• Title/Summary/Keyword: Micro Payment Model

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A Micro Payment Service based on Open API (개방형 인터페이스 기반의 소액 지불 서비스)

  • Lim, Sun-Hwan;Lee, Jae-Yong;Kim, Byung-Chul
    • Proceedings of the IEEK Conference
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    • 2008.06a
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    • pp.357-358
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    • 2008
  • In this paper, we propose a micro payment service based on Open API (Payment & Account Management API). To support a business model that enables operators to offer integrated billing, a payment and an account management API is crucial. This service is based on the architecture of Parlay X web services[1, 2]. We described the network architecture and the logic procedure for a micro payment service.

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Design of NFC-based Mobile Electronic Micro-payment System for Traditional Market Activation (전통시장 활성화를 위한 NFC 기반 모바일 전자소액결제 시스템의 설계)

  • Cha, ByungRae;Kim, Dae-Gue;Kim, YongIl;Kim, JongWon
    • Smart Media Journal
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    • v.2 no.3
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    • pp.23-33
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    • 2013
  • In this paper, we find out about the effort and status of GwangJu metropolitan city to reinvigorate traditional market. And we propose the micro payment model based on Android NFC and tokenization technique to support the small trader's micro payment in aspect of information technology more than the physical infrastructure and environmental improvement projects to reinvigorate the traditional market. The micropayment model supports facilities of payment using smart phone based on NFC, and the encryption and tokenization support the indirection authentication and privacy of users.

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Design of MD Authentication and Privacy for Mobile Micro-payment based on NFC (NFC 기반 모바일 소액 결제를 위한 MD 인증과 프라이버시 설계)

  • Kim, Yong-Il;Kim, Dae-Gue;Cha, Byung-Rae
    • Journal of Advanced Navigation Technology
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    • v.17 no.1
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    • pp.47-55
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    • 2013
  • In this paper, we propose the micropayment model based on NFC, authentication, and privacy technique to support micro-payment in aspect of information technology to reinvigorate the traditional market. The micropayment model supports facilities of payment using smart phone based on NFC, and the encryption and tokenization support the functions of MD authentication, indirection authentication, and privacy of user's payment.

Concept Design to support Authentication and Privacy of Micropayment Model for Traditional Market Activation (전통시장 활성화를 위한 소액 결제 모델의 인증 및 프라이버시 지원하기 위한 개념 설계)

  • Cha, Byung-Rae;Park, Bong-Goo;Kim, Dae-Gue
    • Journal of Advanced Navigation Technology
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    • v.16 no.4
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    • pp.665-672
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    • 2012
  • In this paper, we find out about the effort and status of GwangJu metropolitan city to reinvigorate traditional market. And we propose the micro payment model based on Android NFC and tokenization technique to support the small trader's micro payment in aspect of information technology more than the physical infrastructure and environmental improvement projects to reinvigorate the traditional market. The micropayment model supports facilities of payment using smart phone based on NFC, and the encryption and tokenization support the indirection authentication and privacy of users.

A Study on the Perceived characteristics of the mobile payment service using the technology acceptance model (기술수용모델을 활용한 모바일 소액결제 시스템의 인지적 특성 분석)

  • 이석기;김성희
    • Journal of the Korea Society of Computer and Information
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    • v.9 no.1
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    • pp.103-109
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    • 2004
  • Mobile payment service is a new innovating technology in the micro payment industry. Although it emerged only one or two years a9o in Korea, it is now highly used and prospered by many online companies. Traditional studies concerning the electronic payment system are usually about the payment process itself, so they stressed the security or the robustness of the process. The study from the angle of behavioral science seldom exists. This article describes the phenomenon of technology adoption with a particular focus on telephone Payment service. The article identifies which characteristic of the telephone payment service affects to the user status (user, non-users). To do this, this article mainly used Roger's Technology Acceptance Model and some characteristics are added to the model. The most important perceptual characteristic that affects to the user status was not security, but ease of use-the telephone payment service had to enhance continuously for the competitive advantage over the other payment service. Observability and convenience are also noted as important.

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A Study on convergence of Mobile Smart Commerce and O2O Distributions Business Model for Small to Medium and Micro-Enterprises (중소·소상공인을 위한 모바일 스마트커머스 및 O2O 유통 비즈니스모델 융합 연구)

  • Kim, Byung-Wan
    • Journal of the Korea Convergence Society
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    • v.7 no.5
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    • pp.161-167
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    • 2016
  • Distribution channels are changing its industry paradigm from quantitative increase to qualitative improvement. In addition, it incorporates new characteristics and consumption tread of customers and the core value of service is developing focused around on online to offline (O2O) business model of omnichannel. In this respect, companies are integrating various distribution channels and in order to provide high content business service to customers, their interest in finding a new business strategy is increasing. Currently, most of the service being provided to customers are formed based on distribution structure centered around big companies and financial industry and the problems faced by small to medium and micro enterprises, which are expansion and improvement of channels, discovery of new distribution channels and finding O2O marketing strategy, can be said as very important task. Accordingly, this research purports to create added values which can serve as the driving force of growth of "creative economy" by improving distribution channels in which anyone who incorporates needs of smart consumers can enter into the smart commerce market and to further form sustainable win-win market that is strategic through business platforms for small to medium and micro enterprises therefrom.

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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