• 제목/요약/키워드: Mobile Money

검색결과 64건 처리시간 0.026초

Towards Indonesia's Future: Embracing Mobile Money Distribution with the Technology Acceptance Model Approach

  • Ricardo INDRA
    • 유통과학연구
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    • 제22권7호
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    • pp.43-51
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    • 2024
  • Purpose: The primary purpose of this study is to examine the influence of the Technology Acceptance Model (TAM) on the use of mobile money in Indonesia. The acceptance of technology has brought changes to society where the application of technology is aimed at identifying the best solution among the various existing alternatives. There are two types of electronic money: chip-based and server-based electronic money. Server-based electronic money is found on mobile phones. The Indonesian government has encouraged the use of electronic money and launched Less Cash Society to create a secure, efficient, and smooth payment system. Research design, data, and methodology: This study collected quantitative data from users of server-based electronic money through surveys conducted based on the sample size. The data were processed using SEM LISREL 8.70. Results: the results show that each of the TAM's fundamental elements has a significant impact. Perceived ease of use and perceived usefulness are able to encourage attitude toward using and behavioral intention to use towards actual use. Conclusions: The distribution of mobile money has a positive impact on society. Hence, mobile money providers must simplify access-recommendations made to strengthen the acceptance of mobile money via Perceived Ease of Use and Perceived Usefulness.

Money Management Behavior According to Consumption Value for Adolescent Consumer

  • Heo Yeong Sook;Lee Seung Sin
    • International Journal of Human Ecology
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    • 제5권2호
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    • pp.93-110
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    • 2004
  • The purpose of this study is to investigate the money management behavior according to the consumption value for consumers, especially for adolescents. Using 502 samples of middle school adolescents, a survey was conducted from May 10 to May 20, 2004. The main results were as follows: 1) The consumption value for adolescent consumers was categorized conspicuous-consumption value, brand-oriented value, mental-oriented value and advertising-dependent value. 2) Female adolescent, with more private spending money, with mobile phone, with importance on brand when purchasing mobile phone, paying more for using mobile phone, having conspicuous-consumption value, with more importance for brand when purchasing mobile phone and having more advertising-oriented value. Adolescent consumers with less private spending money, less payment for mobile phone and having mental-oriented value. 3) Female, with more educated mother, with less spending private money and having better money management behavior. 4) With less conspicuous-consumption value, more mental-oriented value, adolescent consumers have better for money management behavior.

에티오피아 모바일화폐 서비스의 채택의향과 사용행태 결정요인 (Determinants of Behavioral Intention and Usage of Mobile Money Services in Ethiopia)

  • ;황기현
    • 디지털융복합연구
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    • 제18권2호
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    • pp.23-35
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    • 2020
  • 모바일 화폐는 금융 서비스 제공에 혁명을 일으켜 신흥국, 특히 동 아프리카 국가의 금융에 대한 접근성을 향상시킬 수 있는 금융 포용을 가능하게 하는 핵심 요소이다. 따라서 본 연구는 UTAUT2 모델을 이용하여 에티오피아에서 모바일 화폐 서비스를 채택하려는 개인의 행동 의도 및 실제 사용에 영향을 미치는 주요 결정 요인을 분석하는 것을 목표로 한다. 본 연구 모델과 가설은 에티오피아의 여러 지역에서 200명의 응답자를 추출하여 테스트했다. 데이터 분석 결과는 정부 지원, 성과 기대, 촉진 조건, 모바일 화폐 서비스에 대한 신뢰 및 노력 기대가 에티오피아의 모바일 화폐 서비스 사용에 영향을 미치는 주요 요인으로 도출된 반면, 사회적 영향과 낮은 거래 비용 요소는 통계적으로 유의하지 않은 것으로 나타났다. 본 연구 결과는 모바일 화폐 서비스의 낮은 수수료 책정보다는 적절한 정책과 규정을 통한 모바일 화폐 서비스 활성화를 위한 에티오피아 정부의 적극적 노력과 지원만이 자국의 모바일 화폐 서비스 채택 및 보급을 촉진할 수 있다는 유용한 정보를 제공한다.

Accuracy Comparison of Direct Georeferencing and Indirect Georeferencing in the Mobile Mapping System

  • Bae Sang-Keun;Kim Byung-Guk;Sung Jung-Gon
    • 대한원격탐사학회:학술대회논문집
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    • 대한원격탐사학회 2004년도 Proceedings of ISRS 2004
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    • pp.656-660
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    • 2004
  • The Mobile Mapping System is an effective method to acquire the position and image data using vehicle equipped with the GPS (Global Positioning System), IMU (Inertial Measurement Unit), and CCD camera. It is used in various fields of road facility management, map update, and etc. In the general photogrammetry such as aerial photogrammetry, GCP (Ground Control Point)s are needed to compute the image exterior orientation elements (the position and attitude of camera). These points are measured by field survey at the time of data acquisition. But it costs much time and money. Moreover, it is not possible to make sufficient GCP as much as we want. However Mobile Mapping System is more efficient both in time and money because it can obtain the position and attitude of camera at the time of photographing. That is, Indirect Georeferencing must use GCP to compute the image exterior orientation elements, but on the other hand Direct Georeferencing can directly compute the image exterior orientation elements by GPS/INS. In this paper, we analyze about the positional accuracy comparison of ground point using the Direct Georeferencing and Indirect Georeferencing.

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아동소비자의 매체별 유료 콘텐츠 사용특성과 금전인식 연구 (Children's Use of Paid Content Based on Media and Monetary Concepts)

  • 지미화;류주연;옥경영;박주영
    • 한국지역사회생활과학회지
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    • 제25권2호
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    • pp.207-218
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    • 2014
  • This study examines the use of paid content by children and identifies their monetary concept based on the following three research questions: (1) What are the characteristics of paid-content use by children? (2) How can the monetary concept of children be classified? (3) How does this monetary concept vary across use groups? Data were collected from 245 elementary school students. Based on the results, there were two types of media content used by children: mobile and computer content. Children were classified into four consumer groups based on the type media content use and the amount of content use. In addition, monetary concepts of children using paid content had two dimensions: money for means and that for objects. For computer users, monetary concept for conspicuous consumption and mammonism were more likely in the high-use group than in the low-use group. For mobile users, there was no significant difference in money for means and money for objects between the high-use group and the low-use group. The limitations of this study offer some interesting avenues for future research.

포인트 통합 엔진을 이용한 웹 게임 및 컨텐츠 제공 시스템의 개발 (Development of Web Game and Contents Support System Using the Integrated Point Engine)

  • 강성관;안태홍
    • 한국게임학회 논문지
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    • 제4권4호
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    • pp.25-30
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    • 2004
  • 현재, 웹 기반 기술 및 네트워크 기술의 발달로 인해 실질적이고 다양한 서비스를 원하는 이용자들이 늘어나고 있다. 그중에서 게임을 포함하는 웹 및 모바일 컨텐츠 분야에 대한 관심은 급격히 증가하고 있다. 대부분의 컨텐츠들은 컨텐츠의 이용에 대한 결과로 포인트나 E-Money로 제공하고 있다. 하지만, 포인트 시스템은 포인트를 활용할 수 있는 컨텐츠나 관련 서비스가 부족한 실정이어서 유명무실하게 되었다. 이러한 문제를 해결하기 위하여, 본 논문에서 여러 컨텐츠에서 제공하고 있는 포인트 시스템을 통합하고 이러한 포인트를 이용하여 게임에 접목할 수 있는 시스템을 설계하였다. 설계한 시스템을 시뮬레이션하기 위하여 웹상에서 간단한 게임 및 기타 부가적인 컨텐츠 시스템을 제작하였다. 또한, 모바일 기기로 웹상에서 발생하는 결과를 전송받는 시스템도 구현하였다.

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소비자 특성이 무선인터넷 이용에 미치는 영향에 관한 연구 (The Effect of Consumer Factors on the Use of Mobile Internet)

  • 박윤서
    • 경영과학
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    • 제20권2호
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    • pp.61-80
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    • 2003
  • At the end of 2002, about 91% of mobile telecommunications service subscribers have mobile phones with the mobile internet access function. However, despite the rapid spread of mobile internet phones, the number of real mobile internet users is very small. In this situation, this paper focuses on the effect of consumer demographics such as sex, age, job, etc. and consumer life-style on the use of mobile internet. This study tries to find the answers about the following questions ; 1) Which consumer demographic variables affect the use of mobile internet\ulcorner 2) How can we categorize the consumers with the mobile internet phones\ulcorner 3) What are the characteristics of categorized groups and is there any difference in using the mobile internet\ulcorner For this purpose, an off-line survey was conducted over 1,500 consumers with the mobile internet phones. This study concludes as follows ; The important demographic factors of the use of mobile internet are age, job, marriage, academic career and personal spending money. Totally viewed in the consumer demographics, the typical type of mobile internet users can be described as the young student. On the other hand, sex and family income variables do not significantly affect the use of mobile internet. And the mobile internet users can be categorized by the life-style into four distinct groups, which are named as the innovation oriented group, the practicality oriented group, the conservation oriented group, the ostentation oriented group. These findings show that the consumer life-style have various effects on the use of mobile internet.

Adoption of Mobile Peer-to-Peer Payment: Enabling Role of Substitution and Social Aspects

  • Clement Jun Feng Lim;Byungwan Koh;Dongwon Lee
    • Asia pacific journal of information systems
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    • 제29권4호
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    • pp.571-590
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    • 2019
  • Despite the growing amount of mobile peer-to-peer (P2P) payment applications available on mobile app stores, these applications are still in their infancy and have yet to see mass adoption. This study aims to explore the factors that influence the adoption of such mobile P2P payment applications by using a large-scale data set based on the tracking of users' actual mobile application usage behavior. Our main findings reveal that the duration of each session that users use of traditional bank application has a significant relationship with their adoption of mobile P2P payment applications. In addition, we explore the social aspect of such mobile P2P payment applications by analyzing their social network applications usage and found that the amount of social network service applications used and usage duration positively impacted one's adoption of mobile P2P payment applications. These findings have important theoretical and practical implications for stakeholders of mobile P2P payment solution providers as well as intermediaries/banks who provide their own payment applications to their customers.

Evaluation of Mobile Application in User's Perspective: Case of P2P Lending Apps in FinTech Industry

  • Lee, Sangmin
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • 제11권2호
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    • pp.1105-1117
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    • 2017
  • Financial technology, also known as FinTech, is one of the fast growing global businesses in since its inception in 2008. Fintech is a new economic industry, comprised of companies that adopted the latest technologies to provide more efficient financial services than the traditional financial services. Fintech companies are generally small to medium sized startups trying to disintermediate existing financial systems. FinTech companies can be differentiated in several areas, based on its business solutions and target customers. In Korea, the Peer-to-Peer (P2P) lending companies are the most prominent in the FinTech sector. P2P lending is a method of borrowing or lending money to individuals through online services without the use of an official financial institution as an intermediary. The P2P lending companies operate their services entirely online or mobile environment. Consequently, mobile P2P lending application users are dramatically increasing. Thus, it is worth evaluating the acceptance of the mobile apps of the P2P lending companies from a user's perspective. This paper discusses user acceptance of the mobile P2P lending apps, guided by the Technology Acceptance Model. We conclude that the users' acceptance of mobile P2P lending apps are significantly influenced by perceived ease of use, perceived usefulness, and user satisfaction. These in turn influenced their attitude towards using mobile P2P lending apps and intention to use.

RFID 기술을 이용한 통합 개념의 전자화폐 연구 (The Study for Synthetic Concept of Electronic Cash with RFID Technology)

  • 김창준;장경식
    • 한국정보통신학회:학술대회논문집
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    • 한국해양정보통신학회 2009년도 추계학술대회
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    • pp.1007-1009
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    • 2009
  • 본 논문에서는 기존의 여러 사업자에서 발행하였던 전자화폐의 활성화 장애요소와 문제점을 해결하고자 통합방식의 전자화폐를 소개하였다. 아울러, RFID 기술을 접목시켜 무선네트워크 기능성을 더욱 강화시켰다. 더욱이 활성화의 초점을 맞추어, 보급이 용이한 휴대폰에 전자화폐기능 뿐만 아니라 리더기를 탑재하여 손쉬운 충전 및 상호 개인 간에 증여기능을 넣어 실생활에 편의를 더하도록 하였다. 마지막으로, 불필요한 동전소지의 불편함과 분실의 우려가 없는 동전지갑 개념도 넣어 국가적으로도 동전주조비용 절감과 관리적 효율성을 기대할 수 있게 될 것이다.

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