• Title/Summary/Keyword: mobile transaction

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A Study on the Realtime Wireless Remote Control Systems (실시간 무선 원격 제어 시스템에 관한 연구)

  • Lee, Moon-Goo
    • Journal of the Institute of Electronics Engineers of Korea CI
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    • v.46 no.6
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    • pp.63-69
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    • 2009
  • The decentralized and open characteristic of the internet, along with the mobility and portability of mobile communication, and the interactivity of the internet and mobile communications all have been grafted to enable the creation of wireless internet in our lives, bringing about a lot of change. However, existing system management software solutions show limitations in time and space, as well as problems such as uncertain error messages, and also difficulty providing swift assistance or real time emergency support. Therefore, a wireless remote control system has been designed and implemented in this thesis, which is capable of managing and monitoring remote systems using mobile communication devices (Mobile Phone, PDA, Smart Phone, Webpad) for realtime control. The implemented real time wireless remote control system provides remote server management functions, error or event message functions, log record functions, authentication function via mobile devices and system performance evaluation function classified by client transaction.

A Dynamic Path Computation Database Model in Mobile LBS System (모바일 LBS 시스템에서 동적 경로 계산 데이터베이스 모델)

  • Joo, Yong-Jin
    • Spatial Information Research
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    • v.19 no.3
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    • pp.43-52
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    • 2011
  • Recently, interest in location-based service (LBS) which utilizes a DBMS in mobile system environment has been increasing, and it is expected to overcome the existing file-based system's limitation in advanced in-vehicle system by utilizing DBMS's advantages such as efficient storage, transaction management, modelling and spatial queries etc. In particular, the road network data corresponds to the most essential domain in a route planning system, which needs efficient management and maintenance. Accordingly, this study aims to develop an efficient graph-based geodata model for topological network data and to support dynamic path computation algorithm based on heuristic approach in mobile LBS system. To achieve this goal, we design a data model for supporting the hierarchy of network, and implement a path planning system to evaluate its performance in mobile LBS system. Last but not least, we find out that the designed path computation algorithm with hierarchical graph model reduced the number of nodes used for finding and improved the efficiency of memory.

Gratification Obtained from Telephone Use and Characteristics of Telephone as Interpersonal Communication Medium (전화의 이용과 충족 그리고 대인매체로서의 전화의 속성: 이동전화, 면대면 채널과의 비교를 중심으로)

  • Bae, Jin-Han
    • Korean journal of communication and information
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    • v.18
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    • pp.131-164
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    • 2002
  • Despite the ubiquity of telephone, the medium has received far less scholarly attention than it should deserve. This study begin with the purpose of fair appraisement of telephone in Korean social communication. To accomplish this purpose, the gratification obtained from telephone, the appropriateness of it as interpersonal communication medium and communication network through telephone were studied. The related raw data were collected from on-line survey process, and statistically analyzed. The result showed sociability, information, transaction, entertainment, emergency, and reassurance are gratifications obtained from telephone use. Younger persons tend to have more positive attitude to mobile phone as interpersonal communication medium. Particularly when the seniors are interpersonal communication partner and impending task is advice or request, younger persons tend to perceive mobile phone more appropriate than the elder persons do. And mobile phone deepens 'communication endogamy' of our society, especially in the youth. Thus, it is plausible to predict that mobile phone will be more important in social communication of our society when the youth become the mainstream of our society.

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Effects of advertisement acceptance according to brand familiarity on ease of imitation and behavioral intention of mobile payment (브랜드 친숙도에 따른 광고 수용성이 모방 용이성과 모바일 간편결제 사용의도에 미치는 영향)

  • Kim, Yun-Jeong
    • Journal of Convergence for Information Technology
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    • v.9 no.4
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    • pp.48-58
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    • 2019
  • Recently, companies that have already the brand familiarity based on IT technology are changing the way of financial transactions by providing mobile simple payment service. It is difficult to apply the results of research conducted on traditional financial products, although the familiarity of the brand positively affects the brand attitude and intention of use in the preceding studies. To confirm this, this study verified whether mobile simple payment services of a company with high brand familiarity can copy the service easily and have intention of use through advertisement acceptance. The empirical results showed that the advertising of brand with high familiarity could be a motivation factor to imitate new services more easily. This results is meaningful in that it confirms the importance of strategic advertising because the more higher the brand's familiarity is, the more efficient the advertising can be used in the mobile simple payment service.

The Influence of Perceived Value, Perceived Risk, Innovativeness on Trust in Mobile Shopping (모바일 쇼핑에서 지각된 가치, 지각된 위험, 혁신성이 신뢰에 미치는 영향)

  • Pyun, Hae-soo
    • Journal of Venture Innovation
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    • v.5 no.2
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    • pp.1-14
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    • 2022
  • Mobile shopping goes beyond the level of a tool that simply supports consumers' shopping in-store and creates a new level of experience for consumers through offline connection. It is important to acquire new customers in order to gain a competitive advantage through mobile shopping, but it is more important to maintain a continuous transaction relationship with the secured customers. Existing mobile shopping-related studies can be largely classified into three categories such as a study on the characteristics of mobile consumers, a study on the characteristics of a mobile shopping mall, and a study on the characteristics of mobile shopping itself. Therefore, this study aimed to analyze the impact of perceived value, perceived risk, and innovativeness on trust in mobile shopping. In order to investigate the impact of perceived value, perceived risk, consumer innovativeness on the trust in mobile shopping, consumers who have experience in purchasing products through mobile were investigated. The data collected in this study were verified the reliability and validity of the measurement items based on the measurement validation process. In this study, regression analysis was performed by selecting perceived value, perceived risk, innovativeness as independent variables, and trust as dependent variables. As a result of the analysis, perceived value, innovativeness had a positive impact on trust and perceived risk had a negative impact on trust. As a result of analysis, three hypotheses were supported. Finally, implications of the research are presented, and limitations and directions for future research are described.

Study on the fintech activation and O2O service (O2O서비스와 핀테크 활성화에 관한 연구)

  • Lee, Young-hwan
    • Journal of Venture Innovation
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    • v.1 no.1
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    • pp.15-27
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    • 2018
  • Interest in Fintech is extremely growing as O2O which means the binding of online and offline appears. The scale of private consumption in South korea reached about 700 trillion won, however, the online trading is only about 60 trillion won, which means 640 trillion won is still trading in offline. The reason the Fintech industry comes into the spotlight is because the foundation of related industries such as the rise of mobile traffic and the fast growth of the financial transaction through the mobile channel is forming. Especially, the introduction of payment systems among these Fintech industries offers convenience to the consumer. Mobile payment has been generalized in daily life such as utility bills and taxi fares. Use of O2O service in various industrial fields in commerce gives convenience to consumers and increase in sales to business in recent commercial transaction which is moving to on-demand channel services. People in smartphone life are supposed to find more convenient services for saving time using their phone, and this kind of environment makes the ordering goods and services through Fintech payments increase. The emergence of O2O services influences the development of Fintech industry and the emergence of convenient and reliable Fintech service through the deregulation of Fintech also affects the activation of O2O services. The complementary relationships between O2O services and Fintech would contribute to economic activation. From the standpoint of the researchers, I would like to further study the methods that can lead to a new paradigm of the financial payments industry through the development of Fintech and the drafts for the market expansion of the current offline commerce making it online in the advent of O2O services in variety industries.

The Study on the e-Service Quality Factors in m-Shopping Mall App based on the Kano Model (카노 모형을 이용한 모바일 쇼핑몰 앱의 서비스 품질 요인 분석에 관한 연구)

  • Kim, Sang-Oh;Youn, Sun-Hee;Lee, Myung-Jin
    • The Journal of Industrial Distribution & Business
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    • v.9 no.12
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    • pp.63-72
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    • 2018
  • Purpose - In this study, it is classified the service quality dimension of mobile shopping app using Kano model. In addition, it is evaluated quality factors suitable for strategic management from the viewpoint of service provider through mobile application through binary dimension analysis. Research design, data, and methodology - In this study, seven quality dimensions such as information quality, reliability, immediacy, convenience, design, security and customer service were derived through related studies to make binary shopping quality app quality measurement. 37 sub-variables were set by each quality dimensions. Each questionnaire was composed of positive and negative items like Kano's proposed method, and the satisfaction coefficient suggested by Timko(1993) was examined to understand the influence of each factors on customer satisfaction. Results - As a result of research, shopping app users perceived unity quality factor in most items of service quality dimension such as information quality, reliability, immediacy, convenience and customer service. In addition, the satisfaction coefficient showed a good impression, quick response of the result, fast delivery, and the unsatisfactory coefficient showed more interest in personal information such as payment method safety, and transaction security. As a result of research, shopping app users perceived unity quality factor in most items of service quality dimension such as information quality, reliability, immediacy, convenience and customer service. And, in information quality, the information overload was classified as an apathetic quality component, while the related information provision belonged to an attractive quality component. In reliability quality, customized service provision was classified as an attractive quality component. In instant connectivity, the quality of the connection during transport was classified as an attractive quality component. In convenience quality, access to product information was classified as a one-way quality component. All components of designs quality were classified as attractive quality components, and in security quality, all of their components were all classified as one quality component. Lastly, in customer service, they components were all classified as a single quality component. In addition, the satisfaction coefficient showed a good impression, quick response of the result, fast delivery, and the unsatisfactory coefficient showed more interest in personal information such as payment method safety, and transaction security. Conclusion - In the online service environment, which is difficult to differentiate in terms of upward upgrading only by technological implementation and function, the results of this study can be suggested as a differentiating factor for major channels with customers rather than improve the brand image.

Performance Enhancement Architecture for HLR System Based on Distributed Mobile Embedded System (분산 모바일 임베디드 시스템 기반의 새로운 위치정보 관리 시스템)

  • Kim Jang Hwan
    • The Journal of Korean Institute of Communications and Information Sciences
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    • v.29 no.12B
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    • pp.1022-1036
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    • 2004
  • In mobile cellular network the ever-changing location of a mobile host necessitates the continuous tracking of its current position and efficient management of location information. A database called Home Location Register(HLR) plays a major role in location management in this distributed environment, providing table management, index management, and backup management facilities. The objectives of this paper are to identify the p개blems of the current HLR system through rigorous analysis, to suggest solutions to them, and to propose a new architecture for the HLR system. In the HLR system, a main memory database system is used to provide real-time accesses and updates of subscriber's information. Thus it is suggested that the improvement bemade to support better real-time facilities, to manage subscriber's information more reliably, and to accommodate more subscribers. In this paper, I propose an efficient backup method that takes into account the characteristics of HLR database transactions. The retrieval speed and the memory usage of the two-level index method are better than those of the T-tree index method. Insertion md deletion overhead of the chained bucket hashing method is less than that of modified linear hashing method. In the proposed backup method, I use two kinds of dirty flags in order to solve the performance degradation problem caused by frequent registration-location operations. Performance analysis has been performed to evaluate the proposed techniques based on a system with subscribers. The results show that, in comparison with the current techniques, the memory requirement is reduced by more than 62%,directory operations, and backup operation by more than 80%.

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 Concurrency Control Method for Data Broadcasting in Mobile Computing Environment (이동 컴퓨팅 환경에서 데이타 방송을 위한 동시성 제어 기법)

  • 윤혜숙;김영국
    • Journal of KIISE:Databases
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    • v.31 no.2
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    • pp.140-149
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    • 2004
  • Data broadcast has received much attention as a very efficient method for disseminating data items in mobile environment with large number of mobile clients. In this approach, a database server periodically and continuously broadcasts data items through wireless channels and clients perform read-only transactions by accessing necessary data items from the air. While broadcasting, the server must also process update transactions on the database, which raises an obstacle for client's accessing consistent data. In this research, we propose a new algorithm SCDSC(Serialization Checking with DirtySet on Commit) which is an alternative for solving the concurrency control problem efficiently. The SCDSC is a kind of optimistic concurrency control in that a client checks the consistency of data using a DirtySet as a part of data broadcast when it commits its transaction. In each broadcast cycle, the server updates and disseminates the DirtySet with newly changed data items for last few cycles in the sliding window approach. We perform an analysis and a simulation study to evaluate the performance of our SCDSC algorithm in terms of data consistency and data currency.