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Archived - Wireless Technology Roadmap — Skills Dimension: The Bottom Line

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This chapter begins with a presentation of the results of the six regional focus groups and concludes with an employer-level view of skills developments in the workplace.

The six focus groups were an integral part of the research effort for the roadmap. All of them considered the skills issues, with the last two sessions dedicated to refining the results of the earlier groups and addressing the issue of how skills requirements could best be met. In all, over 100 industry stakeholders participated in these sessions.

Table 4: Regional Focus Groups
Date Host Main Topic Location
Nov. 8, 2006 ICTC Product/Market Ottawa
Dec. 14, 2006 International Institute of Telecommunications Product/Market Montreal
Jan. 11, 2007 University of Waterloo, Dept. of Computer and Electrical Engineering Product/Market Waterloo
Jan. 26, 2007 British Columbia Technology Industry Association Product/Market Vancouver
Feb. 8, 2007 ICTC Skills Ottawa
Feb. 22, 2007 International Institute of Telecommunications Skills Montreal

The skills required for each of the three applications were grouped according to the "T" model of skills suggested by participants at the February session in Ottawa:

Figure 16: The T Model of Job Skills

Figure 16: The T Model of Job Skills

Description Link

The spine of the "T" comprises the core technical skills that are required to do the job. The crossbar details the related skills that are necessary to effectively apply the technical skills within the organization.

For each of the applications, the technological systems model (see Chapter 2: A Framework for Charting the Wireless TRM) was applied to group the necessary technical job skills into four categories: radio frequency device engineering, radio frequency systems engineering, radio frequency sensor networks and software engineering.

RF Device Engineering: These are core skills that focus on the basic components from which RF systems are built: from microchips, antennas and batteries to analytical and design knowledge, like circuit layout and RF propagation needed to determine critical performance requirements. A list of these core skills and their applicability to each of the three projects is presented below.

Table 5: Core Skills Required — RF Device Engineering
Core Skills Required Project *
1 2 3
Radio Frequency (RF) Device Engineering
* Note: 
Project 1: Wireless Backhaul for Intelligent Transportation Systems. 
Project 2: Wireless Software Platform for Systems Integration. 
Project 3: Wireless Platform for Mobile Multiplayer Gaming. 
- Analog Design X    
- Digital Signal Processing X   X
- Antennas X   X
- Circuit Layout X   X
- Device Fabrication X   X
- Embedded Computing X X X
- Shielding (e.g., for hospitals) X X X
Design for Manufacturability X   X
RF Propagation (e.g., coverage, interference, rural versus urban) X X X
- Field Analysis X X X
Software-Defined Radio (SDR) X    
Cognitive Radio X    
Field-Programmable Gate Arrays (FPGA) X X X
Display Engineering     X
- Optimization of Pixel Use     X
Photonic Switching X   X
Device Platforms like PC, PDAs, Cell Phones, etc.     X
Power Supply X   X
- Power Management X   X
- Batteries (e.g., intelligent batteries, capacity, etc.) X X X
Packaging Design X X
- Heat Dissipation     X

RF Systems Engineering: These are the core skills that are required to design, build and operate the RF networks that provide the critical infrastructure on which users of RF devices rely. This infrastructure ranges from network base stations to analytical tools like traffic analysis and spectrum issues like planning and regulation. The necessary engineering and technical know-how extend from hands-on practical skills like integration of off-the-shelf chips and prototyping, to standards like transmission control protocols and conceptual frameworks like systems and control theory.

Table 6: Core Skills Required — RF Systems Engineering
Core Skills Required Project *
1 2 3
Radio Frequency (RF) Systems Engineering
* Note: 
Project 1: Wireless Backhaul for Intelligent Transportation Systems. 
Project 2: Wireless Software Platform for Systems Integration. 
Project 3: Wireless Platform for Mobile Multiplayer Gaming. 
Base Stations X    
Terminals X    
Amplification X    
Transmission X    
Traffic Analysis and Engineering X   X
- Bandwidth Management (e.g., spectrum efficiency) X X X
Network Operations and Management X X X
- Quality Assurance X X X
- Risk Management X X  
Wireless Security X X
Spectrum Planning & Regulation X X X
Network Architecture, Integration and Interoperability
- Inter-modal Interfaces X X  
- Transmission Control Protocols (e.g., for error prevention, detection and correction) X X X
- Internet Protocols X X X
- Network Access X X X
- User Interfaces X X X
Process Methodologies
System Design X X  
- Integration of Off-the-Shelf Chips X   X
- Prototyping X X X
- Implementation X X X
- Engineering Test X X X
Systems Theory
- Process Models   X  
- Systems Dynamics and Engineering   X  
- Control Theory   X  

RF Sensor Networks: This is the newest and most specialized area of know-how. It relates almost exclusively to Intelligent Transportation Systems. There are two elements: the sensors themselves and the data treatment techniques that are essential to reducing the volume of data transmission while retaining critical information. These skills are listed below:

Table 7: Core Skills Required — RF Sensor Networks
Core Skills Required Project *
1 2 3
Radio Frequency (RF) Sensor Networks
* Note: 
Project 1: Wireless Backhaul for Intelligent Transportation Systems. 
Project 2: Wireless Software Platform for Systems Integration. 
Project 3: Wireless Platform for Mobile Multiplayer Gaming. 
Signals and Signal Theory X    
Data Treatment Techniques
- Data Compression X    
- Data Fusion X    
- Data Routing >X    
- Data Mining (e.g., pattern recognition) >X    
- Data Visualization >X    
- Data Reliability >X    
- Predictive Modeling >X    
- Encryption >X    
- Distributed Data Compression Algorithms >X   X
Sensors
- Devices (e.g., optical, transducers) X    
- Embedded Software X    
- Robotics X    
- Packaging X    
- Design and Control X    
- Networking and Protocols X    
- Standardization/Interoperability X    

Software Engineering: This is an area of know-how that will increase in importance over the roadmap timeframe. Across the entire platform technology of electronic systems, it has become an integral part of delivering the sophisticated functionality that end-users rely on. Its impact on skills is so great that hardware design is no longer a stand-alone activity. Systems are now developed through a process of hardware-software co-design.

Table 8: Core Skills Required — Software Engineering
Core Skills Required Project *
1 2 3
Software Engineering
Process Methodologies
* Note: 
Project 1: Wireless Backhaul for Intelligent Transportation Systems. 
Project 2: Wireless Software Platform for Systems Integration. 
Project 3: Wireless Platform for Mobile Multiplayer Gaming. 
- Design X X X
- Coding and Documentation X X X
- Prototyping X X X
- Testing X X X
- Implementation X X  
Java Programming X X  
Web-Based Systems X X  
Network Programming X X  
Databases (e.g., concurrent access)   X  
Data Packet Design X    
Graphics Processing Engines     X
Platforms, e.g., Mobile Integrated Device Profile (MIDP)   X X

Supporting Skills: These skills are no longer polishing touches on the rough diamond of technical talent: they are essential ingredients in Canada's ICT industry. A powerful theme that ran through all of the focus groups was the need for generalists whose understanding extends far beyond the specialty knowledge of a narrow technical area.

As the table below shows, management skills cut across all three applications areas. Gaming requires an even more impressive CV, drawing heavily on the arts and social sciences as well.

Planning a mobile game requires attention to detail and an understanding of various issues — technical, legal, social, psychological, cultural and economic — each of which affects the viability of the game.

Planning a Game Application: Forum Nokia

Table 9: Core Skills Required — Supporting Skills
Core Skills Required Project *
1 2 3
* Note: 
Project 1: Wireless Backhaul for Intelligent Transportation Systems. 
Project 2: Wireless Software Platform for Systems Integration. 
Project 3: Wireless Platform for Mobile Multiplayer Gaming. 
Project Management X X X
- Team Building (e.g., Leadership) X X X
- Business/Strategic Analysis (e.g., problem-solving) X X X
- Scheduling X X X
- Industry Standards X X X
- Environmental Standards and Laws X X X
Communications (e.g., technical writing, story-telling ability, creative writing) X X X
Basic Communications Law X X X
Cultural Studies (e.g., differences between markets)     X
Languages     X
History     X
Visual Arts     X
Game Design     X
Cognitive Engineering (e.g., data presentation) X    
Ergonomics     X
Industrial Design X   X
Consumer Marketing     X



In Summary: The Skills Requirements

Breadth of Skills: The large range of skills required to succeed in the wireless domain is driven by important factors in the economic, technological and political environments (see Chapter 2: A Framework for Charting the Wireless TRM, The Clearing Metaphor).

Economics, globalization in particular, is a major factor. As outlined in Chapter 4: Market Realities at the Outset of the Later Growth Period and Chapter 6: Canadian Needs and Capabilities, globalization has resulted in the break-up of vertically-integrated companies into more specialized operating units like R&D, manufacturing and marketing that are located separately. Head office integrates the results across many countries.

In the old model, Canadian subsidiaries were organized as miniature replicas of the foreign (often U.S.) parent to supply the domestic market from within. While this resulted in a "truncated pyramid," with strategic decisions made at head office, such firms covered the entire range of operations: from product concept through to research, development, commercialization, manufacturing, distribution and marketing. This type of firm served as an effective industry training ground where young scientific and technical talent could learn the big picture.

In the new model, even billion-dollar Canadian ICT firms have been bought out and redirected into the global framework. The Canadian ICT industry is dominated by SMEs: 98 percent of the sector's 32 000 firms employ fewer than 100 people. All these firms rely heavily on experienced engineers and technicians versus new hires. There is little room for "green" graduates to learn about the broader value chain in their first years on the job.

Technology itself is the second most important factor contributing to breadth of skills. Wireless devices bridge the gap between the real (analog) world and the digital domain of integrated circuits and computers. At the level of devices, mixed-signal design (the capability to process both analog and digital signals and transform from one to the other) is a basic requirement. Moreover, interference is a given in the wireless operating environment, complicating the design task.

By way of comparison, automotive engineers do not have to worry about designing for rocks in the middle of the road. They also need not concern themselves with the details of infrastructure like road design and construction. Wireless engineers do. The specifics of wireless networks have an important bearing on device performance and design. Furthermore, fuel capacity and fuel consumption are not limiting factors for automotive engineers, whereas battery storage and power consumption are critical issues for wireless engineers. Such constraints are amplified by the personal portability that is taken for granted in the biggest global market: wireless cellular telephony.

Finally, wireless designers are faced with very different signal propagation environments in urban, suburban and rural areas. In contrast, automotive designers face no such complication with modern roads.

Politics (spectrum regulation) is the third most important issue in adding to the complexity of the wireless environment. As outlined in Chapter 4: Market Realities at the Outset of the Later Growth Period, looming spectrum shortages are the legacy of regulatory frameworks conceived eighty years ago when technology was significantly less advanced. Knowledge of spectrum issues is critical in planning and designing for wireless markets.

Needed Changes at the Entry Level: Participants noted many skills shortcomings that could be effectively addressed at the level of post-secondary education.

First and foremost, globalization is a reality that must be faced. The fact that more projects span multiple countries and organizations requires knowledge of other cultures. One way is language training. For example, science graduates are often required to have taken courses to acquire reading proficiency in a second language relevant to their field of studies. In another example, human resource professionals in ICT companies 80 now take cultural courses to better understand the work ethics and habits of engineers from countries like India.

The most important skill in a broader world is the ability to effectively communicate and interact with others. In particular, writing is a basic skill that technical employees need to improve. They also need to have a much better understanding of business and the realities of organizational life, from an appreciation of basic functions like finance and marketing, to leadership issues like the ability to cut to the core of complex problems and to look ahead.

More of engineering education needs to focus on foundation stones like the scientific method and basic electrical engineering. There is too much emphasis on subjects like advanced software and not enough on more fundamental knowledge that provides an understanding of the limitations of modern tools like simulations.

Knowledge at the level of a four-year engineering degree needs to focus on covering the extent of modern value chains: that is, breadth versus depth. For example, software engineers need to understand the essentials of circuit fabrication as well as the market application. Sensor networks are a good example of the need for systemic knowledge that goes beyond narrow areas of specialization; such know-how stretches from wireless transmission to electronics design and from the mechanical engineering of sensors to the software engineering of algorithms for data compression. To top it off are the very different issues in systems operation versus design and the human engineering factors of getting the right information to the right person in timely fashion. Finally, the most important shortfall in engineering education is an overemphasis on theory versus hands-on practical work.

Many companies address the needed breadth of skills through interdisciplinary groups (per example, RIM). Such teams further underline the need for project management skills to effectively integrate the contributions of large numbers of specialists.




Relative Importance of Specific Skills

Particular skills stood out because they cut across all three applications. These essential technical skills, as well as important supporting skills, are outlined below.

RF Device Engineering

Of the 22 skills identified by stakeholders, four were common to ITS, systems integration and mobile multiplayer gaming:

  • Embedded computing;
  • RF propagation and field analysis;
  • FPGAs (field programmable gate arrays); and
  • Power supply, batteries in particular.

The importance of software to the entire wireless sector is underlined by its recurrence in many different forms. Both embedded computing and FPGAs are critical elements in obtaining the desired functionality at the device level.

Power supply is the Achilles Heel of mobile handheld devices, with little dramatic improvement foreseen for batteries, a 200-year-old technology. RF propagation, especially the hands-on knowledge of the realities of signal transmission in dense urban environments is a foundation stone of wireless network operations.

RF Systems Engineering

Twenty-four specific skills were identified in four broad categories: network facilities; network architecture, integration and interoperability; process methodologies; and systems theory.

In the facilities category, network operations, bandwidth management and quality assurance were essential in all the applications addressed in this study. Transmission control protocols and Internet protocols were common factors in network architectural knowledge. Prototyping, implementation and engineering test were shared requirements in process methodologies.

Networks are an integral part of wireless applications and their steady build-out is a central factor in the ongoing growth of mobile wireless in the middle age of its product lifecycle.

RF Sensor Networks

This skills requirement is exclusive to intelligent transportation systems. However, sensor nets are a new and evolving field that can be expected to find broader application as they move into the early growth stage of their technology lifecycle.

Software Engineering

This is a key bottleneck in the overall advancement of wireless technologies. This is because so much of systems performance now hinges on the software. In fact, software and hardware design are no longer separate: they have merged into hardware-software co-design.

The process technologies of design, coding and documentation, prototyping and testing are common to all three applications areas. They directly address the vital role that software increasingly plays in all systems.

Software is a critical part of networks. The OSI model was developed by the International Standards Organization in 1984 to describe networks and network applications. In this seven layer model, the highest layer describes applications while the lowest layers describe the physical hardware: "It is essential that low level software have a long half life, since it pervades the ICT world and needs to be stable in order to support information exchange for its users. At the top end of the OSI model, application software has a short half life as it must constantly evolve to meet the changing demands of users." 81

Supporting Skills

Because wireless demands such a broad range of skills sets, project teams are extensively used to cover these skills requirements. Consequently, a comprehensive set of project management and communications skills — including basic knowledge of communications law — are now essential for wireless technical employees.




The Situation in the Applications Areas

The following section focuses on the specific skills challenges faced in each of the three applications areas. It is drawn from the regional focus group sessions and follow-up interviews with companies active in these areas.

The View from Intelligent Transportation Systems

Intelligent transportation systems cover a vast field in which wireless sensor networks will play a central role in addressing the transportation challenges of a highly urbanized and interconnected society. Public policy will be critical in facilitating the development of ITS technology.

Intelligent transportation systems span both the public and private domains. Road networks, mass transit, emergency vehicles and traffic management are public issues. Commuting and car ownership are private matters in which public policy will have to lead.

For example, equipping all vehicles with wireless systems is essential to implementing many of the benefits that ITS can bring. Such systems include automated crash notification, traffic management, incident management and collision avoidance.

GM's "On-Star" system is an example of the first. This "Mayday" system automatically connects with a call centre when drivers press a button or an airbag deploys. More sophisticated systems could transmit crash information such as collision force and angle of impact to assist emergency responders in determining what type of help to send and where to transport the injured. Already, telemedicine systems inside ambulances and medical helicopters allow physicians to direct victim care en route to trauma centres.

The solution to congestion and commuting as fixtures of everyday life will most likely be addressed by advanced traffic management systems that employ detectors, cameras and communications systems to monitor traffic, optimize signal timings on major arteries and improve the flow of traffic. For example, floating car data (FCD) utilizes the transmissions that cell phones routinely make — even when there is no voice connection — to compile an accurate picture of overall traffic flow. This leverages the existing cellular network to provide vital information to help resolve congestion.

Incident management systems allow police to quickly respond to accidents, hazardous spills and other emergencies. An integrated network and decision support software links traffic operations centres, emergency vehicles and support services to efficiently and adaptively cope with situations.

Collision avoidance systems promise to reduce the number of accidents in the first place. Intersection collision avoidance systems monitor the speed and position of nearby vehicles, alerting drivers to take appropriate action when a collision threatens. Rear-end collision avoidance systems sense the presence and speed of vehicles ahead to warn drivers of dangerous situations. Road departure avoidance systems track the lane or road edge and suggest safe speeds. More advanced systems will include adaptive cruise control linked to GPS navigation and road surface sensors (ice, water) to adjust vehicle speed.

Already, for over 100 million Americans in 28 states (as of February 2006), 511 service 82 brings ITS, traffic and incident management, public transportation and weather information together in a single access point. The goal for 2010 83 is for 511 to be operating throughout the U.S. Information on major road systems and metro areas will include travel time, construction, incidents, special events, congestion and weather. Transit information will be available on most systems: typically schedules, fares and service disruptions, along with call transfers and website links to transit agencies. Individual systems will be linked together into an integrated, seamless network. This will be public-sector supported with funds for enhancement and growth.

A related initiative is the U.S. Advanced Transportation Weather Information System (ATWIS). "It has merged technologies from meteorology, computer science, wireless communication, road weather monitoring and forecasting, and transportation into a single decision support system that can respond, adapt and disseminate information on short notice within a recurring cycle." 84 It responds to the fact that many fatal crashes occur on remote (non-interstate) highways in severe weather.

In summary, networks and standards will be an integral part of building out and integrating elements of the ITS possibilities that have already begun to emerge. As discussed at the outset of this chapter, sensors are an additional element that enters into the broad technical skills requirements that stretch from RF device engineering through RF systems, software engineering and systems integration.

The View from Software Integration

Software integration is part of the larger domain of software engineering. It is the foundation stone for the development of new software-based products and services.

Software engineering comprises "the processes, methods and tools to develop software-intensive systems in a timely and economic manner." 85 Today, these systems are rarely developed from scratch; typically they involve the extension of existing systems and their integration with legacy infrastructure. COTS (commercial off-the-shelf software) is now widely used to build systems. As a result, software development efforts are focused on configuration and interoperability.

The overall situation "is characterized on the one hand by increasing business dependence on the reliability of software infrastructure, and on the other hand, by rapid change and reconfiguration is a of business services — necessitating fast software development and frequent changes to software infrastructure." 86 It is a huge challenge to develop solutions that can be easily adopted. Moreover, "simple" integration problems are often complex when dealing with very large amounts of data: scalability is a must.

Challenges for the Next 15–20 Years

Software Processes: Tools are needed that give a clear view of the overall development process.

Requirements Engineering: More formal specification, modeling and analysis techniques to capture the specifics of the problem domain.

Reverse Engineering: Investigation of infrastructure, methods and tools to improve the entire development process.

Testing: Development of tools and techniques to help users integrate and test components with applications.

Software Maintenance and Evolution: Improved software design to facilitate maintenance.

Software Architecture: To support dynamic combinations of software services and identify design principles to explicitly make trade-offs between factors like resource consumption and reliability.

Middleware: To support Internet-scale distribution and adaptive systems.

Security: Develop architectures and designs to integrate security and functionality requirements.

Software Economics: Develop models to analyze benefits and opportunities, costs and risks in software development.

Software Metrics: To support management decision-making during the software lifecycle.

While the challenges are clear, the solutions are not. The U.K. Foresight exercise enumerated the following challenges (among some twenty in all) that are expected to be the focus of software engineering efforts over the next 15 to 20 years:

The above is just a sampling of the themes that will drive efforts to make software design and development a true engineering discipline. Others include, object-oriented modeling, software analysis (checking conformance of code to design), software reliability and dependability, formalization of performance measurements, real-time software, databases and formal methods for safety critical systems.

In Canada, the National Research Council has led a research program into software development practices since 1994. Specific research projects address many of the issues listed above. For example, Process Measurement and Awareness aims to increase development efficiency by extracting software process knowledge from real-time software development efforts. The Human and Social Aspects of Software Development investigates both individual and group development efforts in order to improve tools and processes in software engineering.

The Council's Integration and Interoperability program aims to understand the techniques and processes of constructing systems from pre-built software elements. Currently, there are three projects:

Software for Science is developing techniques to integrate the software and information systems used in scientific research for the generation, analysis and reporting of results for experiments. These techniques will support the integration of IT resources to provide proper design, configuration management, testing and maintenance — for use by non-software professionals.

Systems Acquisition deals with the process of writing requirements, evaluating proposed software and its integration architecture — for purchasing software intensive systems that are built by integration.

The Business Rules Recovery Project addresses how to move business rules from legacy systems to COTS-based systems. In fact, the problem is difficult and largely unresolved.

Moreover, NRC is working with the U.S. Carnegie-Mellon Software Engineering Institute (SEI). The SEI was founded in 1984 to advance the practice of software engineering. It most recently received a US$411-million contract to continue its long-standing efforts in software R&D to support national defense needs. It is best known in the software development community for its Capability Maturity Model. 87 This defines five levels of proficiency in software engineering based on a TQM approach. The overall state of software engineering is best illustrated by the fact that most organizations are at the two lowest levels of proficiency.

The NRC Institute for Information Technology (IIT) also works with The Consortium for Software Engineering Research (CSER). The CSER was founded in 1996 and is supported by NSERC and the software engineering sector. CSER university investigators are heavily involved in the creation and advancement of software engineering programs. To date, more than 20 courses have been created or significantly modified as a result of CSER experience.

Currently, formal university Software Engineering Programs "require expertise in data management, design and algorithm paradigms, programming languages, humancomputer interfaces and digital hardware system. It also demands an understanding of and appreciation for systematic design processes, non-functional system properties (per example, economy and time-to-market) and large integrated systems." 88

The View from Game Development

Looking Back

Five years ago, the Canadian industry was just beginning. The focus was on getting a basic product out the door. From concept to launch, the whole process for a typical casual game took three or four months. Development teams were small, anywhere from three to ten people, many of them focused on optimizing the game to live within the constraints imposed by the handsets and networks of the day.

The fact that games are not stand-alone products has meant that developers have always needed to understand the technical details of handsets, networks and interfaces and to design their products accordingly. For example, the limited memory of cell phones has meant that games are small: currently 250 to 300 kb is tops. The network transmission capacity keeps game size down as well; a rule of thumb is that customers expect to download games in no more than a minute.

Handset makers have understood the value of games in enhancing their products. As a result, they have begun to facilitate game development, offering their own interfaces and multiplayer technologies. For example, Nokia's Snap Mobile team supports multiplayer gaming. They provide developers with a wide variety of time-saving tools and documentation, including technical support. The objective is to allow developers to focus on game play versus communications technology issues. As the gaming market evolves to become an important segment, cell phones specifically designed for gaming have appeared, per example, Nokia's N-Gage. In fact, gaming is already (2006) a US$2.4-billion global market with over a 25 percent compound annual growth rate (CAGR).

Mobile gaming is still in its embryonic stage.

Kamar Shaw, Head of Industry Marketing, Nokia

Cell phone makers clearly understand the promise of mobile gaming. However, their enthusiastic participation has meant a huge increase in the number of devices that game developers must support: from about 50 to 100 devices five years ago to 600 to 700 devices now. The game developers must also offer their products in 5 to 10 languages: for example, about 98 percent of the market for Canadian game developers is export.

One advantage for Canadian developers is our limited number of national carriers: three. Otherwise, supporting this growing market is daunting: "There are too many standards, carriers and devices." 89 The good news is that game developers find that communications with Canadian carriers have improved in recent years. Game developers are also interested in partnering with handset makers to benefit from their innovative ideas.

Looking Forward

As older handsets are replaced, the dramatic increase in the number of devices that game developers must support will slow significantly. The ongoing consolidation of both carriers and their suppliers will also help moderate the number of standards.

However, the sophistication of game developers' products will continue to rise, fueled by expectations of more powerful and more realistic games — led in part by the example of PC-based games. In fact, game developers judge that PCs are about five years ahead of cell phones in terms of computing power. A look at what PlayStation or MP3 games can do today foreshadows what handset games should easily achieve by 2010–2012. The game developers point out that their games have accomplished in the past two years what PC games took five years to do: mobile technology is moving rapidly.

Now, 3-D graphics and writing the software to support it is an important issue for game developers. The handset hardware is evolving to allow the processing of game data in real time and further supports "physics" programs that capture the realistic behaviour of moving objects. These games will be bigger, too: 3–5 MB versus 250–300 KB currently.

The result is that the product development cycle is longer, about six to nine months from concept to launch, double what it was five years ago. A common theme is bigger development teams with more animators and artists and stronger game design. By way of comparison, the development team for a PC-based game is now 20 to 35: a glimpse of what is coming. The five main job categories are: production, design, arts, programming and testing, with programmers (20:1) and artists (10:1) outnumbering game designers and producers. Like all software products, the testing requirement will increase significantly with the size of the game.

Overall, the game developers see wireless handsets becoming a central point in users' daily lives for communications and the need for light diversion with casual games. The early adoption period is over; their sights are now clearly set on the mass market. A recent survey (June 2006) 90 agrees:

45 percent of the people who play games on their mobile phones are playing online multiplayer games at least once a month. And 20 percent of gamers play online every week.

Neilson Entertainment


80  "Cultural Training Essential in Business," Canwest News Service (March 31, 2007). (Return to text)

81  John Visser, PEng, International Wireless Standards, Nortel (May 18, 2007). (Return to text)

82  "ITS Technologies," www.itsa.org (April 2, 2007). (Return to text)

83  "American Travel Information Number, Implementation and Operational Guidelines for 511 Services," U.S. Dept. of Transportation, Federal Highway Administration (September 2005). (Return to text)

84  "Final Report of the Operation and Demonstration Test of Short-Range Weather Forecasting Decision Support within an Advanced Transportation Weather Information System," U.S. Dept. of Transportation, Federal Highway Administration (April 2006). (Return to text)

85  "Information, Communications and Media (ICM) Panel," U.K. Foresight Program (2002). (Return to text)

86  Ibid.. (Return to text)

87  Since upgraded to the CMMI (Capability Maturity Model Integration). (Return to text)

88  "Software Engineering," University of Waterloo, www.softeng.uwaterloo.ca/ (April 2, 2007). (Return to text)

89  Montreal Regional Focus Group, February 22, 2007. (Return to text)

90  A global study of 1800 mobile game players in the United States, China, India, Spain, and Thailand. (Return to text)


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