• Title/Summary/Keyword: Mobile payments

Search Result 65, Processing Time 0.036 seconds

Shuffling of Elliptic Curve Cryptography Key on Device Payment

  • Kennedy, Chinyere Grace;Cho, Dongsub
    • Journal of Korea Multimedia Society
    • /
    • v.22 no.4
    • /
    • pp.463-471
    • /
    • 2019
  • The growth of mobile technology particularly smartphone applications such as ticketing, access control, and making payments are on the increase. Elliptic Curve Cryptography (ECC)-based systems have also become widely available in the market offering various convenient services by bringing smartphones in proximity to ECC-enabled objects. When a system user attempts to establish a connection, the AIK sends hashes to a server that then verifies the values. ECC can be used with various operating systems in conjunction with other technologies such as biometric verification systems, smart cards, anti-virus programs, and firewalls. The use of Elliptic-curve cryptography ensures efficient verification and signing of security status verification reports which allows the system to take advantage of Trusted Computing Technologies. This paper proposes a device payment method based on ECC and Shuffling based on distributed key exchange. Our study focuses on the secure and efficient implementation of ECC in payment device. This novel approach is well secure against intruders and will prevent the unauthorized extraction of information from communication. It converts plaintext into ASCII value that leads to the point of curve, then after, it performs shuffling to encrypt and decrypt the data to generate secret shared key used by both sender and receiver.

모바일 부분 유료화 게임의 천장 시스템이 지속 과금 의도에 미치는 영향

  • Chio, Hun;Kim, Chung-woon;Lee, Yu-bin;Lee, Yons-Seol
    • Proceedings of the Korean Institute of Information and Commucation Sciences Conference
    • /
    • 2022.05a
    • /
    • pp.615-617
    • /
    • 2022
  • Currently, the 'Gacha' system is becoming an indispensable profit generation method for online and mobile games. The system, also called "probability randomization," proceeds with cash-based payments, and it is not clear how much money you need to use to obtain the item you want. So, in response to the backlash of users, game companies introduced a "ceiling" system that allows users to get the items they want if they use it for more than a certain amount, and added several profit generation methods using it. We examine the impact of this system on continuous billing induction.

  • PDF

A Study of Response and Plan to Decrease Damage of ISP Secure Payment (ISP 안전결제 서비스 피해를 최소화하기 ISP 대응방안 연구)

  • Kim, Byung-Man;Ma, Sangjun
    • Journal of Convergence Society for SMB
    • /
    • v.5 no.2
    • /
    • pp.33-38
    • /
    • 2015
  • The damage to the security is increasing as public key-based ISP secure payment service is used in online banking payment system. Security technology aspect to ISP secure payment security has no special problems. But, security damage that occurs due to the simplicity of the payment system is a problem. In this paper, we propose response and plan for ISP secure payment service to minimize the damage that occurs due to the simplicity of a security settlement system. Proposed scheme is applicable to various billing systems such as secure payments, online payment, mobile payment, credit card. Proposed scheme is characterized in that can stably support the capabilities of the new billing system. Also, proposed scheme is to analyze the various security threats arising from the payment of the financial services and to describe response and plan technology.

  • PDF

NFC Payment System Model for Security Privacy and Location Information of User (사용자 개인 정보 및 위치 정보를 보호하기 위한 NFC결제 시스템 모델)

  • Kim, Kyung-Ihl;Jeon, Gwi-su;Chae, Gyoo-Soo
    • Journal of Convergence Society for SMB
    • /
    • v.5 no.2
    • /
    • pp.21-26
    • /
    • 2015
  • Recently, NFC technology of short-range wireless communication using a smart phone to perform personal authentication with the electronic payment has been in the spotlight in various fields. However, the security associated with the personal information and the location information is vulnerable because it is easily fused with the existing mobile services and devices. In this paper, we propose a model for NFC payments help protect personal information and location information of NFC payment systems and services in various fields. Proposed model uses tag-based services in order to protect personal information and position information. The proposed model using the tag-based services is the place to check the various features available information in a simple Tag that can be easily accessed.

  • PDF

A Study on Space Utilization according to Changes in Non-face-to-Face Consumer Use : Focused on bank offices

  • Hwang, Sungi;Ryu, Gihwan;Yun, Daiyeol;Kim, Heeyoung
    • International Journal of Advanced Culture Technology
    • /
    • v.8 no.4
    • /
    • pp.271-278
    • /
    • 2020
  • Modern financial services go beyond the stage of internet banking, and new concepts of financial transactions such as Internet of Things, mobile banking, electronic payments, and fintech have emerged. As a result, banks are less influential in financial transactions, and changes are being demanded. In the present era, the basic business of banks has decreased, and it is transforming into a space where both consumer finance work and reside. The bank office stands for the brand image of the bank, and it is represented by trust with customers in the basic business of financial transactions, and the rise in real estate value is a natural social phenomenon due to the nature of the location and location of real estate owned by the bank. The business method and space of the bank office that meets the new paradigm of the modern society is an inefficient space only for the convenience and rest of consumers, but it must be used as a variety of spaces suitable for the region to increase the functional value of the bank office. Through this study, as a convenience space for consumers, various service facilities should be introduced to understand the characteristics of the region as a convenience space for consumers, and various service facilities should be introduced to meet the needs of consumers, and the bank office should be improved as a complex service space for local residents.

Gradual Certification Correspond with Sensual Confidence by Network Paths (본인인증의 네트워크 경로와 감성신뢰도에 연동한 점진적 인증방법)

  • Suh, Hyo-Joong
    • Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology
    • /
    • v.7 no.12
    • /
    • pp.955-963
    • /
    • 2017
  • Nowadays, fintech becomes the key technology of the mobile banking and payments. Financial market is moved to fintech-based non-face-to-face trade/payment from traditional face-to-face process in Korea. Core of this transition is the smartphones, which have several sensitive sensors for personal identifications such as fingerprint and iris recognition sensors. But it has some originated security risks by data path attacks, for instance, hacking and pharming. Multi-level certification and security systems are applied to avoid these threats effectively, while these protections can be cause of some inconvenience for non-face-to-face certifications and financing processes. In this paper, I confirmed that it have sensible differences correspond with the data connection paths such as WiFi networks and mobile communication networks of the smartphones, and I propose a gradual certification method which alleviates the inconvenience by risk-level definitions of the data-paths.

An Exploratory Study on Domestic Mobile Games and In-app Payment Fees (국내 모바일 게임 및 인앱 결제 수수료 적정성에 대한 탐색적 연구)

  • Lee, Taehee;Jeon, Seongmin
    • The Journal of Society for e-Business Studies
    • /
    • v.26 no.3
    • /
    • pp.55-66
    • /
    • 2021
  • The mobile application (APP) market is growing at an unprecedented speed. Amid such growth, the global platform providers are mandating exclusive in-app payments and charging 30% for platform commission fees. A serious tension has arisen between mobile global platform providers and local content providers. The present study attempts to analyze the domestic mobile game market and in-app payment commission fees. This study estimates the size of the domestic mobile game market and platform commission fees by directly using publicly available financial statements and footnote information of some representative listed mobile game firms. Also, the study analyzes the cost structures of the same sample firms and attempts to draw some implications on sustainable growths of the mobile game ecosystem. We estimated that, in 2019, the domestic mobile game market is around 4.9 trillion Won and the ensuing in-app payment commission fees market was 1.5 trillion Won. High market share firms display a proportional increase in in-app payment commission fees in relation to sales growth. This, in turn, makes the in-app payment commission fees a primary cost item far exceeding employee salaries and R&D expenses. During the same period, low market share firms generated a mere profit or experienced net loss. Analysis of the cost structure reveals that these firms are even more liable to higher in-app payment commission fee cost structure than high market share. Most constituents of the mobile game ecosystem are small business entrepreneurs. By employing a micro-level analysis, the study estimates that, in 2019, a representative median firm generates 530 million Won in sales. At the same time, it spends 190 million Won in employee salaries, 50 Won million in R&D and 190 million Won in in-app payment commission fees, respectively. In the absence of other cost items, these three cost items alone account for 73.8% of sales revenue. The results imply that a sustainable growth of the local mobile game market heavily depends upon the cost structure of such representative median firm, the in-app payment commission fees being the primary cost item of such firm.

A Study on the Use Intention of Online Charging Service for Prepaid Electronic Payment: Focused on the Moderating Effects and Transportation Card Users (선불 전자지급 수단의 온라인 충전 이용의도에 관한 연구: 교통카드사용자, 조절효과를 중심으로)

  • Seon-Ku Lee;Won-Boo Lee
    • Information Systems Review
    • /
    • v.23 no.3
    • /
    • pp.177-200
    • /
    • 2021
  • Recently, the use of prepaid electronic payments such as electronic wallets, digital currency and prepaid points is gradually increasing. Prepaid electronic payments has the characteristic of being used after charging first. This study empirically investigated the factors affecting the intention to use online charging in order to help improve the service that require prepaid recharge by applying transformed TAM. Since there are not many previous studies for the intention to use online charging, we extract factors through preceding researches for electronic cash and mobile easy payment. Also we analyze the intention to use online charging for transportation card users, focusing on the moderating effects. As a result of the study, it was found that 'convenience', 'ubiquity', and 'self-efficacy' among the independent variables had a positive (+) effect on mediation variable 'perceived usefulness'. 'Perceived usefulness' was analyzed to have a significant influence on the dependent variable 'usage intention'. According to users' gender, internet usage time, internet shopping frequency, online charging frequency and transportation card usage type, the moderating effect was significant on 'perceived usefulness' and 'usage intention'. As an implication, it was suggested that service improvement and differentiated marketing are needed in direction of increasing the usefulness of services. Additional research directions were proposed for services such as e-wallets, prepaid points and digital currencies by adding other factors and moderate variables.

Designing Mobile Application for Korean Traditional Markets Based on O2O Service Platform (O2O 서비스 기반 전통시장 주문 모바일 어플리케이션의 설계 및 개발)

  • Bang, young sun;Yang, Seung Mok;Jeon, Hye Rin;Lee, Danielle
    • Journal of Digital Contents Society
    • /
    • v.19 no.9
    • /
    • pp.1689-1697
    • /
    • 2018
  • This paper explored how to design amobile application for Korea's traditional markets based on O2O service and data science technologies. In order to cover a broader scope of customers, diversify the ways to sell products, and increase the profits of Korea's traditional markets, the application bridges online customers with offline stores at traditional markets and augments both convenience and accessibility. Beyond the typical face-to-face interactions between customers and sellers at traditional markets, this application offers mobile payments and personalized recommendations of nearby stores and preferable products using Beacon and datascience technologies. Moreover, it offers multi-language support for foreign customers who are not familiar with Korea's traditional markets and the products sold there. In conclusion, using O2O service, which is a rising trend among prevalent platform technologies, this study proposed a new e-commerce model for Korea's traditional markets to promote market expansion.

Recovery of Waste Back Board and Gold from the Process of Printed Circuit Board (인쇄회로기판(印刷回路基板) 제조공정(製造工程)의 폐(廢) Back Board 및 금(金) 회수(回收))

  • Kim, Yu-Sang
    • Resources Recycling
    • /
    • v.19 no.1
    • /
    • pp.57-65
    • /
    • 2010
  • Recently, we have investigated the recovery of resources from the waste material of manufacturing printed circuit board. As printed circuit board or chip has become light, small, high reliability, it is necessary to reuse and recover resources from them. Especially, the printed circuit board that has been used for important mobile electronic pans are plated with min.0.03 ${\mu}m$ to max.50 ${\mu}m$. As increasing the cost of gold, raw material, chemicals, payments and waste material, it has been accelerated the competition for reuse and recovery. But, it is insufficiency of technician and equipments for the recovery of effective resource. In this paper, as analyzing the technical trend of gold recovery and waste back board from the manufacturing process of printed circuit board, it may be effective of recycling, further more it may be contributed to develop the valuable resources.