Mobile Commerce Multimedia Messaging Peer

Author(s):  
Kin Choong Yow ◽  
Nitin Mittal

In a mobile-commerce world, shops could provide product brochures, cards, sounds, songs and so forth in the form of multimedia messaging presentations, which could be used by a customer to send to friends. Shopping malls will have information kiosks equipped with wireless access capabilities, and could perform searches across the mall’s network to update its multimedia message repository. Customers can download and distribute to their friends such multimedia content via mobile messaging, leading to increased revenue for the shops. Over the years, mobile messaging has become an essential means of communication, and it is going to be even more so with the merging of the Internet and Mobile Networks. The ability to message from a phone to a computer on the Internet and vice versa is making messaging a powerful means of communication (Yeo, Hui, Soon, & Lau, 2001). This article discusses the development of a multimedia messaging client for a personal digital assistant (PDA) and a Kiosk providing multimedia messages composition, search, share and send capabilities. Various messaging technologies, enabling wireless technologies and the peer-to-peer model, are also discussed and evaluated in this article. We substantiate the ideas discussed in this article with a description of an MMS PDA client application using JXTA with specific references to a shopping mall scenario.

2011 ◽  
pp. 514-523 ◽  
Author(s):  
Kin Choong Yow ◽  
Nitin Mittal

In a mobile-commerce world, shops could provide product brochures, cards, sounds, songs and so forth in the form of multimedia messaging presentations, which could be used by a customer to send to friends. Shopping malls will have information kiosks equipped with wireless access capabilities, and could perform searches across the mall’s network to update its multimedia message repository. Customers can download and distribute to their friends such multimedia content via mobile messaging, leading to increased revenue for the shops. Over the years, mobile messaging has become an essential means of communication, and it is going to be even more so with the merging of the Internet and Mobile Networks. The ability to message from a phone to a computer on the Internet and vice versa is making messaging a powerful means of communication (Yeo, Hui, Soon, & Lau, 2001). This article discusses the development of a multimedia messaging client for a personal digital assistant (PDA) and a Kiosk providing multimedia messages composition, search, share and send capabilities. Various messaging technologies, enabling wireless technologies and the peer-to-peer model, are also discussed and evaluated in this article. We substantiate the ideas discussed in this article with a description of an MMS PDA client application using JXTA with specific references to a shopping mall scenario.


2009 ◽  
pp. 1194-1203
Author(s):  
Kin Choong Yow ◽  
Nitin Mittal

In a mobile-commerce world, shops could provide product brochures, cards, sounds, songs and so forth in the form of multimedia messaging presentations, which could be used by a customer to send to friends. Shopping malls will have information kiosks equipped with wireless access capabilities, and could perform searches across the mall’s network to update its multimedia message repository. Customers can download and distribute to their friends such multimedia content via mobile messaging, leading to increased revenue for the shops. Over the years, mobile messaging has become an essential means of communication, and it is going to be even more so with the merging of the Internet and Mobile Networks. The ability to message from a phone to a computer on the Internet and vice versa is making messaging a powerful means of communication (Yeo, Hui, Soon, & Lau, 2001). This article discusses the development of a multimedia messaging client for a personal digital assistant (PDA) and a Kiosk providing multimedia messages composition, search, share and send capabilities. Various messaging technologies, enabling wireless technologies and the peer-topeer model, are also discussed and evaluated in this article. We substantiate the ideas discussed in this article with a description of an MMS PDA client application using JXTA with specific references to a shopping mall scenario.


Author(s):  
Chung-wei Lee ◽  
Wen-Chen Hu ◽  
Jyh-haw Yeh

With the introduction of the World Wide Web, electronic commerce has revolutionized traditional commerce and boosted sales and exchanges of merchandise and information. Recently, the emergence of wireless and mobile networks has made possible the admission of electronic commerce to a new application and research subject—mobile commerce, which is defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of mobile handheld devices. With services provided by mobile commerce, consumers may use the microbrowsers on their cellular phones or PDAs to buy tickets, order meals, locate and book local hotel rooms, even write contracts on the move.


Author(s):  
Chung-wei Lee ◽  
Weidong Kou ◽  
Wen-Chen Hu

With the introduction of the World Wide Web (WWW), electronic commerce has revolutionized traditional commerce and boosted sales and exchanges of merchandise and information. Recently, the emergence of wireless and mobile networks has made possible the extension of electronic commerce to a new application and research area: mobile commerce, which is defined as the exchange or buying and selling of commodities, services or information on the Internet through the use of mobile handheld devices. In just a few years, mobile commerce has emerged from nowhere to become the hottest new trend in business transactions. Mobile commerce is an effective and convenient way of delivering electronic commerce to consumers from anywhere and at any time. Realizing the advantages to be gained from mobile commerce, companies have begun to offer mobile commerce options for their customers in addition to the electronic commerce they already provide (The Yankee Group, 2002).


Author(s):  
Guilmour Rossi ◽  
Luiz Gomes-Jr

On-demand video streaming platforms are becoming one of the most important means to publish and consume multimedia content on the internet. The platforms are usually owned by corporations that charge for content access and implement restrictive copyright policies. While the platforms are beneficial, in many aspects, to the multimedia industry and consumers, they can be too restrictive for independent content creators and users with limited resources. This paper presents Libreflix, an on-demand video platform for free publication and consumption of content. Libreflix is intended for aggregation of content with permissive licences, fostering collaboration, community engagement and democratization of knowledge in the internet. This paper describes Libreflix’s architecture, the main functionalities implemented in the platform, and discusses important aspects and lessons learned during its ongoing development.


Author(s):  
Chung-wei Lee ◽  
Wen-Chen Hu ◽  
Jyh-haw Yeh

With the introduction of the World Wide Web, electronic commerce has revolutionized traditional commerce and boosted sales and exchanges of merchandise and information. Recently, the emergence of wireless and mobile networks has made possible the admission of electronic commerce to a new application and research subject—mobile commerce, which is defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of mobile handheld devices. With services provided by mobile commerce, consumers may use the microbrowsers on their cellular phones or PDAs to buy tickets, order meals, locate and book local hotel rooms, even write contracts on the move. In just a few years, mobile commerce has emerged from nowhere to become the hottest new trend in business transactions. NTT DoCoMo’s i-mode (2003) is by far the most successful example of mobile commerce. Introduced in February 1999, i-mode has attracted over 36 million subscribers worldwide. With i-mode, cellular phone users can easily access more than 62,000 Internet sites, as well as specialized services such as e-mail, online shopping and banking, ticket reservations, and personalized ringing melodies that can be downloaded for their phones. The i-mode network structure not only provides access to i-mode and i-mode-compatible contents through the Internet, but also provides access through a dedicated leased-line circuit for added security. i-mode users are charged based on the volume of data transmitted, rather than the amount of time spent connected. In Spring 2001, NTT DoCoMo introduced its next-generation mobile system, based on wideband CDMA (W-CDMA), which can support speeds of 384Kbps or faster, allowing users to download videos and other bandwidth-intensive content with its high-speed packet data communications.


Author(s):  
Elisa Bertino ◽  
Elena Ferrari ◽  
Anna Cinzia Squicciarini

Trust negotiation is a promising approach for establishing trust in open systems like the Internet, where sensitive interactions may often occur between entities at first contact, with no prior knowledge of each other. In this chapter we present Trust-X, a comprehensive XML-based XML framework for trust negotiations, specifically conceived for a peer-to-peer environment. We also discuss the applicability of trust negotiation principles to mobile commerce. We introduce a variety of possible approaches to extend and improve Trust-X in order to fully support mobile commerce transactions and payments. In the chapter, besides presenting the Trust-X system, we present the basic principles of trust negotiation.


2017 ◽  
Vol 6 (1) ◽  
pp. 1-4
Author(s):  
Taşkın Dirsehan

From traditional groceries to mobile commerce, marketing has passed through several ages in its history, and so has the relationship between the seller and the customer. The CRM evolution process differs according to the history of different countries. This study offers a perspective on CRM from an emerging country, Turkey, and will demonstrate the stages of customer relationship management (CRM) in that country. In Turkey’s collective culture in the 80s, grocery stores existed with a strong relationship between the seller and the store. The owner was called “uncle grocery” and usually came from the same quarter as the customers. In this era, which we will call “CRM 1.0,” sellers knew their customers well. They knew their needs and the problems they were having in their homes, and they even knew about their family lives. Over time, supermarkets were introduced at the beginning of the 90s, and shopping malls were built after that. We can call this era “CRM 2.0.”These large stores offered products cheap, as they bought them from their suppliers in huge quantities. As a result of the development of technology, it’s now possible to talk about “CRM 3.0,” in which the Internet has become the focus of customers’ shopping lives. This era began in Turkey in the 90s, and online commerce soared in the last decade, paralleling the development of mobile commerce. The evolution of technology continues at a great pace. The next step is said to be the Internet of Things. Maybe in the future we will talk about an evolving customer, from “humans” to “objects”.


Author(s):  
Wen-Chen Hu

With the introduction of the World Wide Web, electronic commerce revolutionized traditional commerce, boosting sales and facilitating exchanges of merchandise and information. The emergence of wireless and mobile networks has now made it possible to extend electronic commerce to a new application and research area: mobile commerce, defined as the exchange or buying and selling of commodities, services, or information on the Internet through the use of mobile handheld devices. In just a few years, mobile commerce has become the hottest new trend in business transactions. The future of mobile commerce is bright.


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