WO2004095859A1 - Prepaid mobile network service card______________ - Google Patents

Prepaid mobile network service card______________ Download PDF

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Publication number
WO2004095859A1
WO2004095859A1 PCT/CY2003/000003 CY0300003W WO2004095859A1 WO 2004095859 A1 WO2004095859 A1 WO 2004095859A1 CY 0300003 W CY0300003 W CY 0300003W WO 2004095859 A1 WO2004095859 A1 WO 2004095859A1
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WO
WIPO (PCT)
Prior art keywords
distinguished
fact
diagram
content
procedure under
Prior art date
Application number
PCT/CY2003/000003
Other languages
French (fr)
Inventor
George Salonikios
Original Assignee
George Salonikios
Priority date (The priority date is an assumption and is not a legal conclusion. Google has not performed a legal analysis and makes no representation as to the accuracy of the date listed.)
Filing date
Publication date
Application filed by George Salonikios filed Critical George Salonikios
Priority to AU2003275909A priority Critical patent/AU2003275909A1/en
Publication of WO2004095859A1 publication Critical patent/WO2004095859A1/en

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Classifications

    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04WWIRELESS COMMUNICATION NETWORKS
    • H04W4/00Services specially adapted for wireless communication networks; Facilities therefor
    • H04W4/24Accounting or billing
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M17/00Prepayment of wireline communication systems, wireless communication systems or telephone systems
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M17/00Prepayment of wireline communication systems, wireless communication systems or telephone systems
    • H04M17/02Coin-freed or check-freed systems, e.g. mobile- or card-operated phones, public telephones or booths
    • H04M17/026Constructional features
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M17/00Prepayment of wireline communication systems, wireless communication systems or telephone systems
    • H04M17/20Prepayment of wireline communication systems, wireless communication systems or telephone systems with provision for recharging the prepaid account or card, or for credit establishment
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2215/00Metering arrangements; Time controlling arrangements; Time indicating arrangements
    • H04M2215/01Details of billing arrangements
    • H04M2215/0192Sponsored, subsidised calls via advertising, e.g. calling cards with ads or connecting to special ads, free calling time by purchasing goods
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2215/00Metering arrangements; Time controlling arrangements; Time indicating arrangements
    • H04M2215/20Technology dependant metering
    • H04M2215/2026Wireless network, e.g. GSM, PCS, TACS
    • HELECTRICITY
    • H04ELECTRIC COMMUNICATION TECHNIQUE
    • H04MTELEPHONIC COMMUNICATION
    • H04M2215/00Metering arrangements; Time controlling arrangements; Time indicating arrangements
    • H04M2215/32Involving wireless systems

Definitions

  • the invention relates to the download process, manipulation and transaction of multiple types of content in different applications for multiple types of communication platforms and deals with simplicity of use and the cost effectiveness of the system toward the customer.
  • Card2Play - Mobile Content Card incorporates in its infrastructure a wireless application, communication application, network platform/servers SMSC & MMSC (SMS, J2ME, WAP, GPRS, MMS), billing system, content media (ring tones, wall paper, screen savers, e-cards and J2Me & MMS games, etc.) whereby all are integrated in one package as to offer a turn key solution.
  • SMSC & MMSC SMS, J2ME, WAP, GPRS, MMS
  • MMS content media
  • the content media would include a very large range and multiple groups/categories of SMS ring tones (monophonic & polyphonic), MMS animated screen savers (colour and black&white and with and/or without sound), wall papers (colour and black&white), logos and Icons (animated and still), e-cards (animated and still in colour and/or black&white and with and/or without sound), J2ME interactive games, WAP interactive games and MMS applications (advertisement, news, financial, games (local and or community and in colour and/or black&white and with and/or without sound), Information and Promotion, Movie Clips (Video Streaming - on/off line) etc.
  • SMS ring tones monophonic & polyphonic
  • MMS animated screen savers colour and black&white and with and/or without sound
  • wall papers colour and black&white
  • logos and Icons animated and still
  • e-cards animated and still in colour and/or black&white and with and/or without sound
  • the content is not fixed, but it is updated on a day/week/monthly basis on the platform, where by old non selling content are removed and new ones are added. New content applications are constantly being developed. Moreover, localisation and configuration of graphical design and conversion of music songs to almost all mobile types are done in house.
  • the wireless application would convert different types of content to be compatible with multiple types of mobile phones & PDAs. Which in turn, would either manually or automatically convert graphics image size, resolution and other technical issues to be compatible with the configuration of multiple types of LCD screens for different types of mobile phones and PDAs.
  • the communication application would allow the transfer of such content of different categories (files) and protocols via different platform networks (e.g. SMSC, MMSC, GPRS, etc.).
  • platform networks e.g. SMSC, MMSC, GPRS, etc.
  • the billing system would account for the internal billing and credit calculation per user (telephone ID) and other related statistical information.
  • the network platform/server would be the network hardware systems where all the above components reside.
  • Content layer - Provides the content streams for the applications.
  • Application Layer - controls the business logic for a certain service. The business logic, together with the main modules will ensure the correct dispatch and registration of all individual actions and transactions.
  • Platform Layer - manages the correct distribution of transactions and content streams through the different channels. It provides management and admin. Utilities to the system users and registers all individual transactions. Billing Layer - provides the means and channel for billing any content in a way the client chooses.
  • Carrier layer - represents the chosen distribution media: internet, email, wap, sms, ems, mms, etc.
  • Interface layer - generates an easy and consistent user interface such as a blank internet site that contains all the functionality which is configured by the client using the services.
  • the Platform has a complete infrastructure which is in place for distribution, billing, content management, which in turn has scalability and usability of multiple applications as well as multilingual interfaces.
  • the system is technically built on multiple process layers interlinking with the pin code and the serial number as well as the data process flow built on the card.
  • the application system will allow for different users with different rights and access, all controlled by the system administrator.
  • the application system will support multiple and different types of cards financial values.
  • the hardware components of the system would compromise of the platform servers, routers, security servers and GSM modems which are interconnected to the communication server centres to enable the users to have access to the content (see diagram 1 ).
  • Diagram - 1 HTTP Request ⁇ Other protocol and replay Diagram - m VPN Internet Diagram - o Application Server
  • the card will have either one or two pin code numbers, a serial number and a local mobile, or short or satellite number, instruction and legal text (see diagram 2).
  • the pin code(s) is of 16 characters, where it is created randomly from capitals, small letters and numbers with a format example A3T3-hi8p-LHr6-82Fn. With such character combination it is difficult to crack the pin code system, also the possibility of future numbering for distribution is 55 to the power of 16 possible card codes [7 billion billion billion cards] (see diagram 3).
  • Diagram 3 - a2 User selects creation of cards based on customer, distribution point, card type, creation date, expiration date
  • Diagram 3 - a3 Cards can be created in predefined batches (standard 10,000 cards per batch)
  • Diagram 3 - a4 Codes randomly generated by using (capitals, lower case, number)
  • Diagram 3 - b2 User selects export of cards based on customer, distribution point, card type
  • Diagram 3 - b3 Available batches for export are shown, selection is made Diagram 3 - b4 Text files containing cards codes are generated 1 text file containing all codes, 10 text files containing 1000 card codes (a complete series)
  • Diagram 3 - c2 User selects issuing of cards based on customer, distribution point, card type Diagram 3 - c3 Available batches/series for issuing are shown, selection is made
  • Diagram 3 - c4 Available cards for issuing are shown, selection is made give begin + end number (corresponds with the number of cards ready for issuing)
  • the optional second pin code has the same definition as the 1 st pin code but is used for other marketing purposes (instant lucky winning number, prizes etc.).
  • serial number In order to allow for more flexibility (and growth) regarding the deployment and distribution of the cards, the system is outfitted with a special extra identification code "serial number”.
  • the serial number is of 16 characters, where it is created randomly from capitals, small letters and numbers with a format AA0-AA0-99-999-99-999. Whereby information about the customer, distribution point, card type, batch, series, and card number are all incorporated in the code (see diagram 3).
  • the pin code and the serial number incorporate multiple processes (i.e. creation, export and issuing of cards). Each of these processes includes detailed sub-process.
  • Both the pin code and the serial number have high security encryption and are interconnected with the communication systems and the country allocation.
  • the correct pin code with the correct communication system (local number) will allow the card activation.
  • the application system is a menu driven application (see diagram 4).
  • Diagram 4 - 2 User send 16 digit pin code to local phone number
  • Diagram 4 - 2a Originating number, originating operator, destination number, body text
  • Diagram 4 - 4 Pin code is matched to a scratch card
  • Diagram 4 - 5 If pin code is correct go to diagram 4 -8 otherwise Diagram 4 -6
  • Diagram 4 - 6 Send error message to user Diagram 4 - 7
  • the pin code 1234567890123456 is invalid, please check your number
  • D agram 4 - 8 Scratch card is matched to number of credits D agram 4 - 9 Phone number of user is stored / matched with scratch card D agram 4 - 10 Scratch card is activated D agram 4 - 11 Send confirmation message to user Diagram 4 - 12 agram 4 - 12 Thank you for using Card2Play, your scratch card is now activated agram 4 - 13 Send 1 st time login to user
  • Diagram 4 - 14 Service indication / or message containing link is sent to user and go to Diagram 4 - 16
  • Diagram 4 - 15 Stored link in mobile phone
  • Diagram 4 - 16 Graphic logo/text, Welcome 1 st time user, this is your phone:xxxxx, please enter your age below: xxxxx, do you want to receive promotion message:xxxxx, If the answer to promotion is Yes the user wins xxxxx units and go to Diagram 4-17, if the answer to promotion is No go to Diagram 4-17 Diagram 4 - 17 This is brought to you by Logo/text advertisement
  • Diagram 4 - 18 Main Menu (Ringtones 2 units, logos 2units, screensavers 3 units, wallpaper 3 units, games, 5 units, e-cards 3 units, movies 5 units, etc.) Select
  • Diagram 4 - 23 Does user have enough credit, if yes go to Diagram 4 - 25,
  • Diagram 4 - 24 Send error message to user and go to Diagram 4 - 22
  • Diagram 4 - 25 Ringtone will be sent to mobile phone based on type of phone (best possible will be sent)
  • Diagram 4 - 26a This is brought to you by Logo/text advertisement and go to Diagram 4 - 18
  • Diagram 4 - 27 Select Direct, enter (promotion) code, back
  • Diagram 4 - 28 If code is correct go to Diagram 4 - 22 Otherwise go to Diagram 4 -
  • Diagram 4 - 29 Send error to user and go to Diagram 4 - 27
  • Transaction Flow is initiated upon the purchase of the card and the dispatch of the pin code via a sms message.
  • the mobile user herein the mobile user (he/she) would purchase a card “Card2Play” from any commercial outlet, for a fixed nominal value (price value per country), and the Card2Play will include a total credit unit value (e.g. 10 units).
  • the mobile user herein the mobile user (he/she) would send an SMS instruction "pin code number" to the specific local telephone number (each country has a unique telephone mobile number allocated) this process is known as the identification process.
  • the mobile user After internal verification (validation of code among other internal security issues), respectively the mobile user (he/she) would receive a mobile type identification request (e.g.
  • this process is known as the mobile identification & other process.
  • the mobile user After having replied to the questions in the mobile identification & other process, the mobile user (he/she) would receive a catalogue menu along with the unit value cost of each category (e.g. 1. ring tones [2 units], 2. logos [2 units], 3. screen savers [3 units], 4. wall papers [3 units], 5. games [5 units], 6. e-cards [4 units], etc.), this process is known as the main menu process.
  • a mobile user could therefore do a combination of whatever possibilities of downloads which at the end would allow him/her a total of 10 units download (consume his/her 10 unit credit).
  • the user would receive either a monthly list or Top 10 List of content category for his/her selection; this is achieved by entering the related code of the selected content, this process is known as the content selection process.
  • the user could directly enter the code of the content (which could be seen in flyers, magazines, web site, etc.) and the content would be flashed to the mobile and transaction would be completed.
  • the user (he/she) having flashed or down loaded the content onto his/her mobile, would then receive the balance remaining on his/her card (total credit unit less content unit value downloaded), this process is known as the balance process.
  • the mobile user (he/she) would on average send three to four SMS (standard messages) to our servers and would pay the cost of the sending such standard SMS messages to the local operators. All other communications and messages costs are borne by our systems since it is all built on our platform, communication servers and billing system.
  • the card has an expiry date in the format of dd/mm/yyyy.
  • the second aspect of the Card2Play is the development of direct and indirect advertisement.
  • the advertisement categories are divided into three categories namely "Advertising Flash”, “Advertisement Card” and “Advertisement Games”.
  • the Advertisement Flash is sent to the mobile user prior to the main menu and/or after the recharge menu, upon a content download, which constitutes a graphical text/image or video clip (see diagram 5 - figure 1).
  • Diagram 5 - 1a Flash Advertisement The "Advertisement Card” is a text/graphic placed/printed on the front end (side) of the Card2Play (see diagram 5 figure 2).
  • Diagram 5 - 2b Graphic Advertisement The "Advertisement Games", where an advertisement campaign /contract initiated on behalf of a client by means of sending a wireless quiz game or competition via either SMS and/or MMS to the mobile user. This in turn would be developed internally and played (on line / off line) onto the mobile users, whereby points are to be added/won in the process of correctly answering to defined related questions in order to win different prizes (see diagram 5 figure 3).

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  • Engineering & Computer Science (AREA)
  • Computer Networks & Wireless Communication (AREA)
  • Signal Processing (AREA)
  • Computer Security & Cryptography (AREA)
  • Business, Economics & Management (AREA)
  • Accounting & Taxation (AREA)
  • Mobile Radio Communication Systems (AREA)

Abstract

The invention relates to the download process, of content in different applications from different communication platforms in a simple and cost effective way for the customer. The system and business model “Card2Play” incorporates a wireless application, communication application, network platform/servers, billing system, content media whereby all are integrated in one package. The system is technically built on multiple process layers interlinking with the pin code and the serial number as well as the data process flow built on the card. The application system will support multiple and different types of cards financial values. The user purchases a card, sends the pin code via SMS to the servers, receives a menu of the content, selects and downloads the content and the transaction is completed. The second aspect of the Card2Play is the development of direct and indirect advertisement.

Description

PREPAID MOBILE NETWORK SERVICE CARD
The invention relates to the download process, manipulation and transaction of multiple types of content in different applications for multiple types of communication platforms and deals with simplicity of use and the cost effectiveness of the system toward the customer.
The system and business model that has been devised, namely "Card2Play - Mobile Content Card" (scratch card) incorporates in its infrastructure a wireless application, communication application, network platform/servers SMSC & MMSC (SMS, J2ME, WAP, GPRS, MMS), billing system, content media (ring tones, wall paper, screen savers, e-cards and J2Me & MMS games, etc.) whereby all are integrated in one package as to offer a turn key solution.
The content media would include a very large range and multiple groups/categories of SMS ring tones (monophonic & polyphonic), MMS animated screen savers (colour and black&white and with and/or without sound), wall papers (colour and black&white), logos and Icons (animated and still), e-cards (animated and still in colour and/or black&white and with and/or without sound), J2ME interactive games, WAP interactive games and MMS applications (advertisement, news, financial, games (local and or community and in colour and/or black&white and with and/or without sound), Information and Promotion, Movie Clips (Video Streaming - on/off line) etc. The content is not fixed, but it is updated on a day/week/monthly basis on the platform, where by old non selling content are removed and new ones are added. New content applications are constantly being developed. Moreover, localisation and configuration of graphical design and conversion of music songs to almost all mobile types are done in house.
The wireless application would convert different types of content to be compatible with multiple types of mobile phones & PDAs. Which in turn, would either manually or automatically convert graphics image size, resolution and other technical issues to be compatible with the configuration of multiple types of LCD screens for different types of mobile phones and PDAs.
The communication application would allow the transfer of such content of different categories (files) and protocols via different platform networks (e.g. SMSC, MMSC, GPRS, etc.).
The billing system would account for the internal billing and credit calculation per user (telephone ID) and other related statistical information. The network platform/server would be the network hardware systems where all the above components reside.
Content layer - Provides the content streams for the applications. Application Layer - controls the business logic for a certain service. The business logic, together with the main modules will ensure the correct dispatch and registration of all individual actions and transactions.
Platform Layer - manages the correct distribution of transactions and content streams through the different channels. It provides management and admin. Utilities to the system users and registers all individual transactions. Billing Layer - provides the means and channel for billing any content in a way the client chooses.
Carrier layer - represents the chosen distribution media: internet, email, wap, sms, ems, mms, etc.
Interface layer - generates an easy and consistent user interface such as a blank internet site that contains all the functionality which is configured by the client using the services. The Platform has a complete infrastructure which is in place for distribution, billing, content management, which in turn has scalability and usability of multiple applications as well as multilingual interfaces.
The system is technically built on multiple process layers interlinking with the pin code and the serial number as well as the data process flow built on the card.
The application system will allow for different users with different rights and access, all controlled by the system administrator. The application system will support multiple and different types of cards financial values.
The hardware components of the system would compromise of the platform servers, routers, security servers and GSM modems which are interconnected to the communication server centres to enable the users to have access to the content (see diagram 1 ). Diagram - a GSM mobile handset
Diagram - b SMS and MMS GSM Mobile receiving / transmission Antenna Diagram - c SMS and MMS request and replay Diagram - d SMSC and MMSC systems Diagram - e SMS and MMS request and reply Diagram - f HTTP Request \ other protocol and replay
Diagram - g Firewall security Diagram - h VPN Internet Diagram - i Internet Diagram - j Communication AT&T \ E-one Diagram - k : Firewall security
Diagram - 1 : HTTP Request \ Other protocol and replay Diagram - m VPN Internet Diagram - o Application Server The card will have either one or two pin code numbers, a serial number and a local mobile, or short or satellite number, instruction and legal text (see diagram 2).
Diagram 2 - a1 pin code
Diagram 2 - a2 Instruction and local GSM contact number
Diagram 2 - a3 Terms & Conditions Optional Card system
Diagram 2 - b1 1st pin code
Diagram 2 - b2 2nd pin code
Diagram 2 - b3 Instruction and local GSM contact number
Diagram 2 - b4 Terms & Conditions The pin code(s) is of 16 characters, where it is created randomly from capitals, small letters and numbers with a format example A3T3-hi8p-LHr6-82Fn. With such character combination it is difficult to crack the pin code system, also the possibility of future numbering for distribution is 55 to the power of 16 possible card codes [7 billion billion billion cards] (see diagram 3).
Diagram 3 - a1 Creation of Scratch System Card
Diagram 3 - a2 User selects creation of cards based on customer, distribution point, card type, creation date, expiration date
Diagram 3 - a3 Cards can be created in predefined batches (standard 10,000 cards per batch)
Diagram 3 - a4 Codes randomly generated by using (capitals, lower case, number)
Diagram 3 - a5 Cards generation criteria (batches contain 10 series, series contain
1000 cards, unique code is randomly generated, cards should be randomly allocated to series and batches) Diagram 3 - a6 Batch of 10,000 cards are generated by the system
Diagram 3 - b1 Export of Scratch System Card
Diagram 3 - b2 User selects export of cards based on customer, distribution point, card type
Diagram 3 - b3 Available batches for export are shown, selection is made Diagram 3 - b4 Text files containing cards codes are generated 1 text file containing all codes, 10 text files containing 1000 card codes (a complete series)
Diagram 3 - d Issuing of Scratch System Card
Diagram 3 - c2 User selects issuing of cards based on customer, distribution point, card type Diagram 3 - c3 Available batches/series for issuing are shown, selection is made
Based on batch number and series number
Diagram 3 - c4 Available cards for issuing are shown, selection is made give begin + end number (corresponds with the number of cards ready for issuing)
Diagram 3 - c5 Cards are issued and ready for use
The optional second pin code has the same definition as the 1st pin code but is used for other marketing purposes (instant lucky winning number, prizes etc.).
In order to allow for more flexibility (and growth) regarding the deployment and distribution of the cards, the system is outfitted with a special extra identification code "serial number".
This code will not be incorporated into the access code nor will it be necessary for the consumer to use this code! By using the identification code "serial number" it will decrease the chances of manipulation and corruption regarding the distribution and sales of the cards. Furthermore it would sharply increase the number of possible codes which can be generated.
The serial number is of 16 characters, where it is created randomly from capitals, small letters and numbers with a format AA0-AA0-99-999-99-999. Whereby information about the customer, distribution point, card type, batch, series, and card number are all incorporated in the code (see diagram 3).
The pin code and the serial number incorporate multiple processes (i.e. creation, export and issuing of cards). Each of these processes includes detailed sub-process.
Both the pin code and the serial number have high security encryption and are interconnected with the communication systems and the country allocation.
The correct pin code with the correct communication system (local number) will allow the card activation. The application system is a menu driven application (see diagram 4).
Diagram 4 - 1 Scratch Card 16 digit pin code
Diagram 4 - 2 User send 16 digit pin code to local phone number
Diagram 4 - 2a Originating number, originating operator, destination number, body text
Diagram 4 - 3 Pin code is received by platform
Diagram 4 - 4 Pin code is matched to a scratch card
Diagram 4 - 5 If pin code is correct go to diagram 4 -8 otherwise Diagram 4 -6
Diagram 4 - 6 Send error message to user Diagram 4 - 7 The pin code 1234567890123456 is invalid, please check your number
D agram 4 - 8 Scratch card is matched to number of credits D agram 4 - 9 Phone number of user is stored / matched with scratch card D agram 4 - 10 Scratch card is activated D agram 4 - 11 Send confirmation message to user Diagram 4 - 12 agram 4 - 12 Thank you for using Card2Play, your scratch card is now activated agram 4 - 13 Send 1st time login to user
Diagram 4 - 14 Service indication / or message containing link is sent to user and go to Diagram 4 - 16 Diagram 4 - 15 Stored link in mobile phone
Diagram 4 - 16 Graphic logo/text, Welcome 1st time user, this is your phone:xxxxx, please enter your age below: xxxxx, do you want to receive promotion message:xxxxx, If the answer to promotion is Yes the user wins xxxxx units and go to Diagram 4-17, if the answer to promotion is No go to Diagram 4-17 Diagram 4 - 17 This is brought to you by Logo/text advertisement
Diagram 4 - 18 Main Menu (Ringtones 2 units, logos 2units, screensavers 3 units, wallpaper 3 units, games, 5 units, e-cards 3 units, movies 5 units, etc.) Select
Direct, Edit Profile/Balance, if select direct then go to Diagram 4 - 27 Otherwise go to Diagram 4- 19 Diagram 4 - 19 Ringtone, Top 5, categories, back
Diagram 4 - 20 Ringtone Top 5 (1 - Madonna - Cry, 2 - Big Brovas - NU, 3 -
Bruce Springsteen - Born, 4 - Kabouter - Plop, 5 - Ketchap - Ketchap song), Back
Diagram 4 - 21 Ringtone Top 5, 1 - Madona - Cry, Preview, Order, Back
Diagram 4 - 22 Ringtone Top 5, 1 - Madona - Cry, Enter Mobile number: xxxxx, Enter pin code number: xxxxx, by clicking here xxxxx credits will be deducted from your scratch card, Back
Diagram 4 - 23 Does user have enough credit, if yes go to Diagram 4 - 25,
Otherwise go to Diagram 4 - 24
Diagram 4 - 24 Send error message to user and go to Diagram 4 - 22 Diagram 4 - 25 Ringtone will be sent to mobile phone based on type of phone (best possible will be sent)
Diagram 4 - 26 Ringtone Top 5, 1 - Madona - Cry, Thank you for your order, main menu
Diagram 4 - 26a This is brought to you by Logo/text advertisement and go to Diagram 4 - 18
Diagram 4 - 27 Select Direct, enter (promotion) code, back
Diagram 4 - 28 If code is correct go to Diagram 4 - 22 Otherwise go to Diagram 4 -
29
Diagram 4 - 29 Send error to user and go to Diagram 4 - 27
Transaction Flow is initiated upon the purchase of the card and the dispatch of the pin code via a sms message. Whereby the mobile user (he/she) would purchase a card "Card2Play" from any commercial outlet, for a fixed nominal value (price value per country), and the Card2Play will include a total credit unit value (e.g. 10 units). The mobile user (he/she) would send an SMS instruction "pin code number" to the specific local telephone number (each country has a unique telephone mobile number allocated) this process is known as the identification process. After internal verification (validation of code among other internal security issues), respectively the mobile user (he/she) would receive a mobile type identification request (e.g. mobile type, user age, user gender, etc.) along with other related question, this process is known as the mobile identification & other process. After having replied to the questions in the mobile identification & other process, the mobile user (he/she) would receive a catalogue menu along with the unit value cost of each category (e.g. 1. ring tones [2 units], 2. logos [2 units], 3. screen savers [3 units], 4. wall papers [3 units], 5. games [5 units], 6. e-cards [4 units], etc.), this process is known as the main menu process. A mobile user could therefore do a combination of whatever possibilities of downloads which at the end would allow him/her a total of 10 units download (consume his/her 10 unit credit).
The user upon selection he/she would receive the category of the selected content, this process is known as the sub-main category menu process.
Next the user would receive either a monthly list or Top 10 List of content category for his/her selection; this is achieved by entering the related code of the selected content, this process is known as the content selection process. Alternatively the user could directly enter the code of the content (which could be seen in flyers, magazines, web site, etc.) and the content would be flashed to the mobile and transaction would be completed.
The user (he/she) having flashed or down loaded the content onto his/her mobile, would then receive the balance remaining on his/her card (total credit unit less content unit value downloaded), this process is known as the balance process.
Finally, the user he/she would have completed the transaction. Now if a unit balance remains, which is not enough to download other content, then by purchasing a new card a recharge to his/her total credit unit will be made, this process is known as the recharge process.
The mobile user (he/she) would on average send three to four SMS (standard messages) to our servers and would pay the cost of the sending such standard SMS messages to the local operators. All other communications and messages costs are borne by our systems since it is all built on our platform, communication servers and billing system.
The card has an expiry date in the format of dd/mm/yyyy. The second aspect of the Card2Play is the development of direct and indirect advertisement.
The advertisement categories are divided into three categories namely "Advertising Flash", "Advertisement Card" and "Advertisement Games".
The Advertisement Flash is sent to the mobile user prior to the main menu and/or after the recharge menu, upon a content download, which constitutes a graphical text/image or video clip (see diagram 5 - figure 1).
Diagram 5 - 1a Flash Advertisement The "Advertisement Card" is a text/graphic placed/printed on the front end (side) of the Card2Play (see diagram 5 figure 2).
Diagram 5 - 2b Graphic Advertisement The "Advertisement Games", where an advertisement campaign /contract initiated on behalf of a client by means of sending a wireless quiz game or competition via either SMS and/or MMS to the mobile user. This in turn would be developed internally and played (on line / off line) onto the mobile users, whereby points are to be added/won in the process of correctly answering to defined related questions in order to win different prizes (see diagram 5 figure 3).
Diagram 5 - 3d SMS Game Advertisement Diagram 5 - 3c2 MMS Game Advertisement

Claims

I. The Card2Play operating procedure that includes the download process, of content from different applications from different communication platforms is distinguished by the fact of simplicity and cost effective way for the customer.
The procedure under cl. 1 , distinguished by the fact that the customer has a reliable simple working system.
The procedure under cl. 1-2, distinguished by the fact that the customer has to pay less for more content. 4. The procedure under cl. 1-3, distinguished by the fact that customers in different countries can enjoy the same Card2Play card.
The procedure under cl. 1-4, distinguished by the fact that it uses it own independent platform systems.
The procedure under cl. 1-5, distinguished by the fact that it uses multiple application layers which in turn allows new technology application development.
The procedure under cl. 1-6, distinguished by the fact that it uses it own independent communication systems in affiliation with global communication telephone line providers. 8. The procedure under cl. 1-7, distinguished by the fact that it can distribute multiple type of content category under all technical technologies from different vendors. 9. The procedure under cl. 1-8, distinguished by the fact that the content is automatically and/or manually compatible to many and most types of mobile handsets. 10. The procedure under cl. 1-9, distinguished by the fact that it runs it own independent billing system for multiple type of methods.
I I . The procedure under cl. 1-10, distinguished by the fact that all the hardware and software systems integrate with the card pin code, serial number and data process flow.
12. The procedure under cl. 1-11 , distinguished by the fact that Card2Play allows the development of direct and indirect advertisement.
PCT/CY2003/000003 2003-04-22 2003-10-16 Prepaid mobile network service card______________ WO2004095859A1 (en)

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CY0300033 2003-04-22
CYCY03/00033 2003-04-22

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Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1998047112A1 (en) * 1997-04-15 1998-10-22 Stratex/Paradigm (Uk) Limited Method for electronically vending, distributing, and recharging of pre-paid value, a vending machine and an electronic system for use therein
WO2000018106A1 (en) * 1998-09-17 2000-03-30 Elisa Communications Oyj Method and system for prepayment of telephone call charges by sending short messages, sms
GB2371123A (en) * 2000-09-15 2002-07-17 Mypocketpal Com Ltd Performing transactions with a wireless device

Patent Citations (3)

* Cited by examiner, † Cited by third party
Publication number Priority date Publication date Assignee Title
WO1998047112A1 (en) * 1997-04-15 1998-10-22 Stratex/Paradigm (Uk) Limited Method for electronically vending, distributing, and recharging of pre-paid value, a vending machine and an electronic system for use therein
WO2000018106A1 (en) * 1998-09-17 2000-03-30 Elisa Communications Oyj Method and system for prepayment of telephone call charges by sending short messages, sms
GB2371123A (en) * 2000-09-15 2002-07-17 Mypocketpal Com Ltd Performing transactions with a wireless device

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