, such as using phones while driving.

Accidents involving a driver being distracted by being in a call on a phone have begun to be prosecuted as negligence similar to speeding. In the United Kingdom, from 27 February 2007, motorists who are caught using a handheld phone while driving will have three penalty points added to their license in addition to the fine of £60. This increase was introduced to try to stem the increase in drivers ignoring the law. Japan prohibits all use of phones while driving, including use of hands-free devices. New Zealand has banned handheld phone use since 1 November 2009. Many states in the United States have banned text messaging on phones while driving. Illinois became the 17th American state to enforce this law. As of July 2010, 30 states had banned texting while driving, with Kentucky becoming the most recent addition on July 15.

Public Health Law Research maintains a list of distracted driving laws in the United States. This database of laws provides a comprehensive view of the provisions of laws that restrict the use of mobile devices while driving for all 50 states and the District of Columbia between 1992, when first law was passed through December 1, 2010. The dataset contains information on 22 dichotomous, continuous or categorical variables including, for example, activities regulated (e.g., texting versus talking, hands-free versus handheld calls, web browsing, gaming), targeted populations, and exemptions.

Legal

A "patent war" between Samsung and Apple started when the latter claimed that the original Galaxy S Android phone copied the interface‍—‌and possibly the hardware‍—‌of Apple's iOS for the iPhone 3GS. There was also smartphone patents licensing and litigation involving Sony Mobile, Google, Apple Inc., Samsung, Microsoft, Nokia, Motorola, HTC, Huawei and ZTE, among others. The conflict is part of the wider "patent wars" between multinational technology and software corporations. To secure and increase market share, companies granted a patent can sue to prevent competitors from using the methods the patent covers. Since the 2010s the number of lawsuits, counter-suits, and trade complaints based on patents and designs in the market for smartphones, and devices based on smartphone OSes such as Android and iOS, has increased significantly. Initial suits, countersuits, rulings, license agreements, and other major events began in 2009 as the smartphone market stated to grow more rapidly by 2012.

Medical

With the rise in number of mobile medical apps in the market place, government regulatory agencies raised concerns on the safety of the use of such applications. These concerns were transformed into regulation initiatives worldwide with the aim of safeguarding users from untrusted medical advice.

Security

Smartphone malware is easily distributed through an insecure app store. Often, malware is hidden in pirated versions of legitimate apps, which are then distributed through third-party app stores. Malware risk also comes from what is known as an "update attack", where a legitimate application is later changed to include a malware component, which users then install when they are notified that the app has been updated. As well, one out of three robberies in 2012 in the United States involved the theft of a mobile phone. An online petition has urged smartphone makers to install kill switches in their devices. In 2014, Apple's "Find my iPhone" and Google's "Android Device Manager" can locate, disable, and wipe the data from phones that have been lost or stolen. With BlackBerry Protect in OS version 10.3.2, devices can be rendered unrecoverable to even BlackBerry's own Operating System recovery tools if incorrectly authenticated or dissociated from their account.

Leaked documents published by WikiLeaks, codenamed Vault 7 and dated from 2013–2016, detail the capabilities of the United States Central Intelligence Agency (CIA) to perform electronic surveillance and cyber warfare, including the ability to compromise the operating systems of most smartphones (including iOS and Android).

Guidelines for mobile device security were issued by NIST and many other organizations. For conducting a private, in-person meeting, at least one site recommends that the user switch the smartphone off and disconnect the battery.

Sleep

Using smartphones late at night can disturb sleep, due to the blue light and brightly lit screen, which affects melatonin levels and sleep cycles. In an effort to alleviate these issues, "Night Mode" functionality to change the color temperature of a screen to a warmer hue based on the time of day to reduce the amount of blue light generated became available through several apps for Android and the f.lux software for jailbroken iPhones. iOS 9.3 integrated a similar, system-level feature known as "Night Shift." Several Android device manufacturers bypassed Google's initial reluctance to make Night Mode a standard feature in Android and included software for it on their hardware under varying names, before Android Oreo added it to the OS for compatible devices.

It has also been theorized that for some users, addiction to use of their phones, especially before they go to bed, can result in "ego depletion." Many people also use their phones as alarm clocks, which can also lead to loss of sleep.

Government by algorithm

From Wikipedia, the free encyclopedia

Government by algorithm (also known as Algorithmic regulation, Regulation by algorithms, Algorithmic governance, Algocratic governance, Algorithmic legal order or Algocracy) is an alternative form of government or social ordering, where the usage of computer algorithms, especially of artificial intelligence and blockchain, is applied to regulations, law enforcement, and generally any aspect of everyday life such as transportation or land registration. Alternatively, algorithmic regulation is defined as setting the standard, monitoring and modification of behaviour by means of computational algorithms — automation of judiciary is in its scope.

Government by algorithm raises new challenges that are not captured in the e-Government literature and the practice of public administration. Some sources equate cyberocracy, which is a hypothetical form of government that rules by the effective use of information, with algorithmic governance, although algorithms are not the only means of processing information. Nello Cristianini and Teresa Scantamburlo argued that the combination of a human society and an algorithmic regulation forms a social machine.

History

In 1962, head of the Department of technical physics in Kiev, Alexander Kharkevich, published an article in the journal "Communist" about a computer network for processing of information and control of economy. In fact, he proposed to make a network like the modern Internet for the needs of algorithmic governance.

In 1971–1973, the Chilean government carried out the Project Cybersyn during the presidency of Salvador Allende. This project was aimed at constructing a distributed decision support system to improve the management of the national economy.

Also in the 1960s and 1970s, Herbert A. Simon championed expert systems as tools for rationalization and evaluation of administrative behavior. The automation of rule-based processes was an ambition of tax agencies over many decades resulting in varying success. Early work from this period includes Thorne McCarty's influential TAXMAN project in the US and Ronald Stamper's LEGOL project in the UK. In 1993, the computer scientist Paul Cockshott from the University of Glasgow and the economist Allin Cottrell from the Wake Forest University published the book Towards a New Socialism, where they claim to demonstrate the possibility of a democratically planned economy built on modern computer technology. The Honourable Justice Michael Kirby published a paper in 1998, where he expressed optimism that the then-available computer technologies such as legal expert system could evolve to computer systems, which will strongly affect the practice of courts. In 2006, attorney Lawrence Lessig known for the slogan "Code is law" wrote:

"[T]he invisible hand of cyberspace is building an architecture that is quite the opposite of its architecture at its birth. This invisible hand, pushed by government and by commerce, is constructing an architecture that will perfect control and make highly efficient regulation possible" 

Since the 2000s, algorithms are designed and used to automatically analyze surveillance videos.

In 2017, Justice Ministry of Ukraine run experimental government auctions using blockchain technology to ensure transparency and hinder corruption in governmental transactions.

Overview

Written laws are not replaced but stressed to test its efficiency. Algorithmic regulation is supposed to be a system of governance where more exact data collected from citizens via their smart devices and computers are used for more efficiency in organizing human life as a collective. As Deloitte estimated in 2017, automation of US government work could save 96.7 million federal hours annually, with a potential savings of $3.3 billion; at the high end, this rises to 1.2 billion hours and potential annual savings of $41.1 billion. According to a study of Stanford University, 45% of the studied US federal agencies have experimented with AI and related machine learning (ML) tools up to 2020.

In 2013, algorithmic regulation was coined by Tim O'Reilly, Founder and CEO of O'Reilly Media Inc.:

Sometimes the "rules" aren't really even rules. Gordon Bruce, the former CIO of the city of Honolulu, explained to me that when he entered government from the private sector and tried to make changes, he was told, "That's against the law." His reply was "OK. Show me the law." "Well, it isn't really a law. It's a regulation." "OK. Show me the regulation." "Well, it isn't really a regulation. It's a policy that was put in place by Mr. Somebody twenty years ago." "Great. We can change that!""

[...] Laws should specify goals, rights, outcomes, authorities, and limits. If specified broadly, those laws can stand the test of time. Regulations, which specify how to execute those laws in much more detail, should be regarded in much the same way that programmers regard their code and algorithms, that is, as a constantly updated toolset to achieve the outcomes specified in the laws. [...] It's time for government to enter the age of big data. Algorithmic regulation is an idea whose time has come.

A 2019 poll made by Center for the Governance of Change at IE University in Spain showed that 25% of citizens from selected European countries are somewhat or totally in favor of letting an artificial intelligence make important decisions about the running of their country. Following table shows detailed results:

Country Percentage
France 25%
Germany 31%
Ireland 29%
Italy 28%
Netherlands 43%
Portugal 19%
Spain 26%
UK 31%

Examples

Smart cities

A smart city is an urban area, where collected surveillance data is used to improve various operations in this area. Increase in computational power allows more automated decision making and replacement of public agencies by algorithmic governance.

Use of AI in government agencies

US federal agencies counted the following numbers of artificial intelligence applications.

Agency Name Number of Use Cases
Office of Justice Programs 12
Securities and Exchange Commission 10
National Aeronautics and Space Administration 9
Food and Drug Administration 8
United States Geological Survey 8
United States Postal Service 8
Social Security Administration 7
United States Patent and Trademark Office 6
Bureau of Labor Statistics 5
U.S. Customs and Border Protection 4

53% of these applications were produced by in-house experts. Commercial providers of residual applications include Palantir Technologies. From 2012, NOPD started a collaboration with Palantir Technologies in the field of predictive policing.

In Estonia, artificial intelligence is used in its e-government to make it more automated and seamless. A virtual assistant will guide citizens through any interactions they have with the government. Automated and proactive services "push" services to citizens at key events of their lives (including births, bereavements, unemployment, ...). One example is the automated registering of babies when they are born. Estonia's X-Road system will also be rebuilt to include even more privacy control and accountability into the way the government uses citizen's data. 

Decentralized Autonomous Organization

Cryptocurrencies, Smart Contracts and Decentralized Autonomous Organization are mentioned as means to replace traditional ways of governance. Cryptocurrencies are currencies, which are enabled by algorithms without a governmental central bank. Smart contracts are self-executable contracts, whose objectives are the reduction of need in trusted governmental intermediators, arbitrations and enforcement costs. A decentralized autonomous organization is an organization represented by smart contracts that is transparent, controlled by shareholders and not influenced by a central government.

AI judges

COMPAS software is used in USA to assess the risk of recidivism in courts.

According to the statement of Beijing Internet Court, China is the first country to create an internet court or cyber court. Chinese AI judge is a virtual recreation of an actual female judge. She "will help the court's judges complete repetitive basic work, including litigation reception, thus enabling professional practitioners to focus better on their trial work".

Also Estonia plans to employ artificial intelligence to decide small-claim cases of less than €7,000.

AI politicians

In 2018, an activist named Michihito Matsuda ran for mayor in the Tama city area of Tokyo as a human proxy for an artificial intelligence program. While election posters and campaign material used the term 'robot', and displayed stock images of a feminine android, the 'AI mayor' was in fact a machine learning algorithm trained using Tama city datasets. The project was backed by high-profile executives Tetsuzo Matsumoto of Softbank and Norio Murakami of Google. Michihito Matsuda came third in the election, being defeated by Hiroyuki Abe. Organisers claimed that the 'AI mayor' was programmed to analyze citizen petitions put forward to the city council in a more 'fair and balanced' way than human politicians.

In 2019, AI-powered messenger chatbot SAM participated in the discussions on social media connected to an electoral race in New Zealand. The creator of SAM, Nick Gerritsen, believes SAM will be advanced enough to run as a candidate by late 2020, when New Zealand has its next general election.

Reputation systems

Tim O'Reilly suggested that data sources and reputation systems combined in algorithmic regulation can outperform traditional regulations. For instance, once taxi-drivers are rated by passengers, the quality of their services will improve automatically and "drivers who provide poor service are eliminated". O'Reilly's suggestion is based on control-theoreric concept of feed-back loopimprovements and disimprovements of reputation enforce desired behavior. The usage of feed-loops for the management of social systems is already been suggested in management cybernetics by Stafford Beer before.

The Chinese Social Credit System is closely related to China's mass surveillance systems such as the Skynet, which incorporates facial recognition system, big data analysis technology and AI. This system provides assessments of trustworthiness of individuals and businesses. Among behavior, which is considered as misconduct by the system, jaywalking and failing to correctly sort personal waste are cited. Behavior listed as positive factors of credit ratings includes donating blood, donating to charity, volunteering for community services, and so on. Chinese Social Credit System enables punishments of "untrustworthy" citizens like denying purchase of tickets and rewards for "trustworthy" citizen like less waiting time in hospitals and government agencies.

Management of infection

In February 2020, China launched a mobile app to deal with Coronavirus outbreak, called close-contact-detector. Users are asked to enter their name and ID number. The app is able to detect 'close contact' using surveillance data (i.e. using public transport records, including trains and flights) and therefore a potential risk of infection. Every user can also check the status of three other users. To make this inquiry users scan a Quick Response (QR) code on their smartphones using apps like Alipay or WeChat. The close contact detector can be accessed via popular mobile apps including Alipay. If a potential risk is detected, the app not only recommends self-quarantine, it also alerts local health officials.

Alipay also has the Alipay Health Code which is used to keep citizens safe. This system generates a QR code in one of three colors (green, yellow, or red) after users fill in a form on Alipay with personal details. A green code enables the holder to move around unrestricted. A yellow code requires the user to stay at home for seven days and red means a two-week quarantine. In some cities such as Hangzhou, it has become nearly impossible to get around without showing your Alipay code.

In Cannes, France, monitoring software has been used on footage shot by CCTV camera's, allowing to monitor their compliance to local social distancing and mask wearing during the COVID-19 pandemic. The system does not store identifying data, but rather allows to alert city authorities and police where breaches of the mask and mask wearing rules are spotted (allowing fining to be carried out where needed). The algorithms used by the monitoring software can be incorporated into existing surveillance systems in public spaces (hospitals, stations, airports, shopping centres, ...) 

Cellphone data is used to locate infected patients in South Korea, Taiwan, Singapore and other countries. In March 2020, the Israeli government enabled security agencies to track mobile phone data of people supposed to have coronavirus. The measure was taken to enforce quarantine and protect those who may come into contact with infected citizens. Also in March 2020, Deutsche Telekom shared private cellphone data with the federal government agency, Robert Koch Institute, in order to research and prevent the spread of the virus. Russia deployed facial recognition technology to detect quarantine breakers. Italian regional health commissioner Giulio Gallera said that "40% of people are continuing to move around anyway", as he has been informed by mobile phone operators. In USA, Europe and UK, Palantir Technologies is taken in charge to provide COVID-19 tracking services.

Prevention and management of environmental disasters

Tsunamis can be detected by Tsunami warning systems. They can make use of AI. Floodings can also be detected using AI systems. Locust breeding areas can be approximated using machine learning, which could help to stop locust swarms in an early phase. Wildfires can be predicted using AI systems.  Also, wildfire detection is possible by AI systems (i.e. through satellite data, aerial imagery, and personnel position). and they can also help in evacuation of people during wildfires.

Assigning grades to students

Due to Covid-19 pandemic in spring 2020, in-person final exams were impossible for thousands of students. The public high school Westminster High imployed algorithms to assign grades. UK's Department for Education also imployed a statistical calculus to assign final grades in A-levels, due to Covid-19 pandemic.

Criticism

There are potential risks associated with the use of algorithms in government. Those include algorithms becoming susceptible to bias, a lack of transparency in how an algorithm may make decisions, and the accountability for any such decisions. There is also a serious concern that gaming by the regulated parties might occur, once more transparency is brought into the decision making by algorithmic governance, regulated parties might try to manipulate their outcome in own favor and even use adversarial machine learning. According to Harari, the conflict between democracy and dictatorship is seen as a conflict of two different data-processing systems — AI and algorithms may swing the advantage toward the latter by processing enormous amounts of information centrally. Also, the contributors in the 2019's documentary iHuman express apprehension of "infinitely stable dictatorships" being created by governmental use of AI.

In 2020, algorithms assigning exam grades to students in UK sparked their open protest, whereby the crowd yelled "Fuck the algorithm".

Regulation of algorithmic governance

The Netherlands employed an algorithmic system SyRI (Systeem Risico Indicatie) to detect citizens perceived being high risk for committing welfare fraud, which quietly flagged thousands of people to investigators. This caused a public protest. The district court of Hague shut down SyRI referencing Article 8 of the European Convention on Human Rights (ECHR).

In the USA, multiple states implement predictive analytics as part of their child protection system. Illinois and Los Angeles shut these algorithms down due to a high rate of false positives.

In popular culture

The novels Daemon and Freedom™ by Daniel Suarez describe a fictional scenario of global algorithmic regulation

Global brain

From Wikipedia, the free encyclopedia
 
Opte Project visualization of routing paths through a portion of the Internet. The connections and pathways of the internet could be seen as the pathways of neurons and synapses in a global brain

The global brain is a neuroscience-inspired and futurological vision of the planetary information and communications technology network that interconnects all humans and their technological artifacts. As this network stores ever more information, takes over ever more functions of coordination and communication from traditional organizations, and becomes increasingly intelligent, it increasingly plays the role of a brain for the planet Earth.

Basic ideas

Proponents of the global brain hypothesis claim that the Internet increasingly ties its users together into a single information processing system that functions as part of the collective nervous system of the planet. The intelligence of this network is collective or distributed: it is not centralized or localized in any particular individual, organization or computer system. Therefore, no one can command or control it. Rather, it self-organizes or emerges from the dynamic networks of interactions between its components. This is a property typical of complex adaptive systems.

The World-wide web in particular resembles the organization of a brain with its webpages (playing a role similar to neurons) connected by hyperlinks (playing a role similar to synapses), together forming an associative network along which information propagates. This analogy becomes stronger with the rise of social media, such as Facebook, where links between personal pages represent relationships in a social network along which information propagates from person to person. Such propagation is similar to the spreading activation that neural networks in the brain use to process information in a parallel, distributed manner.

History

Although some of the underlying ideas were already expressed by Nikola Tesla in the late 19th century and were written about by many others before him, the term “global brain” was coined in 1982 by Peter Russell in his book The Global Brain. How the Internet might be developed to achieve this was set out in 1986. The first peer-reviewed article on the subject was published by Gottfried Mayer-Kress in 1995, while the first algorithms that could turn the world-wide web into a collectively intelligent network were proposed by Francis Heylighen and Johan Bollen in 1996.

Reviewing the strands of intellectual history that contributed to the global brain hypothesis, Francis Heylighen distinguishes four perspectives: “organicism”, “encyclopedism”, “emergentism” and “evolutionary cybernetics”. He asserts that these developed in relative independence but now are converging in his own scientific re-formulation.

Organicism

In the 19th century, the sociologist Herbert Spencer saw society as a social organism and reflected about its need for a nervous system. Entomologist William Wheeler developed the concept of the ant colony as a spatially extended organism, and in the 1930s he coined the term superorganism to describe such an entity. This concept was later adopted by thinkers such as Gregory Stock in his book Metaman and Joel de Rosnay to describe planetary society as a superorganism.

The mental aspects of such an organic system at the planetary level were perhaps first broadly elaborated by palaeontologist and Jesuit priest Pierre Teilhard de Chardin. In 1945, he described a coming “planetisation” of humanity, which he saw as the next phase of accelerating human “socialisation”. Teilhard described both socialization and planetization as irreversible, irresistible processes of macrobiological development culminating in the emergence of a noosphere, or global mind (see Emergentism below).

The more recent living systems theory describes both organisms and social systems in terms of the "critical subsystems" ("organs") they need to contain in order to survive, such as an internal transport system, a resource reserve, and a decision-making system. This theory has inspired several thinkers, including Peter Russell and Francis Heylighen to define the global brain as the network of information processing subsystems for the planetary social system.

Encyclopedism

In the perspective of encyclopedism, the emphasis is on developing a universal knowledge network. The first systematic attempt to create such an integrated system of the world's knowledge was the 18th century Encyclopédie of Denis Diderot and Jean le Rond d'Alembert. However, by the end of the 19th century, the amount of knowledge had become too large to be published in a single synthetic volume. To tackle this problem, Paul Otlet founded the science of documentation, now called information science. In the 1930s he envisaged a World Wide Web-like system of associations between documents and telecommunication links that would make all the world's knowledge available immediately to anybody. H. G. Wells proposed a similar vision of a collaboratively developed world encyclopedia that would be constantly updated by a global university-like institution. He called this a World Brain, as it would function as a continuously updated memory for the planet, although the image of humanity acting informally as a more organic global brain is a recurring motif in other of his works.

Tim Berners-Lee, the inventor of the World Wide Web, too, was inspired by the free-associative possibilities of the brain for his invention. The brain can link different kinds of information without any apparent link otherwise; Berners-Lee thought that computers could become much more powerful if they could imitate this functioning, i.e. make links between any arbitrary piece of information. The most powerful implementation of encyclopedism to date is Wikipedia, which integrates the associative powers of the world-wide-web with the collective intelligence of its millions of contributors, approaching the ideal of a global memory. The Semantic web, also first proposed by Berners-Lee, is a system of protocols to make the pieces of knowledge and their links readable by machines, so that they could be used to make automatic inferences, thus providing this brain-like network with some capacity for autonomous "thinking" or reflection.

Emergentism

This approach focuses on the emergent aspects of the evolution and development of complexity, including the spiritual, psychological, and moral-ethical aspects of the global brain, and is at present the most speculative approach. The global brain is here seen as a natural and emergent process of planetary evolutionary development. Here again Pierre Teilhard de Chardin attempted a synthesis of science, social values, and religion in his The Phenomenon of Man, which argues that the telos (drive, purpose) of universal evolutionary process is the development of greater levels of both complexity and consciousness. Teilhard proposed that if life persists then planetization, as a biological process producing a global brain, would necessarily also produce a global mind, a new level of planetary consciousness and a technologically supported network of thoughts which he called the noosphere. Teilhard's proposed technological layer for the noosphere can be interpreted as an early anticipation of the Internet and the Web.

Physicist and philosopher Peter Russell elaborates a similar view, and stresses the importance of personal spiritual growth, in order to build and to achieve synergy with the spiritual dimension of the emerging superorganism. This approach is most popular in New Age circles, which emphasize growth in consciousness rather than scientific modelling or the implementation of technological and social systems.

Evolutionary cybernetics

Systems theorists and cyberneticists commonly describe the emergence of a higher order system in evolutionary development as a “metasystem transition” (a concept introduced by Valentin Turchin) or a “major evolutionary transition”. Such a metasystem consists of a group of subsystems that work together in a coordinated, goal-directed manner. It is as such much more powerful and intelligent than its constituent systems. Francis Heylighen has argued that the global brain is an emerging metasystem with respect to the level of individual human intelligence, and investigated the specific evolutionary mechanisms that promote this transition

In this scenario, the Internet fulfils the role of the network of “nerves” that interconnect the subsystems and thus coordinates their activity. The cybernetic approach makes it possible to develop mathematical models and simulations of the processes of self-organization through which such coordination and collective intelligence emerges.

Recent developments

In 1994 Kevin Kelly, in his popular book Out of Control, posited the emergence of a "hive mind" from a discussion of cybernetics and evolutionary biology.

In 1996, Francis Heylighen and Ben Goertzel founded the Global Brain group, a discussion forum grouping most of the researchers that had been working on the subject of the global brain to further investigate this phenomenon. The group organized the first international conference on the topic in 2001 at the Vrije Universiteit Brussel.

After a period of relative neglect, the Global Brain idea has recently seen a resurgence in interest, in part due to talks given on the topic by Tim O'Reilly, the Internet forecaster who popularized the term Web 2.0, and Yuri Milner, the social media investor. In January 2012, the Global Brain Institute (GBI) was founded at the Vrije Universiteit Brussel to develop a mathematical theory of the “brainlike” propagation of information across the Internet. In the same year, Thomas W. Malone and collaborators from the MIT Center for Collective Intelligence have started to explore how the global brain could be “programmed” to work more effectively, using mechanisms of collective intelligence. The complexity scientist Dirk Helbing and his NervousNet group have recently started developing a "Planetary Nervous System", which includes a "Global Participatory Platform", as part of the large-scale FuturICT project, thus preparing some of the groundwork for a Global Brain.

In July 2017 Elon Musk founded the company Neuralink, which aims to create a Neural Lace, which is a concept invented by the novelist Iain M. Banks and basically refers to a machine interface woven into the brain, to allow the user to access all available human information. A core driver behind this business idea is Musk's argument that human beings soon have to embrace brain implants to stay relevant in a world which, he believes, will soon be dominated by artificial intelligence.  The firm raised $27m from 12 Investors in 2017.

Criticisms

A common criticism of the idea that humanity would become directed by a global brain is that this would reduce individual diversity and freedom, and lead to mass surveillance. This criticism is inspired by totalitarian forms of government, as exemplified by George Orwell's character of "Big Brother". It is also inspired by the analogy between collective intelligence or swarm intelligence and insect societies, such as beehives and ant colonies, in which individuals are essentially interchangeable. In a more extreme view, the global brain has been compared with the Borg, the race of collectively thinking cyborgs conceived by the Star Trek science fiction franchise.

Global brain theorists reply that the emergence of distributed intelligence would lead to the exact opposite of this vision. The reason is that effective collective intelligence requires diversity of opinion, decentralization and individual independence, as demonstrated by James Surowiecki in his book The Wisdom of Crowds. Moreover, a more distributed form of decision-making would decrease the power of governments, corporations or political leaders, thus increasing democratic participation and reducing the dangers of totalitarian control.

Operator (computer programming)

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