• Title/Summary/Keyword: In-App payment

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A Comparative Study of Factors Affecting the Intention to Use Mobile Payment Services: Focusing on the Types of Mobile Payment Services and Different Age Groups (모바일결제 사용의도의 주요 요인에 관한 비교 연구: 연령 및 모바일결제 서비스 유형에 따른 비교)

  • Jung, Seung-Min
    • Journal of the Korea Academia-Industrial cooperation Society
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    • v.18 no.9
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    • pp.101-112
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    • 2017
  • The purpose of this paper is the comparative analysis of factors affecting the intention to use mobile payment services. This research compares the types of mobile payment services and different age groups. The result reveals that consumers' innovativeness has a positive impact on the intention to use mobile payment services in case of smartphone-only pay and compatibility and image have a positive effect on the intention to use mobile payment services in case of online pay. There is no significant influencing factor in the case of mobile app card. Moreover, the study reveals that consumers' innovativeness, trust in other domains, and compatibility positively affect the intention to use mobile payment services in the 30-49 age group. In the 50-69 age group, image has a positive impact and perceived risk has a negative impact on the intention to use mobile payment services. There is no significant influence factor in the 10-29 age group. This study is a first-time comparative analysis of factors affecting the intention to use mobile payment services focusing on the types of mobile payment services and different age groups.

MOBILE APP FOR COMPUTING OPTION PRICE OF THE FOUR-UNDERLYING ASSET STEP-DOWN ELS

  • JUNSEOK, KIM;DAEUN, JEONG;HANBYEOL, JANG;HYUNDONG, KIM
    • Journal of the Korean Society for Industrial and Applied Mathematics
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    • v.26 no.4
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    • pp.343-352
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    • 2022
  • We present the user-friendly graphical user interface design and implementation of Monte Carlo simulation (MCS) for computing option price of the four-underlying asset step-down equity linked securities (ELS) using the Android platform. The ELS has been one of the most important and influential financial products in South Korea. Most ELS products are based on one-, two-, and three-underlying assets. However, currently there is a demand for higher coupon payment from ELS products because of the increased interest rate in financial market. In order to allow the investors to have higher coupon payment, it is necessary to design a multi-asset ELS such as four-asset step-down ELS. We conduct the computational experiments to demonstrate the performance of the Android platform for pricing four-asset step-down ELS. Furthermore, we perform a comparison test with a three-asset step-down ELS.

Analysis of Factors Influencing Food Purchasing Behavior of Consumers In Mobile Shopping Malls : Focusing on the Comparison of Three Types of Mobile Shopping Malls

  • Eom, Ha Ram;Moon, Jung Hoon;Lee, Jong Tae
    • International Journal of Contents
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    • v.12 no.4
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    • pp.45-52
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    • 2016
  • This study focuses on finding ways to stimulate the growth of agricultural sectors in m-businesses, by analyzing and comparing the factors that influence the purchasing behavior of consumers in the open market, social commerce, and integrated shopping malls. Consumers at various mobile shopping malls answered a survey. Among the nine factors considered, one important factor was the frequency of purchasing agrifoods. Regression analysis produced three results. First, in the open market, in addition to various other advantages, the brand image, reasonable pricing, simple payment system, and convenience of using an app were important factors that influenced the purchasing behavior of the individual consumer. Second, in social commerce, the major factors influencing purchase were the reasonable pricing, quick delivery service, and convenience of using an app. Third, in integrated shopping malls, the brand image, guaranteed after-sale service, the variety of products, quick delivery service, and convenience of using an app were the significant factors.

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.

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.

Quality evaluation of pregnancy-related mobile applications in South Korea: a descriptive study

  • Hyunjin Cho;Feiyan Yi;Sukhee Ahn
    • Women's Health Nursing
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    • v.29 no.3
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    • pp.190-199
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    • 2023
  • Purpose: This study aimed to describe the characteristics of mobile applications (apps) related to pregnancy in South Korea and evaluate their quality. Methods: We conducted a systematic search for pregnancy-related apps available in Korea in two app stores as of April 29, 2022. The quality of apps was assessed using the Korean translation of the Mobile Application Rating Scale for objective quality with four subdomains (engagement, function, aesthetics, and information) and four items for subjective quality. Results: In total, 163 apps were selected and reviewed. Both the objective and subjective quality of the apps were found to be desirable, with scores exceeding 3 out of 5 (range, 34-82). All subdomain scores in the objective quality assessment were also desirable. Among the four objective quality subdomains, aesthetics received the highest scores, followed by information, function, and engagement. In terms of subjective quality, the scores for a comprehensive overall evaluation, continuous use, and recommendation exceeded 3 out of 5, with the exception of payment. Only a small number of apps (n=4, 2.9%) were backed by a reliable authority, such as an expert review. Significant differences were observed in the objective quality of apps across different content categories (F=3.86, p=.003). Conclusion: Most pregnancy-related apps had desirable levels of objective and subjective quality. However, app content experts seldom provide reviews. It is crucial for nurses to recommend apps to expectant mothers that offer dependable content, regularly updated with the latest information.

Beacon-Based O2O Marketing for Financial Institutions

  • Kwon, Young-Man;Park, Jin-Soo;Lee, Hyun-Jong;Kim, Myung-Gwan
    • The Journal of Industrial Distribution & Business
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    • v.5 no.4
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    • pp.23-29
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    • 2014
  • Purpose - This thesis aims to propose a method to help financial institutions improve their customers' convenience online and offline through a Bluetooth based App using the tool of a beacon. The emergence of smartphones in the 21st century and their increasing use makes it possible to search for information easily. Research design, data, and methodology - With the short-distance Bluetooth technology for smartphones, which finds users within a radius of 50m to provide the functions of message transmission and mobile payment, users can access information services and use mobile coupons in certain premises. Thus, beacon-based O2O technology has been developed. Results - This study offers a method of attracting customers through an O2O marketing strategy that overcomes the existing limitations of Web and Offline media. Conclusions -Since beacon technology has the advantage of more accurate positioning than GPS, financial institutions provide their product information for users through the basic function of a beacon, using an O2O (Online to Offline) marketing solution and, therefore, effectively enable customers to make relevant payments online and conduct their financial actions offline.

Mobile Payment and Operation System for the Local Area Festival (지역 기반 문화축제를 위한 모바일 결제 및 운영 시스템)

  • Park, Kiung;Lee, Jae-Won
    • The Journal of the Korea Contents Association
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    • v.19 no.9
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    • pp.402-410
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    • 2019
  • Local area festivals have grown on a scale for the past 20 years, but have suffered ups and downs. Through the trial and error of the festival operation, problems such as prediction of the number of visitors, planning of event scale, calculation and expansion of sales volume, and management of various participants in the duration were highlighted. To solve, this study designed and developed a mobile payment system and festival operation management system for local scale festivals as a platform operating system of web and app combined. The results of this study presents four basic functions. It includes ticketing management, attendance identification and entrance control, charge of festival currency and use of payments, real-time provision and management of related information, and performance reporting for each role. It was applied to local festivals in practice as to enable local shop owners to participate in advertisements or sponsorships and confirmed their contribution to local commercial market and the revitalization of festivals through this system.

A Study on the Modus Operandi of Smishing Crime for Public Safety (국민안전을 위한 스미싱 범죄수법분석)

  • Choi, Kwan;Kim, Minchi
    • Convergence Security Journal
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    • v.16 no.3_2
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    • pp.3-12
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    • 2016
  • The purpose of this study is to analyse Modus Operandi of smishing. For the study, 87 cases of smishing crime reports and smishing experiences of victims were analysed and 10 police officers who investigates smishing crime were interviewed. The results indicated that smishing crime can be divided into the preparation stage and the implementation stage. In the preparation stage, two modus operandi patterns, collection of personal information and text message script composition, were identified. In the implementation stage, seven modus operandi patterns were identified: sending smishing text messages and installation of malicious mobile applications, leak personal information, sending personal information to smishing crime organization through online server, payment attempt using collected personal information, intercept authorization code, completion of payment using intercepted authorization code, and payment amount was delivered to victims. Further implications were discussed.

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.