Virtual Mobile Infrastructure
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Virtual Mobile Infrastructure
Remote mobile virtualization, like its counterpart desktop virtualization, is a technology that separates operating systems and applications from the client devices that access them. However, while desktop virtualization allows users to remotely access Windows desktops and applications, remote mobile virtualization offers remote access to mobile operating systems such as Android. Remote mobile virtualization encompasses both full operating system virtualization, referred to as virtual mobile infrastructure (VMI), and user and application virtualization, termed mobile app virtualization. Remote mobile virtualization allows a user to remotely control an Android virtual machine (VM) or application. Users can access remotely hosted applications with HTML5-enabled web browsers or thin client applications from a variety of smartphones, tablets and computers, including Apple iOS, Mac OS, Blackberry, Windows Phone, Windows desktop, and Firefox OS devices. Virtual mobile infrastructure ...
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Desktop Virtualization
Desktop virtualization is a software technology that separates the desktop environment and associated application software from the physical client device that is used to access it. Desktop virtualization can be used in conjunction with application virtualization and user profile management systems, now termed user virtualization, to provide a comprehensive desktop environment management system. In this mode, all the components of the desktop are virtualized, which allows for a highly flexible and much more secure desktop delivery model. In addition, this approach supports a more complete desktop disaster recovery strategy as all components are essentially saved in the data center and backed up through traditional redundant maintenance systems. If a user's device or hardware is lost, the restore is straightforward and simple, because the components will be present at login from another device. In addition, because no data are saved to the user's device, if that device is lost, ...
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Gaming As A Service
In the video game industry, games as a service (GaaS) represents providing video games or game content on a continuing revenue model, similar to software as a service. Games as a service are ways to monetize video games either after their initial sale, or to support a free-to-play model. Games released under the GaaS model typically receive a long or indefinite stream of monetized new content over time to encourage players to continue paying to support the game. This often leads to games that work under a GaaS model to be called "living games", "live games", or "live service games" since they continually change with these updates. History and forms The idea of games as a service began with the introduction of massively multiplayer online games (MMOs) like ''World of Warcraft'', where the game's subscription model approach assured continued revenues to the developer and publisher to create new content. Over time, new forms of offering continued GaaS revenues have come about. A ...
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Cloud Gaming
Cloud gaming, sometimes called gaming on demand or gaming-as-a-service or game streaming, is a type of online gaming that runs video games on remote servers and streams them directly to a user's device, or more colloquially, playing a game remotely from a cloud. It contrasts with traditional means of gaming, wherein a game runs locally on a user's video game console, personal computer, or mobile device. Background Cloud gaming platforms operate in a similar manner to remote desktops and video on demand services; games are stored and executed remotely on a provider's dedicated hardware, and streamed as video to a player's device via client software. The client software handles the player's inputs, which are sent back to the server and executed in-game. Some cloud gaming services are based on access to a virtualized Windows environment, allowing users to download and install games and software as they normally would on a local computer. Cloud gaming can be advantageous as it ...
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Centralized Computing
Centralized computing is computing done at a central location, using terminals that are attached to a central computer. The computer itself may control all the peripherals directly (if they are physically connected to the central computer), or they may be attached via a terminal server. Alternatively, if the terminals have the capability, they may be able to connect to the central computer over the network. The terminals may be text terminals or thin clients, for example. It offers greater security over decentralized systems because all of the processing is controlled in a central location. In addition, if one terminal breaks down, the user can simply go to another terminal and log in again, and all of their files will still be accessible. Depending on the system, they may even be able to resume their session from the point they were at before, as if nothing had happened. This type of arrangement does have some disadvantages. The central computer performs the computing function ...
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Mobile Game
A mobile game, or smartphone game, is a video game that is typically played on a mobile phone. The term also refers to all games that are played on any portable device, including from mobile phone (feature phone or smartphone), tablet, PDA to handheld game console, portable media player or graphing calculator, with and without network availability. The earliest known game on a mobile phone was a Tetris variant on the Hagenuk MT-2000 device from 1994. In 1997, Nokia launched ''Snake''. Snake, which was pre-installed in most mobile devices manufactured by Nokia, has since become one of the most played games and is found on more than 350 million devices worldwide. A variant of the ''Snake'' game for the Nokia 6110, using the infrared port, was also the first two-player game for mobile phones. Today, mobile games are usually downloaded from an app store but in some cases are also preloaded in the handheld devices by the OEM or by the mobile operator when purchased, via infrar ...
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Video Game
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedback mostly commonly is shown on a video display device, such as a TV set, monitor, touchscreen, or virtual reality headset. Some computer games do not always depend on a graphics display, for example text adventure games and computer chess can be played through teletype printers. Video games are often augmented with audio feedback delivered through speakers or headphones, and sometimes with other types of feedback, including haptic technology. Video games are defined based on their platform, which include arcade video games, console games, and personal computer (PC) games. More recently, the industry has expanded onto mobile gaming through smartphones and tablet computers, virtual and augmented reality systems, and remote c ...
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Virtual Network Computing
Virtual Network Computing (VNC) is a graphical desktop-sharing system that uses the Remote Frame Buffer protocol (RFB) to remotely control another computer. It transmits the keyboard and mouse input from one computer to another, relaying the graphical-screen updates, over a network. VNC is platform-independent – there are clients and servers for many GUI-based operating systems and for Java. Multiple clients may connect to a VNC server at the same time. Popular uses for this technology include remote technical support and accessing files on one's work computer from one's home computer, or vice versa. VNC was originally developed at the Olivetti & Oracle Research Lab in Cambridge, United Kingdom. The original VNC source code and many modern derivatives are open source under the GNU General Public License. There are a number of variants of VNC which offer their own particular functionality; e.g., some optimised for Microsoft Windows, or offering file transfer (not part of V ...
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Streaming Media
Streaming media is multimedia that is delivered and consumed in a continuous manner from a source, with little or no intermediate storage in network elements. ''Streaming'' refers to the delivery method of content, rather than the content itself. Distinguishing delivery method from the media applies specifically to telecommunications networks, as most of the traditional media delivery systems are either inherently ''streaming'' (e.g. radio, television) or inherently ''non-streaming'' (e.g. books, videotape, audio CDs). There are challenges with streaming content on the Internet. For example, users whose Internet connection lacks sufficient bandwidth may experience stops, lags, or poor buffering of the content, and users lacking compatible hardware or software systems may be unable to stream certain content. With the use of buffering of the content for just a few seconds in advance of playback, the quality can be much improved. Livestreaming is the real-time delivery of co ...
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Mobile App Virtualization Diagram
Mobile may refer to: Places * Mobile, Alabama, a U.S. port city * Mobile County, Alabama * Mobile, Arizona, a small town near Phoenix, U.S. * Mobile, Newfoundland and Labrador Arts, entertainment, and media Music Groups and labels * Mobile (band), a Canadian rock band * Mobiles (band), a 1980s British band Other uses in music * ''Mobile'' (album), a 1999 album by Brazilian Paulinho Moska * "Mobile" (song), a 2003 song by Avril Lavigne from ''Let Go'' * "Mobile", a song by Gentle Giant from the album ''Free Hand'' Other uses in arts, entertainment, and media * Mobile (sculpture), a kinetic sculpture constructed to take advantage of the principle of equilibrium * ''Mobile'' (TV series), a British ITV drama * "Mobile", a short story by J. G. Ballard, later renamed "Venus Smiles" * Mobile, a feature of the game ''GunBound'' * ''Mobile Magazine'', a publication on portable electronics Military and law enforcement * ''Garde Mobile'', historic French military unit * Mobile Briga ...
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Operating Systems
An operating system (OS) is system software that manages computer hardware, software resources, and provides common services for computer programs. Time-sharing operating systems schedule tasks for efficient use of the system and may also include accounting software for cost allocation of processor time, mass storage, printing, and other resources. For hardware functions such as input and output and memory allocation, the operating system acts as an intermediary between programs and the computer hardware, although the application code is usually executed directly by the hardware and frequently makes system calls to an OS function or is interrupted by it. Operating systems are found on many devices that contain a computer from cellular phones and video game consoles to web servers and supercomputers. The dominant general-purpose personal computer operating system is Microsoft Windows with a market share of around 74.99%. macOS by Apple Inc. is in second place (14.84%), and th ...
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Bring Your Own Device
Bring your own device (BYOD )—also called bring your own technology (BYOT), bring your own phone (BYOP), and bring your own personal computer (BYOPC)—refers to being allowed to use one's personally owned device, rather than being required to use an officially provided device. There are two major contexts in which this term is used. One is in the mobile phone industry, where it refers to carriers allowing customers to activate their existing phone (or other cellular device) on the network, rather than being forced to buy a new device from the carrier. The other, and the main focus of this article, is in the workplace, where it refers to a policy of permitting employees to bring personally owned devices (laptops, tablets, smartphones, etc.) to work, and to use those devices to access privileged company information and applications. This phenomenon is commonly referred to as IT consumerization. BYOD is making significant inroads in the business world, with about 75% of employee ...
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Health Insurance Portability And Accountability Act
The Health Insurance Portability and Accountability Act of 1996 (HIPAA or the Kennedy– Kassebaum Act) is a United States Act of Congress enacted by the 104th United States Congress and signed into law by President Bill Clinton on August 21, 1996. It modernized the flow of healthcare information, stipulates how personally identifiable information maintained by the healthcare and healthcare insurance industries should be protected from fraud and theft, and addressed some limitations on healthcare insurance coverage. It generally prohibits healthcare providers and healthcare businesses, called ''covered entities'', from disclosing protected information to anyone other than a patient and the patient's authorized representatives without their consent. With limited exceptions, it does not restrict patients from receiving information about themselves. It does not prohibit patients from voluntarily sharing their health information however they choose, nor does it require confidential ...
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