scholarly journals Design E-Wallet as a Centralized E-wallet

Now days, billions of people are using smart phones all over the world and as the phone gets smarter, the new features gets added that reduces the human efforts in many fields. Smart phone makes the payment of different things such as ordering food, booking a cab, ordering grocery, booking a movie ticket via different mobile applications. These mobile applications work with the support of e-wallets which is recognized as digital wallets. This paper proposes the design of connecting different e-wallets present into a single smart phone. The proposed method will make digital payment much less cumbersome

Author(s):  
Shankar Chaudhary

Despite being in nascent stage m-commerce is gaining momentum in India. The explosive growth of smart-phone users has made India much loved business destination for whole world. Indian internet user is becoming the second largest in the world next to China surpassing US, which throws open plenty of e-commerce opportunities, not only for Indian players, offshore players as well. Mobile commerce is likely to overtake e-commerce in the next few years, spurred by the continued uptrend in online shopping and increasing use of mobile apps.The optimism comes from the fact that people accessing the Internet through their mobiles had jumped 33 per cent in 2014 to 173 million and is expected to grow 21 per cent year-on-year till 2019 to touch 457 million. e-Commerce brands are eyeing on the mobile app segment by developing user-friendly and secure mobile apps offering a risk-free and easy shopping experience to its users. Budget 4G smart phones coupled with affordable plans, can very well drive 4G growth in India.


Author(s):  
Evrim Celtek

The rapid growth in the use of smart phones and respective mobile applications has created new ways for the tourism industry to market the services to customers. The growing use of smart phones is driving the mobile applications market to be one of the fastest growing media outlets in the history of consumer technology. Augmented reality, or AR, has become one of the new advertising and marketing tool. Many brands use AR to attract customers and to increase customer engagement. AR allows smart phone and tablet computer users to point their phone or tablet cameras at certain objects—be they print advertisement or even coffee cups—that trigger a 3D video. Augmented reality gives businesses opportunity to unexpectedly integrate the digital world with the real world. This chapter presents the profile of AR applications and AR advertisements in the tourism industry.


2017 ◽  
Vol 10 (8) ◽  
pp. 149 ◽  
Author(s):  
Lung-Tan Lu

The aims of this case study are to design, practice, and evaluate a group of comparative strategies for one of the leading smart phone companies in the world: Xiaomi Inc. to turn a crisis into an expansion opportunity. First, the worldwide market of smart phones is illustrated. Second, we show the highly competition of smart phones in China market. Third, the development of Xiaomi Inc. is overviewed. Finally, we use several strategic matrixes: (1) IFE, (2) EFE, (3) CPM, (4) SWOT, (5) SPACE, (6) BCG, (7) IE, (8) GSM, (9) QSPM to evaluate and develop strategies for Xiaomi so as to change crisis into a turning point.


Author(s):  
Pablo Campillo-Sánchez ◽  
Juan Antonio Botía ◽  
Jorge Gómez-Sanza

Smart phones are equipped with a wide range of sensors (such as GPS, light, accelerometer, gyroscope, etc.) and allow users to be connected everywhere. These characteristics offer a rich information source for creating context-aware applications. However, testing these applications in the lab, before their deployment, could become a hard task or impossible because of sensors correlation, too wide testing area or an excessive number of people involved. This work aims to solve these problems carrying out the testing in a simulator, simulating the world in which the application user is immersed into. Tester controls her avatar and the avatar has a simulated smart phone that is connected with the user’s smart phone. Applications under test are installed on the real smart phone and are compiled with a library that replaces standard services of the sensors by others that offer data sensor from the simulator (depending on the simulated smart phone context) instead of real world.


There are distinct modes for communication. Smart phones played an essential role in this era. Smart phones that can also be worked as computer and helps us to do a limited amount of work. According to statistics there are 3.3 billion smart phone users in the world. It also becomes extremely helpful for study purpose and for official purpose. They often create fewer bonds with their family. Due to surplus use of phone it made ravage in family relationship. Thus the usage of smart phone results in considerable deviation in family relationship .This paper deals with gender based smart phone addiction and effect on family relationships. The paper focuses on predictive methods like naive bayes, Knn and logistic regression to find out how the smart phones are going to create an impact in family relations. This helps to find smart phones effects in family relationship. The problems due to high consumption of it can be identified and future precautions can be taken immediately according to it.


Author(s):  
Kutty Kumar

Mobile devices such as smart phones, iPads and tablet computers are swiftly flourishing in the world and changing the way information is organized, acknowledged and circulated. Accordingly, the libraries have to adopt mobile services which capitalize on and adapt to these momentous technological changes. The traditional library services are now poignant to mobile library information services. Mobile applications have made communication and information access very convenient and timely to users. Adapting instruction delivery services through mobile application perceptive the traditional relationships between libraries and their users and introduces new confronts to reader privacy. The mobile applications are becoming an essential part of everyday life and are changing the way one connects and interacts with the world. The focus of this paper is on available mobile apps concerning to reading, productivity and organization at work, giving presentation, white board teaching and demonstration. This paper highlights the delivery of instruction services through library mobile apps.


Author(s):  
Evrim Çeltek

The rapid growth in the use of smart phones and respective mobile applications has created new ways for the tourism industry to market the services to customers. The growing use of smart phones is driving the mobile applications market to be one of the fastest growing media outlets in the history of consumer technology. Augmented reality, or AR, has become one of the new advertising and marketing tool. Many brands use AR to attract customers and to increase customer engagement. AR allows smart phone and tablet computer users to point their phone or tablet cameras at certain objects—be they print advertisement or even coffee cups—that trigger a 3D video. Augmented reality gives businesses opportunity to unexpectedly integrate the digital world with the real world. This chapter presents the profile of AR applications and AR advertisements in the tourism industry.


In today's time, smart phone is available to everyone and has become an integral part of our lives. On the one hand, the advantages are numerous, but on the other hand, the disadvantages are no less. Most often, it is the younger generation which is whiling away its precious time by misusing smart phones. Mobile applications such as videogames or erotic ones, or nasty websites that are rampant in the virtual world are all causing colossal damage to the society, especially to the youngsters, whose blood is buoyant in their veins, which let them give in easily to such shallow and unhealthy interests, thereby resulting in losing their integrity as human beings, which is evident through the dailies. There is a great need to safeguard the lives of the vulnerable young generation with regards to mobile phone usage. Absolute refrainment from the gadgets is not possible as it has other utilities. Therefore, a new approach is proposed here which could supposedly be instrumental in bridling their digital diversions.


2017 ◽  
Vol 9 (1) ◽  
pp. 25-32
Author(s):  
Nandi Syukri ◽  
Eko Budi Setiawan

Business Card is the most efficient, effective and appropriate tool for every business men no matter they are owners, employees, more over marketers to provide information about their businesses. Unfortunately, it is very difficult to bring and manage business card in large numbers also to remember the face of the business card owner. A Business Card application need to be built to solve all those issues mentioned above. The Application or software must be run in media which can be accessed anywhere and anytime such as smart phone. Kuartu is as business card application run in mobile devices. Kuartu is developed using object base modeling for mobile sub system. The platform of the mobile sub system is android, as it is the most widely used platform in the world. The Kuartu application utilizing NFC and QR Code technology to support the business card information exchange and the Chatting feature for communication. Based on the experiment and test using black box methodology, it can be concluded that Kuartu application makes business card owner to communicate each other easily, business card always carried, easy to manage the cards and information of the business card owner can be easily obtained. Index Terms— Business Card, Android, Kuartu, NFC, QrCode, Chatting.


Author(s):  
Kavita Pandey ◽  
Dhiraj Pandey ◽  
Vatsalya Yadav ◽  
Shriya Vikhram

Background: According to the WHO report, around 4.07% of the world's population is visually impaired. About 90% of the visually impaired users live in the lower economic strata. In the fast moving technology, most of the invention misses the need of these people. Mainly the technologies were designed for mainstream people; visually impaired people always find an inability to access it. This inability arises primarily for reasons such as cost, for example, Perkins Brailler costs 80-248 dollars for the simple purpose of Braille input. Another major reason is the hassle of carrying the big equipment. Objective: Keeping all this in mind and making technology as their best friends, MAGIC-1 has been designed. The goal is to provide a solution in terms of an application, which helps the visually impaired user in their daily life activities. Method: The proposed solution assists visually impaired users through smart phone technology. If visually impaired users ever wished to have a touched guide into a smart phone, MAGIC-1 has the solution that consolidates all the important features in their daily activities. Results: The performance of the solution as a whole and its individual features in terms of usability, utility and other metrics, etc. has been tested with sample visually impaired users. Moreover, their performances in term of Errors per Word and Words per Minute have been observed. Conclusion: MAGIC-I, the proposed solution works as an assistant of visually impaired users to overcome their daily struggles and stay more connected to the world. A visually impaired user can communicate via their mobile devices with features like eyes free texting using braille, voice calling etc. They can easily take help in an emergency situation with the options of SOS emergency calling and video assistance.


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