Wireless and M-Commerce Research at CREC

Wireless Research

The wireless industry is leading the transformation into anywhere, anytime economy through ever-present networking, interactive content delivery and m-commerce. Its growth and economic viability depends on applications and solutions that can extend the usability and the market for wireless content and services.

CREC’s research on the wireless industry focuses on conceptual models and practical solutions in wireless content and networking. On content and data service markets, research activities center on pricing and differentiating strategies for interactive value-added services which will generate the bulk of future revenues for the wireless data industry.

On network applications and security, CREC is developing a collaborative wireless computing environment based on P2P architecture, and an enhanced wireless network security protocol which is implemented through cooperative technological solutions and economic incentive mechanisms against such potential threats as distributed denial of service attacks.

Wireless Interactive Entertainment

A critical component of the ubiquitous computing is the provision of interactive services to networked consumers. A prime example of an interactive service is the online and wireless entertainment that is quickly growing into a giant business in a ubiquitous network environment of converging PCs, consumer electronics and home appliances.

Wireless gaming has proven to be one of the biggest promoters of wireless network usage. Interactive games and applications are bundled with native applications and will greatly affect the usage pattern of these devices. In marketing, contest promotions as well as sweepstakes are two most popular means of product/service promotions. Thus, entertainment-embedded services are a prime example of new types of service for networked home appliances. Competitive and interactive games will play a significant role in expanding network usage as witnessed by the rapid and continuous growth of online gaming, wireless games, and casual gaming in all regions and age groups.

Various incentives such as prizes and contests are used to maximize consumer interests and revenue potentials in this newly emerging market.

The goal of CREC's wireless/interactive entertainment research is to improve these contest models using incentive models in economics, and develop refined analytical results into a practical guideline for designing an optimal contest.

CREC researchers focus on evaluating such incentive mechanisms in terms of their efficiency in promoting sales, their effectiveness in design and implementation, and the extensibility of their rules and governance structures to other industries and markets.

Research Reports