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Sunday, September 27, 2020

Cloud computing

From Wikipedia, the free encyclopedia
 
Cloud computing metaphor: the group of networked elements providing services need not be individually addressed or managed by users; instead, the entire provider-managed suite of hardware and software can be thought of as an amorphous cloud.

Cloud computing is the on-demand availability of computer system resources, especially data storage (cloud storage) and computing power, without direct active management by the user. The term is generally used to describe data centers available to many users over the Internet. Large clouds, predominant today, often have functions distributed over multiple locations from central servers. If the connection to the user is relatively close, it may be designated an edge server.

Clouds may be limited to a single organization (enterprise clouds), or be available to many organizations (public cloud).

Cloud computing relies on sharing of resources to achieve coherence and economies of scale.

Advocates of public and hybrid clouds note that cloud computing allows companies to avoid or minimize up-front IT infrastructure costs. Proponents also claim that cloud computing allows enterprises to get their applications up and running faster, with improved manageability and less maintenance, and that it enables IT teams to more rapidly adjust resources to meet fluctuating and unpredictable demand, providing the burst computing capability: high computing power at certain periods of peak demand.

Cloud providers typically use a "pay-as-you-go" model, which can lead to unexpected operating expenses if administrators are not familiarized with cloud-pricing models.

The availability of high-capacity networks, low-cost computers and storage devices as well as the widespread adoption of hardware virtualization, service-oriented architecture and autonomic and utility computing has led to growth in cloud computing. By 2019, Linux was the most widely used operating system, including in Microsoft's offerings and is thus described as dominant. The Cloud Service Provider (CSP) will screen, keep up and gather data about the firewalls, intrusion identification or/and counteractive action frameworks and information stream inside the network.

History

Cloud computing was popularized with Amazon.com releasing its Elastic Compute Cloud product in 2006.

References to the phrase "cloud computing" appeared as early as 1996, with the first known mention in a Compaq internal document.

The cloud symbol was used to represent networks of computing equipment in the original ARPANET by as early as 1977, and the CSNET by 1981—both predecessors to the Internet itself. The word cloud was used as a metaphor for the Internet and a standardized cloud-like shape was used to denote a network on telephony schematics. With this simplification, the implication is that the specifics of how the endpoints of a network are connected are not relevant to understanding the diagram.

The term cloud was used to refer to platforms for distributed computing as early as 1993, when Apple spin-off General Magic and AT&T used it in describing their (paired) Telescript and PersonaLink technologies. In Wired's April 1994 feature "Bill and Andy's Excellent Adventure II", Andy Hertzfeld commented on Telescript, General Magic's distributed programming language:

"The beauty of Telescript ... is that now, instead of just having a device to program, we now have the entire Cloud out there, where a single program can go and travel to many different sources of information and create a sort of a virtual service. No one had conceived that before. The example Jim White [the designer of Telescript, X.400 and ASN.1] uses now is a date-arranging service where a software agent goes to the flower store and orders flowers and then goes to the ticket shop and gets the tickets for the show, and everything is communicated to both parties."

Early history

During the 1960s, the initial concepts of time-sharing became popularized via RJE (Remote Job Entry); this terminology was mostly associated with large vendors such as IBM and DEC. Full-time-sharing solutions were available by the early 1970s on such platforms as Multics (on GE hardware), Cambridge CTSS, and the earliest UNIX ports (on DEC hardware). Yet, the "data center" model where users submitted jobs to operators to run on IBM's mainframes was overwhelmingly predominant.

In the 1990s, telecommunications companies, who previously offered primarily dedicated point-to-point data circuits, began offering virtual private network (VPN) services with comparable quality of service, but at a lower cost. By switching traffic as they saw fit to balance server use, they could use overall network bandwidth more effectively. They began to use the cloud symbol to denote the demarcation point between what the provider was responsible for and what users were responsible for. Cloud computing extended this boundary to cover all servers as well as the network infrastructure. As computers became more diffused, scientists and technologists explored ways to make large-scale computing power available to more users through time-sharing. They experimented with algorithms to optimize the infrastructure, platform, and applications to prioritize CPUs and increase efficiency for end users.

The use of the cloud metaphor for virtualized services dates at least to General Magic in 1994, where it was used to describe the universe of "places" that mobile agents in the Telescript environment could go. As described by Andy Hertzfeld:

"The beauty of Telescript," says Andy, "is that now, instead of just having a device to program, we now have the entire Cloud out there, where a single program can go and travel to many different sources of information and create a sort of a virtual service."

The use of the cloud metaphor is credited to General Magic communications employee David Hoffman, based on long-standing use in networking and telecom. In addition, to use by General Magic itself, it was also used in promoting AT&T's associated PersonaLink Services.

2000s

In August 2006, Amazon created subsidiary Amazon Web Services and introduced its Elastic Compute Cloud (EC2).

In April 2008, Google released the beta version of Google App Engine.

In early 2008, NASA's OpenNebula, enhanced in the RESERVOIR European Commission-funded project, became the first open-source software for deploying private and hybrid clouds, and for the federation of clouds.

By mid-2008, Gartner saw an opportunity for cloud computing "to shape the relationship among consumers of IT services, those who use IT services and those who sell them" and observed that "organizations are switching from company-owned hardware and software assets to per-use service-based models" so that the "projected shift to computing ... will result in dramatic growth in IT products in some areas and significant reductions in other areas."

In 2008, the U.S. National Science Foundation began the Cluster Exploratory program to fund academic research using Google-IBM cluster technology to analyze massive amounts of data.

2010s

In February 2010, Microsoft released Microsoft Azure, which was announced in October 2008.

In July 2010, Rackspace Hosting and NASA jointly launched an open-source cloud-software initiative known as OpenStack. The OpenStack project intended to help organizations offering cloud-computing services running on standard hardware. The early code came from NASA's Nebula platform as well as from Rackspace's Cloud Files platform. As an open-source offering and along with other open-source solutions such as CloudStack, Ganeti, and OpenNebula, it has attracted attention by several key communities. Several studies aim at comparing these open source offerings based on a set of criteria.

On March 1, 2011, IBM announced the IBM SmartCloud framework to support Smarter Planet. Among the various components of the Smarter Computing foundation, cloud computing is a critical part. On June 7, 2012, Oracle announced the Oracle Cloud. This cloud offering is poised to be the first to provide users with access to an integrated set of IT solutions, including the Applications (SaaS), Platform (PaaS), and Infrastructure (IaaS) layers.

In May 2012, Google Compute Engine was released in preview, before being rolled out into General Availability in December 2013.

In 2019, it was revealed that Linux is most used on Microsoft Azure.

Similar concepts

The goal of cloud computing is to allow users to take benefit from all of these technologies, without the need for deep knowledge about or expertise with each one of them. The cloud aims to cut costs and helps the users focus on their core business instead of being impeded by IT obstacles. The main enabling technology for cloud computing is virtualization. Virtualization software separates a physical computing device into one or more "virtual" devices, each of which can be easily used and managed to perform computing tasks. With operating system–level virtualization essentially creating a scalable system of multiple independent computing devices, idle computing resources can be allocated and used more efficiently. Virtualization provides the agility required to speed up IT operations and reduces cost by increasing infrastructure utilization. Autonomic computing automates the process through which the user can provision resources on-demand. By minimizing user involvement, automation speeds up the process, reduces labor costs and reduces the possibility of human errors.

Cloud computing uses concepts from utility computing to provide metrics for the services used. Cloud computing attempts to address QoS (quality of service) and reliability problems of other grid computing models.

Cloud computing shares characteristics with:

  • Client–server modelClient–server computing refers broadly to any distributed application that distinguishes between service providers (servers) and service requestors (clients).
  • Computer bureau—A service bureau providing computer services, particularly from the 1960s to 1980s.
  • Grid computing—A form of distributed and parallel computing, whereby a 'super and virtual computer' is composed of a cluster of networked, loosely coupled computers acting in concert to perform very large tasks.
  • Fog computing—Distributed computing paradigm that provides data, compute, storage and application services closer to the client or near-user edge devices, such as network routers. Furthermore, fog computing handles data at the network level, on smart devices and on the end-user client-side (e.g. mobile devices), instead of sending data to a remote location for processing.
  • Mainframe computer—Powerful computers used mainly by large organizations for critical applications, typically bulk data processing such as census; industry and consumer statistics; police and secret intelligence services; enterprise resource planning; and financial transaction processing.
  • Utility computing—The "packaging of computing resources, such as computation and storage, as a metered service similar to a traditional public utility, such as electricity."
  • Peer-to-peer—A distributed architecture without the need for central coordination. Participants are both suppliers and consumers of resources (in contrast to the traditional client-server model).
  • Green computing
  • Cloud sandbox—A live, isolated computer environment in which a program, code or file can run without affecting the application in which it runs.

Characteristics

Cloud computing exhibits the following key characteristics:

  • Agility for organizations may be improved, as cloud computing may increase users' flexibility with re-provisioning, adding, or expanding technological infrastructure resources.
  • Cost reductions are claimed by cloud providers. A public-cloud delivery model converts capital expenditures (e.g., buying servers) to operational expenditure. This purportedly lowers barriers to entry, as infrastructure is typically provided by a third party and need not be purchased for one-time or infrequent intensive computing tasks. Pricing on a utility computing basis is "fine-grained", with usage-based billing options. As well, less in-house IT skills are required for implementation of projects that use cloud computing. The e-FISCAL project's state-of-the-art repository contains several articles looking into cost aspects in more detail, most of them concluding that costs savings depend on the type of activities supported and the type of infrastructure available in-house.
  • Device and location independence enable users to access systems using a web browser regardless of their location or what device they use (e.g., PC, mobile phone). As infrastructure is off-site (typically provided by a third-party) and accessed via the Internet, users can connect to it from anywhere.
  • Maintenance of cloud computing applications is easier, because they do not need to be installed on each user's computer and can be accessed from different places (e.g., different work locations, while travelling, etc.).
  • Multitenancy enables sharing of resources and costs across a large pool of users thus allowing for:
    • centralization of infrastructure in locations with lower costs (such as real estate, electricity, etc.)
    • peak-load capacity increases (users need not engineer and pay for the resources and equipment to meet their highest possible load-levels)
    • utilisation and efficiency improvements for systems that are often only 10–20% utilised.
  • Performance is monitored by IT experts from the service provider, and consistent and loosely coupled architectures are constructed using web services as the system interface.
  • Productivity may be increased when multiple users can work on the same data simultaneously, rather than waiting for it to be saved and emailed. Time may be saved as information does not need to be re-entered when fields are matched, nor do users need to install application software upgrades to their computer.
  • Availability improves with the use of multiple redundant sites, which makes well-designed cloud computing suitable for business continuity and disaster recovery.
  • Scalability and elasticity via dynamic ("on-demand") provisioning of resources on a fine-grained, self-service basis in near real-time (Note, the VM startup time varies by VM type, location, OS and cloud providers), without users having to engineer for peak loads. This gives the ability to scale up when the usage need increases or down if resources are not being used. Emerging approaches for managing elasticity include the use of machine learning techniques to propose efficient elasticity models.
  • Security can improve due to centralization of data, increased security-focused resources, etc., but concerns can persist about loss of control over certain sensitive data, and the lack of security for stored kernels. Security is often as good as or better than other traditional systems, in part because service providers are able to devote resources to solving security issues that many customers cannot afford to tackle or which they lack the technical skills to address. However, the complexity of security is greatly increased when data is distributed over a wider area or over a greater number of devices, as well as in multi-tenant systems shared by unrelated users. In addition, user access to security audit logs may be difficult or impossible. Private cloud installations are in part motivated by users' desire to retain control over the infrastructure and avoid losing control of information security.

The National Institute of Standards and Technology's definition of cloud computing identifies "five essential characteristics":

On-demand self-service. A consumer can unilaterally provision computing capabilities, such as server time and network storage, as needed automatically without requiring human interaction with each service provider.

Broad network access. Capabilities are available over the network and accessed through standard mechanisms that promote use by heterogeneous thin or thick client platforms (e.g., mobile phones, tablets, laptops, and workstations).

Resource pooling. The provider's computing resources are pooled to serve multiple consumers using a multi-tenant model, with different physical and virtual resources dynamically assigned and reassigned according to consumer demand. 

Rapid elasticity. Capabilities can be elastically provisioned and released, in some cases automatically, to scale rapidly outward and inward commensurate with demand. To the consumer, the capabilities available for provisioning often appear unlimited and can be appropriated in any quantity at any time.

Measured service. Cloud systems automatically control and optimize resource use by leveraging a metering capability at some level of abstraction appropriate to the type of service (e.g., storage, processing, bandwidth, and active user accounts). Resource usage can be monitored, controlled, and reported, providing transparency for both the provider and consumer of the utilized service.

— National Institute of Standards and Technology

Service models

Cloud computing service models arranged as layers in a stack

Though service-oriented architecture advocates "Everything as a service" (with the acronyms EaaS or XaaS, or simply aas), cloud-computing providers offer their "services" according to different models, of which the three standard models per NIST are Infrastructure as a Service (IaaS), Platform as a Service (PaaS), and Software as a Service (SaaS). These models offer increasing abstraction; they are thus often portrayed as layers in a stack: infrastructure-, platform- and software-as-a-service, but these need not be related. For example, one can provide SaaS implemented on physical machines (bare metal), without using underlying PaaS or IaaS layers, and conversely one can run a program on IaaS and access it directly, without wrapping it as SaaS.

Infrastructure as a service (IaaS)

"Infrastructure as a service" (IaaS) refers to online services that provide high-level APIs used to abstract various low-level details of underlying network infrastructure like physical computing resources, location, data partitioning, scaling, security, backup, etc. A hypervisor runs the virtual machines as guests. Pools of hypervisors within the cloud operational system can support large numbers of virtual machines and the ability to scale services up and down according to customers' varying requirements. Linux containers run in isolated partitions of a single Linux kernel running directly on the physical hardware. Linux cgroups and namespaces are the underlying Linux kernel technologies used to isolate, secure and manage the containers. Containerisation offers higher performance than virtualization because there is no hypervisor overhead. Also, container capacity auto-scales dynamically with computing load, which eliminates the problem of over-provisioning and enables usage-based billing. IaaS clouds often offer additional resources such as a virtual-machine disk-image library, raw block storage, file or object storage, firewalls, load balancers, IP addresses, virtual local area networks (VLANs), and software bundles.

The NIST's definition of cloud computing describes IaaS as "where the consumer is able to deploy and run arbitrary software, which can include operating systems and applications. The consumer does not manage or control the underlying cloud infrastructure but has control over operating systems, storage, and deployed applications; and possibly limited control of select networking components (e.g., host firewalls)."

IaaS-cloud providers supply these resources on-demand from their large pools of equipment installed in data centers. For wide-area connectivity, customers can use either the Internet or carrier clouds (dedicated virtual private networks). To deploy their applications, cloud users install operating-system images and their application software on the cloud infrastructure. In this model, the cloud user patches and maintains the operating systems and the application software. Cloud providers typically bill IaaS services on a utility computing basis: cost reflects the amount of resources allocated and consumed.

Platform as a service (PaaS)

The NIST's definition of cloud computing defines Platform as a Service as:

The capability provided to the consumer is to deploy onto the cloud infrastructure consumer-created or acquired applications created using programming languages, libraries, services, and tools supported by the provider. The consumer does not manage or control the underlying cloud infrastructure including network, servers, operating systems, or storage, but has control over the deployed applications and possibly configuration settings for the application-hosting environment.

PaaS vendors offer a development environment to application developers. The provider typically develops toolkit and standards for development and channels for distribution and payment. In the PaaS models, cloud providers deliver a computing platform, typically including operating system, programming-language execution environment, database, and web server. Application developers develop and run their software on a cloud platform instead of directly buying and managing the underlying hardware and software layers. With some PaaS, the underlying computer and storage resources scale automatically to match application demand so that the cloud user does not have to allocate resources manually.

Some integration and data management providers also use specialized applications of PaaS as delivery models for data. Examples include iPaaS (Integration Platform as a Service) and dPaaS (Data Platform as a Service). iPaaS enables customers to develop, execute and govern integration flows. Under the iPaaS integration model, customers drive the development and deployment of integrations without installing or managing any hardware or middleware. dPaaS delivers integration—and data-management—products as a fully managed service. Under the dPaaS model, the PaaS provider, not the customer, manages the development and execution of programs by building data applications for the customer. dPaaS users access data through data-visualization tools. Platform as a Service (PaaS) consumers do not manage or control the underlying cloud infrastructure including network, servers, operating systems, or storage, but have control over the deployed applications and possibly configuration settings for the application-hosting environment.

Software as a service (SaaS)

The NIST's definition of cloud computing defines Software as a Service as:

The capability provided to the consumer is to use the provider's applications running on a cloud infrastructure. The applications are accessible from various client devices through either a thin client interface, such as a web browser (e.g., web-based email), or a program interface. The consumer does not manage or control the underlying cloud infrastructure including network, servers, operating systems, storage, or even individual application capabilities, with the possible exception of limited user-specific application configuration settings.

In the software as a service (SaaS) model, users gain access to application software and databases. Cloud providers manage the infrastructure and platforms that run the applications. SaaS is sometimes referred to as "on-demand software" and is usually priced on a pay-per-use basis or using a subscription fee. In the SaaS model, cloud providers install and operate application software in the cloud and cloud users access the software from cloud clients. Cloud users do not manage the cloud infrastructure and platform where the application runs. This eliminates the need to install and run the application on the cloud user's own computers, which simplifies maintenance and support. Cloud applications differ from other applications in their scalability—which can be achieved by cloning tasks onto multiple virtual machines at run-time to meet changing work demand. Load balancers distribute the work over the set of virtual machines. This process is transparent to the cloud user, who sees only a single access-point. To accommodate a large number of cloud users, cloud applications can be multitenant, meaning that any machine may serve more than one cloud-user organization.

The pricing model for SaaS applications is typically a monthly or yearly flat fee per user, so prices become scalable and adjustable if users are added or removed at any point. It may also be free. Proponents claim that SaaS gives a business the potential to reduce IT operational costs by outsourcing hardware and software maintenance and support to the cloud provider. This enables the business to reallocate IT operations costs away from hardware/software spending and from personnel expenses, towards meeting other goals. In addition, with applications hosted centrally, updates can be released without the need for users to install new software. One drawback of SaaS comes with storing the users' data on the cloud provider's server. As a result, there could be unauthorized access to the data. Examples of applications offered as SaaS are games and productivity software like Google Docs and Word Online. SaaS applications may be integrated with cloud storage or File hosting services, which is the case with Google Docs being integrated with Google Drive and Word Online being integrated with Onedrive.

Mobile "backend" as a service (MBaaS)

In the mobile "backend" as a service (m) model, also known as backend as a service (BaaS), web app and mobile app developers are provided with a way to link their applications to cloud storage and cloud computing services with application programming interfaces (APIs) exposed to their applications and custom software development kits (SDKs). Services include user management, push notifications, integration with social networking services and more. This is a relatively recent model in cloud computing, with most BaaS startups dating from 2011 or later but trends indicate that these services are gaining significant mainstream traction with enterprise consumers.

Serverless computing

Serverless computing is a cloud computing code execution model in which the cloud provider fully manages starting and stopping virtual machines as necessary to serve requests, and requests are billed by an abstract measure of the resources required to satisfy the request, rather than per virtual machine, per hour. Despite the name, it does not actually involve running code without servers. Serverless computing is so named because the business or person that owns the system does not have to purchase, rent or provision servers or virtual machines for the back-end code to run on.

Function as a service (FaaS)

Function as a service (FaaS) is a service-hosted remote procedure call that leverages serverless computing to enable the deployment of individual functions in the cloud that run in response to events. FaaS is included under the broader term serverless computing, but the terms may also be used interchangeably.

Deployment models

Cloud computing types

Private cloud

Private cloud is cloud infrastructure operated solely for a single organization, whether managed internally or by a third party, and hosted either internally or externally. Undertaking a private cloud project requires significant engagement to virtualize the business environment, and requires the organization to reevaluate decisions about existing resources. It can improve business, but every step in the project raises security issues that must be addressed to prevent serious vulnerabilities. Self-run data centers are generally capital intensive. They have a significant physical footprint, requiring allocations of space, hardware, and environmental controls. These assets have to be refreshed periodically, resulting in additional capital expenditures. They have attracted criticism because users "still have to buy, build, and manage them" and thus do not benefit from less hands-on management, essentially "[lacking] the economic model that makes cloud computing such an intriguing concept".

Public cloud

Cloud services are considered "public" when they are delivered over the public Internet, and they may be offered as a paid subscription, or free of charge. Architecturally, there are few differences between public- and private-cloud services, but security concerns increase substantially when services (applications, storage, and other resources) are shared by multiple customers. Most public-cloud providers offer direct-connection services that allow customers to securely link their legacy data centers to their cloud-resident applications.

Hybrid cloud

Hybrid cloud is a composition of a public cloud and a private environment, such as a private cloud or on-premises resources, that remain distinct entities but are bound together, offering the benefits of multiple deployment models. Hybrid cloud can also mean the ability to connect collocation, managed and/or dedicated services with cloud resources. Gartner defines a hybrid cloud service as a cloud computing service that is composed of some combination of private, public and community cloud services, from different service providers. A hybrid cloud service crosses isolation and provider boundaries so that it can't be simply put in one category of private, public, or community cloud service. It allows one to extend either the capacity or the capability of a cloud service, by aggregation, integration or customization with another cloud service.

Varied use cases for hybrid cloud composition exist. For example, an organization may store sensitive client data in house on a private cloud application, but interconnect that application to a business intelligence application provided on a public cloud as a software service. This example of hybrid cloud extends the capabilities of the enterprise to deliver a specific business service through the addition of externally available public cloud services. Hybrid cloud adoption depends on a number of factors such as data security and compliance requirements, level of control needed over data, and the applications an organization uses.

Another example of hybrid cloud is one where IT organizations use public cloud computing resources to meet temporary capacity needs that can not be met by the private cloud. This capability enables hybrid clouds to employ cloud bursting for scaling across clouds. Cloud bursting is an application deployment model in which an application runs in a private cloud or data center and "bursts" to a public cloud when the demand for computing capacity increases. A primary advantage of cloud bursting and a hybrid cloud model is that an organization pays for extra compute resources only when they are needed. Cloud bursting enables data centers to create an in-house IT infrastructure that supports average workloads, and use cloud resources from public or private clouds, during spikes in processing demands. The specialized model of hybrid cloud, which is built atop heterogeneous hardware, is called "Cross-platform Hybrid Cloud". A cross-platform hybrid cloud is usually powered by different CPU architectures, for example, x86-64 and ARM, underneath. Users can transparently deploy and scale applications without knowledge of the cloud's hardware diversity. This kind of cloud emerges from the rise of ARM-based system-on-chip for server-class computing.

Hybrid cloud infrastructure essentially serves to eliminate limitations inherent to the multi-access relay characteristics of private cloud networking. The advantages include enhanced runtime flexibility and adaptive memory processing unique to virtualized interface models.

Others

Community cloud

Community cloud shares infrastructure between several organizations from a specific community with common concerns (security, compliance, jurisdiction, etc.), whether managed internally or by a third-party, and either hosted internally or externally. The costs are spread over fewer users than a public cloud (but more than a private cloud), so only some of the cost savings potential of cloud computing are realized.

Distributed cloud

A cloud computing platform can be assembled from a distributed set of machines in different locations, connected to a single network or hub service. It is possible to distinguish between two types of distributed clouds: public-resource computing and volunteer cloud.

  • Public-resource computing—This type of distributed cloud results from an expansive definition of cloud computing, because they are more akin to distributed computing than cloud computing. Nonetheless, it is considered a sub-class of cloud computing.
  • Volunteer cloud—Volunteer cloud computing is characterized as the intersection of public-resource computing and cloud computing, where a cloud computing infrastructure is built using volunteered resources. Many challenges arise from this type of infrastructure, because of the volatility of the resources used to build it and the dynamic environment it operates in. It can also be called peer-to-peer clouds, or ad-hoc clouds. An interesting effort in such direction is Cloud@Home, it aims to implement a cloud computing infrastructure using volunteered resources providing a business-model to incentivize contributions through financial restitution.

Multicloud

Multicloud is the use of multiple cloud computing services in a single heterogeneous architecture to reduce reliance on single vendors, increase flexibility through choice, mitigate against disasters, etc. It differs from hybrid cloud in that it refers to multiple cloud services, rather than multiple deployment modes (public, private, legacy).

Poly cloud

Poly cloud refers to the use of multiple public clouds for the purpose of leveraging specific services that each provider offers. It differs from multicloud in that it is not designed to increase flexibility or mitigate against failures but is rather used to allow an organization to achieve more that could be done with a single provider.

Big Data cloud

The issues of transferring large amounts of data to the cloud as well as data security once the data is in the cloud initially hampered adoption of cloud for big data, but now that much data originates in the cloud and with the advent of bare-metal servers, the cloud has become a solution for use cases including business analytics and geospatial analysis.

HPC cloud

HPC cloud refers to the use of cloud computing services and infrastructure to execute high-performance computing (HPC) applications. These applications consume considerable amount of computing power and memory and are traditionally executed on clusters of computers. In 2016 a handful of companies, including R-HPC, Amazon Web Services, Univa, Silicon Graphics International, Sabalcore, Gomput, and Penguin Computing offered a high performance computing cloud. The Penguin On Demand (POD) cloud was one of the first non-virtualized remote HPC services offered on a pay-as-you-go basis. Penguin Computing launched its HPC cloud in 2016 as alternative to Amazon's EC2 Elastic Compute Cloud, which uses virtualized computing nodes.

Architecture

Cloud computing sample architecture

Cloud architecture, the systems architecture of the software systems involved in the delivery of cloud computing, typically involves multiple cloud components communicating with each other over a loose coupling mechanism such as a messaging queue. Elastic provision implies intelligence in the use of tight or loose coupling as applied to mechanisms such as these and others.

Cloud engineering

Cloud engineering is the application of engineering disciplines to cloud computing. It brings a systematic approach to the high-level concerns of commercialization, standardization and governance in conceiving, developing, operating and maintaining cloud computing systems. It is a multidisciplinary method encompassing contributions from diverse areas such as systems, software, web, performance, information technology engineering, security, platform, risk, and quality engineering.

Security and privacy

Cloud computing poses privacy concerns because the service provider can access the data that is in the cloud at any time. It could accidentally or deliberately alter or delete information. Many cloud providers can share information with third parties if necessary for purposes of law and order without a warrant. That is permitted in their privacy policies, which users must agree to before they start using cloud services. Solutions to privacy include policy and legislation as well as end-users' choices for how data is stored. Users can encrypt data that is processed or stored within the cloud to prevent unauthorized access. Identity management systems can also provide practical solutions to privacy concerns in cloud computing. These systems distinguish between authorized and unauthorized users and determine the amount of data that is accessible to each entity. The systems work by creating and describing identities, recording activities, and getting rid of unused identities.

According to the Cloud Security Alliance, the top three threats in the cloud are Insecure Interfaces and APIs, Data Loss & Leakage, and Hardware Failure—which accounted for 29%, 25% and 10% of all cloud security outages respectively. Together, these form shared technology vulnerabilities. In a cloud provider platform being shared by different users, there may be a possibility that information belonging to different customers resides on the same data server. Additionally, Eugene Schultz, chief technology officer at Emagined Security, said that hackers are spending substantial time and effort looking for ways to penetrate the cloud. "There are some real Achilles' heels in the cloud infrastructure that are making big holes for the bad guys to get into". Because data from hundreds or thousands of companies can be stored on large cloud servers, hackers can theoretically gain control of huge stores of information through a single attack—a process he called "hyperjacking". Some examples of this include the Dropbox security breach, and iCloud 2014 leak. Dropbox had been breached in October 2014, having over 7 million of its users passwords stolen by hackers in an effort to get monetary value from it by Bitcoins (BTC). By having these passwords, they are able to read private data as well as have this data be indexed by search engines (making the information public).

There is the problem of legal ownership of the data (If a user stores some data in the cloud, can the cloud provider profit from it?). Many Terms of Service agreements are silent on the question of ownership. Physical control of the computer equipment (private cloud) is more secure than having the equipment off-site and under someone else's control (public cloud). This delivers great incentive to public cloud computing service providers to prioritize building and maintaining strong management of secure services. Some small businesses that don't have expertise in IT security could find that it's more secure for them to use a public cloud. There is the risk that end users do not understand the issues involved when signing on to a cloud service (persons sometimes don't read the many pages of the terms of service agreement, and just click "Accept" without reading). This is important now that cloud computing is becoming popular and required for some services to work, for example for an intelligent personal assistant (Apple's Siri or Google Now). Fundamentally, private cloud is seen as more secure with higher levels of control for the owner, however public cloud is seen to be more flexible and requires less time and money investment from the user.

Limitations and disadvantages

According to Bruce Schneier, "The downside is that you will have limited customization options. Cloud computing is cheaper because of economics of scale, and—like any outsourced task—you tend to get what you want. A restaurant with a limited menu is cheaper than a personal chef who can cook anything you want. Fewer options at a much cheaper price: it's a feature, not a bug." He also suggests that "the cloud provider might not meet your legal needs" and that businesses need to weigh the benefits of cloud computing against the risks. In cloud computing, the control of the back end infrastructure is limited to the cloud vendor only. Cloud providers often decide on the management policies, which moderates what the cloud users are able to do with their deployment. Cloud users are also limited to the control and management of their applications, data and services. This includes data caps, which are placed on cloud users by the cloud vendor allocating a certain amount of bandwidth for each customer and are often shared among other cloud users.

Privacy and confidentiality are big concerns in some activities. For instance, sworn translators working under the stipulations of an NDA, might face problems regarding sensitive data that are not encrypted.

Cloud computing is beneficial to many enterprises; it lowers costs and allows them to focus on competence instead of on matters of IT and infrastructure. Nevertheless, cloud computing has proven to have some limitations and disadvantages, especially for smaller business operations, particularly regarding security and downtime. Technical outages are inevitable and occur sometimes when cloud service providers (CSPs) become overwhelmed in the process of serving their clients. This may result in temporary business suspension. Since this technology's systems rely on the Internet, an individual cannot access their applications, server or data from the cloud during an outage. However, many large enterprises maintain at least two internet providers, using different entry points into their workplaces, some even use 4G as a third fallback.

Emerging trends

Cloud computing is still a subject of research. A driving factor in the evolution of cloud computing has been chief technology officers seeking to minimize risk of internal outages and mitigate the complexity of housing network and computing hardware in-house. Major cloud technology companies invest billions of dollars per year in cloud Research and Development. For example, in 2011 Microsoft committed 90 percent of its $9.6 billion R&D budget to its cloud. Research by investment bank Centaur Partners in late 2015 forecasted that SaaS revenue would grow from $13.5 billion in 2011 to $32.8 billion in 2016.

Digital forensics in the cloud

The issue of carrying out investigations where the cloud storage devices cannot be physically accessed has generated a number of changes to the way that digital evidence is located and collected. New process models have been developed to formalize collection.

In some scenarios existing digital forensics tools can be employed to access cloud storage as networked drives (although this is a slow process generating a large amount of internet traffic).

An alternative approach is to deploy a tool that processes in the cloud itself.

For organizations using Office 365 with an 'E5' subscription, there is the option to use Microsoft's built-in ediscovery resources, although these do not provide all the functionality that is typically required for a forensic process.

Smartphone zombie

People using phones while walking

Smartphone zombie or ‘Smombie’ has been used in popular culture to describe pedestrians who walk slowly and without attention to their surroundings because they are focused upon their smartphone. Safety hazards have been noted due to such distracted pedestrians. Cities such as Chongqing and Antwerp have introduced special lanes for smartphone users to help direct and manage them. Whilst used in some countries more than others, the terminology was suggested to be pejorative by Tom Chatfield of the BBC, noting it is "more sinister", "suggests disapproval of (the) subject(s)" and that "terms of technological disapproval, conjured from hyperbolic hopes and fears, are as old as electronic communications." A 2017 review considered the popular culture term in regards to the medical diagnoses of internet addiction disorder and other forms of digital media overuse.

Prevalence

In Chongqing, China, the government constructed a dedicated smartphone-sidewalk, separating the phone users and the non-phone users. In Hong Kong, they are called dai tau juk (the head-down tribe).

Mitigation

A warning sign in Osaka

Texting pedestrians may trip over curbs, walk out in front of cars and bump into other walkers. The field of vision of a smartphone user is estimated to be just 5% of a normal pedestrian's. An app which uses the phone's camera to make it seem transparent can be used to provide some warning of hazards. In Augsburg, Bodegraven and Cologne, ground-level traffic lights embedded in the pavement have been introduced so that they are more visible to preoccupied pedestrians. In Seoul, warning signs have been placed on the pavement at dangerous intersections following over a thousand road accidents caused by smartphones in South Korea in 2014. In October 2017, the City of Honolulu, Hawaii introduced a measure to fine pedestrians looking at smartphones while crossing the road. In 2019, China introduced penalties for "activities affecting other vehicles or pedestrians" and a woman was fined 10 yuan in Wenzhou.

History

Science fiction author Ray Bradbury predicted the phenomenon in the 1950s in his stories such as The Pedestrian and Fahrenheit 451. He wrote at the time how he observed it actually starting to happen in Beverly Hills,

"Elsewhere in the narrative I described my Fire Man arriving home after midnight to find his wife in bed afflicted with two varieties of stupor. She is in a trance, a condition so withdrawn as to resemble catatonia, compounded of equal parts liquor and a small Seashell thimble-radio tucked in her ear. The Seashell croons and murmurs its music and commercials and private little melodramas for her alone. The room is silent. The husband cannot even try to guess the communion between Seashell and wife. Awakening her is not unlike applying shock to a cataleptic.

I thought I was writing a story of prediction, describing a world that might evolve in four or five decades. But only a month ago, in Beverly Hills one night, a husband and wife passed me, walking their dog. I stood staring after them, absolutely stunned. The woman held in one hand a small cigarette-package-sized radio, its antenna quivering. From this sprang tiny copper wires which ended in a dainty cone plugged into her right ear. There she was, oblivious to man and dog, listening to far winds and whispers and soap-opera cries, sleepwalking, helped up and down curbs by a husband who might just as well not have been there. This was not science fiction. This was a new fact in our changing society."

— Ray Bradbury, The Nation

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.

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