TABLE OF CONTENTS Chapter 1 INTRODUCTORY THE FOUNDATION OF E & M 1. Conceptual Analysis of E-Commerce. 2. Objective of Study. 3. What is M-Commerce. 4. E-Commerce & M-Commerce Technologies. 5. Scope of Study : (a) Coverage. (b) Key Concepts. (c) Internet Based Research Approaches. (i) (ii) (iii) (iv) E-Experiment. E-Focus Group. E-Observation. E-Interviews. (d) On line Survey Research : (i) (ii) E-mail Survey. Web Survey. 6. Limitations of Study. 7. Plan of Study. 1
Chapter 2 E & M TECHNOLOGY TRENDS 1. E-Commerce Models. (a) B2C Model. (b) B2B Model. (c) G2B Model. (d) C2G Model. 2. M-Commerce Technology. (a) Displaying Large Images. (b) Presentation of abstract information s. (c) Presentation of Compound Information s. (d) Adoption of 3G Technique. 2
Chapter 3 DIGITAL BUSINESS A NEW GENERATION OF BUSINESS 1. Digital Watermarking. (a) History Watermarking. (b) Digital Watermarking Methodology. (c) Watermarking Applications. (d) Classification of Digital Watermarking. (e) Attacks on Digital Watermarking. (f) Problems of Digital Watermarking. 2. Digital Rights Management. (a) Existing Framework for DRM. (b) Future Issues of Digital Rights Management. 3. Hotel Management (a) Aspects of Internet use in Hotels. (b) Internet Benefits. (c) Internet Difficulties. 3
Chapter 4 CUSTOMER RELATIONSHIP MANAGEMENT STRATEGIES 1. Meaning of Customer Relationship. 2. E-CRM. 3. M-CRM. 4. Relationship between E-CRM and M-CRM. 5. The Customer Profile. 6. Managing Customer Profile. 7. Managing and sharing Customer Data. 8. Management of Service Agreement. 9. Choosing Right CRM Strategy. 10. Resetting CRM Strategy. 11. Analytical Framework of CRM strategies on Internet & Mobile Channels. (a) Customer Loyalty in CRM. (b) Branding in CRM. (c) Customer Satisfaction in CRM. (d) Customization in CRM. (e) Trust in CRM. 12. Implementation of Analytical Framework in E-CRM an M- CRM. 4
Chapter 5 PAYMENTS TRENDS 1. Payments Life line of business. 2. Current Payment system. a. Cash Payments. b. Bank Payment. i. Payment by Check. ii. Payment through Credit Transfer. iii. Payments through Clearing House. iv. Wire Transfer Services. c. Payment through Payment Cards. d. Consumer Preference in Payment Systems. 3. Requirements for payments systems. a. Fraud Prevention. b. Confidentiality c. Fault Tolerance. 4. Properties of Payments. a. Small and Low Value Payments. b. Divisibility. c. Transferability. d. Offline Usability. e. Financial Status Transparency. f. Cost Efficiency. 5
Chapter 6 FUTURE PAYMENT TECHNOLOGY 1. E-Payment Technology. 2. Cryptographic Techniques. (a) Encryption and Decryption. (b) Symmetric encryption. (c) Message digesting. (d) Kerberos. (e) Asymmetric Encryption. (f) Digital Signatures. (g) RSA. (h) Elliptic Curve Cryptography. (i) Public Key Infrastructure (j) Transport of Security Informations. (k) Dual Signatures. (l) Nonces. (m) Blind Signatures. (n) Smart Cards. 3. Credit Card Based System. (a) MOTO Transactions. (b) Unsecured Network Payments. (c) Virtual Cards. (d) Once Credit Card Number System. (e) I-Key Protocol. (f) Secure Electronic Transactions. 4. Electronic Checks and Account Transfers. 6
Chapter 7 E-CASH, MICRO-PAYMENT AND MOBILE PAYMENT SYSTEM 1. E Cash Systems. (a) Project CAFÉ. (Conditional Access for Europe). (b) Net Cash. (c) Mondex. (d) EMV Cash Cards. (e) Smart-Axis. 2. Micro-Payment System. (a) Millicent. (b) Subscript. (c) Pay world. (d) Hash Cahin Trees. (e) Micro-mint. (f) Probability based Micro-Payments. (g) Others. 3. Mobile Payments. (a) Mobile Internet Architectures. (b) Mobile Network Operator as Bankers. (c) Credit Card Based System. 7
Chapter 8 IMPACT OF E-COMMERCE AND M-COMMERCE TECHNOLOGIES ON DEVELOPING COUNTRIES 1. The Life Cycle of Technology Adoption. 2. Nature of the demand of M-Technologies. 3. The Wireless Hype Cycle. 4. Business Models for Mobile Technology. (a) Value Chain. (b) The Village Mobile Phone Programe. (c) Tele-centers and Community Access. (d) Workers Migration. 5. Development due to introduction of New Technology. (a) Social Development. (b) Political Development. 8
Chapter 9 CONCLUSION & SUGGESTIONS 1. Summary. 2. Findings. 3. Search for better Results. 4. Suggestions for Improvement. 9