KEMBAR78
Mobile Computing Evolution & Impact | PDF | Mobile App | Tablet Computer
0% found this document useful (0 votes)
98 views15 pages

Mobile Computing Evolution & Impact

Uploaded by

qmjlvalencia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
98 views15 pages

Mobile Computing Evolution & Impact

Uploaded by

qmjlvalencia
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 15

Mobile Computing Overview

There are more mobile devices accessing the Internet than there are human beings living on Earth

according to the UN’s International Telecommunications Union (ITU)Links to an external site..


As of 2023, approximately 66.5% of the global population (around 5.3 billion people) are using the internet. There are an
estimated 8.4 billion mobile devices or active cellphone subscriptions globally. This number exceeds the total global
population, highlighting the prevalence of multiple devices per individual in many parts of the world.

What is mobile computing?


Mobile Computing

refers to a technology that allows transmission of data, voice, and video via a computer or any other wireless-enabled device
without having to be connected to a fixed physical link
any computer device that you can use while on the move.
There are 3 main concepts of Mobile Computing it involves −
Mobile Communication
Mobile Hardware
Mobile Software

Mobile communication
the infrastructure put in place to ensure that seamless and reliable communication goes on.
devices such as protocols, services, bandwidth, and portals necessary to facilitate and support the stated services.
The data format is also defined at this stage.
This ensures that there is no collision with other existing systems that offer the same service.
the media is unguided/unbounded
the overlaying infrastructure is basically radio wave-oriented.

Mobile Hardware
includes mobile devices or device components that receive or access the service of mobility.
would range from portable laptops, smartphones, tablet Pc's, Personal Digital Assistants.
These devices will have a receptor medium that is capable of sensing and receiving signals.
These devices are configured to operate in full-duplex, whereby they are capable of sending and receiving signals at the same
time.
They don't have to wait until one device has finished communicating for the other device to initiate communications.
Above mentioned devices use an existing and established network to operate on. In most cases, it would be a wireless
network.

Mobile software
the actual program that runs on mobile hardware.
It deals with the characteristics and requirements of mobile applications.
This is the engine of the mobile device.
In other terms, it is the operating system of the appliance.
It's the essential component that operates the mobile device
It incorporates all aspects of wireless communications.

portability is the main factor

Since portability is the main factor, this type of computing ensures that users are not tied or pinned to a single physical location,
but are able to operate from anywhere. It incorporates all aspects of wireless communications.

Mobile Platforms and Applications


Mobile platforms

the hardware-software environment for laptops, tablets, smartphones, and other portable devices.
Windows and Mac environments lead the field for laptops
Apple and Android lead in the area of smartphones and tablets
with Windows Phone and Blackberry, also making their presence felt in the area of smartphones.
Mobile apps
computer programs that run in these hardware-software environments, specially designed for smartphones, tablets, and other
mobile devices.
Originally meant for:
information retrieval and general activities such as email, calendar, contacts, and so on.
become highly popular among users with their markets having exploded to include some other categories such as social
media, games, GPS and location-based services, ticket purchases, banking, and even health.

Mobile Apps Market


More mobile subscribers prefer using mobile apps to browsing the web with more than 257 billion apps downloaded in 2023.
Although most of them are free apps, they still generate revenues worth billions of dollars.
This has resulted in the creation of a booming app industry and a large number of jobs. Apps are available through distribution
platforms that are operated by the mobile operating system owners.
Examples of distribution platforms are Apple’s App Store, Blackberry World, Google Play, Nokia Store, Samsung Apps Store,
Windows Phone Store, and Amazon App Store
Apps are downloaded to a target device such as the iPhone, Android, or Windows phone. Some apps can also be downloaded
to laptops or desktops. Apps can be either free or paid.
A part of the price for paid apps goes to the distributor or the owner of the platform, and the remaining goes to the app maker,
making app development a profitable business.
For the user, this means that an app’s cost differs depending on the Operating System of their mobile devices.
With the explosion is the number of apps, users increasingly feel the need for app discovery, review, and cataloging services.
It has also become necessary to regulate apps for accuracy and dependability, especially, medical and health-related apps,
where incorrect data could risk patients’ lives.

Introduction to Mobile Computing


Computing

Operation of computers (according to oxfords advance learner’s dictionary)


Mobile
That someone /something can move or be moved easily and quickly from place to place

Mobile Computing

Users with portable computers still have network connections while they move

History of Mobile Computing


1970s & 1980s
1970s:
Alan Kay

a researcher at the now famous Xerox PARC (Palo Alto Research Center) has a vision for a portable computer.
called it the Dynabook
never got past sketches and a cardboard model. At the time, Xerox was unwilling to commission funding for his idea and it
remained undeveloped until the late 1970’s

1981:
the world’s first consumer laptop
- The Osborne Computer Corporation releases The Osborne 1.
- While revolutionary, its main limitation was a small 5” screen (only displaying 52 characters per line of text).
- It sold for $1,795; it also came with about $1,500 of free software:
- CP/M System, CP/M Utility, SuperCalc spreadsheet application, WordStar word processing application with MailMerge, Microsoft
MBASIC programming language and Digital Research CBASIC programming language.
- Manufacturers make the switch from Plasma screens to LCD to save battery. This is considered one of the most important
evolutions for the laptop.
1982:
HX-20
- Epson starts selling its HX-20
- portable computer with a small 120 x 32 resolution monochrome LCD screen.
- This was powered by rechargeable batteries, had a full-sized keyboard and a built-in dot matrix printer.
- Some consider this the true first laptop because the Osborne 1 ran out of battery too quickly to be considered useful for mobile
computing.

1983:
Kyocera Kyotronic

is considered by some the most used and useful of the early laptops
had a larger eight line, 40-character-wide LCD screen, featured several basic built-in applications and ran on AA batteries
sold extremely well and was used widely by every occupation.

Commodore SX-64

becomes known as the first to produce a portable color screen.


very small quantity of this model was produced and never had success, probably because of higher selling prices
It is thought that these were mainly used by Commodore insiders.
1984:
Gavilan SC
The first touchscreen is developed
the first to be marketed with the term ‘laptop’.

Mid 1980’s
Color STN (Super Twisted Nematic) and DSTN (Dual Scan Super Twist Nematic) screens bring color to mainstream laptop
development.

1989:
The Apple Macintosh portable

one of the first to feature an active matrix 640 x 400 screen, which eradicated the blurring that most other portable computer
screens were known to have.
This is Apple’s first contribution to the mobile computing movement.

GriDPad
, commonly thought of as the first tablet computing device. The operating system was MS-DOS.
1990:
Intel announces its 20MHz 386SL processor
- The first CPU to be designed specifically with mobile computing in mind
- featuring power management features and sleep modes to conserve battery life
- AMD, Intel’s big rival in the processor market at the time, didn’t seem bothered (although they didn’t produce a mobile-specific
processor until 1999).
- Despite the continuing availability of mobile-specific equivalents from Intel, many manufacturers still opted to squeeze the
cheaper, non-mobile products from AMD into their laptops.

1992:
Windows 3.1

released and becomes the standard operating system for laptops.


previously, laptops had relied on custom BIOSs and drivers to extend the battery life of their machines.
rudimentary power management was built into the operating system for the very first time

1993:
PDA (personal digital assistant)

introduced to the United States by Apple


Their model, the Newton MessagePad had a 20 MHz ARM 610 processor, 4 MB of ROM, and 640k of SRAM.
the first attempt to recognize natural handwriting and use a basic form of artificial intelligence in a small digital device.
IBM Simon

considered the first smartphone.


acted as a mobile phone, PDA, and fax machine all in one.
offered a touch screen, which is the precursor to the Apple iPhone which would come 14 years later.
sold for $899.

1994:

IBM’s Thinkpad 755 introduces the CD-ROM drive.

1996:
PalmPilot 1000

introduced by U.S. Robotics


priced at $299
with 128k of memory and a monochrome, touch-screen display.
have dominated the handheld market.
1997:
Libretto

made by Toshiba
about the size of a VHS tape
had a virtually unusable keyboard
was a full-blown notebook in miniature, complete with hard drive, TFT screen and the ability to run Windows 95.

British company called Psion makes the Series 5 organiser, a handheld device that boasted a well-engineered keyboard.

Late 1990s:

Laptops continue to become streamlined, and address issues of battery life, screen clarity, memory, processor speed, and
weight. They gradually become thinner and more streamlined, growing cheaper in the process, selling for about $1,500.

2000:
Pocket PC

Microsoft unveils a new handheld OS, which sparks the beginning of the Pocket PC era
is a specification for a handheld-sized computer or personal digital assistant (PDA), which runs the Microsoft ‘Windows Mobile
Classic’ operating system.
has some of the capabilities of a desktop PC.
Many models exploded on the market, including models from Casio, Compaq, and HP, among others.
Microsoft introduces a prototype for a tablet PC, promising it would come to market within the next 2 years.

2002: Microsoft keeps its promise and develops the Microsoft Tablet PC.

Research in Motion introduces its first BlackBerry smartphone. This launches the rise of smartphones, and the BlackBerry
enterprise.

2006:
Qosmio

by Toshiba
boasted the first HD DVD player in a computer
HD DVD lost the second format wars with bluray. The first format war was betwen Betamax and VHS.
Palm develops and releases the Treo, with 32MB of RAM and 144MHz of processing power.

2007:
Apple launches its first iPhone, which integrated a touchscreen display with the best Web-browsing experience to yet be
offered on a mobile device.
Google unveils Android.

2009:
Droid

Introduced by Motorola
the first Android-based smartphone.
It sold over 1 million units within 74 days of its release.

2010:
iPad
launched by Apple
a line of tablets designed, developed and marketed primarily as a platform for audio-visual media including books, periodicals,
movies, music, games, and web content.
Galaxy Tab
released by Samsung
an Android-based tablet to compete with the Apple iPad.

2011: Statistics on mobile computing

The main idea of ​the Mobile Computer came from the 1990s. It has evolved from a two-way radio to modern communications.

2011-2014

Rise of Mobile Operating Systems: Android and iOS became dominant platforms, with continuous updates improving
usability, security, and app ecosystems. Windows Phone also made an appearance but struggled to gain significant market
share.
App Ecosystem Growth: The mobile app ecosystem exploded, with millions of apps available for everything from productivity
to entertainment.
4G LTE Rollout: The global rollout of 4G LTE networks provided faster internet speeds, enabling smoother streaming, gaming,
and real-time communication.
Smartphone Innovation: Devices like the iPhone 4S introduced features like Siri, the first widely used virtual assistant, while
Samsung's Galaxy S series pushed boundaries with larger screens and more powerful processors.

2015-2017

Mobile Payments: Services like Apple Pay, Google Wallet (later Google Pay), and Samsung Pay popularized mobile payments,
making smartphones a key tool for financial transactions.
Wearable Integration: Smartwatches and fitness trackers, such as the Apple Watch and Fitbit, became popular, tightly
integrating with smartphones to expand mobile computing to health and fitness.
Edge-to-Edge Displays: Phones like the Samsung Galaxy S8 and iPhone X featured edge-to-edge displays, maximizing
screen real estate and leading to the removal of physical home buttons.
AI and Machine Learning: The introduction of more advanced AI, such as Google Assistant and enhanced versions of Siri,
improved the functionality and personalization of mobile devices.

2018-2020

5G Deployment: The gradual rollout of 5G networks promised faster data speeds, lower latency, and greater connectivity,
enabling new applications in AR/VR, IoT, and smart cities.
Foldable Phones: Companies like Samsung and Huawei introduced foldable smartphones, offering larger, flexible screens that
combine the portability of a phone with the functionality of a tablet.
Privacy and Security Enhancements: Growing concerns over data privacy led to advancements in mobile security, including
biometric authentication (face recognition, in-display fingerprint sensors) and encrypted messaging.
Augmented Reality (AR) and Virtual Reality (VR): With AR and VR gaining traction, mobile devices began to support more
immersive experiences, with apps and games leveraging these technologies.

2021-2024
AI-Powered Cameras: Smartphone cameras saw significant improvements, with AI-driven features such as computational
photography, enhanced night mode, and real-time scene optimization.
Sustainability and Right-to-Repair: Growing environmental awareness led to a push for more sustainable mobile devices,
including modular designs, longer software support, and right-to-repair legislation.
Advancements in Mobile AI: On-device AI became more powerful, enabling features like live language translation, real-time
voice recognition, and intelligent battery management.

Mobile Devices: Advantages

Always with the user


Typically have Internet access
Typically GPS enabled
Typically have accelerometer & compass
Typically have cameras & microphones
Apps are free or low-cost

Mobile Devices: Disadvantages

Limited battery life


Limited processor speed
Limited and sometimes slow network access
Limited or awkward input: soft keyboard, phone keypad, touch screen, or stylus
Limited web browser functionality
Range of platforms & configurations across devices

Development Environments

Most platforms provide a Software Development Kit (SDK) that you can download and build against.
Every platform has an emulator or simulator that you can use to test your apps.
Most emulators are configurable to match a variety of mobile devices, including various screen sizes, memory limitations, and
hardware specifications.

Examples of Development Environments:

Android Studio: Official IDE for Android development, supporting Kotlin, Java, and C++.
Xcode: Apple's official IDE for iOS, macOS, watchOS, and tvOS development, supporting Swift and Objective-C.
Visual Studio with Xamarin: A versatile IDE supporting cross-platform mobile development in C# for Android, iOS, and
Windows.
Flutter with Visual Studio Code: Popular for cross-platform development using the Dart language, allowing for native app
creation on Android and iOS.
React Native with Visual Studio Code: A framework for building cross-platform mobile apps using JavaScript and React,
supported by the flexible Visual Studio Code editor.
IntelliJ IDEA: A powerful IDE supporting various languages and platforms, with strong Android development capabilities.
TOP TRENDS IN MOBILE COMPUTING
1. TAILOR – MADE EXPERIENCES

custom and personalized feature that gives them an experience to remember.


ne experience’ created for everyone is becoming an age old concept, now technology is enabling us with features that can
make your services more customized and personalized.
Now businesses are creating mobile applications application that are focused on user experience and interactions which are
customized to them and their context.

2. GLOBALIZATION

Operating in global, connected marketplace, your potential users are no longer tied to your part of the world.
Businesses globally are focusing on creating apps that support multiple languages and multiple cultural traits that enhance
user experience

3. NARROW TARGET AUDIENCE

Competition is increasing among native applications and still hybrid applications are moving at slow pace. But what remains
very crucial is to select your target audience.
understanding the new trends, it is important to cater to the niche audience. The selection of your segment is all game!
Explore new markets and try to penetrate in that market by narrowing down the age group, gender and other such aspects.
Create innovative apps for niche applications that will give back more returns on effort.

4. IOT APPROACH – INTERNET OF THINGS

It is the era of Internet of Things


From your home appliances to Smart Homes (Home Automation) and Cars with technology like Telematics, it is soon going to
be all digital where mobile will be the connecting link. So create a mobile app strategy accordingly where your mobile app is
mobile device enabled portal to a range of omnipresent network and Internet-Connected devices.

5.FREE ALWAYS SELLS

All is taken if given for free


To earn: it should adapt the ‘Usage Based Model’ for pricing.
It is recommended to create mobile apps that can be integrated in to the app eco system so your mobile application is not
just lying around with the other less used applications.
This can allow mobile app to be flexible with time and the changes that are expected in the technology industry.

Overview of Mobile App and Mobile Interface


MOBILE SYSTEM

includes mobile device, mobile operating system, wireless network, mobile app, and app platform.
A mobile device has a mobile operating system and can run various types of apps.

The most important parts of a mobile device are:

1. Central Processing Unit (CPU),


2. Memory, and
3. Storage, which are similar to a desktop but perform weaker than an on-premise device.

Mobile Features

Most mobile devices can also be equipped with Wi-Fi, Bluetooth, and Global Positioning System (GPS) capabilities, and they can
connect to the Internet, other Bluetooth-capable device and the satellite navigation system. Meanwhile, a mobile device can be
equipped with some human - computer interaction capabilities, such as camera, microphone, audio systems, and some sensors.

mobile Operating Systems (OS)


- referred to mobile OSs
- such as iOS from Apple Inc., Android from Google Inc., Windows Phone from Microsoft, Blackberry from BlackBerry, Firefox OS
from Mozilla, and Sailfish OS from Jolla.
- Mobile devices actually run two mobile operating systems.
- mobile devices also run a small operating system that manages everything related to the radio.
- Because of the high time dependence, the system is a low-level proprietary real-time operating system.
- this low-level system is security vulnerable if some malicious base station gains high levels of control over the mobile device.

Mobile devices can connect to the Internet by wireless networks


There are two popular wireless networks for mobile devices:

1. Cellular Network

cellular network is peculiar to portable transceivers


is served by at least one fixed-location.
transceiver, called cell site or base station, as shown below.

Each mobile device uses a different set of frequencies from neighboring ones
means a mobile device must connect to the base station before it accesses to the Internet
Similarly, when a mobile device using a cellular network wants to connect another mobile device, it must connect to
some base stations before it communicates with the target device via the base stations.

2. Wi-Fi

a local area wireless technology


lows mobile devices to participate in computer networks using 2.4 GHz 1 and 5 GHz radio bands
can connect to the Internet via a wireless networking access point
The valid range of an access point is limited, and the signal intensity descends as the distance increases
allows cheaper deployment of Local Area Networks (LAN), especially for spaces where cables cannot be run.
Wi-Fi Protected Access encryption (WPA2)
is considered a secure approach by providing a strong passphrase.
1. Hz is the unit of frequency in the International System of Units and is defined as one cycle per second. One
gigahertz (GHz) represents 109 Hz.
2. IEEE 802.11ac was approved in January 2014 by IEEE Standards Association.

mobile app

a program designed to run on smartphones, tablet computers, and other mobile devices.
emerged in 2008 and are operated by the owner of the mobile operating systems.
the most popular digital distribution platforms for mobile apps are App Store, Google Play, Windows Phone Store, and
BlackBerry App World.
developed by Apple Inc., Google, Microsoft, and BlackBerry Ltd., respectively, and provide different apps, which only can be
used on their own operating systems.
MOBILE INTERFACE AND APPLICATIONS

Note:

Mobile devices, to some extent, are much more powerful than desktops. They are highly personal, always on, always with users,
usually connected, and directly addressable. Furthermore, they are crawling with powerful sensors with various functions that
detect location, acceleration, orientation, movement, proximity, and surrounding conditions. The portability of mobile devices
combined with powerful sensors makes mobile interface extremely valuable for using mobile devices.

The User Interface (UI)

the look and feel of the on-screen system, including how it works, its color scheme, and how it responds to users’ operation.
include not only users’ active operations, but also the passive ones.
Users’ passive operations
include users’ locations, movements, and other information that does not need users’ active operations.

Optimizations in Mobile Systems


- All current mobile devices are battery-powered devices
- high usage of mobile devices makes them hard to keep on charging like desktops, so the improvement of battery life on mobile
devices is gaining increasing attention.
- Besides some energy-saving operations by users, there are some researches focusing on the optimization in mobile system. The
optimization problem, to some extent, is a tradeoff among multiple constraints.
Some constraints in mobile systems:
1. The first and the most important constraint is the energy.

2. The second one is the performance.

3. The third one is the networking speed to the Internet.

4. The fourth one is the resources of the mobile device.

These constraints are interrelated and mutually restrict to each other. Suppose in an extreme situation, someone keeps his/her
mobile device off.
In this situation, the battery life can last an almost unlimited time without considering the self-discharge of the battery.
The performance is related to the networking speed while constrained by the energy and resource. To solve this problem,
many researchers proposed various optimization algorithms and frameworks.

MOBILE CLOUD

Mobile cloud computing, is the combination of cloud computing, mobile computing, and wireless networks to bring rich
computational resources to the mobile system
a mobile device with limited resources can utilize computational resources of various cloud resources to enhance the
computational ability of itself.
There are several challenges in mobile cloud computing, such as moving computational processes from mobile devices to the
cloud, networking latency, context processing, energy management, security, and privacy.

Evolution of Mobile Computing


Mobile Technology - Growth and Reach
Since the introduction of 1G or first generation systems in 1981, each new generation of mobile technology has been
characterized by new frequency bands, higher data rates, and non-backward compatible transmission technology.

Global System for Mobile Communications or GSM


- a standard developed by the European Telecommunications Standards Institute to describe protocols for second generation or
2G cellular networks.
- 2014, has become the default global standard for mobile communications.
- has expanded to include data communications in Enhanced Data Rates for GSM Evolution or EDGE.

LTE or Long-Term Evolution


also referred to as 4G LTE
a standard for wireless communication of high-speed data for mobile phones and data terminals, which increases the
capacity and speed of data networks.
LTE is being built and deployed around the world and is expected to cover about 60% of the world’s population by 2018.

GSM EDGE

expected to continue leading regarding subscription, due to many users opting for less expensive mobile handsets and mobile
phone subscriptions.

Note

The advent of portable computers and laptops, Personal Digital Assistants (PDA), PC tablets and smartphones, has in turn made
mobile computing very convenient.

The portability of these devices ensure and enable the users to access all services as if they were in the internal network of
their company.

For example, the use of Tablet PC and iPads. This new technology enables the users to update documents, surf the internet,
send and receive e-mail, stream live video files, take photographs and also support video and voice conferencing.

The Mobile Market


The percentage of the global population with mobile subscriptions stood at 96% as of 2013, with total subscriptions touching
7 billion.
Mobile broadband subscriptions have leaped ahead in the last few years and reached about 2.1 billion and are set to overtake
fixed broadband subscriptions by 2018.
Smartphones are about 50% of all mobile phones sold, and smartphone subscriptions are expected to reach 4.5 billion in
2018.
nearly 1.4 billion smartphones were added in the four years between 2009 and 2013 highlights how fast this market is
growing.
Mobile data subscriptions are also increasing for other devices such as PCs, tablets, mobile routers, eBook readers, and
cameras. While tablet and smartphone penetration continues to speed, the rate of PC penetration has remained the same.

different manufacturers of cellular phones have come up with unique smartphones that are capable of performing the
same task as computers and at the same processing speed.

the manufacturers of Apple's iPhone OS, Google's Android' Microsoft Windows Mobile, Research In Motion's Blackberry
OS, are constantly competing to offer better products with each release.

The Essence of Mobile Computing


is to be able to work from any location.
The use of iPads, tablets, smartphones, and notebooks, have pushed the demand for these devices
Modern day workers have such devices that enable them to carry out their work from the confines of their own location.
These devices are configured to access and store large amounts of vital data. Executive and top management can take
decisions based on ready information without going to the office.
With such features being high in demand, manufacturers are constantly coming up with applications geared to support
different services in terms of mobile computing.

Advantages and Disadvantages of Mobile Computing

Advantages
Location Flexibility
has enabled users to work from anywhere as long as there is a connection established. A user can work without being in a fixed
position. Their mobility ensures that they are able to carry out numerous tasks at the same time and perform their stated jobs.
Saves Time
The time consumed or wasted while travelling from different locations or to the office and back, has been slashed. One can now
access all the important documents and files over a secure channel or portal and work as if they were on their computer. It has
enhanced telecommuting in many companies. It has
Enhanced Productivity
Users can work efficiently and effectively from whichever location they find comfortable. This in turn enhances their productivity
level.
Ease of Research
Research has been made easier, since users earlier were required to go to the field and search for facts and feed them back into
the system. It has also made it easier for field officers and researchers to collect and feed data from wherever they are without
making unnecessary trips to and from the office to the field.
Entertainment
Video and audio recordings can now be streamed on-the-go using mobile computing. It's easy to access a wide variety of
movies, educational and informative material. With the improvement and availability of high speed data connections at
considerable cost, one is able to get all the entertainment they want as they browse the internet for streamed data. One is able
to watch news, movies, and documentaries among other entertainment offers over the internet. This was not possible before
mobile computing dawned on the computing world.
Streamlining of Business Processes
Business processes are now easily available through secured connections. Looking into security issues, adequate measures
have been put in place to ensure authentication and authorization of the user accessing the services.

Some business functions can be run over secure links and sharing of information between business partners can also take
place.

Meetings, seminars and other informative services can be conducted using video and voice conferencing. Travel time and
expenditure is also considerably reduced.

Disadvantages
- The electromagnetic radiation will be high because of the heavy internet usage and might lead to health problems such as a
brain tumor and Skin Cancer.
- The HEV light emitted from the screen of a smartphone leads to severe eye-strain during long-time use and would slowly
damage the retina.
- Even many psychological issues such as loneliness, being suspicious all the time, feeling self-centered etc. are caused by
using a smartphone and being online, for most of the time.
- Spending most of the time on your phone creates neck problems and sleep deprivation.
Exposure to unwanted things on the internet affects a child’s growth mentally and even physically.
- As too much of anything is good for nothing, depending on a smartphone for everything makes you addicted.
- Being online for most of the time keeps you away from having real experiences and having real friends, to share your mind.
- Having checked all the time for online security, you start losing trust in people around you.
- Forwarding the messages and sharing the videos online regarding humanity, one might forget the real meaning behind it.
- With all these things around, the family life gets affected.
- Few of them get really addicted that they text or watch videos while on roads and talk on the phone while driving, which
causes serious trouble as being busy makes you react slow.
- Chances of losing money due to fraudulence on the internet.
- Usage of Apps by not having complete awareness might lead to the leakage of personal information, which could be really
dangerous.
- With every emerging new model, there come new features which are really tempting to use and you may get into the crazy
whirlpool of going for new models always.

You might also like