:
what's working, what isn't … and where it's
all Euro-headed, from the unwired members of the Eurowireless
team - Euro wireless: all the wireless buzz from Europe
Java's back: after spending seven years wandering
around the wilderness of Web browsers (where it gave
us applets) and servers (where it's had a little more
success, with servlets and JavaServer Pages entrenched
as a serious platform for dynamic content), it's returned
to its roots as a language for programming consumer
electronic devices.
J2ME, Java 2 Micro Edition, is a cut-down version
of Java, suitable for running on restricted hardware
such as mobile phones, that may have less storage
or processing power than regular PCs. It allows small
applications, called "midlets," to be stored
and run on the phone. This lets developers build more
sophisticated services than browser-based platforms
like WAP will allow.
The key problem J2ME addresses is the disparity of
mobile phone hardware and operating systems. Rather
than forcing developers to produce a version of their
applications for each individual phone handset, J2ME
lets them write applications once and deploy them
to any handset that supports Java, saving a great
deal of development effort in the process. In practice,
this "write once, run anywhere" approach
isn't always practical, but Java takes at least some
of the pain out of the process.
As with many innovations in mobile telephony, Japan
has gotten there first: NTT DoCoMo launched their
first Java phones (branded "i-appli") in
January 2001, and has seen excellent commercial results
from these devices. i-appli handset owners typically
spend twice as much per month on data services as
regular i-mode users.
Mobile operators across the world are understandably
keen to emulate this success, which explains the enthusiasm
with which they are launching Java handsets onto their
networks. In many ways it's a logical extension of
the logos and ringtones market which has exploded
in Europe over the last few years. Personalization
has always been one of the most popular mobile data
services, and mobile subscribers in Japan and elsewhere
are using Java applications to personalize their handsets.
In the UK, we've recently seen mobile operator O2
launch their Java gaming service, offering both classic
arcade games (Asteroids, Pong, etc.) and new content
(for example, the "Men in Black 2" game
from Digital Bridges) for 1.50 [pounds sterling] ($2.40
USD) per game per month. New operator Hutchison, who
is due to launch their 3G service in the UK in the
next few months, similarly sees Java content as an
important part of their service offering. They recently
ran a competition to create compelling applications
for their first wave of subscribers.
Overwhelmingly, the emphasis so far has been on gaming,
but we expect to see a range of other applications
once developers get a feel for the potential (and
limitations) of J2ME.
These limitations are significant; Java doesn't yet
offer the same performance as native applications,
and the difficulties of designing mass-market services
for mobile phones are many. A restrictive interface
(tiny screens and keyboards), the need for users to
be able to move between applications quickly (say,
to answer an incoming call during a game session),
and networks that offer low bandwidth in comparison
to desktop PCs, all create problems.
So, what's next for Java? A new version of the J2ME
spec, dubbed "MIDP 2.0," is in preparation,
and will allow for more sophisticated applications--use
of sound, and full-screen graphics, both of which
are currently impossible without using proprietary
APIs provided by vendors like Nokia and Motorola.
I'd also expect to see more imagination from developers.
Much J2ME content at the moment consists of conversions
of classic arcade games which, while familiar to many
consumers, are hardly ground-breaking stuff. And,
given that Java in phones opens up the development
of mobile applications to a massive worldwide developer
community, there should be no shortage of innovation
over the next few years.
Tom Hume is founder of Future Platforms, a technology
company focused on developing applications and services
for current and next-generation consumer devices.
Prior to Future Platforms, he spent five years at
Good Technology, one of the UK's earliest new media
agencies, where he established and ran their specialist
wireless division.