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Resources

Our Resource pages provide access to a variety information sources including partner events, the Juniper Future Digital Awards programme and a variety of multimedia. In addition, you can subscribe to our free Whitepapers.

Whitepapers & Free Research

Our whitepapers cover a wide range of topics and generally reflect the areas that we cover most. Registered users on the website can download our free whitepapers, published on a weekly basis.
Mobile Biometrics - Thumbs Up?

Mobile Biometrics - Thumbs Up?

March 2017
The premise of 2FA (two-factor authentication) is that it is based around:
  • Something the user has (eg a bank card);
  • Something the user knows (eg a PIN number or password).
This is the model used in Chip & PIN card payments, where the card holder inputs a 4 digit PIN after inserting the card into the POS terminal. If a customer needs to log in to his/her bank account or needs to purchase
physical goods online, he/she may be asked to enter the registered log-in ID and PIN along with a unique OTP (One Time Password) that is either sent to the customer via SMS by the bank/dealer, or generated by a
mobile app already installed on the device. At times, this step can be replaced by an automatic phone call to the customer’s mobile device, requesting confirmation to complete the transaction.

Where smartphones are used as access tools, the BYOT (Bring Your Own Token) variant can be employed, combining a personal log-in (user name and password) together with a passcode, which is sent to the end user in an app, email or SMS.
Sending out an SMS 2017

Sending out an SMS 2017

March 2017
Mobile messaging today encompasses both the more traditional forms of messaging and the popular OTT (Over The Top) messaging services from providers such as WhatsApp and WeChat. We live in an age where communication has never been so rapid or efficient, with services given titles such as ‘instant’ messaging.
Agile Retail in the IoT

Agile Retail in the IoT

March 2017
Retail has changed dramatically over the course of the last 4 decades. Save for areas where access to computing resources is limited, or too expensive to invest in, the retail industry has shifted from a cash-driven, supply-driven industry to one that is digitally- and demand-focused.

The Internet has, of course, played a key role in this transformation and the retail industry is now in a situation where competition is more intense than ever. Players’ catchment areas are now potentially unlimited, where previously they may have been locally focused. Meanwhile, consumer expectations have altered considerably in response to online and mobile retail. The level of service a retailer can provide is now a key consideration before a purchase; it is after all, now trivial to find the desired product at the lowest possible price, reducing this latter factor in importance.
eSports & Let’s Plays ~ Rise of the Backseat Gamers

eSports & Let’s Plays ~ Rise of the Backseat Gamers

March 2017
The eSports and games content streaming markets are discussed in the following whitepaper. We define these as follows:

i. eSports
The competitive playing of video games for money or prizes. This may take place via LAN (Local Area Networks) or the Internet. The industry has a number of major tournaments throughout the year with viewership in the tens of millions.

ii. Games Content Streaming
The use of streaming and video sites to watch user created games content such as ‘Let’s Plays’. The most popular platforms for this are YouTube and Twitch, with the latter offering a subscription model to individual channels.
Mobile World Congress 2017

Mobile World Congress 2017

March 2017
Missed MWC17?

Juniper Research's MWC team have been tracking all news and acticities from the conference. Get our take on the event in our Mobile World Congress 2017 whitepaper report. Categorising the key developments, and providing a quick summary of the launches and exhibits.
VoLTE Finds its Voice

VoLTE Finds its Voice

March 2017
mVoIP, as a term, captures all mobile voice sent over a data network, often the public Internet. The introduction of LTE (Long Term Evolution) and the rising number of wireless hotspots in major cities has brought about a downward trend in PSTN activity. VoIP is more efficient than PSTN, and technology improvements in these areas have been instrumental in allowing VoIP to spread to the mobile environment.

mVoIP achieves the separation of carriage and content, where the network is used to carry the data without being aware of what it is. Location sharing is not available through operator mVoIP services, raising minor issues such as emergency services being unable to locate the caller’s position. This could, however, be solved by regulation.

mVoIP traffic is often referred to as OTT traffic as it is carried ‘over the top’ of cellular networks as data packets, often terminating as Wi-Fi traffic, thereby avoiding the costs associated with landing traffic on cellular networks. The main operators in this market are those who provide the OTT services. Common names in downloadable applications are Skype, Rebtel, WhatsApp, LINE and Kakao Talk.
The Future of Digital Payments In Europe - Juniper Research & DIMOCO

The Future of Digital Payments In Europe - Juniper Research & DIMOCO

February 2017
Juniper Research and DIMOCO have teamed up to create this whitepaper report into "The Future of Digital Payments In Europe". The report includes opportunities & challenges by payment mechanisms; carrier billing, card payment, SCT (SEPA Credit Transfer) and SEPA Direct Debit. It also contains recommendations for Merchants and MNO's. 
Wearables ~ Fad, Fashion or Function?

Wearables ~ Fad, Fashion or Function?

February 2017
Wearables have increasingly been in the public eye since 2012, following the launch of Google Glass, with fitness devices and smartwatches leading in terms of consumer adoptoins. Fitbit and Apple are the key category leaders in these markets, with competitors providing alternative ecosystems around similar functionality. This has so far attracted the attention of early adopters and the fitness conscious, but there has been little development of the consumer market beyond this.

The common thread for most wearable device developments to date is that they have been wrist-worn devices, but certain key use cases, such as those provided by smart glasses and a variety of location trackers, have had enthusiastic attention from the workplace, although actual device volumes have been relatively low.
PC’s Got Game ~ from Premium to Freemium

PC’s Got Game ~ from Premium to Freemium

February 2017
Since its boom in the late 1980s, the video games industry has continued to evolve and develop, and has grown to encompass a wide array of devices. In Juniper’s latest research we break out the key platforms as follows:
  • Mobile & tablet
  • Consoles & microconsoles
  • PC
  • Handhelds
  • VR (virtual reality) & AR (augmented reality)
Futureproofing Digital Banking 2017

Futureproofing Digital Banking 2017

February 2017
While most consumers, especially in developed markets, prefer digital banking and virtual channels, a significant proportion of consumers still prefer an in-branch session compared to an audio or video call with the customer contact centre. Juniper notes while this continued to be the case in the past 12 months, it will change as banks finalise a ‘balancing act’ between multiple channels.
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