Followers

22.4.12

E Commerce

    E-commerce or electronic commerce, a subset of e-business, is the purchasing, selling, and exchanging of goods and services over computer networks (such as the Internet) through which transactions or terms of sale are performed electronically.

Type of E Commerce
B2B (Business-to-Business)
Companies doing business with each other such as manufacturers selling to distributors and wholesalers selling to retailers. Pricing is based on quantity of order and is often negotiable.

B2C (Business-to-Consumer)
Businesses selling to the general public typically through catalogs utilizing shopping cart software. By dollar volume, B2B takes the prize, however B2C is really what the average Joe has in mind with regards to e-commerce as a whole.

C2B (Consumer-to-Business)
A consumer posts his project with a set budget online and within hours companies review the consumer's requirements and bid on the project. The consumer reviews the bids and selects the company that will complete the project. Enlace empowers consumers around the world by providing the meeting ground and platform for such transactions.


C2C (Consumer-to-Consumer)
There are many sites offering free classifieds, auctions, and forums where individuals can buy and sell thanks to online payment systems like PayPal where people can send and receive money online with ease. eBay's auction service is a great example of where person-to-person transactions take place every day since 1995.




E-Banking


The automated delivery of new and traditional banking, products and services directly to customer through electronic, interactive communication channels.

E-Banking Devices
Ø  Personal computers (PCs)
Ø  Personal digital assistants (PDAs)
Ø  Automated teller machines (ATMs)
Ø  Kiosks
Ø  Touch tone telephones
Ø  Cellular and smart phones

For more information about E-Commerce you may go to this link that provided


SECURITY ( ONLINE TRANSACTION)



Secure Electronic Transaction (SET) is a system for ensuring the security of financial transactions on the Internet. It was supported initially by Mastercard, Visa, Microsoft, Netscape, and others. With SET, a user is given an electronic wallet (digital certificate) and a transaction is conducted and verified using a combination of digital certificates and digital signatures among the purchaser, a merchant, and the purchaser's bank in a way that ensures privacy and confidentiality.

          How SET works
Ø   The customer opens a Mastercard or Visa bank account. Any issuer of a credit card is some kind of bank.
Ø  The customer receives a digital certificate. This electronic file functions as a credit card for online purchases or other transactions. It includes a public key with an expiration date. It has been through a digital switch to the bank to ensure its validity.
Ø  Third-party merchants also receive certificates from the bank. These certificates include the merchant's public key and the bank's public key.
Ø  The customer places an order over a Web page, by phone, or some other means.
Ø  The customer's browser receives and confirms from the merchant's certificate that the merchant is valid.
Ø  The browser sends the order information. This message is encrypted with the merchant's public key, the payment information, which is encrypted with the bank's public key (which can't be read by the merchant), and information that ensures the payment can only be used with this particular order.
Ø  The merchant verifies the customer by checking the digital signature on the customer's certificate. This may be done by referring the certificate to the bank or to a third-party verifier.
Ø   The merchant sends the order message along to the bank. This includes the bank's public key, the customer's payment information (which the merchant can't decode), and the merchant's certificate.
Ø  The bank verifies the merchant and the message. The bank uses the digital signature on the certificate with the message and verifies the payment part of the message.
Ø  The bank digitally signs and sends authorization to the merchant, who can then fill the order.


ENTERPRISE WIDE TECHNOLOGIES AND METHODOLOGIES




           Methodology: 
Ø  Aveus helped this leader team plan, design, implement, and digest enterprise change to maximize organization performance while enhancing their employee’s experience with new technology. We:
Ø  Assessed the organization’s readiness for technology change, using stakeholder interviews and a review of past technology outcomes and future plans.
Ø  Led ideation and mapping sessions to determine the global across-projects impact on employees and their work. A target “employee-customer” experience map was created.
Ø  Created a "playbook" of change-readiness and technology management tools to ensure the knowledge gained from this project could be applied to future change efforts.

17.4.12

Learning and Communicating

LEARNING NETWORK


Networked learning is a process of developing and maintaining connections with people and information, and communicating in such a way so as to support one another's learning.


Int   Interpersonal, organizational and educational online communication:
1.     Connecting people in workplaces and educational institutions
2.     Supplement for other communication channels
3.     Support for diverse interpersonal and group interactions and activities
4.     Development of online relationships





COMMUNICATION SKILLS


Communication skills are the set of abilities and techniques needed to make other people understand the thoughts that you wish to convey.


One-to-one communication
  1.  Understand the importance of one-one communication
  2.  Select the most appropriate method to communicate
  3. Prepare to communicate with an individual
  4.  Communicate appropriate and effectively
  5.  Maintain appropriate records of communications
            Effective communication
  1.  Understand the communication process
  2. Appreciate the strengths and weaknesses of different methods of communication
  3.  Recognize which communication method to use in a range of work situation
  4. Describe the key stages in the communications process

HOW TO BE AN EFFECTIVE TEAM PLAYER IN ONLINE FORUM


Functions as an active participant
Works as a problem-solver

Good team players are active participants.


They don't look for others to fault, as the blamers do. And they don't put off dealing with issues, the way avoiders do.

They come prepared and listen and speak up in discussions.


Good team players are willing to deal with all kinds of problems in a solutions-oriented manner.

They're fully engaged in the forum and do not sit passively on the sidelines.    


They're problem-solvers, not problem-dwellers, problem-blamers, or problem-avoiders.

Team members who function as active participants take the initiative to help make things happen, and they volunteer for assignments.


They don't simply rehash a problem the way problem-dwellers do.
Shows commitment to Forum (Group)
Demonstrates reliability

Strong team players care about their work, the team, and the team's work.

Reliable who gets work done and does his fair share to work hard and meet commitments.


They show up every day with this care and commitment up front.


He or she follows through on assignments. Consistency is key.

They want to give a good effort, and they want other team members to do the same.

All posts can be trusted        


Team players who show commitment don't come in any particular style or personality.

Do not post “garbage “information.

11.4.12

podcast and second life.!



   podcasting:

As internet based technologies have continued to improve and enhance our ability to communicate with one another globally, a transformation of the radio show form of media was destined to occur.


  •  The Internet world's form of broadcasting, known as pod casting, is the new face of radio journalism in a technology driven era. Despite podcasting's continued existence since 2004, many people are still unaware of what podcast are and how podcast can be obtained and listened to, a problem that can easily be addressed by following a few quick steps.
  •   A podcast, simply put, is no different than a webcast, a show that is broadcast over the web and is broken up into parts or episodes.
  •    Most podcast are similar to news radio programs and deliver information on a regular basis, while some podcast are comedy shows, special music broadcasts or even gospel.
  •   Podcast listeners wanting to get their podcast fix on the go can use iTunes to quickly and easily sync their podcast with their Apple device.
  •   After subscribing to podcast, plug an Apple device into the computer running iTunes. After iTunes recognizes the device, click on the device's icon in the left-hand column to access the device settings. Clicking on the podcast tab will present the user with number of options to configure which podcast should be synced to the device every time the device is connected and which podcast should be automatically updated, making podcast easy to manage in the device's library.





Why Second Life?
  •            The vague definition of CVE in a general sense comprises systems spanning from text-based environments [Hayes, 98] through environments with simple two dimensional graphical representations [Vitero, 08] to systems based on Virtual Reality(VR).
  •          As mentioned in stating our motivation, our research focused on the latter,regarding solely three-dimensional graphical CVE that are rich in representation and support embodied avatars and 3D objects in spatial relation to each other.
  •    Some major advantages in comparison to the former types of CVE are given in the following section. After that, characteristics of Second Life that distinguish this online virtual world from other 3D collaborative virtual environments are presented.
  •    Second Life is an online Multi-User Virtual Environment (MUVE) a special type of CVE [Second Life, 08]. Using a viewer software, everyone can access this virtual world, from anywhere, at any time.
  •    The status of the world is persistent; no data is lost, nor has massive data to be up- or downloaded at login. Users are represented by extremely customizable avatars that have a unique name and can resemble strong own identities.
  •  Targeting businesses and entrepreneurs, Second Life is often advertised as “a place where there are no real-world manufacturing or service costs and few barriers to what’s possible”. Second Life was launched in 2003. After a massive hype in 2007, the statistics of April 2008 state that over 13 million users had registered in total, and about 1 million users had signed in during the preceding 60 days [SL Stats, 08].


    what is wiki's all about.???

    A collaborative Web site comprises the perpetual collective work of many authors. Similar to a blog in structure and logic, a wiki allows anyone to edit, delete or modify content that has been placed on the Web using a browser interface, including the work of previous authors.
    • In contrast, a blog, typically authored by an individual, does not allow visitors to change the original posted material, only add comments to the original content.The term wiki refers to either the Web site or the softwareused to create the site.Wiki wiki means "quick" in Hawaiian. The first wiki was created by Ward Cunnigham in 1995.
    • In larger wiki sites, such as those run by theWikimedia Foundation, vandalism can go unnoticed for a period of time. Wikis by their very nature are susceptible to intentional disruption, known as "trolling". Wikis tend to take a soft security approach to the problem of vandalism; making damage easy to undo rather than attempting to prevent damage.
    • Many wiki communities are private, particularly within enterprises. They are often used as internal documentation for in-house systems and applications. Some companies use wikis to allow customers to help produce software documentation. A study of corporate wiki users found that they could be divided into "synthesizers" and "adders" of content. Synthesizers' frequency of contribution was affected more by their impact on other wiki users, while adders' contribution frequency was affected more by being able to accomplish their immediate work.
    •  In 2005, the Gartner Group, noting the increasing popularity of wikis, estimated that they would become mainstream collaboration tools in at least 50% of companies by 2009.
    • Wikis have also been used in the academic community for sharing and dissemination of information across institutional and international boundaries. 
    •  They have been found useful for collaboration on grant writing, strategic planning, departmental documentation, and committee work. In the mid-2000s, the increasing trend amongst industries toward collaboration was placing a heavier impetus upon educators to make students proficient in collaborative work, inspiring even greater interest in wikis being used in the classroom.

    why collaborate online.?




    The online environment can be a lonely place. students and faculty alike report feelings of isolation when working online.

    The benefits of taking or teaching an online class
    • -being able to connect any time and any place, from one's bedroom in pyjamas and bunny slippers or from a library or computer lab-also can be a detriment of sorts given that , for the most part, the people with whom one is interacting are represented by words on a screen.
    • Recent studies of the online learning environment have noted that involvement or ''social presence'' better known as a feeling of community and connection among learners, has contributed positively to learning outcomes and learner satisfaction with online courses (Gunawardena and Zittle, 1997; Kazmer, 2000; Murphy, Drabier, and Epps, 1998; Picciano, 2002; Tu and Corry, 2002).
    • Beyond learner satisfaction, however, is the more important belief that collaboration  enhances learning outcomes and reduces the potential for learner isolation that can occur in the online environment.
    • By learning together in a learning community, students have the opportunity to extend and deepen their learning experience, test out new ideas by sharing them with a supportive group, and receive critical and constructive feedback.The likelihood of successful achievement of learning objectives and achieving course competencies increases through collaborative engagement.


     DEFINITION

    An online community where visitors may read and post topics of common interest.Forums can be a useful for anyone doing business online, both in terms of reading the content and actively participating in the discussions.Reading a forum’s archives can be a good way to obtain a basic knowledge about a topic, and it also provides a historical perspective on trends and opinions.

                                                            EXAMPLE ONLINE FORUM


    28.3.12

    Using the Internet: Using Competency

     
                             Ø  Spell Check
            Ø  Do not write in capital letters 
                             Ø  Do not send e-mail at night
            Ø  Tell the truth on-line 
                         Ø  Use discretion when sharing information



    The Do's and Don'ts of Using the 


    Internet
        
      
           DO'S
    Ø  Use the Internet to help with schoolwork. 
    Ø  Use the Internet to meet children in other countries 
    Ø  Be careful with your personal information.
    Ø  Respect the privacy of other users on the Internet
    Ø  Be careful when you copy programs from the Internet


    DON'S
    Ø Don't give your password to anyone.
    Ø Don't arrange to meet anyone you've met on the Internet
    Ø Don't try to break into computers.
    Ø Don't make copies of any copyrighted material
    Ø Don't copy material that you find on the Internet and pretend that it's your own work.