• Title/Summary/Keyword: 모바일 결제 앱

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Comparative Analysis of ViSCa Platform-based Mobile Payment Service with other Cases (스마트카드 가상화(ViSCa) 플랫폼 기반 모바일 결제 서비스 제안 및 타 사례와의 비교분석)

  • Lee, June-Yeop;Lee, Kyoung-Jun
    • Journal of Intelligence and Information Systems
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    • v.20 no.2
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    • pp.163-178
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    • 2014
  • Following research proposes "Virtualization of Smart Cards (ViSCa)" which is a security system that aims to provide a multi-device platform for the deployment of services that require a strong security protocol, both for the access & authentication and execution of its applications and focuses on analyzing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service by comparing with other similar cases. At the present day, the appearance of new ICT, the diffusion of new user devices (such as smartphones, tablet PC, and so on) and the growth of internet penetration rate are creating many world-shaking services yet in the most of these applications' private information has to be shared, which means that security breaches and illegal access to that information are real threats that have to be solved. Also mobile payment service is, one of the innovative services, has same issues which are real threats for users because mobile payment service sometimes requires user identification, an authentication procedure and confidential data sharing. Thus, an extra layer of security is needed in their communication and execution protocols. The Virtualization of Smart Cards (ViSCa), concept is a holistic approach and centralized management for a security system that pursues to provide a ubiquitous multi-device platform for the arrangement of mobile payment services that demand a powerful security protocol, both for the access & authentication and execution of its applications. In this sense, Virtualization of Smart Cards (ViSCa) offers full interoperability and full access from any user device without any loss of security. The concept prevents possible attacks by third parties, guaranteeing the confidentiality of personal data, bank accounts or private financial information. The Virtualization of Smart Cards (ViSCa) concept is split in two different phases: the execution of the user authentication protocol on the user device and the cloud architecture that executes the secure application. Thus, the secure service access is guaranteed at anytime, anywhere and through any device supporting previously required security mechanisms. The security level is improved by using virtualization technology in the cloud. This virtualization technology is used terminal virtualization to virtualize smart card hardware and thrive to manage virtualized smart cards as a whole, through mobile cloud technology in Virtualization of Smart Cards (ViSCa) platform-based mobile payment service. This entire process is referred to as Smart Card as a Service (SCaaS). Virtualization of Smart Cards (ViSCa) platform-based mobile payment service virtualizes smart card, which is used as payment mean, and loads it in to the mobile cloud. Authentication takes place through application and helps log on to mobile cloud and chooses one of virtualized smart card as a payment method. To decide the scope of the research, which is comparing Virtualization of Smart Cards (ViSCa) platform-based mobile payment service with other similar cases, we categorized the prior researches' mobile payment service groups into distinct feature and service type. Both groups store credit card's data in the mobile device and settle the payment process at the offline market. By the location where the electronic financial transaction information (data) is stored, the groups can be categorized into two main service types. First is "App Method" which loads the data in the server connected to the application. Second "Mobile Card Method" stores its data in the Integrated Circuit (IC) chip, which holds financial transaction data, which is inbuilt in the mobile device secure element (SE). Through prior researches on accept factors of mobile payment service and its market environment, we came up with six key factors of comparative analysis which are economic, generality, security, convenience(ease of use), applicability and efficiency. Within the chosen group, we compared and analyzed the selected cases and Virtualization of Smart Cards (ViSCa) platform-based mobile payment service.

안드로이드 환경에서의 모바일 게임 서비스 보안이슈

  • Kim, Huy Kang;Kum, Young Jun
    • Review of KIISC
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    • v.23 no.2
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    • pp.35-42
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    • 2013
  • 최근 모바일 게임서비스의 이용자가 증가함에 따라 스미싱 등 결제부정행위에 악용되는 사례들이 증가하고 있다. 이에 따라 안드로이드 환경에서 동작하는 스마트폰 내 모바일 게임 서비스에 대한 보안 요구사항이 게임앱 개발사, 게임서비스 제공사, 유통플랫폼 기업들에 요구되고 있다. 모바일 게임 서비스 보안은 PC 상에서의 게임보안과 어떤 차이점들이 존재하며 모바일 게임 내에 존재하는 취약점들의 유형은 어떤 것들이 있는지 살펴보고, 이에 대한 대안 및 기술적 한계를 살펴보도록 한다.

Development of Co-Interaction Model for Bus Auto-Payment with Beacon based on MDD (모델 주도 개발(MDD) 기반 비콘 사용 버스 요금 자동 결제를 위한 상호작용 모델 개발)

  • Oh, Jung Won;Kim, Hangkon
    • Smart Media Journal
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    • v.5 no.3
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    • pp.42-48
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    • 2016
  • Recently, most of the modern people used a second mobile device(two degree mobile device). Mobile devices are affecting all areas of human life, consumer electronics, transportation, manufacturing, and finance. On this paper, we propose a model-driven development based interaction model that can be used in the development of mobile payment system, which is the latest buzzword pins of the various application fields of mobile devices Tech (Fin-Tech) sector. Using a model-driven development based models do not depend on the Platforms (PIM), we propose a model for interaction between devices which can be reused when developing mobile billing app. A model-driven development based mobile applications use the reusable of interaction models development program analyzed the bus fees automatic payment application by a beacon.

개방형 핀테크 플랫폼의 정보보호 지침

  • Nah, Jae Hoon
    • Review of KIISC
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    • v.30 no.4
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    • pp.29-34
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    • 2020
  • 인터넷과 모바일 기기의 발달로 사용자는 언제, 어디서나 온라인 쇼핑 및 인터넷 뱅킹 등을 스마트폰 앱으로 결제를 하는 시대가 되었으나, 모바일 뱅킹 앱 경우에도 다수의 앱을 탑재하는 불편이 발생하여 이를 개선 하고자 하는 필요성이 대두되고 있다. 그리고 정부는 핀테크 산업을 국가의 미래 신성장 동력으로 인식하고 핀테크 산업 활성화 및 핀테크 기업 지원방안 마련에 적극 나서고 있다. 그러므로 핀테크 기업이 각 금융회사와 개별적으로 협약을 맺어 금융 데이터 및 서비스에 접근 하여야 하는 앱 기반 위주의 프레임워크는 상호운용 및 유지보수에 문제점이 점점 가중되고 있으며, 이를 해소하기 위하여 표준화된 개방형(Open) 플랫폼이 기술적 방안으로 권고되고 있고, 국내 ICT 기업들의 핀테크 비즈니스에 참여를 독려하기 위하여 개방형 핀테크 플랫폼의 정보보호 지침이 마련되었으며, 이를 기반으로 국제표준이 ITU-T SG17에서 승인되었다.

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
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    • v.26 no.3
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    • pp.55-66
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    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

A Study on the Improvement of Mobile Game Payment using Blockchain (블록체인을 활용한 모바일 게임결제 개선방안 연구)

  • Park, Hong-Seok;Kim, Tae-Gyu
    • Journal of Korea Entertainment Industry Association
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    • v.14 no.3
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    • pp.163-171
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    • 2020
  • Currently, most of the mobile game market releases games through Google play and App Store, which have a high share. Because it uses a third-party platform, only the payment API system provided must be used, and third-party platform pays the game company after excluding certain fees. Because game companies do not know whether or not to refund items and cannot get back items through third party transactions, users and professional websites are continuously appearing that exploit refunds. In this thesis, after analyzing problems of existing payment method and presenting a payment model using blockchain smart contract, we analyzed differences from existing model in terms of transparency, decentralization(fee), efficiency, and as a result, payment model using smart contract has low commission through P2P transaction without third parties and transparent transaction record, preventing item forgery and refund. Later, the proposed payment model would lead to the culling of companies acting on behalf of refunds for words that deviate from moral ethics such as "Refund OK even with items" and resolve the problem of unreasonable fees that arise through third-party platforms.

A Survey of Fraud Detection Research based on Transaction Analysis and Data Mining Technique (결제로그 분석 및 데이터 마이닝을 이용한 이상거래 탐지 연구 조사)

  • Jeong, Seong Hoon;Kim, Hana;Shin, Youngsang;Lee, Taejin;Kim, Huy Kang
    • Journal of the Korea Institute of Information Security & Cryptology
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    • v.25 no.6
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    • pp.1525-1540
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    • 2015
  • Due to a rapid advancement in the electronic commerce technology, the payment method varies from cash to electronic settlement such as credit card, mobile payment and mobile application card. Therefore, financial fraud is increasing notably for a purpose of personal gain. In response, financial companies are building the FDS (Fraud Detection System) to protect consumers from fraudulent transactions. The one of the goals of FDS is identifying the fraudulent transaction with high accuracy by analyzing transaction data and personal information in real-time. Data mining techniques are providing great aid in financial accounting fraud detection, so it have been applied most extensively to provide primary solutions to the problems. In this paper, we try to provide an overview of the research on data mining based fraud detection. Also, we classify researches under few criteria such as data set, data mining algorithm and viewpoint of research.

Research on the Continuous Use Intention of Mobile Bus Payment App from the Perspective of user Quality Perception

  • Li, Shuo;Sun, Cong-Ying
    • Journal of the Korea Society of Computer and Information
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    • v.27 no.9
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    • pp.217-224
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    • 2022
  • Based on the success model and Expectation Confirmation model of information system, the concept model of mobile bus payment App users' willingness to continue using is constructed by introducing function quality and interface design quality. A total of 264 valid questionnaires are obtained by issuing online questionnaires, and the model is tested by SmartPLS3.0 software The results show that users' perceptions of information quality, system quality and interface design quality will affect users' perceived usefulness and satisfaction through the scene, and then affect users' willingness to continue to use; Perceived functional quality has a significant impact on perceived usefulness, but has no significant impact on satisfaction. Perceived usefulness has a significant impact on user satisfaction.

Privacy Situation and Countermeasures of Financial Apps based on the Android operating system (모바일 앱 개인정보 침해현황 및 대응방안 (금융, 안드로이드 운영체제 중심으로))

  • Kim, Bo;Lim, Jong-In;Jo, Yong-Hyun
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.14 no.6
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    • pp.267-272
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    • 2014
  • Customers who register at mobile banking service through startphone has 40Mil in first quarter of 2014, which was increased 8.5%(3.6Mil) compare to figure from end of year 2013. Average 1 trillion 627.6billion won is dealing through smartphone banking in daily and three for increased psychological bullying caused by malignant code which change normality to malignant. The results of the analysis current state of affairs of personal information collection management authority required in finance smartphone app service and also recommend solution for protecting finance consumers plans to minimized collecting personal information in smartphone finance app service.

A Using and Comparison of Bar Code and QR code (바코드와 QR 코드의 비교와 활용)

  • Joo, Heon-Sik
    • Proceedings of the Korean Society of Computer Information Conference
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    • 2013.01a
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    • pp.269-270
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    • 2013
  • 본 논문에서는 바코드와 QR 코드에 대해서 비교 및 활용을 나타내었다. 최근 모바일기기 사용 확대와 휴대 편리성으로 휴대폰의 편리성이 증가하면서 QR 코드의 사용이 대두되고 있다. 바코드는 1차원 코드로서 물류 및 판매정보관리시스템(POS)에서 널리 사용되었지만 정보량의 한계성을 가지고 있다. 이에 QR는 다층형 코드로서 바코드에 비해서 정보량과 정보의 종류에서 다양하게 이용될 수 있다. 또한 최근 휴대폰의 앱 기능의 활발한 이용으로 결제시스템, 명함, 웹, 이메일, 홍보, 멀티미디어 등 다양한 영역에서 QR 코드의 활용이 상당히 빈번하게 이용 될 것으로 사료한다.

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