• Title/Summary/Keyword: micro-payment

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Design and implementation of Digital signature and Payment system based J2ME for Mobile Commerce (이동거래를 위한 J2ME 기반 전자서명 및 전자지불 시스템 설계 및 구현)

  • 이대하;김순자
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.10c
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    • pp.195-197
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    • 2000
  • J2ME(Java 2 Micro Edition)는 소비자/임베디드 디바이스 시장을 목표로 한 자바2 플랫폼으로서 이는 컨피규레이션(Configuration)과 프로파일(Profile)로 구성된다. SLDC/ MIDP(Connected Limited Device Configuration/Mobile Information Device Profile)는 그 중에서도 휴대폰과 양방향 페이저 같은 제한된 메모리를 가진 장치 위에서 사용되는 플랫폼이다. 본 논문에서는 J2ME 기반 하에서 CLDC/MIDP를 이용하여 보안모듈을 작성하고 휴대폰에서도 안전한 전자서명 및 전자지불을 가능케 하여 Mobile Commerce의 기초를 이루었다. 여기서 서명은 XML 기반으로 구성되었고, 시스템은 MIDlet으로 구현하였다.

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DIT (Digital Investment Trust) Agent Based on ECSSL (Elliptic Curve SSL) (ECSSL(Elliptic Curve SSL) 기반 DIT(Digital Investment Trust) 에이전트)

  • Jeong, Eun-Hee;Lee, Byung-Kwan
    • The KIPS Transactions:PartB
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    • v.9B no.5
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    • pp.599-608
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    • 2002
  • This paper proposes DIT (Digital Investment Trust) agent based on ECSSL (Elliptic Curve SSL). This DIT agent is a banking project using IT (Investment Trust) conception based on EC (Electronic Commerce) and can manage micro payment, account opening and account transferring. In addition, ECSSL (Elliptic Curve SSL) protocol is implemented which consists of much better encryption functions than existing SSL (Secure Socket Layer) Protocol. Therefore, This DIT agent based on ECSSL protocol protects a customer's information and asset from third party.

mPAY : A New MicroPayment System (mPay : 초소액 지불시스템)

  • Sin, Jun-Beom;Lee, Gwang-Hyeong
    • Journal of KIISE:Information Networking
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    • v.27 no.3
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    • pp.288-300
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    • 2000
  • 본 논문에서는 효율성, 안전성 및 이중사용방지 요구 조건을 만족하면서 동시에 시스템 사용과정에서 생길 수 있는 여러 분쟁 유형에 대해서 효과적으로 대처할 수 있는 초소액 지불시스템을 제안한다. 이를 위하여 기존의 시스템들이 효율성 향상을 위해 많이 사용해 온 S/KEY 방식의 해쉬 체인을 변형한 이중 해쉬체인 구조를 제안한다. 제안 시스템인 mPay-1, mPay-2는 이 구조를 기반으로 하였으며 안전성 및 분쟁해결성 측면에서 좋은 결과를 보인다. mPay-1은 기존의 시스템과 동일한 효율성을 갖으나 보다 안전하다. mPay-1의 확장형인 mPay-2는 추가적으로 여러 분쟁 유형들에 대해 효과적으로 대처할 수 있다.

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Secure Credit Card based Micro-Payment Protocol in Wireless Internet (무선인터넷에서의 안전한 신용카드기반의 소액 지불 프로토콜)

  • JIN, Shi-Mei;Li, Yong-Zhen;Lee, Hyun-Ju;Rhee, Chung-se
    • Proceedings of the Korea Information Processing Society Conference
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    • 2004.05a
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    • pp.461-464
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    • 2004
  • 무선 환경에서의 전자상거래가 빠르게 성장함에 따라 종단간 보안이 필요하다. 기존 WTLS를 사용하는 WPP 프로토콜에서는 종단간 사용자 안전성을 보장하고 있지 않다. 이 논문에서는 AIP프로토콜에서 사용자와 서비스 제공자간에 종단간 안전성이 제공되는 무선 인터넷 플랫폼에 독립적인 소액지불 프로토콜을 제안한다. 또한 인증기관이 인증과정에 참여할 경우 ID 기반 공개키 암호 시스템을 적용한 세션키를 생성하여 제안 프로토콜의 안전성 및 효율성을 분석한다

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A Design and Implementation of Efficient Internet Micro-Payment System (인터넷 상거래를 위한 효율적인 소액지불 시스템의 설계 및 구현)

  • Seong, Won;Cho, Hyeon-Sung;Cho, Hyun-Kyu;Ham, Ho-Sang
    • Proceedings of the Korean Information Science Society Conference
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    • 2000.04a
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    • pp.244-246
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    • 2000
  • 최근 인터넷을 매개체로 하여 디지털 정보 상품들의 거래를 행하는 새로운 지불 시스템이 요구되고 있다. 이는 기존의 지불 시스템들을 디지털 정보 상품 거래에 적용시키기 어렵기 때문이다. 기존의 지불 시스템들은 어느 정도의 큰 액수를 다루는 대액지불 방식들이므로 각각의 개별 정보들의 거래를 위해서 사용되어진다면 정보 상품 거래의 이익보다 운영 비용이 더 크므로 경제성이 없게 된다. 그리하여, 최근에 인터넷에서의 소액의 디지털 정보 상품들의 거래에만 사용되어질 새로운 소액지불 시스템들이 연구되고 있고 몇 가지 방식들이 제안되었다. 그러나, 제안된 소액지불 시스템들은 불필요한 계좌 생성, 관리와 지불된 모든 소액 화폐의 집합(aggregation), 저장이라는 문제점을 가지고 있다. 이들 문제점들은 많은 부담을 주는 전자사인 등과 함께 소액지불 시스템의 운영비용을 크게 늘리는 항목이다. 그러므로, 효율적인 소액지불 시스템은 적적한 보안, 값싼 핵심 메커니즘의 구성과 함께 이들 문제점들을 해결해야만 한다. 이에 본 연구는 인터넷 전자상거래를 가능하게 해 줄 소액대금결제 방식인 PayHash 시스템을 설계하였다. 이 시스템은 값싼 화폐 생성 메커니즘과 적절한 보안을 가지고 있고 필요 없는 계좌 생성과 지불 값들의 집합, 저장을 피함으로써 소액지불 시스템으로서의 조건을 만족시키고 있다.

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Determinants of Accessibility to Fintech Lending: A Case Study of Micro and Small Enterprises (MSEs) in Indonesia

  • SAPTIA, Yeni;NUGROHO, Agus Eko;SOEKARNI, Muhammad;ERMAWATI, Tuti;SYAMSULBAHRI, Darwin;ASTUTY, Ernany Dwi;SUARDI, Ikval;YULIANA, Retno Rizki Dini
    • The Journal of Asian Finance, Economics and Business
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    • v.8 no.10
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    • pp.129-138
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    • 2021
  • Several studies have revealed that information on borrower characteristics plays an important factor in approving their credit requests. Though the extent to which such characteritics are also applicable to the case of fintech lending remain uncertain. The aim of this study is, thus, to investigate the determinant factors that influence MSEs in obtaining credit through fintech lending. Here, we emphasize virtual trust in fintech lending encompasing the dimension of social network, economic attributes, and risk perception based on several indicators that are used as proxies. Primary data used in the study was gathered from an online survey to the respondents of MSEs in Java. The result of the study indicates that determinants of MSEs in obtaining credit from lender through fintech lending are statistically influenced by internet usage activities, borrowing history, loan utilization, annuity payment system, completeness of credit requirement documents and compatibility of loan size with the business need. These factors have a significant effect on credit approval because they can generate virtual trust of fintech lender to MSEs as potential borrowers. It concludes that the probability of obtaining fintech loans in accordance with their expectations are influenced by the dimensions of social network, economic attributes and risk perception.

A Study on the Rise and Success of Korean-style Collection RPG Genre (한국형 수집 RPG 장르 형성 연구)

  • Cho, Eun-Ha
    • The Journal of the Korea Contents Association
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    • v.18 no.11
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    • pp.327-337
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    • 2018
  • The Korean-style Collection RPG is a unique sub-genre of RPG developed in a new environment of the smartphone era. Based on CCG in Japan, the Korean collection RPG was able to have its own color by adding action style based on the experience of MMORPG development. Since the genre, many games have been released and have had amazing success. This success is not only limited to domestic but also extends overseas. In this study, I try to find out the reasons for the emergence and success of the Korean collection RPG, and analyze "Seven Knights", which has been a great success in Korea, and "Summoners War", which has achieved great success in the world. Through this, I will contribute to the competitiveness of Korean smartphone game industry.

The Factors Influencing Intention to Use Bit Coin of Domestic Consumers (국내 소비자들의 비트코인 사용 의도에 영향을 미치는 요인 연구)

  • Shin, Dong-Hee;Kim, Yong-Moon
    • The Journal of the Korea Contents Association
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    • v.16 no.1
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    • pp.24-41
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    • 2016
  • Study is about Bit Coin that is electronic cash that is received attention globally in recent. It is increasing domestically that uses bit coin for convenience of micro payment, and also bit coin is possible to exchange each countries' currency. In this point, we searched understanding degree and acceptance of bit coin. Also we applied transformed TAM(Technology Acceptance Model) to search factors that have an effect on consumers' intention to use it. In advance, we analyze features of bit coin, and extract factors through preceding researches for existing electronic cash, because studies for intention to use bit coin are weak in internal and external. First of results is that 'economic efficiency' which is a characteristic variable of bit coin influences 'intention to use,' a dependent variable through 'perceived usefulness,' a parameter. It was investigated that monetary and mental costs that was costed when we use bit coin were less than using other cash. Secondly, 'payment convenience' that is a characteristic variable affects 'intention to use', a dependent variable through 'perceived usefulness,' a parameter. It was measured that problems of inconvenience that include transaction process, cash management time shortage and exchange changes will be solved by using bit coin. Thirdly, 'reliability' that is a perceived risk variable of bit coin has a direct effect on 'intention to use,' a dependent variable. It was investigated that we could achieve purpose of payment because we weren't influenced by breakdown on system by processing distributed database in some computers. Fourthly, 'perceived usefulness,' a parameter of bit coin directly affects 'intention to use,' a dependent variable. Then consumers who want to use bit coin are fascinated bit coin for various usability. Moreover, we want to provide implications to all of finance corporations, companies related electronic cash and bit coin users based on these results.

A Study on The Billing System of Late Movers in MMORPG (MMORPG 개발 후발업체의 과금방식에 관한 연구)

  • Lee, Nam-Jae;Seol, Nam-O;Lee, Kwang-Jae
    • Journal of Korea Game Society
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    • v.5 no.2
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    • pp.19-27
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    • 2005
  • The core price policy of on-line game marketing are FPP(Fixed Pre Paid model and PPU(Pay Per Use) model. These two models have been a on-line game company's billing system and a fundamental of MMORPG in Korea. However, they took root billing system only for first movers recently. In now, the market share of several first movers is exceeding 80%, late movers witch have same billing system cannot take part in pair competition. Even though in MMORPG, many games of late movers were favorably noticed by a lot of gamers during Evaluation. Test, a lot of companies are bankrupt before make business. Late Movers declare free game first thing, they maintain their existence and win over customers in on-line game market. And next, they guarantee item selling, give multiple experience value and game money, at last, induce their customers to pay service. As it makes trouble between pay user and free user, and it linked up with the collapse of game contents balance that designed for FPP billing system, And then meet unexpected result which reduction of game life cycle. In this Paper, we classified several contents services based on game contents, and suggested contents premium services which adopted low cost strategy lead to micro payment. we hope it will apply to late movers' new billing system in MMORPG.

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A Study on the Analysis of Energy Voucher Effects Using Micro-household Data (가구부문 미시자료를 활용한 에너지바우처 효과 추정에 관한 연구)

  • Lee, Eun Sol;Park, Kwang Soo;Lee, Yoon;Yoon, Tae Yeon
    • Environmental and Resource Economics Review
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    • v.28 no.4
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    • pp.527-556
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    • 2019
  • In Korea, nearly 100 billion won is spent annually under the name of energy voucher on 600,000 households for the last five years, and this is a unique case and hard to monitor worldwide. Therefore, no studies have been conducted to assess impacts of the energy voucher on energy consumption and cost burden alleviation for beneficiaries. This paper aims to demonstrate the effectiveness of energy vouchers in terms of energy expense. The propensity score matching was conducted on samples of low-income households based on the Korea Welfare Panel. Then, simple Difference-In-Differences and Fixed-Effect Difference-In-Differences models were applied to estimate the effect of energy vouchers. In results, the beneficiaries of energy vouchers would spend an additional 4,371~4,870 won per month on energy consumption. The ratio is equivalent to 51.9~57.7 percent of the aid, which is also the highest when compared with 23~56 percent of U.S. Food Stamp. In terms of energy welfare, voucher payment could become one of the best management practices. However, identifying the blind spots as non-reciprocal households and expanding the differential support mechanism that reflects the energy consumption environment should be solved in the future.