Smartwatch in the context of "Cell phone network"

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⭐ Core Definition: Smartwatch

A smartwatch is a portable wearable computer that resembles a wristwatch. Most modern smartwatches are operated via a touchscreen, and rely on mobile apps that run on a connected device (such as a smartphone) in order to provide core functions.

Early smartwatches were capable of performing basic functions like calculating, displaying digital time, translating text, and playing games. More recent models often offer features comparable to smartphones, including apps, a mobile operating system, Bluetooth and Wi-Fi connectivity, and the ability to function as portable media players or FM radios. Some high-end models have cellular capabilities, allowing users to make and receive phone calls.

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In this Dossier

Smartwatch in the context of Fossil Wrist PDA

The Fossil Wrist PDA is a smartwatch that runs Palm OS. The newer incarnation, which does not include Palm OS, is called the Fossil WristNet watch.

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Smartwatch in the context of Cellular network

A cellular network or mobile network is a telecommunications network where the link to and from end nodes is wireless and the network is distributed over land areas called cells, each served by at least one fixed-location transceiver (such as a base station). These base stations provide the cell with the network coverage which can be used for transmission of voice, data, and other types of content via radio waves. Each cell's coverage area is determined by factors such as the power of the transceiver, the terrain, and the frequency band being used. A cell typically uses a different set of frequencies from neighboring cells, to avoid interference and provide guaranteed service quality within each cell.

When joined together, these cells provide radio coverage over a wide geographic area. This enables numerous devices, including mobile phones, tablets, laptops equipped with mobile broadband modems, and wearable devices such as smartwatches, to communicate with each other and with fixed transceivers and telephones anywhere in the network, via base stations, even if some of the devices are moving through more than one cell during transmission. The design of cellular networks allows for seamless handover, enabling uninterrupted communication when a device moves from one cell to another.

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Smartwatch in the context of Text messaging

Text messaging, or texting, is the act of composing and sending electronic messages, typically consisting of alphabetic and numeric characters, between two or more users of mobile phones, tablet computers, smartwatches, desktops/laptops, or another type of compatible computer. Text messages may be sent over a cellular network or may also be sent via satellite or Internet connection.

The term originally referred to messages sent using the Short Message Service (SMS) on mobile devices. It has grown beyond alphanumeric text to include multimedia messages using the Multimedia Messaging Service (MMS) and Rich Communication Services (RCS), which can contain digital images, videos, and sound content, as well as ideograms known as emoji (happy faces, sad faces, and other icons), and on various instant messaging apps. Text messaging has been an extremely popular medium of communication since the turn of the century and has also influenced changes in society.

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Smartwatch in the context of Mobile operating system

A mobile operating system is an operating system used for smartphones, tablets, smartwatches, smartglasses, or other non-laptop personal mobile computing devices. While computers such as laptops are "mobile", the operating systems used on them are usually not considered mobile, as they were originally designed for desktop computers that historically did not have or need specific mobile features. This "fine line" distinguishing mobile and other forms has become blurred in recent years, due to the fact that newer devices have become smaller and more mobile, unlike the hardware of the past. Key notabilities blurring this line are the introduction of tablet computers, light laptops, and the hybridization of the 2-in-1 PCs.

Mobile operating systems combine features of a desktop computer operating system with other features useful for mobile or handheld use, and usually including a wireless inbuilt modem and SIM tray for telephone and data connection. In 2024, approximately 1.22 billion smartphones were sold globally, marking a 7% increase over the previous year and a solid rebound after two consecutive years of declines. Sales in 2012 were 1.56 billion; sales in 2023 were 1.43 billion with 53.32% being Android. Android alone has more sales than the popular desktop operating system Microsoft Windows, and smartphone use (even without tablets) outnumbers desktop use.

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Smartwatch in the context of Web browser

A web browser, often shortened to browser, is an application for accessing websites. When a user requests a web page from a particular website, the browser retrieves its files from a web server and then displays the page on the user's screen. Browsers can also display content stored locally on the user's device.

Browsers are used on a range of devices, including desktops, laptops, tablets, smartphones, smartwatches, smart televisions and consoles. As of 2024, the most used browsers worldwide are Google Chrome (~66% market share), Safari (~16%), Edge (~6%), Firefox (~3%), Samsung Internet (~2%), and Opera (~2%). As of 2023, an estimated 5.4 billion people had used a browser.

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Smartwatch in the context of Mobile app

A mobile application or app is a computer program or software application designed to run on a mobile device such as a phone, tablet, or watch. Mobile applications often stand in contrast to desktop applications which are designed to run on desktop computers, and web applications which run in mobile web browsers rather than directly on the mobile device.

Apps were originally intended for productivity assistance such as email, calendar, and contact databases, but the public demand for apps caused rapid expansion into other areas such as mobile games, factory automation, GPS and location-based services, order-tracking, and ticket purchases, so that there are now millions of apps available. Many apps require Internet access. Apps are generally downloaded from app stores, which are a type of digital distribution platforms.

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Smartwatch in the context of Electrocardiography

Electrocardiography is the process of producing an electrocardiogram (ECG or EKG), a recording of the heart's electrical activity through repeated cardiac cycles. It is an electrogram of the heart which is a graph of voltage versus time of the electrical activity of the heart using electrodes placed on the skin. These electrodes detect the small electrical changes that are a consequence of cardiac muscle depolarization followed by repolarization during each cardiac cycle (heartbeat). Changes in the normal ECG pattern occur in numerous cardiac abnormalities, including:

Traditionally, "ECG" usually means a 12-lead ECG taken while lying down as discussed below.However, other devices can record the electrical activity of the heart such as a Holter monitor but also some models of smartwatch are capable of recording an ECG.ECG signals can be recorded in other contexts with other devices.

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Smartwatch in the context of Handheld electronic games

Handheld electronic games are interactive electronic games, often miniaturized versions of video games, that are played on portable handheld devices, known as handheld game consoles, whose controls, display and speakers are all part of a single unit. Rather than a general-purpose screen made up of a grid of small pixels, they usually have custom displays designed to play one game. This simplicity means they can be made as small as a smartwatch, and sometimes are. The visual output of these games can range from a few small light bulbs or LED lights to calculator-like alphanumerical screens; later these were mostly displaced by liquid crystal and vacuum fluorescent display screens with detailed images and in the case of VFD games, color. Handhelds' popularity was at its peak from the late 1970s into the early 1990s before declining. They are the precursors to the handheld game console.

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