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The Use of Embedded Mobile, RFID, Location Based Services, and Augmented Reality in Mobile Applications

The Use of Embedded Mobile, RFID, Location Based Services, and Augmented Reality in Mobile Applications

Greg Gogolin, Erin Gogolin
Copyright: © 2017 |Volume: 8 |Issue: 1 |Pages: 11
ISSN: 1947-9158|EISSN: 1947-9166|EISBN13: 9781522513414|DOI: 10.4018/IJHCR.2017010104
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MLA

Gogolin, Greg, and Erin Gogolin. "The Use of Embedded Mobile, RFID, Location Based Services, and Augmented Reality in Mobile Applications." IJHCR vol.8, no.1 2017: pp.42-52. http://doi.org/10.4018/IJHCR.2017010104

APA

Gogolin, G. & Gogolin, E. (2017). The Use of Embedded Mobile, RFID, Location Based Services, and Augmented Reality in Mobile Applications. International Journal of Handheld Computing Research (IJHCR), 8(1), 42-52. http://doi.org/10.4018/IJHCR.2017010104

Chicago

Gogolin, Greg, and Erin Gogolin. "The Use of Embedded Mobile, RFID, Location Based Services, and Augmented Reality in Mobile Applications," International Journal of Handheld Computing Research (IJHCR) 8, no.1: 42-52. http://doi.org/10.4018/IJHCR.2017010104

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Abstract

The proliferation of mobile devices such as smart phones and other handheld appliances has stimulated the development of a broad range of functionality, including medical, retail, gaming, and personal applications. Technology that has been leveraged to enable many of these uses includes embedded mobile, radio frequency identification, location based services, and augmented reality. Embedded mobile refers to preprogrammed tasks that are performed on a mobile device. Personal care and monitoring is one of the most common uses of embedded mobile. RFID involves communication between a tag and a reader. Mobile RFID extends the technology by tagging the mobile device with an RFID tag to perform tasks on the device. Near field communication is frequently utilized in mobile payment systems. Advertisers find this of significant use in focusing advertisements based on the location of an individual. Augmented reality involves the use of computer generated or enhanced sensory input such as audio and visual components to enhance the perception of reality.

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