Module 2
Spread Spectrum Technology
Traditional communication systems send signals over a narrow frequency band. However,
in spread spectrum, the signal is spread across a much wider bandwidth, making it harder
to detect or jam.
There are five key techniques used in spread spectrum:
1. Direct Sequence (DS):
o Mixes the data with a pseudo-random code (like a secret language).
o Common in CDMA systems.
2. Frequency Hopping (FH):
o The signal jumps between multiple frequencies rapidly.
o Makes interception difficult.
3. Chirp Spread Spectrum:
o The frequency of the signal sweeps up or down continuously like a "chirp"
sound.
o Used in radar and ranging systems.
4. Time Hopping:
o The signal is turned ON/OFF using a code sequence.
o Results in very short bursts spread over time.
5. Hybrid Systems:
o Combines DS and FH techniques for better performance.
Only DS and FH are used in commercial systems; others are reserved for military/space
uses.
IS-95
IS-95 was the first CDMA-based digital mobile communication system developed by
Qualcomm.
Features:
• Voice compression using CELP (Code-Excited Linear Prediction) reduces data to 9.6
kbps.
• Error correction using interleaving to handle burst errors due to signal fading.
• Architecture similar to GSM:
o Mobile Station (MS) – user’s handset.
o Base Station (BS) – radio signal termination.
o Mobile Switching Center (MSC) – core switch.
Later versions like IS-95-B improved data speeds and features.
CDMA vs GSM
Feature GSM CDMA (IS-95)
Frequency 900/1800/1900 MHz 800/1900 MHz
Channel Bandwidth 200 KHz per channel (TDMA) 1.25 MHz spread (CDMA)
Voice Codec 13 Kbps 8 or 13 Kbps
Data Rate 9.6 Kbps 9.6 Kbps
Handoff Hard handover Soft handover
SIM Card Yes No
System Capacity Fixed Flexible, higher than GSM
Interference Problem with multipath Uses multipath as advantage
Cost Expensive Cheaper per user
CDMA is generally considered better for capacity, performance, and user experience, while
GSM is more widely deployed.
Wireless Data
Sending data over wireless networks is more challenging than voice, because:
• Data requires higher accuracy (bit error rate of 1 in a million).
• Voice can tolerate more errors (1 in 100), as humans can guess the missing parts.
To support wireless data:
• Error correction codes are used.
• CDMA stack includes:
o Application Interface Layer – Modem control, AT commands.
o Transport Layer – Modified TCP.
o Network Layer – Enhanced IP protocol.
Third Generation (3G) Networks
The vision of 3G (IMT-2000) was to:
• Create a global mobile standard.
• Support high-speed data (up to 2 Mbps) and voice.
• Allow worldwide roaming.
Challenges:
• Different countries had different frequencies.
• Backward compatibility was needed.
So, 3G evolved into three main branches:
1. WCDMA / UMTS – used in Europe, Asia.
2. CDMA2000 – used in North America.
3. EDGE – enhanced version of GSM/GPRS.
Goals of 3G:
• Universal roaming.
• Higher bitrates → Multimedia support.
• Integration of voice, video, messaging, and Internet.
CDMA became the preferred technology for 3G due to its flexibility and efficiency.
Applications on 3G
With 3G, many applications became possible and more efficient:
• Mobile video calling and conferencing.
• High-speed Internet access on mobile phones.
• Streaming multimedia (music, video).
• Location-based services (GPS).
• Mobile e-commerce and banking.
• Social media and real-time chat.
The main transformation with 3G was that mobile devices became multi-functional: not just
for calling, but also for entertainment, productivity, and connectivity.
Mobile Client: Moving Beyond Desktop
The idea of the mobile client evolved to meet the needs of users who wanted to move freely
while staying connected to data. Unlike desktop computers that require a fixed location and
wired connections, mobile clients allow users to interact with applications and access data
wirelessly.
This transition involved two key developments:
1. The miniaturization of computing devices (leading to mobile phones and PDAs).
2. The advancement in wireless communication technologies.
Mobile clients are thus an extension of the desktop environment, providing functionalities
like:
• Email
• Calendars
• Contact lists
• Browsers
• Enterprise applications
Their goal is to deliver the same user experience found on desktops but in a more compact,
mobile form.
Mobile Handset Overview
A mobile phone is a complex device that functions as a compact radio. Over decades, they
have transformed from heavy, bulky, voice-only devices to sleek, multifunctional smart
devices. Today’s phones combine:
• Voice and data communication
• Multimedia handling
• Access to internet-based applications
Internally, a mobile phone consists of:
• Antenna: Receives/transmits signals
• Circuit board: Houses chips for digital/analog conversion, microprocessor, and
memory
• Display: Usually LCD or advanced TFT screens
• Input Unit: Keypad or touchscreen
• Battery: Powers the device
• Speaker & Microphone: For audio output/input.
Mobile Phones and Their Features
Modern mobile phones come with several advanced features:
• Baseband Architecture: Manages radio and digital signal processing
• Multiple Processors:
o MCU (Master Control Unit): Controls apps and user interface
o DSP (Digital Signal Processor): Handles media, signal quality, and
transmission
o Hardware Accelerators: For graphics and encryption
• Memory and Storage: ROM, flash memory, expandable via SD cards
• Multimedia Support: Music, video, camera
• Connectivity: GSM, CDMA, Wi-Fi, Bluetooth.
PDA (Personal Digital Assistant)
PDAs evolved from desktops and were initially meant for organizing personal information
like contacts, calendar entries, notes, and to-do lists.
They are essentially handheld computers, consisting of:
• Processor: Low-end chips like Motorola DragonBall
• Operating System: Lightweight OS such as Palm OS, Symbian, or PocketPC
• Memory: Flash or Static RAM, sometimes removable memory
• Display: LCD with stylus-based input
• Communication Ports: USB, serial, IR
• Battery: Rechargeable batteries with limited power.
Advanced PDAs often include:
• Wireless access
• Browsers
• Email apps
• Multimedia players
They can synchronize with a desktop using data syncing software to ensure consistent data
updates across devices.
Design Constraints in Applications for Handheld Devices
Developers face unique challenges while building applications for handhelds. These include:
1. Low-End Processors
• Clock speeds start around 16 MHz.
• Heavy computation (like encryption) drains performance.
• Solution: Offload computation to the server when possible.
2. Small Screen Sizes
• Limits the amount of data that can be displayed.
• Recommendation: Use minimal text, reduce scrolling, simple navigation.
3. Cumbersome Input Devices
• Touchscreens or small QWERTY keyboards.
• Minimize text input; use radio buttons, dropdowns, and checkboxes.
4. Limited Battery Life
• Power-consuming features: backlit displays, communication (IR, Bluetooth),
audio/video.
• Recommendation: Avoid long animations or continuous communication.
5. Limited Memory
• Storage ranges from 512KB to 8MB.
• Optimization priorities:
1. Heap size (RAM)
2. Speed
3. Code size
6. Load Time
• Users use devices in quick bursts (e.g., checking contacts).
• Apps should load fast and be responsive.
7. Client Architecture Considerations:
• Thin Clients: Lightweight, use server for processing (e.g., WAP browsers)
• Thick Clients: Heavy, local logic, minimal server interaction
• Semi-Thick Clients: Balanced approach between the two.