m-learning Forum News - Archive
March 2001
1 March 2001
m-Learning takes off
A press conference, held by EFECOT, the European Federation for the Education of the Children of Occupational Travellers, two m-learning projects were presented, showing how education via GSM and satellite can be used for mobile, travelling learners, such as bargees, circus and fairground children. (further details)
Europe should become the world leader in m-commerce
A recent report entitled 'The competitiveness of Europe's ICT markets' points to the need in Europe for a cohesive approach to focus and prioritise ongoing and future initiatives. This will allow Europe improve its world position in information and communication technologies (ICT).
The report, commissioned by the Dutch Ministry of Economic Affairs was presented to the EU Lisbon summit. It was complied by consultants Booz Allen and Hamilton, suggests what this 'guiding vision' should be to enable Europe 'to become the world leader in mobile e-commerce (m-commerce), building from existing strengths in mobile communications.' (further details)
Motorola, Creature Labs Form Alliance to Deliver Wireless Games Based on Pet Artificial Life Platform
Motorola Inc. and Creature Labs are to jointly develop and market artificial life pet nurturing games that consumers can play with on data-enabled handsets connected to 2.5G and 3G cellular networks including GPRS and UMTS.
Under the terms of a two-year agreement, exclusive within the wireless market, Motorola will be marketing games developed by Creature Labs. These will be friendly and aimed at non-traditional gamers, including a greater percentage of female users, as well as the youth market, to give wireless operators a promising new form of pack revenue generation.
The first offering is based upon the world famous Sea-Monkey® brand, although subsequent versions will be customized for individual customer requirements. The game begins with the birth of a Sea-Monkey virtual pet and challenges the player to take the creature through various stages of life. However, because the game resides on a server connected to the operator's wireless network and not inside the player's handset, the game remains active and requires the player to connect to the network periodically to ensure that the Sea-Monkey pets are happy and healthy. The newer cellular data systems including GPRS and UMTS enable instant connectivity and permanent virtual connections that allow a user to be continuously connected to the PAL server. (see press release)
Germany's T-Mobil Unleashes Power of GPRS with 'Virtual Pet'
Motorola Inc. has teamed with T-Motion to deliver mobile gaming that engages users wirelessly and intuitively with the care and nurturing of a virtual pet dog.
Using WAP-enabled phones and T-Mobil's new General Packet Radio Service (GPRS) infrastructure from Motorola and Cisco Systems, Inc., T-Mobil customers can choose one of three different types of virtual pet dogs, and they can give their pets commands either in German, English or Hungarian.
Motorola GPRS handsets allow users to care for the artificial lives of their pets through virtual feeding, drinking, exercising, sleeping, and even medicating, if the dog becomes ill. Handset screens allow users to see if their pet is tired, hungry or thirsty. With Motorola's GPRS technology the user is charged for using the network only when there is an interaction, for example when it's time to feed the dog or give it a drink of water. (see press release)
News Archives
Last updated 30 April 2004