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Mobile and Wireless IS

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Mobile and Wireless IS

Athens University of Economics and Business

Department of Management Science and Technology ISTLab/ Wireless Research Center

George M. Giaglis

(2)

Learning Objectives

Discuss the drivers and characteristics and attributes of

mobile, wireless, and pervasive IS

Understand the technologies that support mobile, wireless,

and pervasive IS

Outline wireless standards and transmission networks

Discuss mobile, wireless, and pervasive computing

applications and services (organizational, consumer and

personal)

Describe the major inhibitors and barriers of mobile

(3)

Landscape of mobile and wireless

information systems

(4)

Mobile Business

Supports the exchange of

  Goods

  Services

  Information

  Knowledge

Between

  Business to Business(B2B model)

  Business to Customer (B2C model)

  Business to Employee (B2E model)

  Machine to Machine (M2M)

  ...

•  Voice

(5)

Mobile Business

Open new opportunities to businesses

Advantage Description Outcome

Ubiquity •  Continuous information exchange

•  Transactions at all times

•  Independence from location

Localization

•  Precise localization of a

connected mobile device •  Quick response for emergency matters •  Context-specific content,

depending on place and time

Identification/ Personalisation

•  Users can be uniquely identified through their mobile device

•  Personalized information can be made available

•  Relationship-building (CRM) •  Wide audience

(6)

Mobile Business

  Mobile Technology empowers interactivity

  Its use affects all areas of daily life

o 

The way businesses are being organized and run

o 

The way employees work (m-working)

o 

The way consumers carry out their purchases (m-payments,

m-commerce)

o 

Advertising strategies (m-marketing)

o 

Personal communication (social networking,

(7)
(8)

mBusiness Models

B2B: Business-to-Business

•  CRM -mobile devices can optimise the information flow

o Real-time access to company data

o Immediate information on product availability, etc.

o Streamlined workflow (activities carried out in different locations at the same

time)

•  Mobile maintenance- service technicians are able to perform remote

checks

o Minimize down times

o All spare parts and tools available

•  Fleet management

o Integration of location-identification services in mobile data communication.

o Routing is optimised and capacities can be better used since necessary

documents such as delivery notes or clearance papers, are transmitted electronically.

(9)

mBusiness Models

B2E: Business-to-Employee

•  Intranet available to all staff (including tools like travel

management, address books, etc.)

•  Real-time data synchronization (calendars, e-mails, etc.) and

multi-party communication (video conferencing, presentations, etc.)

•  Employee support

•  Cost reductions and convenience (e.g. by avoiding expensive and

(10)

mBusiness Models

B2C: Business to Customer

•  Integration of typical e-commerce applications with m-commerce

(banks, financial service providers, insurance agencies, tourism, entertainment, automotive, consumer goods)

•  Implementation of location-based services allowing for one-to-one

marketing (e.g. location/time sensitive ads) and communication (e.g. Personalized announcements in stations/airports)

•  Medical and emergency services.

•  Mobile shopping (especially for impulse purchases)

•  Mobile entertainment

(11)

mBusiness Models

M2M: Machine-to-Machine

•  Using wire line networks, the remote transmission of data for

monitoring, decision making, and control of machines, referred to as telemetry, has already produced a wide range of

applications.

•  Devices that are too costly to wire can be telemetered with

mobile technology.

•  Progress in remote diagnosis and self maintenance of machines

(12)

Mobile

(13)

Augmented Reality

Augmented Reality:

projection of information to the user for an item of interest which

is captured via the PC’s camera

o  Example: http://www.youtube.com/watch?v=NK59Beq0Sew

Mobile Augmented Reality:

projection of information to the user for an item of interest which

is captured via the mobile phone’s camera

(14)

Augmented Reality

Mobile AR requires 5 key features

:

o  Camera

o  GPS

o  Broadband Connectivity

o  Tilt sensors (accelerometer)

o  Digital Compass

Drivers

o  The launch of iPhone, Android, etc.

o  The development of Location Based Services

o  Mobile Internet Adoption is increasing

o  Technological Advances – networks

(15)

Mobile AR – Fields of Application

Location Based Services

Uses GPS and Compass to identify user’s exact location and

orientation. AR can be used as:

o  a tour guide (for Tuscany region)

http://www.youtube.com/watch?v=TIetwAU3ZdY&feature=related

o  London Cycle Hire

http://www.youtube.com/watch?v=uXuD3nCBW2I&feature=related

o  Marketing tool in Real Estate (Layar)

http://www.youtube.com/watch?v=ve3fEAX8hFU

o  Navigator (Wikitude)

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Mobile AR – Fields of Application

Location Based Services

Social Networking

TwittAround: An AR Twitter viewer. User can see where the tweet

comes from and how far it is away

http://www.youtube.com/watch?v=_Vbh7nHalCc

Games:

ARhrrrr is an augmented reality shooter for mobile

camera-phones, created at Georgia Tech Augmented Environments Lab

and the Savannah College of Art and Design.

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Future Mobile AR Applications

The future of Mobile Augmented Reality

•  Sixth Sense Project MIT Lab

Basic components:

o  Camera

o  Small projector

o  Smartphone

o  Mirror

•  The projector essentially turns any surface into an interactive screen

•  The device works by using the camera and mirror to examine the surrounding

world, feeding that image to the phone (which processes the image, gathers GPS coordinates and pulls data from the Internet), and then projecting information

from the projector onto the surface in front of the user, whether it's a wrist, a wall, or even a person.

•  See example:

http://www.youtube.com/watch?

v=eUy8j4TMH2M&feature=PlayList&p=C679F11114C7FFB7&playnext=1&playne xt_from=PL&index=7

(18)

Mobile

Payments

(19)

Mobile Payments – Types

  Mobile Payments based on Payment Mode

o  Near Field Communication (NFC)-Based Payments

o  SMS-based payments

o  Mobile Web Payments

•  Mobile Payments based on Value

o  Micro-Payments

o  Macro-Payments

•  Mobile Payments based on location

o  Remote Transactions

o  Proximity/Local Transactions

•  Mobile Payments based on Charging Methods

o  Post-paid

o  Pre-paid

o  Real-time

•  Mobile Payments based on Relationship Models

o  Consumer to Business (C2B) Mobile Payments

o  Business to Business (B2B) Mobile Payments

(20)

Mobile Payments – Types

(

based on Payment Mode

)

SMS-based Payments

1.  The customer purchases goods and the bill

gets generated

2.  Bill is sent to the datacentre through the

Internet, mobile device or a wireline

3.  The datacentre contacts the person

through an automated call or SMS

4.  The customer sends back the approval with

the Personal Identification Number (PIN) and unique short code

5.  The datacentre issues the bill to customer’s issuer

for releasing the required funds

6.  The issuer credits the required amount to the merchant and debits the same

amount (plus a processing fee) from the customer’s credit card/phone bill/pre-paid account

Example:

(21)

Mobile Payments – Types

(

based on Payment Mode

)

Near Field Communication (NFC)-Based Payments

1.  Involve a mobile phone with

an embedded chip -which acts as the mode of payment

2.  Contactless communication

between two devices over a range of 10 cm

3.  The handset act as a smart contact credit/debit card, which can be read by

any smart card reader and NFC device

Example:

http://www.youtube.com/watch?v=vdjWhm_OI_U&feature=relmfu

•  NFC-based mobile payment systems:

family of contactless mobile payment methods

•  Similar methods (methodology remains the same across all members but

there are slight changes in the implementation technology)

o  RFID (radio-frequency identification),

(22)

Mobile Payments – Types

(

based o

n Location)

Remote Transactions

o  Money transactions irrespective of the customer’s location

Proximity/Local Transactions

o  Mobile device must be in the local vicinity

o  The technology platform for this type of payment includes Bluetooth,

(23)

Mobile Payments – Types

(

based o

n Charging Methods)

Post-paid

o  the user pays after the bill is generated

o  the most common method for m-/e-commerce

o  2 payment methods: Phone bill based: Internal phone bill charged by

the operator; Account based: payment done through banks/credit cards

Pre-paid

o  The user pays in advance

o  The most common method for evaluating a customer’s potential

(frequency of recharge, amount recharged)

o  flexibility to monitor usage in advance

Real-time

o  The user pays in (almost) real time

(24)

Mobile Payments – Types

(

based o

n Relationship Models)

C2B: Customer-to-Business

o  Alternative to the usual cash transaction & one of the most popular

models

o  Consumers pay for all types of day-to-day items using this kind of

a payment model

o  The model’s success is therefore dependent upon the capability of

the handset and its user interface

B2B: Business-to-Business

o  Transactions between businesses or enterprises through mobile

phones

o  The supply chain generally involves the purchase of specific

(25)

Mobile Payments – Types

(

based o

n Relationship Models)

C2C: Customer-to-Customer

o  end-to-end transactions between two consumers through a third

party business platform (on-line auctions)

o  Commission charges by platform on every sale completed

P2P: Person-to-Person

o  private mobile transactions between two people either directly or

through a third party

References

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