Thursday, 30 June 2016

Electronic Commerce Framework

E-Commerce application will be built on the existing technology infrastructure
ØA myriad of computers
ØCommunication networks
ØCommunication software
Common business services for facilitating the buying and selling process
Messaging & information distribution as a means of sending and retrieving information
Multimedia content & network publishing, for creating a product & a means to communicate about it
The information superhighway- the very foundation-for providing the high way system along which all e-commerce must travel

The two pillars supporting all e-commerce applications & infrastructure
Any successful e-commerce will require the I-way infrastructure in the same way that regular commerce needs
I-way will be a mesh of interconnected data highways of many forms
Ø    Telephone ,wires ,cable TV wire
Ø     Radio-based wireless-cellular & satellite
Movies=video + audio
Digital games=music + video + software
Electronic books=text + data + graphics + music + photographs + video
In the electronic ‘highway system’ multimedia content is stores in the form of electronic documents
These are often digitized

 On the I-way messaging software fulfills the role, in any no. of forms: e-mail, EDI, or point-to-point file transfers
§Encryption & authentication methods to ensure security
§Electronic payment schemes developed to handle complex transactions
These logistics issues are difficult in long-established transportation

Anatomy of E-Commerce applications

Multimedia Content for E-Commerce Applications
Multimedia Storage Servers & E-Commerce Applications
              i. Client-Server Architecture in Electronic Commerce   
              ii. Internal Processes of Multimedia Servers
              iii. Video Servers & E-Commerce
Information Delivery/Transport & E-Commerce Applications
Consumer Access Devices

Multimedia Content for E-Commerce Applications
Multimedia content can be considered both fuel and traffic for electronic commerce applications.
The technical definition of multimedia is the use of digital data in more than one format, such as the combination of text, audio, video, images, graphics, numerical data, holograms, and animations in a computer file/document. See in Fig.
Multimedia is associated with Hardware components in different networks.
The Accessing of multimedia content depends on the hardware capabilities of the customer.

Multimedia Storage Servers & E-Commerce Applications
E-Commerce requires robust servers to store and distribute large amounts of digital content to consumers.

These Multimedia storage servers are large information warehouses capable of handling various content, ranging from books, newspapers, advertisement catalogs, movies, games, & X-ray images.

These servers, deriving their name because they serve information upon request, must handle large-scale distribution, guarantee security, & complete reliability

i. Client-Server Architecture in Electronic Commerce
All e-commerce applications follow the client-server model
Clients are devices plus software that request information from servers or interact known as message passing
Mainframe computing , which meant for “dump”
The client server model, allows client to interact with server through request-reply sequence governed by a paradigm known as message passing.
The server manages application tasks, storage & security & provides scalability-ability to add more clients and client devices( like Personal digital assistants to Pc’s. See in fig.

ii. Internal Processes of Multimedia Servers
The internal processes involved in the storage, retrieval & management of multimedia data objects are integral to e-commerce applications.

A multimedia server is a hardware & software combination that converts raw data into usable information & then dishes out.

It captures, processes, manages, & delivers text, images, audio & video.

It must do to handle thousands of simultaneous users.
Include high-end symmetric multiprocessors, clustered architecture, and massive parallel systems.

iii. Video Servers & E-Commerce
The electronic commerce applications related to digital video will include
                       1. Telecommunicating and video conferencing
                       2. Geographical information systems that require storage &     
                            navigation over maps
                       3. Corporate multimedia servers
                       4. Postproduction studios
                       5. shopping kiosks.
Consumer applications will include video-on-demand.
The figure which is of video–on demand consist video servers, is an link between the content providers (media) & transport providers (cable operators)

Information Delivery/Transport & E-Commerce Applications
Transport providers are principally telecommunications, cable, & wireless industries.
   
    Information Transport Providers                    Information Delivery Methods

Telecommunication companies                    long-distance telephone lines;
                                                                           local telephone lines
Cable television companies                         Cable TV coaxial, fiber optic &
                                                                           satellite lines
Computer-based on-line servers                  Internet; commercial on-line
                                                                          service providers
Wireless communications                           Cellular & radio networks;
                                                                          paging systems
                                                                            
Consumer Access Devices

  Information Consumers                                        Access Devices

Computers with audio & video                    Personal/desktop computing
      capabilities                                                   Mobile computing

Telephonic devices                                      Videophone

Consumer electronics                                   Television + set-top box Game
                                                                            systems
Personal digital assistants (PDAs)                Pen-based computing, voice-
                                                                            driven computing

E-Commerce Consumer applications

People needs entertainment on demand including video, games, news on-demand, electronic retailing via catalogs etc.
Currently now we are taking the video on-demand.
Why most companies betting heavily on this?
93 million homes have television
Americans spend nearly half their free time watching television
Every evening, more than one-third of the population is in front of a television
4. sight, sound, and motion combine to make television a powerful means of marketing

Consumer Applications and Social Interaction:
Lessons from history indicate that the most successful technologies are those that make their mark social
In 1945, in U.S no one had TV. By 1960 about 86percent of households did
Now contrast with Telephone. Bell invented the telephone in 1876 and by1940, 40% of U.S. households and by 1980 about 95-98 percent of households connected
Penetration was slower for Telephone than for TV because of the effort needed to set up the wiring infrastructure

§The impact of both was good on business, social, consumer behavior and entertainment habits
§Radio began in 1960, and by 1989, almost 3 decades later, just 319 radio stations followed the news format
§In 1994, their number exceeded 1000

What do Consumers Really want?
§They want quality and cost of service
§If a new system requires more steps to do essentially the same things, consumers may resist it
§Some people fit that mold, but most of public prefers to lay back and just watch television and let someone else do the work of figuring out the sequence of television programming

What are Consumers willing to spend?
§According to the video on-demand, consumers get the cable bill at basic charge they will buy
§If it is doubled they will not buy and at the service provider economics will increased then network operators might look to advertises to fill the gap

Delivering products to Consumers
§Packing and distribution must be considered
§Blockbuster video collects the information and shows the typical consumer
§Spends $12 a month on home video expenditures
§Go to video store to select video on limited budget and has time to kill
§ Only periodically expends a large sum of money

Consumer Research and E-Commerce
Consumer opinion about interactive television is
§46% be willing to pay
§39% want video phone calls
§63% would pay for movies on-demand
§57% would pay for Television shows on-demand
§78% said their worry about it is that they will pay for something that they previously received free of charge
§64% are think it make it harder for viewers to protect privacy
41% are tell that it is too confusing to use

E-Commerce Organization applications

Changing business Environment
§The traditional business environment is changing rapidly
§Many companies are looking outside and within to shape business strategies
§These activities include private electronic connections to customers ,suppliers ,distributors ,industry groups etc
§The I-superhighway will expand this trend so that it allow business to exchange information
See in fig.

E-Commerce and the retail Industry
§Conditions are changing in the “new economy” with respect to the retail industry
§Consumers are demanding lower prices, better quality, a large selection of in-season goods.
§Retailers  are filling their order by slashing back-office costs, reducing profit margins, reducing cycle times. buying more wisely and making huge investments in technology
§Retailers are in the immediate line of fire and were first to bear the brunt of cost cutting

Marketing and E-Commerce
§E-commerce is forcing companies to rethink the existing ways of doing target marketing and even event marketing.
§Interactive marketing is in electronic markets via interactive multimedia catalogs
§Users find moving images more appealing than still image and listening more appealing than reading text on a screen
§Consumer information services are a new type of catalog business

Inventory Management and Organizational Applications
§With borders opening up and companies facing stiff global competition
§Adaptation would include moving to computerized, “paperless” operations to reduce
§Once targeted business process is inventory management, solutions for these processes go by different names
§In manufacturing industry they’re known as just-in-time inventory systems, in the retail as quick response programs, and in transportation industry as consignment tracking systems

Just-in-Time (JIT) Manufacturing
§It is viewed as an integrated management system consisting of a number of different management practices dependent on the characteristics of specific plants
§The first principle is elimination of all waste (time ,materials ,labour & equipment)
§The following management practices are focused factory, reduced set-up times, group technology, total productive maintenance, multifunction employees, uniform workloads, IT purchasing  bank an total quality control & quality circles

Quick Response Retailing (QR)
§It is a version of JIT purchasing tailored for retailing
§To reduce the risk of being of out of stock, retailers are implementing QR systems
§It provides for a flexible response to product ordering and lowers costly inventory levels
§QR retailing focuses on market responsiveness while maintaining low levels of stocks
§It creates a closed loop consisting of retailer, vendor, & consumer chain,& as consumers make purchases the vendor orders new deliveries from the retailer through its computer network

Supply Chain Management
§QR and JIT address only part of the overall picture
§Supply Chain Management (SCM) is also called “extending”, which means integrating the internal and external partners on the supply and process chains to get raw materials to the manufacturer and finished products to the consumer
§It includes following functions
§Supplier management: The goal is to reduce the number of suppliers and get them to partners
§Inventory management: The goal is to shorten the order-ship-bill cycle. When a majority of partners are electronically linked, information faxed or mailed
§Distribution management: The goal is to move documents (accurate data) related to shipping
§Channel management: The goal is to quickly disseminate information about changing operational conditions ( technical , product and pricing information) to trading partners
§Payment management: The goal is to link company and the suppliers and distributors so that payments can be sent and received electronically
§Financial management: The goal is to enable global companies to manage their money in various foreign exchange accounts
§Sales force productivity: The goal is to improve the communication flow of information among the sales, customer & production functions
In sum, the supply chain management process increasingly depends on electronic markets
  
Work group Collaboration Applications:
§A internet work  that enables easy and inexpensive connection of various organizational segments
§It is to improve communications and information sharing and to gather and analyze competitive data in real-time
§Videoconferencing, document sharing and multimedia e-mail, are expected to reduce travel and encourage telecommuting
Improves the distribution channel for documents and records to suppliers, collaborators and distributors

Wednesday, 29 June 2016

CONSUMER-ORIENTED APLLICATIONS

The wide range of applications envisioned for the consumer marketplace can be broadly classified into:

            (i)   Entertainment

            (ii)  Financial Services and Information

            (iii) Essential Services

            (iv) Education and Training


Consumer Life-Style Needs                        Complementary Multimedia Services
           
Entertainment                                               Movies on demand, Video cataloging,                                                                                   interactive ads, multi-user games,  
                                                                        on-line discussions.

Financial Services and                                   Home Banking, Financial services,
 Information,                                                   Financial news.

Essential Services                                           Home Shopping, Electronic Catalogs,    
                                                                        telemedicine, remote diagnostics.    
                                                                                                                                                                                                                                                                 
Education and Training                                 Interactive education, multi-user                              
                                                                        Games ,video conferencing , on-line

                                                                        databases.
  1. Personal Finance and Home Banking Management
      (i)   Basic Services
      (ii)  Intermediate Services
      (iii) Advanced services
  2. Home Shopping
      (i)  Television-Based Shopping
      (ii) Catalog-Based Shopping
  3. Home Entertainment
      (i)  Size of the Home Entertainment Market
      (ii) Impact of the ome Entertainment on Traditional Industries

  4. Micro transactions of Information

Personal Finance and Home Banking Management

The newest technologies are direct deposit of payroll, on-line bill payment and telephone transfers

The technology for paying bills, whether by computer or telephone, is infinitely more sophisticated than anything on the market a few years ago

In 1980s were the days of “stone age” technology because of technology choices for accessing services were limited

For home banking, greater demands on consumers and expanding need for information, it’s services are often categorized as basic, intermediate and advanced

Basic services

These are related to personal finance
The evolution of ATM machines from live tellers and now to home banking
The ATM network has with banks and their associations being the routers and the ATM machines being the heterogeneous computers on the network.
This interoperable network of ATMs has created an interface between customer and bank that changed the competitive dynamics of the industry. See in next figure
Increased ATM usage and decrease in teller transactions
The future of home banking lies with PC’s

Intermediate Services

The problem with home banking in 1980 is, it is expensive service that requires a PC, a modem and special software

As the equipment becomes less expensive and as bank offers broader services, home banking develop into a comprehensive package that could even include as insurance entertainment

Consider the computerized on-line bill-payment system

It never forgets to record a payment and keeps track of user account number, name, amount and the date and we used to instruct with payment instructions. See in Fig;

 Advanced Services

The goal of advanced series is to offer their on-line customers a complete portfolio of life, home, and auto insurance along with mutual funds, pension plans, home financing, and other financial products

The Figure explains the range of services that may well be offered by banks in future

The services range from on-line shopping to real-time financial information from anywhere in the world


In short, home banking allows consumers to avoid long lines and gives flexibility