• Title/Summary/Keyword: Mobile Pay

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ID-based Payment Protocol for Mobile Electronic Commerce (모바일 전자상거래를 위한 ID 기반 지불 프로토콜)

  • 이현주;김선신;이충세
    • Journal of KIISE:Information Networking
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    • v.31 no.4
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    • pp.405-413
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    • 2004
  • Design an efficient and secure electronic payment system is important for M-Commerce. In this paper, we propose an efficient Micro-Payment Protocol that allows multiple transactions using ID-based public key cryptosystem. Current PayWord system requires to generate certificate of the vendor for each transaction. In this paper, we use a session key instead of certificate key generated by Weil Pairing which use an Elliptic Curve Cryptosystem over finite field $F_q$ for transactions Therefore, it is more secure in Known key attacks as well as Man-in-the-middle attacks.

The Causal Relationship of Choosing Factors of Smart Phone Game (스마트폰 게임 선택요인에 관한 연구)

  • Moon, Jae Young
    • The Journal of the Korea Contents Association
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    • v.14 no.10
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    • pp.723-729
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    • 2014
  • The purpose of this study is to find factors which are influencing choosing game based on empirical study. Today, many kind of smart phone games are developing because advanced smart phone hardware. Therefore we analyze to choose factors of smart phone game. As a results many smart phone game user more interested in reward than others. Many smart phone game company service their own game based on semi pay game because of profit. However, smart phone game user doesn't want to pay it. Thus mart phone game company have to change their sales strategy. Second, smart phone game user believe that access is important. So smart phone game company to manage game server.

Analysis of the Impacts of converged information with tourism and Bus Information Systems on Recreational Bus Travel (관광.BIS 융합정보가 관광.레저 교통수단으로서 버스선택선호도에 미치는 요인분석)

  • Bin, Mi-Young;Jung, Yi-Seok
    • The Journal of The Korea Institute of Intelligent Transport Systems
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    • v.10 no.4
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    • pp.55-64
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    • 2011
  • This study aims to analyze of the impact of converged information with tourism and Bus Information on recreational bus travel. The research has conducted as the following process : A survey was implemented that the user preference behavior as if they were provided a converged information with tourism and bus information on bus usage. As a result, we found that able to using mobile media, having a experience visiting the tourism site, evaluate willingness to pay of the information highly, the 20s age, increasing income variables are concerned with positive relation, and the factors which are using the main mode by auto and having a auto are negative relation on bus usage actively.

Dutch Touch : Mobile Application with Easy Dutch Pay (더치 터치: 더치페이를 쉽게 해주는 모바일 어플리케이션 구현)

  • Song, Yoojeong;Moon, Yeeun;Eom, Jiyeon;Lee, Jongwoo
    • Journal of Digital Contents Society
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    • v.19 no.1
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    • pp.11-18
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    • 2018
  • The Dutch treat culture, which pays for the cost of having meetings with a large number of people, is located in the daily life of many modern people. In particular, the execution of Kim Young-ran is a more active Dutch treat. However, when going dutch, there is a case where the amount of money to be paid per person is not divided equitably and there is an ambiguous situation about who should pay more. Also if one person have to pay all of the payments because of the different payment method such as a cash or card, there is inconvenience to keep a record of the financial relationship each time. In this paper, we introduce an application that allows several people to easily calculate the amount of money to pay per person when eating together or calculating something. From our service, you can easily access with web-based service, manage the user's debts more conveniently through forming the group. In addition, we focused on convenient calculation of cost by setting remaining unit and reserve function which is a function to overcome the disadvantages of existing application. Also, we maintain fairness through games in situations where the users need to make a choice.

A study on the service satisfaction of Chinese mobile Apps -Comparing paid and free services- (중국 모바일 앱 서비스 만족에 관한연구 -유료와 무료 모바일 서비스의 비교-)

  • Qin, Ying;Lee, Sang-Joon;Lee, Kyeong-Rak
    • Journal of Digital Convergence
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    • v.15 no.4
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    • pp.127-137
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    • 2017
  • The role of smartphones is changing from a communication system for exchanging calls and information into a universal platform for cultural services. Also, satisfaction for mobile application services on smartphones is a very important factor in the smart business. In This paper, we analyze the effects of the outcome, service scape, costs, and especially the impact of whether costumers having to pay or free for the app on customer satisfaction. For this purpose, we analyzed survey data on service quality of mobile app service from Chinese mobile app service users. We also analyzed the moderating effects of paid and free mobile app services. As a result, it was confirmed that the quality, servicescape quality and cost of mobile app service that customers perceive have a positive effect on customer satisfaction. In addition, the effect of the cost of mobile app service perceived by the customer on customer satisfaction showed that free mobile app service was more significant than paid mobile app service. This paper can be used as an alternative to monetization for providing a mobile app service provider or a mobile app service provider who wants to switch mobile app service from free to paid service.

Context-aware Framework for Personalized Service (개인화 서비스 지원을 위한 상황인식 프레임워크)

  • Chang, Hyo-Kyung;Kang, Yong-Ho;Jang, Chang-Bok;Choi, Eui-In
    • Journal of Digital Convergence
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    • v.10 no.1
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    • pp.301-307
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    • 2012
  • The development of mobile devices and the spread of wireless network help share and exchange information and resources more easily. The bond them to Cloud Computing technology help pay attention to "Mobile Cloud" service, so there have been being a lot of studies on "Mobile Cloud" service. Especially, the important of 'Personalization Service' which is customized for each user's preference and context has been increasing. In order to provide appropriate personalization services, it enables to recognize user's current state, analyze the user's profile like user's tendency and preference, and draw the service answering the user's request. Most existing frameworks, however, are not very suitable for mobile devices because they were proposed on the web-based. And other context information except location information among user's context information are not much considered. Therefore, this paper proposed the context-aware framework, which provides more suitable services by using user's context and profile.

Efficient Content Sharing in Ad Hoc Networks (애드 혹 네트워크에서의 효율적인 콘텐츠 공유 방법)

  • Kang, Seung-Seok
    • Journal of the Korea Society of Computer and Information
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    • v.12 no.2 s.46
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    • pp.209-220
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    • 2007
  • Mobile devices become a pak of our daily life due to their versatility, such as the wireless phone calls, the wireless accessibility to Internet, the display of multimedia content, and the communication with nearby mobile devices. Third generation telecommunication service provides an easy access to the Internet for nubile devices. Mobile users pay a fee charged by the telecommunication provider based on the amount of data transferred. This paper introduces a special ad hoc network in which mobile devices cooperate each other to download an interesting content from the Internet in order to reduce the telecommunication cost. The mobile devices, called the peers, in the ad hoc network are assigned a portion of the target file, and are responsible for downloading the portion using their 3G connection. Then, the peers exchange their downloaded portion with other participating peers using their cost-free ad hoc connection in order to reconstruct the whole content. According to the simulation results, large number of participating peers saves the telecommunication cost up to 90% with as few as 10 peers, although it slightly increase the overall content reconstruction time.

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Empirical Study on Unit Bias under the Flat Rate Pricing in the Korean Mobile Telecommunication Market (이동통신시장에서의 단위편향 소비행태 발생에 관한 실증연구)

  • Lee, Sang-Woo;Jeong, Seon-Hwa;Lee, Hyeongjik
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.41 no.2
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    • pp.229-237
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    • 2016
  • The purpose of this paper is to empirically identify whether unit bias exists or not under the flat rate pricing in the Korean mobile telecommunication market and to give the desirable form of pricing plans for minimizing this irrational behaviors. Our results show that with the flat rate pricing consumers tends to make more voice or data traffic over their optimal consumption level, meaning the existence of unit bias in the Korean mobile market. These results imply that under the current pricing plans subscribers may pay higher monthly fee than their optimal cost which maximizes their utility, for using the telecommunications service. Thus, policy makers need to consider adopting mobile operators' segmentation of the flat rate pricing plans for the reduction of subscribers' telecommunications costs and the improvement of consumer welfare.

A Study on Satisfaction of Third Party Mobile Payment Service in China

  • Moon, Jae-Young
    • Journal of the Korea Society of Computer and Information
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    • v.26 no.1
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    • pp.259-264
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    • 2021
  • SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services. This study is an empirical study to examine what is the most important factor in Internet banking by targeting users who use WeChat Pay among Chinese Internet bank users with the highest Fintech Adoption rate. SNS has recently reached the level of providing financial services to customers through a mobile payment system that goes beyond the existing payment system using Fintech, which is a fusion of financial industry and information technology. As a results, 2 factors positive influence on Acceptance intention and Customer satisfaction. These mobile payment systems are increasing in scale as time goes by, and their functions are reaching the same level as general financial services.

The Use Intention of Mobile Travel Apps by Korea-Visiting Chinese Tourists (방한 중국 관광객의 모바일 여행 앱 이용의도에 관한 연구)

  • Wu, Runze;Lee, Jong-Ho
    • Journal of Distribution Science
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    • v.15 no.5
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    • pp.53-64
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    • 2017
  • Purpose - This study focuses on use intention of mobile travel Apps by Chinese tourists visiting Korea based on UTAUT model, ISS model and ITM model. And the corresponding market promotion schemes are proposed for operators of mobile travel Apps by the research results. Research design, data, and methodology - After collecting 326 respondents in China with cross-sectional questionnaires, this study begins the empirical research with users of mobile travel Apps, and analyzes data with IBM SPSS 23.0 and IBM AMOS 23.0. Results - The results of this study include the following aspects: firstly, the System quality and Information quality are accepted for hypotheses of Satisfaction and Performance expectancy. Secondly, the Personal Propensity to Trust and Firm Reputation are accepted for Initial Trust hypothesis, and the hypotheses of Firm Reputation and Initial Trust are accepted for Use Intention. Thirdly, the Performance expectancy, Effort expectancy, Social influence are accepted for Use Intention hypothesis. Conclusions - With the increase of tourists visiting Korea, it can be predicted that the needs visiting Korea will be increased persistently for Chinese - this trend brings about the increase of the Chinese travel. First, information quality greatly influences satisfaction and performance expectancy. The research result shows that, the higher the mobile traveling App's information quality is, the higher the satisfaction and performance expectancy will be. Therefore, operators of mobile traveling App should have in-depth investigations towards users, to know the latter's real demand to the information quality and then provide corresponding services. Second, performance expectancy and effort expectancy greatly influence users' intention. Therefore, mobile traveling App operators should improve Apps' convenience and efficiency and, in doing so, find an effective method for market expansion. Third, social influence greatly affects users' intention. The result shows that mobile traveling App operators should pay attention to the influence of mass media and friends' recommendation on users, thereby it is necessary to improve advertisement activities. Fourth, initial trust also influences users' intention. The result shows that initial trust is a key element inducing users to generate use intention. Therefore, mobile traveling Apps operators should make efforts to catch elements that influence users' initial trust.