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Bringing Your Content to the Mobile World
What we'll be chatting about
Market and Opportunities
Limitation and development challenges
Real-life Example & Anecdotes
Creative and affective solutions
Conclusions
                 Chit         Chat
Who are we?
Eyal Rabinovich
VP Community & Content, Co-Founder
We do not consider ourselves
industry experts
This is our humble perspective
What is our perspective?
So... You want to make a game
                  Target
                 Audience




      Market   Select a       Genre
      Share
               platform

                Territories
AMAZING MARKET DATA
Super low cost   Feature
   phones                  Smartphones
                 phones
Generally speaking

Smartphones are pretty big
Smartphone Sales to End Users by Operating
                 System
         World Wide – Q1 2010
                       0.1%     0.0%
                       0.6%            0.0%

                         3.7%
               6.8%


                                                      Symbian
        9.6%                                          Research In Motion
                                                      iPhone OS

                                              44.3%   Android
                                                      Microsoft Windows Mobile
                                                      Linux
     15.4%                                            WebOS
                                                      Other OS
                                                      Maemo
                                                      Palm OS



                      19.4%
Android Market Share By Region Q1 2010
30.0%
                                                                                                                                               28.2%




25.0%




20.0%




15.0%



                                                                 10.9%

10.0%                               9.5%
                                                                                                                                        9.0%
                                                                                                                                 8.4%
                             7.8%
                                                   7.3%

               5.4%
                      5.0%
 5.0%
                                                                                                            3.7%
                                                                                2.4%                                      2.8%

        0.6%                                0.7%          0.9%           0.7%          0.6%                        0.9%
                                                                                              0.5%   0.3%
 0.0%
BlackBerry Market Share By Region Q1 2010
60.0%



                51.3%
50.0%




                                                                                                                                                        40.6%
40.0%
                                                                                                  37.4%

        34.0%
                                                                           33.0%


30.0%

                                                                                                                 25.2%

                                                     21.5%
                                      19.5%                                                                                                     19.8%
20.0%
                                                                                                                                        16.4%
                                                                                   14.4%

                                                                                                                                10.2%
10.0%
                               5.7%                                                                                      6.2%
                                              5.3%
                                                                                           4.4%           4.1%

                        0.1%                                 0.3%   0.2%
 0.0%
Symbian Market Share By Region Q1 2010
100.0%



 90.0%                                                                                                         88.6%
                                                                                               86.2%
                                                83.9%
                        82.6%

 80.0%



 70.0%

                                                                                                                                       62.2%
 60.0%                                                                                                                         56.7%
                                                                                       53.1%                           53.2%                   54.1%
         51.4%
                                                                49.0%          49.6%
 50.0%                                                                                                 48.0%
                                                        46.3%
                                        41.9%
 40.0%                                                                                                                                                 37.2%

                                31.4%
 30.0%



 20.0%



 10.0%
                 3.8%                                                                                                                                          3.2%
                                                                        0.8%
  0.0%
BUILDING YOU CONTENT
So... You want to make a good game?

                    Relevant




                   Make
         Viral   your game        Localized


                 stand out

                   Personalized
The truth behind the numbers
That was only smartphones
   Smartphones totaled at <20% of the world handset sales
These graphs are only quarterly sales figures. People
who didn’t replace their phones, are not on there
Being a Smartphone is not enough for being good for
games
Be very critical and careful of articles with titles like:
“Apple responsible for 99.4% of mobile app sales in
2009”
So, the right answer is
We can’t tell you, it’s your choice to make
  Choose your territory carefully
  Plan your project with the entire set of target
  platforms in mind
SOME DISTURBING STUFF
Main Issues


“The problem with standards is that everybody
has one.“

“Write-once-run-anywhere. Ha. Hahahahaha.” -
John Carmack
Input Methods
Keys




                                       Misc
                  Touch
       • Keypad           • Single            • Joystick
       • QWERTY           • Multi             • Trackball
                          • Pointing
                            device
Display Sizes



     800 x 480
     480 360
     320 240
     220 x 176
      128x128
     160 128
Dimensions X Proportions

  Dimensions              Proportions



 Lack of      Text       Hard to   Stretching
 Details   Readability   Design      Effects
Main Processor
Nexus One - 1 GHz Qualcomm QSD 8250 Snapdragon ARM
T-Mobile G1 - 528 MHz Qualcomm MSM7201A ARM11
processor
Motorola Droid - Arm Cortex A8 600 MHz underclocked to
550 MHz
Nokia N73 - Dual CPU ARM9 220 MHz
Blackberry Torch - 624 MHz Marvell Tavor PXA930
Blackberry Curve 8300 - 312 MHz
Memory Limitations

                   Memory

     Storage Size                    Heap size



Per device    Per application
                                Constant    Dynamic
limitations     limitations
Audio & Video Capabilities
Radically different between devices
Emulators usually do not emulate these aspects
VMs


             2010




1999
J2ME Libraries
Connected Limited Device Configuration (CLDC)
Mobile Information Device Profile (MIDP)
Nokia UI API
Mobile 3D Graphics API
Mobile Media API
Bluetooth API
Location API
Wireless Messaging API
SVG API
Many more…
REAL-LIFE EXAMPLES
“The following stories are based on true
 events that took place while working in
                MoMinis”
Use Case No. 1

Image Rotation
We’ve experienced this on
some actual devices, and
researched this issue…
createImage(image, x, y, width, height, ROTATE_180)




                                 63 Pixels




                  63 % 8 = 7
                                 56 Pixels
63 Pixels   64 Pixels
Use Case No. 4

Using a Trackball
Normal input interface is made
up of three methods

  We have exposed a similar interfaceonce when
                       KeyPressed – triggered in
                       a button is initially pressed
  the game engine
                       KeyReleased – triggered once
  A Trackball is a different story…
                      when a button is released

                      KeyRepeated – triggered when a
                      button is pressed for a long time
Trackballs are very popular in many
Blackberry devices




           Comfortable for browsing the
           blackberry OS ui, but for games?...
We tried running the game on the
       blackberry device…
protected void keyPressed(int keyCode) {
       System.out.println("press - " +
       System.currentTimeMillis());
}

protected void keyReleased(int keyCode) {
       System.out.println("release - " +
       System.currentTimeMillis());
}

Running the program we got the following debug prints:
Press –KeyPressed
        2221
Release – 2221
Press – 2425
Release – 2425
       KeyRepeated
Press – 2629
Release – 2629
Press – 2937
Release – 2937
       KeyReleased   A constant
Our solutionBig constant
  Small constant


Butawhat about the sensitivity?
Use non-constant sensitivity parameter
But this is still not the whole story…


   Anatomy lesson
Our solution
Different sensitivities for vertical and
horizontal movements
CONCLUSION
Many Challenges
Our Advise
Stay Business Driven
  Choose your platform carefully
  Will you get a Return Of Investment


Use a scalable solution
  Create an infrastructure
  Find one
MOMINIS
MoMinis Value Proposition




Users        Publishers & Operators   Developers
Value Proposition for Developers




 Rapid Creation           No-Cost,           Distribution via
Automated Porting         No-Risk,         MoMinis Solutions and
  Easy-to-Use       Short Time-To-Market        Partners
Content Development
      Platform

• Rapid creation

• Automatic porting (Android,

  Blackberry, Symbian, J2me and
  more)
Personal Mobile Playground




                                 FaceWorld App
Online Stores    Mobile Portal     (Roadmap)
MoMinis International Distribution Network
   MoMinis has partnered with leading partners and customers to bring MoMinis content to users
   globally.




MoMinis international distribution network includes distribution in: Asia, Eastern Europe & Western Europe.
Q&A




VP Community & Content, Co-Founder
eyalr@mominis.com

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Handwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed textsHandwritten Text Recognition for manuscripts and early printed texts
Handwritten Text Recognition for manuscripts and early printed texts
 

MOBILE CONTENT LIMITATIONS

  • 1. Bringing Your Content to the Mobile World
  • 2. What we'll be chatting about Market and Opportunities Limitation and development challenges Real-life Example & Anecdotes Creative and affective solutions Conclusions Chit Chat
  • 4. Eyal Rabinovich VP Community & Content, Co-Founder
  • 5. We do not consider ourselves industry experts This is our humble perspective
  • 6. What is our perspective?
  • 7. So... You want to make a game Target Audience Market Select a Genre Share platform Territories
  • 9. Super low cost Feature phones Smartphones phones
  • 11. Smartphone Sales to End Users by Operating System World Wide – Q1 2010 0.1% 0.0% 0.6% 0.0% 3.7% 6.8% Symbian 9.6% Research In Motion iPhone OS 44.3% Android Microsoft Windows Mobile Linux 15.4% WebOS Other OS Maemo Palm OS 19.4%
  • 12. Android Market Share By Region Q1 2010 30.0% 28.2% 25.0% 20.0% 15.0% 10.9% 10.0% 9.5% 9.0% 8.4% 7.8% 7.3% 5.4% 5.0% 5.0% 3.7% 2.4% 2.8% 0.6% 0.7% 0.9% 0.7% 0.6% 0.9% 0.5% 0.3% 0.0%
  • 13. BlackBerry Market Share By Region Q1 2010 60.0% 51.3% 50.0% 40.6% 40.0% 37.4% 34.0% 33.0% 30.0% 25.2% 21.5% 19.5% 19.8% 20.0% 16.4% 14.4% 10.2% 10.0% 5.7% 6.2% 5.3% 4.4% 4.1% 0.1% 0.3% 0.2% 0.0%
  • 14. Symbian Market Share By Region Q1 2010 100.0% 90.0% 88.6% 86.2% 83.9% 82.6% 80.0% 70.0% 62.2% 60.0% 56.7% 53.1% 53.2% 54.1% 51.4% 49.0% 49.6% 50.0% 48.0% 46.3% 41.9% 40.0% 37.2% 31.4% 30.0% 20.0% 10.0% 3.8% 3.2% 0.8% 0.0%
  • 16. So... You want to make a good game? Relevant Make Viral your game Localized stand out Personalized
  • 17. The truth behind the numbers That was only smartphones Smartphones totaled at <20% of the world handset sales These graphs are only quarterly sales figures. People who didn’t replace their phones, are not on there Being a Smartphone is not enough for being good for games Be very critical and careful of articles with titles like: “Apple responsible for 99.4% of mobile app sales in 2009”
  • 18. So, the right answer is We can’t tell you, it’s your choice to make Choose your territory carefully Plan your project with the entire set of target platforms in mind
  • 20. Main Issues “The problem with standards is that everybody has one.“ “Write-once-run-anywhere. Ha. Hahahahaha.” - John Carmack
  • 21.
  • 22. Input Methods Keys Misc Touch • Keypad • Single • Joystick • QWERTY • Multi • Trackball • Pointing device
  • 23. Display Sizes 800 x 480 480 360 320 240 220 x 176 128x128 160 128
  • 24. Dimensions X Proportions Dimensions Proportions Lack of Text Hard to Stretching Details Readability Design Effects
  • 25. Main Processor Nexus One - 1 GHz Qualcomm QSD 8250 Snapdragon ARM T-Mobile G1 - 528 MHz Qualcomm MSM7201A ARM11 processor Motorola Droid - Arm Cortex A8 600 MHz underclocked to 550 MHz Nokia N73 - Dual CPU ARM9 220 MHz Blackberry Torch - 624 MHz Marvell Tavor PXA930 Blackberry Curve 8300 - 312 MHz
  • 26. Memory Limitations Memory Storage Size Heap size Per device Per application Constant Dynamic limitations limitations
  • 27. Audio & Video Capabilities Radically different between devices Emulators usually do not emulate these aspects
  • 28. VMs 2010 1999
  • 29. J2ME Libraries Connected Limited Device Configuration (CLDC) Mobile Information Device Profile (MIDP) Nokia UI API Mobile 3D Graphics API Mobile Media API Bluetooth API Location API Wireless Messaging API SVG API Many more…
  • 31. “The following stories are based on true events that took place while working in MoMinis”
  • 32. Use Case No. 1 Image Rotation
  • 33. We’ve experienced this on some actual devices, and researched this issue…
  • 34.
  • 35. createImage(image, x, y, width, height, ROTATE_180) 63 Pixels 63 % 8 = 7 56 Pixels
  • 36. 63 Pixels 64 Pixels
  • 37. Use Case No. 4 Using a Trackball
  • 38. Normal input interface is made up of three methods We have exposed a similar interfaceonce when KeyPressed – triggered in a button is initially pressed the game engine KeyReleased – triggered once A Trackball is a different story… when a button is released KeyRepeated – triggered when a button is pressed for a long time
  • 39. Trackballs are very popular in many Blackberry devices Comfortable for browsing the blackberry OS ui, but for games?...
  • 40.
  • 41. We tried running the game on the blackberry device…
  • 42.
  • 43. protected void keyPressed(int keyCode) { System.out.println("press - " + System.currentTimeMillis()); } protected void keyReleased(int keyCode) { System.out.println("release - " + System.currentTimeMillis()); } Running the program we got the following debug prints: Press –KeyPressed 2221 Release – 2221 Press – 2425 Release – 2425 KeyRepeated Press – 2629 Release – 2629 Press – 2937 Release – 2937 KeyReleased A constant
  • 44. Our solutionBig constant Small constant Butawhat about the sensitivity? Use non-constant sensitivity parameter
  • 45. But this is still not the whole story… Anatomy lesson
  • 46. Our solution Different sensitivities for vertical and horizontal movements
  • 49. Our Advise Stay Business Driven Choose your platform carefully Will you get a Return Of Investment Use a scalable solution Create an infrastructure Find one
  • 51. MoMinis Value Proposition Users Publishers & Operators Developers
  • 52. Value Proposition for Developers Rapid Creation No-Cost, Distribution via Automated Porting No-Risk, MoMinis Solutions and Easy-to-Use Short Time-To-Market Partners
  • 53. Content Development Platform • Rapid creation • Automatic porting (Android, Blackberry, Symbian, J2me and more)
  • 54. Personal Mobile Playground FaceWorld App Online Stores Mobile Portal (Roadmap)
  • 55. MoMinis International Distribution Network MoMinis has partnered with leading partners and customers to bring MoMinis content to users globally. MoMinis international distribution network includes distribution in: Asia, Eastern Europe & Western Europe.
  • 56.
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  • 60.
  • 61.
  • 62. Q&A VP Community & Content, Co-Founder eyalr@mominis.com

Notes de l'éditeur

  1. We will start by presenting to you some of the opportunities in the mobile market. Go on to a brief overview about the technological barriers and challenges the developers encounter.Then we will spice it up with some of the weird issues we experienced, suggest to you some of our solutions, and conclud with some final slides.
  2. When we founded the company, we did not start as Java Expert. What we will present is based on over 4 years of intensive JavaMe and mobile development
  3. Our experience –building a cross platform game engine.In games, many of the issues come to an extreme. That will be our focus.
  4. Super low cost – common in Asia and emmerging countries, do not run 3rd party appsFeature – most of us have these phones. When us, I do not refer to people room this room. Cooperates usually use blackberry or symbian devices, and many of you may have iPhone, which bring s us to:Smartphone –we will not get into debate regarding what is a smartphone. We refer to devices that have a better integration to the OS, and usually a native access.Unfortunally the low cost phone are taken down, despite their great number, since they are used mostly for texting and phone calls
  5. Both in hype and in capabilities
  6. Let’s have a look at the sales of smartphones cross the glob divided according to device.Dmonitated by symbian, followed by three top platforms.Android by now has increased in sales, almost to the declining size of RIM, which make the three OS pretty close
  7. However, when choosing your platform, it is also crucial to examine the targeted regions.If you’re going to sell your app in the USA, android might be a smart move. However, if you also want to, let’s say, expand to Eastern Europe, this will be a less optimal decision.
  8. Very successful in many places. Outstanding success in Canada and the Americas, and Europe, and more successful then the Android platform, except for a few regions.
  9. As you can see, although there’s no hype for Symbian devices in years, it is still king of platforms in most of the world. However, it almost none excitant in North America.
  10. All of you are not in the statistics
  11. Plan your project – sometimes it is impossible to converst a game to low end phone
  12. We will just say that there are many different JSRs which differ between devices. We should not go into the details here and even mention that JSRs and UI are usually two of the critical issues that must be dealt with when developing an application, but are not as central when devleoping games
  13. Talk about how we expect it to run better on the newer device
  14. Talk about how we expect it to run better on the newer device
  15. We performed a long profiling process, unable to isolate any specific method, and in the end we managed to isolate it to something like….
  16. Let the audience guess what’s the difference between the peppers, and tell them we’ll get back to this at the end of this use case
  17. We opened up the JAR where the final application runs, but the pepper image there, looked just fine
  18. Let the audience guess what’s the difference between the peppers, and tell them we’ll get back to this at the end of this use case
  19. Debugging the program we realized that the trackball acts in a very different way from the keys:Instead of sending a single &quot;pressed&quot; and single &quot;released&quot; events, multiple pairs of both are sent in a rapid succession.
  20. Next Step: discuss our solution &quot;emulation of press&quot; we connect the whole series of presses to a single continuous press
  21. Display the solution in a graphic way
  22. Replace text with images
  23. Stay business driven – the porting issue is an endless pit – avoid falling into it. How? Follow the moneyA common mistake is companies who develop an app for the iPhone and then try to port them to other devices.The iPhone is great, but… do not assume you can create the same app for other devices.