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M -commerce
Outline
• M-Commerce Overview
• Infrastructure
• M-Commerce Applications
• Limitations
Mobile Commerce: Overview
• Mobile commerce (m-commerce,
m-business)—any e-commerce done in a wireless environment (using
handheld devices), especially via the Internet
• Can be done via the Internet, private communication lines, smart cards, etc.
• Creates opportunity to deliver new services to existing customers and to
attract new ones
Mobile commerce from the Customer‘s point of
view
• The customer wants to access information, goods and services any
time and in any place on his mobile device.
• He can use his mobile device to purchase tickets for events or public
transport, pay for parking, download content and even order books
and CDs.
• Software
• Microbrowser
• Mobile client operating system (OS)
• Bluetooth—a chip technology and WPAN standard that
enables voice and data communications between wireless
devices over short-range radio frequency (RF)
• Mobile application user interface
• Back-end legacy application software
• Application middleware
• Wireless middleware
Mobile Computing Infrastructure (cont.)
• Entertainment.
• Shopping.
• Information Services.
• Payment.
• Advertising.
Entertainment Communications
Music Short Messaging
Games Multimedia Messaging
Graphics Unified Messaging
Video e-mail
Pornography Chatrooms
Video - conferencing
M- commerce
Information
Transactions
News
Banking
City guides
Broking
Directory Services
Shopping
Maps
Auctions
Traffic and weather
Betting
Corporate information
Booking & reservations
Market data
Mobile wallet
Mobile purse
Classes of M-Commerce Applications
Mobile Application: Financial Tool
• As mobile devices become more secure
• Mobile banking
• Bill payment services
• M-brokerage services
• Mobile money transfers
• Mobile micropayments
• Replace ATM’s and credit cards??
Financial Tool:
Wireless Electronic Payment Systems
• Targeted Advertising
• Using demographic information can personalize wireless services
(barnesandnoble.com)
• Knowing users’ preferences and surfing habits marketers can send:
• User-specific advertising messages
• Location-specific advertising messages
Mobile Applications : Marketing, Advertising, And Customer Service
• CRM applications
• MobileCRM
• Comparison shopping using Internet capable phones
• Voice Portals
• Enhanced customer service improved access to data for employees
Mobile Portals
• WAP Limitations
• Speed
• Cost
• Accessibility
Limiting technological factors
Security Mobile
• Mobile Device Devices
• Network •Battery
• Gateway •Memory
•CPU
•Display Size
Potential Health Hazards
• Cellular radio frequecies = cancer?
• No conclusive evidence yet
• could allow for myriad of lawsuits
• mobile devices may interfere with sensitive medical devices such as
pacemakers
Outline
• M-Commerce Overview
• Infrastructure
• M-Commerce Applications
• Mobile Payment
• Limitations
Pervasive computing
Pervasive computing
• Pervasive computing, often synonymously called ubiquitous (or
"ubicomp") is a concept where computing is made to appear anytime and
everywhere.
• In contrast to desktop computing, ubiquitous computing can occur using
any device, in any location, and in any format. A user interacts with the
computer, which can exist in many different forms, including laptop
computers, tablets and terminals in everyday objects such as a fridge or a
pair of glasses.
• The underlying technologies to support ubiquitous computing
include Internet, advanced middleware, operating system, mobile code,
sensors, microprocessors, new I/O and user interfaces, networks, mobile
protocols, location and positioning and new materials.
• The goal of pervasive computing is to create ambient intelligence
where network devices embedded in the environment provide
unobtrusive connectivity and services all the time, thus improving
human experience and quality of life without explicit awareness of
the underlying communications and computing technologies. In this
environment, the world around us (e.g., key chains, coffee mugs,
computers, appliances, cars, homes, offices, cities, and the human
body) is interconnected as pervasive network of intelligent devices
that cooperatively and autonomously collect, process and transport
information, in order to adapt to the associated context and activity.
L - Commerce
L- commerce
• Location-based Commerce (L-Commerce) refers to the localization of
products and services through mobile commerce and context aware
computing technologies. L-commerce revolves around 5 key service
areas:
• Location: determining the basic position of a person or a thing
• Navigation: plotting a route from one location to another
• Tracking: monitoring the movement of a person or a thing
• Mapping: creating maps of specific geographical locations
• Timing: determining the precise time at a specific location
Technologies
• Providing location-based services involves several technologies.
• Position Determining Equipment (PDE) - identifies location of mobile
device.
• Mobile Positioning Centre (MPC) - a server that manages the location info
from PDE.
• Geographic Information System (GIS) - geographic contents consists of
streets, road maps, addresses, and points of interest.
• Location-specific content - used in conjunction with geographic content to
provide the location of particular services.
• Applications
Applications
• Location-based advertising
• Once a wireless device is detected in a location, advertising is directed
to the device. -A dynamic billboard ad will be personalized specifically
for the viewer -Ads on vehicles such as taxicabs will change based on
its location
• E-911 -alerts emergency rescue teams based on proximity
• Telematics and telemetry applications -integration of computers and
wireless communications
• L-commerce can also provide the following benefits:
• Enhanced Billing Personalized Portals, Buddy Finder, Emergency Assistance
Service, Call Routing, Finding Nearest Services etc.