Present and Future of Mobile Commerce

2018 ◽  
pp. 1431-1447
Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.

Author(s):  
Barkha Narang ◽  
Jyoti Batra Arora

Mobile Commerce is a term to describe any commercial activity on a mobile device, such as a mobile phone (iPhone, Android, Blackberry) or a tablet (iPad, Galaxy Tab, Surface). This includes all steps of the customer journey; reach, attract, choose, convert and retain. Hence mobile commerce is probably best described as shopping that takes advantage of unique properties of mobile devices. It is also called as m-commerce. Pervasive computing aims at availability and invisibility. On the one hand, pervasive computing can be defined as availability of software applications and information anywhere and anytime. On the other hand, pervasive computing also means that computers are hidden in numerous so-called information appliances that we use in our day-to-day lives Characteristics of pervasive computing applications have been identified as interaction transparency, context awareness, and automated capture of experiences.


2011 ◽  
Vol 268-270 ◽  
pp. 1745-1749
Author(s):  
Hong An Pan ◽  
Qing Yi Hua ◽  
Yan Shuo Chang ◽  
Xiao Dong Qi

In the development of interactive graphics application on mobile devices, we are puzzled by two problems: The one is how to make graphics application adapt to the intrinsic limitations of mobile devices; The other one is how to rapidly and effectively build graphics application. This paper proposes a MDO-LWIGT(Mobile Device Oriented Lightweight Interactive Graphics Toolkit) to provide a graphics application model that can help developers rapidly build graphics application on mobile devices. The application based on such a model not only can be adaptive to the limitations of mobile devices but also can effectively represent and manage graphics objects, maitain the dynamic relationship between the application datas related to graphics objects.


2017 ◽  
Vol 26 (3) ◽  
pp. 273-294
Author(s):  
Ina Schabert

In this period the city of Rouen is known for commercial activity and for certain literary connections, but its status as a centre of sorts for English-French translation has gone unrecognized. This paper explores the writers involved (some well known, some less familiar), the rationales for their translations (particularly from the poetry of Alexander Pope), and their relation on the one hand to the commercial life of Rouen, on the other to its Académie Royale, founded in 1744.


2016 ◽  
Vol 11 (6) ◽  
pp. 32 ◽  
Author(s):  
Shwu-Ing Wu ◽  
Rou Jyun Chen

<p class="ArticleTitle">In recent years, the increasingly innovative and diverse mobile devices have significantly promoted the mobile device-based shopping. What factors influence this kind of shopping? Will consumers purchase things with mobile devices? These are two topics that need to be explored. Through the literature analysis and the empirical research, this study aims to analyze the quality of information, system, service and mobile devices on the mobile device-based shopping platform. Moreover, it studies the attitude of consumers towards mobile device-based shopping, their willingness to adopt the shopping method and the behavioral relationship model in the actual mobile device-based shopping as well as compares the groups of different frequencies of the Internet use in terms of the relationship model.</p>  With the convenient sampling, this study made an investigation among some of those who had experienced shopping on such mobile devices as tablets or smart phones. The 765 retrieved valid copies of questionnaire were divided into three groups—“often”, “average” and “seldom” according to the frequency consumers undertook mobile device-based shopping and were then compared. The results showed that there were significant differences among the three groups in four relationship paths, including: 1) the information quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “average” group than in the other two; 2) the service quality of the mobile device-based shopping platform has more significant positive influence on consumers’ attitude path of mobile device-based shopping in the “seldom” group than in the other two; 3) the preference for mobile device-based shopping has much significant positive influence on the behavior path of mobile device-based shopping in the “often” group. According to the research results, different groups have different behavior models. These results can serve as reference information in the decision-making of those who establish mobile device-based shopping platforms and manufacture mobile devices.


2022 ◽  
Vol 27 (1) ◽  
pp. 59-70
Author(s):  
Hamdi Putra Ahmad

The gadget’s software applications nowadays appear to be highly popular and its use has been elevating among gadget users. This kind of technological advance also touched the Qur’anic learning process in Indonesia. On the one hand, not only does the emergence of Qur’anic learning software stimulate children’s interest, but it also provides a lot of features that will make children quickly understand and practice the Qur’anic reciting. On the other hand, this kind of learning method can threat the value of Qur’anic orthodoxy which had been applied among traditional Muslim societies since the emergence of Islam in Indonesia. Some resources have noted that there were some sacred values and courtesies perpetuated by traditional Muslims while teaching Qur’anic reciting. This article will track the historical journey of Qur’anic learnings in Indonesia and discuss how the emergence of Qur’anic Learning software (as the logical consequence of technological improvement) can threat the existence of some ancient orthodoxies toward the Qur’an. 


2011 ◽  
pp. 913-917
Author(s):  
Raul Fernandes Herbster ◽  
Hyggo Almeida ◽  
Angelo Perkusich

In this article, we describe an architecture for mobile commerce which allows the use of mobile devices for electronic commerce. The architecture enables the development of applications to be executed on a mobile device, which lists selling products having their own textual descriptions and pictures. We discuss architectural modules and the implementation of an application for selling fast food called Mobile Menu. We begin with the main background concepts related to our proposed architecture.


2009 ◽  
pp. 279-289
Author(s):  
Emerson Loureiro ◽  
Frederico Bublitz ◽  
Loreno Oliveira ◽  
Nadia Barbosa ◽  
Angelo Perkusich ◽  
...  

The fast development on microelectronics has promoted the increase on the computational power of hardware components. On the other hand, we are facing a significant improvement on energy consumption as well as the reduction of the physical size of such components. These improvements and the emergence of wireless networking technologies are enabling the development of small and powered mobile devices. Due to this scenario, the so-called pervasive computing paradigm, introduced by Mark Weiser in 1991 (Weiser, 1991) is becoming a reality. Such a paradigm envisions a world where environments are inhabited by computing devices, all of them seamlessly integrated into peoples’ lives, and effectively helping to carry on their daily tasks. Among others, one major characteristic of Weiser’s vision is that each device in an environment becomes a potential client or provider of resources. Not surprisingly, pervasive computing environments are becoming dynamic repositories of computational resources, all of them available to mobile users from the palm of their hands. However, devices can unpredictably join and leave such environments. Thus, resources can be dynamically made available or unavailable. Such a scenario has a great impact on the way that resources are found and used. In the case of static environments, such as the Web, it is reasonable to look up and access resources, such as Web pages, knowing the address of their providers beforehand. On the other hand, for dynamic environments, such as the pervasive computing ones, this is not a reasonable approach. This is due to the fact that one cannot guarantee that the provider of a resource will be available at any moment, because it may have left the environment or simply turned off. A better approach would be to discover these resources based on their descriptions, or any other feature that does not require the client to know the specific address of their providers. To this end, some of the current pervasive computing solutions, like Wings (Loureiro, Bublitz, Oliveira, Barbosa, Perkusich, Almeida, & Ferreira, 2006), Green (Sivaharan, Blair, & Coulson, 2005), RUNES (Costa, Coulson, Mascolo, Picco, & Zachariadis, 2005), and Scooby (Robinson, Wakeman, & Owen, 2004), are making use of a novel approach from the branch of distributed applications, the service-oriented computing paradigm (Papazoglou, 2003; Huhns & Singh, 2005). This is due to the fact that such a paradigm provides a crucial element for pervasive computing systems, the ability for dynamically binding to remote resources (Bellur & Narenda, 2005), which enables mobile devices to find needed services on demand. However, pervasive environments may be structured in different ways. They can range from wired networks to completely wireless ones, where communication among the devices is performed in an ad hoc way. Such a characteristic indicates that the way services are provisioned in a pervasive computing environment should fit in its organization, in order to enhance the access to the services available. Considering the above discussion, in this article we provide a review on service provision and its applicability in pervasive computing. More precisely, we will list the existing service provision approaches and discuss the characteristics and problems associated with each one, as well as their usage in pervasive computing environments. We start by providing introductory concepts of service-oriented and pervasive computing, respectively in the service-oriented computing and pervasive computing sections. Next, we present the service provision techniques available and how they can be applied for pervasive computing environments. The main current solutions within this scope will be introduced in the service oriented technologies section. Some of the future trends associated with research for service provision in pervasive computing environments will be presented in the future research trends section. Finally, in the conclusions sect


2009 ◽  
pp. 1069-1079
Author(s):  
Sylvain Giroux ◽  
Hélène Pigot ◽  
Jean-François Moreau ◽  
Jean-Pierre Savary

The mobile device presented here is designed to offer several services to enhance autonomy, security, and communication for the cognitively impaired people and their caregivers. Two mobile devices are linked through a server; one is dedicated to the patient, the other one to the caregivers. The services fill three functions for patients: a simplified reminder, an assistance request service, and an ecological information gathering service. Three services are available for the caregiver: monitoring patients’ADLs, informing system and colleagues of an intervention, and planning patients’ ADLs.


2017 ◽  
Vol 2017 ◽  
pp. 1-21 ◽  
Author(s):  
Pieter Robyns ◽  
Bram Bonné ◽  
Peter Quax ◽  
Wim Lamotte

We present two novel noncooperative MAC layer fingerprinting and tracking techniques for Wi-Fi (802.11) enabled mobile devices. Our first technique demonstrates how a per-bit entropy analysis of a single captured frame allows an adversary to construct a fingerprint of the transmitter that is 80.0 to 67.6 percent unique for 50 to 100 observed devices and 33.0 to 15.1 percent unique for 1,000 to 10,000 observed devices. We show how existing mitigation strategies such as MAC address randomization can be circumvented using only this fingerprint and temporal information. Our second technique leverages peer-to-peer 802.11u Generic Advertisement Service (GAS) requests and 802.11e Block Acknowledgement (BA) requests to instigate transmissions on demand from devices that support these protocols. We validate these techniques using two datasets, one of which was recorded at a music festival containing 28,048 unique devices and the other at our research lab containing 138 unique devices. Finally, we discuss a number of countermeasures that can be put in place by mobile device vendors in order to prevent noncooperative tracking through the discussed techniques.


2017 ◽  
Vol 869 ◽  
pp. 244-262
Author(s):  
Johannes Schwank ◽  
Franca Alexandra Rupprecht ◽  
Sebastian Schöffel

Nowadays, mobile devices, such as smartphones, tablets or smartwatches, are essential items in our daily life. Further, more and more people use smart mobile devices in their everyday work for remote controlling, observing diagrams, performing web analytics, etc. However, the full potential of mobile devices is not tapped yet; built-in sensors such as accelerometers or gyroscopes offer a wide range of interaction capabilities, which are still often not fully used in nowadays mobile applications. On the other hand, desktops are still the dominating working device, but with significantly differing interaction means. With additional hand tracking devices capturing the user's gestures additional input possibilities are available but still often unused. In this paper, we investigate on a concept for orientation-based touch-less interaction. Depending on the type of device - traditional desktop or a mobile device - we use an interaction metaphor called "Waggle"; utilizing of tilting and turning of either the user's hand or the mobile device itself for additional input possibilities. Based on the results of two pilot studies for both environments, basic parameters for future design decisions are derived: on the one hand, the maximum angle for basic rotation axes are evaluated. On the other hand, different discretizations of tilt and turn angles are investigated. Based on the outcome of both studies the optimal configuration for the use of the Waggle interaction metaphor in future applications on both mobile and desktop environments are defined.


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