White Paper K700

decides to download and pay for the complete video. A memory check is automatically performed to make sure that his mobile phone has enough free memory.

Streaming of live radio (broadcast)

Linda wants to check out and listen to her favourite radio station. She browses to the home page and starts to stream the content. The content is audio or audio with pictures of the artist.

Streaming of live traffic information (broadcast) Nick wants to know if there is a traffic jam on the highway before he heads for home. He browses the page for local traffic information. There is a traffic jam, so he takes an alternative route home.

User-created content (Web album)

Sheila and Tom are on vacation. They want to show their friends how fantastic the beach is. They record a video clip and upload it to a Web album. Their friends can then stream or download the clip to their PC or mobile phone.

Market and revenue possibilities

As streaming means “seeing the product without having it”, it can be extensively used in the music and film industry. There are also great revenue possibilities for subscription-based content; for example, the user can subscribe to several on demand services such as news and traffic information.

Gaming

Gaming is now seen as a standard feature in mobile phones, where Sony Ericsson promises to be a step ahead in this regard. This is not only due to faster download capability on the network. There are some other reasons why the actual gaming experience is better – the way Java has been implemented, the fact that more processing power has been dedicated to the games, the large 65k colour screen and more sophisticated graphics with Java 3D and the Mascot API. The result is

games with improved graphics that react faster to user commands when using the navigational key as a joystick or game controller. The phone takes mobile gaming to new heights.

Supporting J2ME (Java 2 Micro Edition), the phone lets users download and run new games and applications. This is a great way to upgrade the game gallery, install work-supportive programs and personalize the phone.

SMIL

SMIL stands for Synchronized Multimedia Integration Language and is pronounced “smile”. SMIL is an advanced XML-based protocol, and Sony Ericsson’s MMS implementation supports a subset of the SMIL 2.0 protocol according to OMA MMS IOP document version 1.2.

The use of SMIL in a product allows the user to create and transmit PowerPoint-style presentations on the mobile device. Using a media editor, users can incorporate text, audio, images, video clips and animations to assemble full multimedia presentations. The user can decide in which order the image and text will be displayed, as well as for how long the images and text lines are to be shown on the display.

Media types

There are certain media formats that support continuous media (speech, audio and video). The following media types are supported for SMIL:

AMR narrow band speech codec MIME media type

MPEG-4 AAC audio codec MIME media type

MPEG-4 video codec MIME media type

H.263 video codec MIME media type

The media types for JPEG and GIF can be used both in the 'content-type' field in http and in the “type” attribute in SMIL 2.0. The following media types are to be used:

• JPEG MIME media type

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February 2004

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Sony Ericsson K700 manual Gaming, Media types, Streaming of live radio broadcast, Market and revenue possibilities

K700 specifications

The Sony Ericsson K700, launched in 2004, quickly became a notable player in the mobile phone market due to its impressive features and appealing design. Positioned as a mid-range device, it combined functionality with a user-friendly interface, making it a popular choice for consumers seeking versatility in a mobile phone.

One of the standout features of the K700 was its 1.3-megapixel camera, which was quite advanced for its time. This allowed users to capture photos and videos, complete with a video recording function. The camera also came equipped with a built-in flash, enhancing its performance in low-light conditions. The convenience of multimedia messaging meant that users could easily share their captured moments with friends and family.

The K700 boasted a vibrant 1.9-inch TFT display capable of a resolution of 176 x 220 pixels. This screen provided a bright and clear interface for browsing menus, viewing photos, and playing games. The phone's design was sleek and compact, featuring a comfortable keypad for easy messaging and dialing. The overall aesthetic appeal was complemented by a variety of color options, catering to different consumer preferences.

In terms of connectivity, the Sony Ericsson K700 supported GPRS, allowing users to access the internet for basic browsing and email functionalities. It also supported Bluetooth technology, enabling wireless connections with other devices for file sharing and hands-free use. The inclusion of a proprietary memory card slot allowed users to expand storage for photos, music, and other files, providing flexibility in managing content.

The K700 also featured a solid battery life, allowing up to 12 hours of talk time and around 400 hours of standby time, making it reliable for daily use. With features like a built-in FM radio, Java-based games, and customizable wallpapers, it offered a comprehensive experience to users who valued multimedia capabilities.

In summary, the Sony Ericsson K700 was a well-rounded mobile phone that delivered a combination of camera functionality, connectivity options, and a user-friendly experience. It represented a significant step forward in mobile technology during its time and still holds a nostalgic place in the hearts of those who used it. Whether for capturing special moments or simply staying connected, the K700 catered to a diverse array of users, embodying the essence of early 2000s mobile innovation.