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Unit 10 - Emerging Trends in Information and Technology:

Objectives:
 Explain M-commerce concept
 Understand m-commerce applications
 Introduction: e-Governance and its models
 Challenges to E –Governance Stages
 Discuss what is E-Learning and the different models.
 Explain e-Learning Tools And Technologies like E-Mail, Online Discussion, Chat and
Instant Messaging, Voting, Whiteboard, etc.
Structure

10.1 M-Comerce

 Overview of mobile-Commerce
 Attributes of m-Commerce
 Drivers of m-Commerce
 m-Commerce Security issues
 M-COMMERCE APPLICATIONS
10.2 e- Banking

 Introduction to E-Banking?
 Advantages of E-Banking
 Services Provided in E-Banking
1. ATM
2. Smart Card
3. Electronic Clearing System
10.3 e- Logistics,

 Introduction to Logistics
 e-logistic
 Warehousing Management, Transportation/
 Distribution Management
10.4 e – Learning.

 Introduction to e-learning Definition

 Features of e-Learning (Advantages)


 e- Learning Models
1. Adjunct Model
2. Mixed Model
3. Online Model
 e-Learning Tools and Technologies
a. Video Conferencing
b. Virtual Campus

10.1 OVERVIEW OF MOBILE-COMMERCE


 The phrase mobile commerce was originally coined in 1997
 As the popularity of mobiles gave birth to New generation of e-commerce ie M-
Commerce: the buying and selling of goods and services through mobile
devices like cellular phones and PDAs.
 The technology of WAP (Wireless Application Protocol) in Europe and micro-
browsers in the United States has enabled consumers to access the Internet
faster and more conveniently, which has spurred up growth in the industry.
To exploit this opportunity, handset manufacturers such as Nokia, Ericsson,
and Motorola are in the race to collaborate with well-known phone carriers like
AT&T and Cingular to develop WAP-enabled smart phones in time for the m-
commerce to be implemented in the increasingly mobile workforce.
Multiple Definitions
 "M-Commerce is the use of mobile devices to communicate, inform transact
and entertain using text and data via a connection to public and private
networks." (Lehman Brothers)
 "The core of mobile e-commerce is the use of a terminal (telephone, PDA, PC
device, or custom terminal) and public mobile network (necessary but not
sufficient) to access information and conduct transactions that result in the
transfer of value in exchange for information, services or goods." (Ovum)
 "Business-to-consumer transactions conducted from a mobile device." (J.P.
Morgan)
 "E-Commerce over mobile devices" (Robinson-Humphreys)
 "Mobile Commerce refers to any transaction with monetary value that is
conducted via a mobile telecommunications network." (Durlacher)
 "The use of mobile handheld devices to communicate, interact via an always-on
high-speed connection to the Internet." (Forrester)
 We define m-commerce as "any electronic transaction or information
interaction conducted using a mobile device and mobile networks (wireless or
switched public network) that leads to transfer of real or perceived value in
exchange for information, services or goods."
 Typical examples of m-commerce are:
1) Purchasing airline tickets
2) Purchasing movie tickets
3) Restaurant booking and reservation
4) Hotel booking and reservation

 Mobile Commerce or m-Commerce is about the explosion of applications and


services that are becoming accessible from Internet-enabled mobile devices. It
involves new technologies, services and business models. It is quite different
from traditional e-Commerce. Mobile phones impose very different constraints
than desktop computers. But they also open the door to a slew of new
applications and services.
Unique Features of M-commerce

ATTRIBUTES OF M-COMMERCE
There are several new applications that are possible only in the mobile
environment. To understand why this is so, first let’s examine the major
attributes of mobile computing and m-commerce.
 Specific Attributes of Mobile Computing and M-Commerce: - Mobile
computing has two major characteristics that differentiate it from other forms
of computing: mobility and broad reach
 Commerce: - Mobile computing has two major characteristics that differentiate
it from other forms of computing: mobility and broad reach.
 Broad Reach: - In mobile computing, people can be reached at any time. Of
course, users can block certain hours or certain messages, but when users carry
an open mobile device, they can be reached instantly. These two characteristics
break the barriers of geography and time. They create the following five value-
added attributes that the development of m-commerce: ubiquity, convenience,
instant connectivity, personalization, and localization of products and services

 Mobility:- Mobile computing


and m-commerce are based on the
fact that users carry a mobile device
anywhere they go. Mobility implies
portability. Therefore, users can
initiate a real-time contact with other
systems from wherever they happen to be if they can connect to a wireless
network.

DRIVERS OF M-COMMERCE
What is Driving M-Commerce?
 Exponential growth of consumer interest and adoption of the Internet and e-
commerce.
 Tremendous growth in mobile telephony; however, voice has become a
commodity and will no longer fuel revenue growth for operators.
 Development of real-time transfer of data over 2.5G and 3G networks will
enable faster data transmission and ‘always-on’ connectivity.
 The evolution of the handheld devices incorporating WAP and now GPRS.
 Mobile e—commerce market is worth $3.5 billion in 2000 and will grow to over
$200 billion by 2005 (Ovum).
 Cost of entry into mobile e-commerce is low for most entrants; for example, a
bank can implement a sophisticated m-banking solution in under six months
for around $1 million.
 The unique features of the mobile device such as its compactness for
convenience and personalized functions; subsequently, people have become
quite attached to their devices.
Addition to the value-added attributes just discussed the development of mobile
computing and m-commerce is driven by the following factors.
 a) Widespread Availability of Mobile Devices: - According to Romow.com
(2008), 50 percent of the world population will use mobile phones in 2008. It is
estimated that within a few years, about 70 percent of cell phones will have
Internet access (“smart-phones”). Thus, a potential mass market is available for
conducting discovery, communication, collaboration, (e.g.,see “Global Mobile,”
a special report, Computer World, May 14,2007), and m-commerce. Cell phones
are spreading quickly even in developing countries.
 b) No Need for a PC:- Today’s PDAs and some cell phones have as much
processing power as personal computers did just a few years ago, and possess
the range of software available to PC users. This suggests that the smart phone-
not the PC-may soon become the foremost tool that connects people to the
Internet.
 c) The Handset Culture:-Another driver of m-commerce is the widespread use
of cell phones, which is a social phenomenon, especially among the 15-to-25-
year-old age group. These users will constitute a major force of online buyers
once they begin to make and spend larger amounts of money. The use of SMS
has been spreading like wildfire in several European and Asian countries. In
the Philippines, for example SMS is a national phenomenon, especially in the
youth market. As another example, Japanese send many more messages
though mobile phones than do Americans, who prefer the desktop or laptop for
e-mail.
 d) Declining Prices and Increased Functionalities: The price of wireless
devices is declining, and the per-minute pricing of mobile services declined by
50 percent in recent years. At the same time, functionalities are increasing. Also,
a flat fee (e.g., monthly) encourages more use of mobile devices.
 e) Improvement of Bandwidth: To properly conduct m-commerce, it is
necessary to have sufficient bandwidth for transmitting text; however,
bandwidth is also required for voice, video, and multimedia. The 3G (third-
generation) and 3.5G technologies (described in Chapter 4) provide the
necessary band width.
 f) The Centrino Chip: A major boost to mobile computing was provided in
2003 by Intel with its Centrino chip. This chip, which became a standard feature
in most laptops by 2005, includes three important capabilities: (1) a connection
device to a wireless local area network; (2) low usage of electricity, enabling
users to do more work on a single batter charge; and (3) a high level of security.
The Centrino (Centrino 2 in 2008) is making mobile computing the common
computing environment.
 g) Availability of Internet Access in Automobiles: The number of cars
equipped with high-speed Internet access (e.g., see autonetmobile.com and
nvtl.com) has increased and will continue to grow.
 h) Networks: A driving development of mobile computing is the introduction
of the third- and fourth-generation wireless environments known as 3G and
4G, and the adoption of Wi-Fi as a wireless local area network (LAN), WiMax,
and wide area networks
 Other drivers include:
1. The tremendous growth in mobile telephony especially in Asia and Europe
2. Advancement in Technology like the development of real-time transfer of data
over 2.5G and 3G networks
3. Evolution of handheld devices that have more capabilities and features like
WAP and GPRS Platforms (General Packet Radio Service)
4. Cost of entry in m-commerce is low and cheap to do business for businesses
and consumers.
5.

6. Improvement of Bandwidth: - To properly conduct m-commerce, it is necessary


to have sufficient bandwidth for transmitting text; however, bandwidth is also
required for voice, video, and multimedia. The 3G (third-generation) and 3.5G
technologies (described in Chapter 4) provide the necessary band width.

M-OMMERCE SECURITY ISSUES


 In this section, we consider some of the security and trust issues raised by the
cases. Besides the characteristics of the individual entities themselves, the
security exposures and protocols are mainly decided by the connectivity
between the entities. We consider each of the connectivity scenarios in turn.
Essentially, the connectivity scenarios can be partitioned into three distinct
classes. The main security issues which arise in this context are:
 Active Translation: - The best example of the server-centric model is the
Wireless Applications Protocol suite. Here the server (WAP proxy) needs to
translate between the user's protocols and those of the kiosk since the client
device C and kiosk do not speak the same protocols.
 Privacy and Authenticity of Communications: - The intermediate entity can
potentially try to attack the communications between the other two parties.
Typically attacks involve altering the contents or the order of messages and
replaying messages sent earlier.
 Trac Analysis: - Even if the intermediate entity does not actively modify the
messages passing through, it will be aware of the frequency and length of the
messages being exchanged. This can potentially lead to a substantial breach of
privacy.
 Denial of Service: - The intermediate entity can suppress messages meant for
the other parties. This attack can be especially crucial, if one considers
transactional protocols, where the attacker may choose to stop sending commit"
messages
 More Points of Attack: More complex message paths typically bring in more
points of failure and more points of attack. For example, if a portion of the link
involves a LAN, then other devices on this network might carry out any of the
attacks above.
 Increased Failures: The existence of more points of failure can increase the
likelihood of failure of communications during a protocol. This can be a serious
issue, since standard fault-tolerance techniques are not always orthogonal to
security protocols indeed, their naive application can actually subvert
protocols.
 Issues: There are always issues when dealing with wireless technology.
 1. Security is amongst the most critical issue that comes along with
mobile devices with the Internet and WAP technology does not guarantee
robustness.
 2. Device constraints: Weak processors
 Limited memory
 Tiny Screens, poor resolutions
 Poor data entry


M-COMMERCE APPLICATIONS
 The general m-commerce applications are:
 1. Mobile ticketing
 2. Mobile vouchers, coupons and loyalty cards
 3. Content purchase and delivery
 4. Location-based services
 5. Information services
 6. Mobile Banking
10.2 E-BANKING

Introduction to E-BANKING

E-banking is very popular and has become a necessity in this modern century. E-
banking or Electronic Banking means that banking transactions are carried out using
computer. Any user having a computer and a browser can access the bank website
and use the services of the bank.

E-banking is defined as the automated delivery of new and traditional banking


products and services directly to customers through electronic, interactive
communication channels. E-banking includes the systems that enable financial
institution customers, individuals or businesses, to access accounts, transact business,
or obtain information on financial products and services through a public or private
network, including the Internet.

Customers access e-banking services using an intelligent electronic device, such as a


personal computer (PC), personal digital assistant (PDA), automated teller machine
(ATM), kiosk, or Touch Tone telephone.

E-banking involves information technology based banking. Under this I.T system, the
banking services are delivered by way of a Computer-Controlled System. This
system does involve direct interface with the customers. The customers do not have
to visit the bank's premises.
ADVANTAGES OF E-BANKING

The main advantages of E-banking are:-


1. The operating cost per unit services is lower for the banks.
2. It offers convenience to customers as they are not required to go to the bank's
premises.
3. There is very low incidence of errors.
4. The customer can obtain funds at any time from ATM machines.
5. The credit cards and debit cards enables the Customers to obtain discounts
from retail outlets.
6. The customer can easily transfer the funds from one place to another place
electronically.

Digital Signature
A digital signature is an electronic signature that can be used to authenticate the
identity of the sender of a message or the signer of a document, and possibly to
ensure that the original content of the message or document that has been sent is
unchanged.
It can be also defined as “a mathematical scheme for demonstrating the
authenticity of a digital message or document. ”A valid digital signature gives a
recipient reason to believe that the message was created by a known sender, such
that the sender cannot deny having sent the message (authentication and non-
repudiation) and that the message was not altered in transit (integrity). Digital
signatures are commonly used for software distribution, financial transactions,
and in other cases where it is important to detect forgery or tampering.

Uses of digital signatures

As organizations move away from paper documents with ink signatures or


authenticity stamps, digital signatures can provide added assurances of the
evidence to provenance, identity, and status of an electronic document as well as
acknowledging informed consent and approval by a signatory. The United States
Government Printing Office (GPO) publishes electronic versions of the budget,
public and private laws, and congressional bills with digital signatures.
Universities including Penn State, University of Chicago, and Stanford are
publishing electronic student transcripts with digital signatures.
Below are some common reasons for applying a digital signature to
communications:
 Authentication
Although messages may often include information about the entity sending a
message, that information may not be accurate. Digital signatures can be used to
authenticate the source of messages. When ownership of a digital signature secret
key is bound to a specific user, a valid signature shows that the message was sent
by that user. The importance of high confidence in sender authenticity is
especially obvious in a financial context. For example, suppose a bank's branch
office sends instructions to the central office requesting a change in the balance of
an account. If the central office is not convinced that such a message is truly sent
from an authorized source, acting on such a request could be a grave mistake.
 Integrity
In many scenarios, the sender and receiver of a message may have a need for
confidence that the message has not been altered during transmission. Although
encryption hides the contents of a message, it may be possible to change an
encrypted message without understanding it However, if a message is digitally
signed, any change in the message after signature will invalidate the signature.
Furthermore, there is no efficient way to modify a message and its signature to
produce a new message with a valid signature, because this is still considered to
be computationally infeasible by most cryptographic hash functions.

 Non-repudiation

Non-repudiation is an important aspect of digital signatures. By this property, an

entity that has signed some information cannot at a later time deny having signed

it. Similarly, access to the public key only does not enable a fraudulent party to

fake a valid signature.

ELECTRONIC PAYMENT SYSTEMS

Issues of trust and acceptance play a more significant role in the e-commerce world

than in traditional businesses as far as payment systems are concerned. Traditionally,

a customer sees a product, examines it, and then pays for it by cash, check, or credit

card (Figure below). In the e-commerce world, in most cases the customer does not

actually see the concrete product at the time of transaction, and the method of

payment is performed electronically.

Fig: Traditional payment scheme

EPSs enable a customer to pay for the goods and services online by using

integrated hardware and software systems.

The main objectives of EPS are to increase efficiency, improve security, and

enhance customer convenience and ease of use. Although these systems are in
their immaturity, some significant development has been made. There are

several methods and tools that can be used to enable EPS implementation

(Figure below)

Fig: Electronic payment scheme

While customers pay for goods/services by cash, check, or credit cards in


conventional businesses, online buyers may use one of the following EPSs to pay
for products/services purchased online:
• Electronic funds transfer (EFT): EFT involves electronic transfer of money
by financial institutions.
• Payment cards : They contain stored financial value that can be transferred
from the customer's computer to the businessman's computer.
• Credit cards : They are the most popular method used in EPSs and are used
by charging against the customer credit.
• Smart cards: They include stored financial value and other important
personal and financial information used for online payments.
• Electronic money (e-money/e-cash): This is standard money converted into
an electronic format to pay for online purchases.
• Online payment: This can be used for monthly payment for Internet, phone
bills, etc.
• Electronic wallets (e-wallets) : They are similar to smart cards as they
include stored financial value for online payments.
• Micro-payment systems : They are similar to e-wallets in that they include
stored financial value for online payments; on the other hand, they are used
for small payments, such as kurus in Turkey .
• Electronic gifts : They are one way of sending electronic currency or gift
certificates from one individual to another. The receiver can spend these
gifts in their favorite online stores provided they accept this type of
currency.
The standardization of payment mechanisms on the Internet is essential to the

success of e-commerce. Businesses offering domestic and international services must

have assurance that payment will be received, that it is secure and that it is valid.

Addressing security issues is crucial to the acceptance of online payment standards:

consumers and merchants must be able to trust that their information is kept intact

and remains secure during transmission. SET and SSL (explained further) are two

standards that protect the integrity of online transactions.

Electronic Fund Transfer

Electronic funds transfer is one of the oldest electronic payment systems. EFT is the

groundwork of the cash-less and check-less culture where and paper bills, checks,

envelopes, stamps are eliminated. EFT is used for transferring money from one bank

account directly to another without any paper money changing hands.

The most popular application of EFT is that instead of getting a paycheck and putting

it into a bank account, the money is deposited to an account electronically. EFT is

considered to be a safe, reliable, and convenient way to conduct business. The

advantages of EFT contain the following:

Simplified accounting

Improved efficiency

Reduced administrative costs

Improved security

Payment Cards

Credit cards, debit cards, charge cards, smart cards are payment cards. They are the

most popular tool for electronic payment transactions.

SERVICES PROVIDED IN E-BANKING

 The popular services covered under E-banking include:-


 Automated Teller Machines,

 Credit Cards,

 Debit Cards,

 Smart Cards,

 Electronic Funds Transfer (EFT) System,

 Cheques Truncation Payment System,

 Mobile Banking,

 Internet Banking,

 Telephone Banking, etc.

10.3 e-logistic

WHAT IS E-LOGISTICS

To understand E-logistics, let us first understand what is logistics?


Introduction
Every organization has to move materials. Manufacturers have factories that
collect raw materials from suppliers and deliver finished goods to customers; retail
shops have deliveries from wholesalers; a television news service collects reports
from around the world and delivers them to viewers. Most of us live in towns and
cities and eat food brought in from the country. When you order books from a
website, a courier delivers them to your door, and when you buy a mobile phone it
has probably travelled around the world to reach you. Every time you buy, rent,
lease, hire or borrow anything at all, someone has to collect it and deliver it to
logisticsyour door. Logistics is the function responsible for this movement.

Hence logistics can be defined as the management of the flow of resources


between the point of origin and the point of destination in order to meet some
requirements, for example of customers or corporations. The resources managed in
logistics can include physical items such as food, materials, equipment, liquids, and
staff as well as abstract items such as information, particles, and energy. The logistics
of physical items usually involves the integration of information flow, material
handling, production, packaging, inventory, transportation, warehousing, and often
security. Minimizing use of resources and time are common goals. Logistics as a
business concept evolved due to the increasing complexity of supplying one's
business with materials and shipping out products in an increasingly globalized
supply chain.

We can say, Logistics is that part of the supply chain process that plans,
implements, and controls the efficient, effective flow and storage of goods, services,
and related information from the point-of-origin to the point-of-consumption in
order to meet customer’s requirement.

Origins of logistics
The word of logistics originates from the ancient Greek logos, which means “ratio,
word, calculation, reason, speech and oration”.

Logistics is considered to have originated in the military's need to supply themselves


with arms, ammunition and rations as they moved from their base to a forward
position.

In ancient Greek, Roman and Byzantine empires, there were military officers with the
title ‘Logistikas’ who were responsible for financial and supply distribution matters.

The Oxford English Dictionary defines logistics as: “The branch of military science
having to do with procuring, maintaining and transporting material, personnel and
facilities.”

Another dictionary definition is:” The time related positioning of resources.”

As such, logistics is commonly seen as a branch of engineering which creates “people


systems” rather than “machine systems”.

The figure below demonstrates the traditional flow of material and information,
required in the supply chain of logistics. It was very time consuming. There was a
need to accelerate the process of logistics. Hence, the needs of e-Logistics arouse.
Fig: Traditional approach of material and information flow

E-Logistics

E-logistics is a dynamic state of communication; computing and collaborative

technologies that transform key logistical processes to be costumer centric, by sharing

data, knowledge and information with the supply chain partners

The transformation of logistical processes through electronic means of moving,

storing and manipulating data; information and knowledge, is E-logistics. The whole

fulfilment system needs to be managed in a way that meets customer expectations

while controlling inventory and transportation costs. This will ultimately determine

which of the old and new-economy companies will survive and prosper and which

companies will fail in an increasingly “plugged-in” marketplace.

Fig : Faster Order Fulfilment Process

Role of Internet in enhancing e-logistics


The Internet is growing at a dynamic rate. Throughout the past few years the Internet

has become an integral part in the lives of millions of people and has generated

billions of dollars in electronic commerce. More than 90 million people worldwide

log on to the Internet. The sheer size of this fulfilment challenge linked with the

customer’s expectations of order cycle speed and 100% accuracy only magnifies the

reality that the real e-commerce challenge is not getting the order, but the logistics of

satisfying the customer’s fulfilment expectations.

Past or existing systems, processes, and procedures may prove to be more of a

hindrance than help in accomplishing the e-logistics requirements of fulfilment. The

new demands will require high speed broken case automated picking, true

automated cross docking, break bulk, and state-of-the-art sorted packing, inventory

tracking, forecasting, and WMS. The new design criteria will include dramatically

WAREHOUSE MANAGEMENT
A warehouse is a commercial building for storage of goods. Warehouses are used
by manufacturers, importers, exporters, wholesalers, transport businesses,
customs, etc. They are usually large plain buildings in industrial areas of cities and
towns.They come equipped with loading docks to load and unload trucks; or
sometimes are loaded directly from railways, airports, or seaports. They also often
have cranes and forklifts for moving goods, which are usually placed on ISO
standard pallets loaded into pallet racks.

Fig. Warehouse-Aisle with pallets on storage racks

Warehouse management is a key part of the supply chain and primarily aimed to
control the movement and storage of materials within an operation and process
the associated transactions.
With Warehouse Management, inventory management is enhanced by decreasing
inventory, improving order fulfillment and reducing order cycle time. Some
warehouses are completely automated, with no workers working inside. The
pallets and product are moved with a system of automated conveyors and
automated storage and retrieval machines coordinated by programmable logic
controllers and computers running logistics automation software.

The systems developed to control the Warehouse Management are called as the
Warehouse Management System which utilizes Auto ID Data Capture technology,
such as bar code scanners, wireless LAN’s and potentially RFID to efficiently
monitor the flow of products. The direction and tracking of materials in the
warehouse is coordinated by the WMS, or Warehouse Management System, a
database driven computer program. The WMS is used by logistics personnel to
improve the efficiency of the warehouse by directing pathways and to maintain
accurate inventory by recording warehouse transactions.

Notable Warehouse Management System vendors are:


 IBM
 Sterling commerce
 Oracle Corporation
 Red Prairie
 SAP AG
Advantages of Warehouse Management
 Provides optimal inventory control by improving warehouse facility layout
 Reduces transportation and shipping costs by aggregating orders
 Improves order fulfillment and accuracy
 Streamlines inefficient processes, redundant effort and excess inventory
 Improves workload balancing and planning
 Simplifies the exchange of information and the movement of goods within the
warehouse and yard in real time

Fig: Cantilever Racking

DISTRIBUTION MANAGEMENT

A Distribution Management ia a system of computer tools used by operators of


electric distribution networks to monitor, control, and optimize the
performance of the distribution system.
Web Services Distribution Management
Web Services Distribution Management (WSDM) is a web service standard for
managing and monitoring the status of other services.
The goal of WSDM is to allow well-defined network protocol for controlling
any otherservice that is WSDN-compliant.
For example, a third-party digital dashboard or network management system
could be used to monitor the status or performance of other services, and
potentially take corrective actions to restart services if failure occurs. Some
aspects of WSDM overlap or display functionality of SNMP.
WSDM consists of two specifications:
i) Management Using Web Services (MUWS) – WSDM MUWS defines how to
represent and access the manageability capabilities, such as resource identity,
metrics, configuration, and relationships, which can be composed to express
the capability of the management instrumentation. WSDM MUWS also
provides a standard management event format to improve interoperability and
correlation.

ii) Management of Web Services (MOWS) – WSDM MOWS defines how


to manage Web services as resources and how to describe and access
the manageability using MUWS. MOWS provide mechanisms and
methodologies that enable manageable Web Services applications to
interoperate across enterprise and organizational boundaries.

10.4 E- LEARNING
Introduction to e-learning

Features of e-Learning (Advantages)


e- Learning Models
1. Adjunct Model
2. Mixed Model
3. Online Model
e-Learning Tools and Technologies
Video Conferencing
Virtual Campus

DEFINITION

E-Learning means,” Being able to access leading edge knowledge and training on
demand, that is specific and in just the amount you need.” At the same time you can
communicate with your coaches and experts- all through a simple Internet
connection.
It can be also defined as:
 The convergence of the Internet and learning, or Internet enabled learning.
 A phenomenon delivering accountability, accessibility, and opportunity to
allow people and organizations to keep up with the rapid changes that define
the Internet world.
 A force that gives people and organizations the competitive edge to allow them
to keep ahead of the rapidly changing global economy.

Internet has certain advantages as a medium that makes e Learning as powerful tool.
E-Learning is the use of these advantages to deliver education with an improved
learning experience, at a reduced cost. This also makes quality education available to
a wider segment of people.

FEATURES OF E-LEARNING (ADVANTAGES)


E-Learning is a powerful or enhanced learning tool due to the fallowing
features Convenience
Learn anywhere - wherever there is a computer connected to the Internet. And
yes, no time restrictions. Learn any time, because the Internet runs 24 hours a day.
 Learn At Your Own Pace
Even if you missed the lecture, your chance to learn is not over. Here you are
the master. You learn in an environment that you control yourself, including
the pace of learning. If a certain topic is taking longer to understand, don’t
worry. You can spend your time on it. See the learning module again, as
many times you wish. It is like asking the teacher to lecture on the same
topic again and again until you have understood.
 Learn What You Want To Learn
Since you now have access to a range of courses and modules at one place
you can learn anything that you want to. Moreover, since the Internet has no
geographical boundaries, you can access course material from anywhere on
the planet.
 E-learning uses A Powerful Medium
Since e-learning is based on a computer platform, you get access to pictures,
audio, video clips and animations that help you understand a topic better. If you
want to look inside the human brain in a three dimensional space, you can do that
when you are learning online, over a computer based system. Always read about
an internal combustion engine. Want to see how it actually works? Possible.
 E-learning is Personal
You learn the way you want, at the pace you want. If you want to spend time
seeing how the solar system works, what happens if the mass of the sun doubles?
No one is hurrying you. You are your own master. At the time you are on a
module, it is running for you only. This is unlike a lecture in class when the
teacher has to teach to meet the needs of the entire class.
 E-learning gives you Access to a Global Resource Base
You can see course material designed by experts in the US, Australia, in Mumbai,
Delhi, etc. There are no geographical boundaries on the Internet. You get access to
knowledge like nothing else before. Whatever you want is there.
 E-learning is Interactive
This means that you can talk to someone in Alaska to find out how cold it is there.
It enables student-to-student interaction across the globe. You can give tests online
and get your results immediately 011 the click of a button. You can also compare
your performance with others who took the test. You can also design your own
test by giving your own criteria.
 Access to the Best
The courses you take online are designed by the best of teachers around the planet
using the best techniques. What you study is the best of the study materials.
 Uniformity of Content
The information delivered is consistent to all users, therefore reducing the
possibility of misinterpretations.
 Content Updated Rapidly
What you get online is the latest and the best knowledge. The course data can be
updated whenever required. This increases the rate at which knowledge is
acquired.
 Lesser Cost
The best part is that all this quality and features come at a lesser cost than taking
the similar courses through off-line training institutes. This is possible because of
the power and efficiency of the Internet - the greatest and the most powerful
medium of all.

Disadvantages of taking online course include:


 Commitment
There will be periods when demands on your time from employer, family and
friends make it difficult to find time to study.
 Time management
You can’t procrastinate. Work family and social commitments must be
constantly time managed
 Information management
You have to able to actively manage your course information because online
learners receive lot of information at once.
 No instructor coaching
If your learning style is one where you like personalized attention from your
teacher, and then forgot about distance learning.
 Independence and isolation
You should be preparing to work and learn alone with limited real time
communication with tutors and fellow student. You often are expected to find
your own resources for completing assignments.
 Technology Savvy
You must be comfortable with constant change and using technologies because
most online courses use newer technologies for teaching and communication.
Acceptability: While perceptions are changing there is still a stigma attached to
distance delivered degree of e-Learning.

E- LEARNING MODEL

There are three types of models of e-Learning:


1. Adjunct Model
2. Mixed Model
3. Online Model
Adjunct Model
This model is based on continuing the traditional learning process together with
capabilities of communication between the learner and teacher beyond class
hours. In this model there is use of computer communication media, which
enables holding discussions, handling in exercises, carrying out collaborative
learning among learners and transmitting information from teacher to learners.
Use of adjunct model is usually optional for learners but some time it is integrated
in to curriculum. Using adjunct model constitute enrichment to the traditional
learning process and is also introduction to the process of using computer
communication media for teaching purpose.
This is infecting the most common model of learning in world. As early as in the
seventies, its use was made by integrating e-Mail system in to traditional learning
process.
In this model possibilities included in the Internet enable teachers to give student
tasks based on vastness of the information available on web, usage of resources
available in network and material studied in course.
Mixed Model
In the mixed model, use of e- learning is an in integral part of the curriculum and
student assignment.
There are several possibilities of utilizing the mixed model one of which is to use
the network for purpose of simulation and role playing or for mutual assessment
of each other work.
In addition, in this model there is use of computer communication media for
integrating, transmitting whole section of course online together with other
section that are given in traditional fashion. Thus as name suggest this type of
model is mixture of traditional learning and online learning.
Online Model
In online model, all the interaction in course takes place through use of computer
communication media such as communication network and computer. Face to
face meeting for presenting the course and learning how to use computer com-
munication technology are part of framework of the online model.
In this model the task in the course are usually transmitted to group of student,
which encourage the need for polling resources among group of members.
Experiences gathered from computer mediated communication courses shows
that the student contribute to most of massages transmitted in the study group
and student usually take an active part in discussion and tend to respond to a
message passed around study group and base their answers on information that
other student have transmitted as a part of discussion.

E-LEARNING TOOLS AND TECHNOLOGIES


Video Conferencing
A videoconference or video conference (also known as a video teleconference)
is a set ofinteractive telecommunication technologies which allow two or more
locations to interact via two-way video and audio transmissions simultaneously. It
has also been called ‘visual collaboration’ and is a type of groupware.
Videoconferencing differs from videophone calls in that it’s designed to serve a
conference rather than individuals. It is an intermediate form of video-telephony,
first deployed commercially by AT&T during the early 1970s using their Picture-
phone technology.
Videoconferencing uses telecommunications of audio and video to bring
people at different sites together for a meeting. This can be as simple as a
conversation between two people in private offices (point-to-point) or involve
several sites (multi-point) with more than one person in large rooms at different
sites. Besides the audio and visual transmission of meeting activities,
videoconferencing can be used to share documents, computer-displayed informa-
tion, and whiteboards.
The core technology used in a videoconferencing system is digital compression of
audio and video streams in real time. The hardware or software that performs
compression is called a codec (coder/decoder). Compression rates of up to 1:500
can be achieved.
The resulting digital stream of Is and Os is subdivided into labelled packets,
which are then transmitted through a digital network of some kind (usually ISDN
or IP). The use of audio modems in the transmission line allow for the use of
POTS, or the Plain Old Telephone System, in some low-speed applications, such
as video-telephony, because they convert the digital pulses to from analog waves
in the audio spectrum range.

The other components required for a videoconferencing system include:


 Video input: video camera or webcam
 Video output: computer monitor , television or projector
 Audio input: microphones, CD/DVD player, cassette player, or any other
source of Preamp audio outlet.
 Audio output: usually loudspeakers associated with the display device or
telephone
 Data transfer: analog or digital telephone network, LAN or Internet are used

There are basically two kinds of videoconferencing systems:


1. Dedicated systems have all required components packaged into a single

piece of equipment, usually a console with a high quality remote controlled


video camera. These cameras can be controlled at a distance to join left and
right, tilt up and down, and zoom.
They became known as PTZ cameras. The console contains all electrical
interfaces, the control computer, and the software or hardware-based codec.
Omni directional microphones are connected to the console, as well as a TV
monitor with loudspeakers and/or a video projector. There are several types
of dedicated videoconferencing devices:
 Large group videoconferencing is non-portable, large, more expensive
devices used for large rooms and auditoriums.
 Small group videoconferencing is non-portable or portable, smaller,
less expensive devices used for small meeting rooms.
 Individual videoconferencing are usually portable devices, meant for
single users, have fixed cameras, microphones and loudspeakers
integrated into the console.
2. Desktop systems
Desktop systems are add-ons (hardware boards, usually) to normal PCs,
transforming them into videoconferencing devices.
A range of different cameras and microphones can be used with the board,
which contains the necessary codec and transmission interfaces. Most of the
desktops systems work with the H.323 standard. Videoconferences carried
out via dispersed PCs are also known as e-meetings.
In e-learning Videoconferencing provides students with the opportunity to
learn by participating in a 2-way communication platform. Furthermore,
teachers and lecturers from all over the world can be brought to classes in
remote or otherwise isolated places.
Students from diverse communities and backgrounds can come together to
learn about one another. Students are able to explore, communicate, analyze
and share information and ideas with one another.
Through videoconferencing students can visit another part of the world to
speak with others, visit a zoo, a museum and so on, to learn. These “virtual
field trips” (see history of virtual learning environments) can bring
opportunities to children, especially those in geographically isolated
locations, or the economically disadvantaged. Small schools can use this
technology to pool resources and teach courses (such as foreign languages)
which could not otherwise be offered.
Here are a few examples of how videoconferencing can benefit people
around campus:
 faculty member keeps in touch with class while away for a week at a
conference
 guest lecturer brought into a class from another institution
 researcher collaborates with colleagues at other institutions on a
regular basis without loss of time due to travel
 schools with multiple campuses can collaborate and share professors
 faculty member participates in a thesis defence at another institution
 administrators on tight schedules collaborate on a budget preparation
from different parts of campus
 faculty committee auditions a scholarship candidate
 researcher answers questions about a grant proposal from an agency
or review committee
 student interviews with an employer in another city
 tele-seminars

Virtual Campus

A Virtual Campus refers to the online offerings of a college or university where


college work is completed either partially or wholly online, often with the
assistance of the teacher, professor, or teaching assistant.
The University of Phoenix Online, with more than 100,000 students, is an example
of the marriage between the virtual campus and physical campus. Many
established and mainstream colleges and universities now offer many courses (or
entire degree programs) either partially or wholly online.
Such Virtual Campus uses a variety of tools for conducting classes - typically
called Learning Management Systems (LMS) or Course Management Systems
(CMS). Students in such virtual education typically acquire knowledge in a
unidirectional manner first (e.g. by studying a video, reading a textbook chapter).
Subsequent discussions of problems, solving exercises, case studies, review
questions, etc., help the students to understand better what they learned before.
Electronic-media like a discussion forum, chat room, voice mail, e-mail, etc. are
often employed for communication. Homework assignments are normally
submitted electronically, e.g. as an attachment to an e-mail.When help is needed,
lecturers, tutors, or fellow students, or a help desk are available, just like in a real
university. The difference is that all communication goes via electronic media. The
goal of virtual Campus is to provide access to that part of the population who
would not be able to attend a physical campus
Keywords
 Mobile Commerce :- ItA refers to any transaction with monetary value that is
conducted via a mobile

 E-banking -Electronic Banking: It means that banking transactions are carried


out using computer.
 SSL- Secured Socket Layer: It is the technology that provides security for Web
traffic. Security includes confidentiality, message integrity, and authentication.
 Digital signature: It is an electronic signature that can be used to authenticate
the identity of the sender of a message or the signer of a document, and
possibly to ensure that the original content of the message or document that
has been sent is unchanged.
 ATM - Automated Teller Machines: It is the one of the service provided by the
e-banking which is used to carry different banking transactions like withdrawal
of money, transfer of money, etc.

ECS - Electronic Clearing System: It is a mode of electronic funds transfer from


one bank account to another bank account using

 SCM: Supply chain management encompasses the planning and management


of all activities involved in sourcing and procurement and all logistics
management activities.
 E-logistics : It is a dynamic state of communication; computing and
collaborative technologies that transform key logistical processes to be
costumer centric, by sharing data, knowledge and information with the supply
chain partners
 WSDM - Web Services Distribution Management: It is a web service standard
for managing and monitoring the status of other services.
 MUWS - Management Using Web Services: It defines how to represent and
access the manageability capabilities, such as resource identity, metrics,
configuration, and relationships, which can be composed to express the
capability of the management instrumentation.

Summary
 Banks and other financial institutions are exploring the use of mobile
commerce to allow their customers to not only access account information,
but also make transactions, e.g. purchasing stocks, remitting money, via
mobile phones and other mobile equipment
 A digital signature is an electronic signature that can be used to authenticate
the identity of the sender of a message or the signer of a document, and
possibly to ensure that the original content of the message or document that
has been sent is unchanged.
 A digital signature scheme typically consists of three algorithms: A key
generation algorithm, a signing algorithm that and a signature verifying
algorithm
 E-banking is defined as the automated delivery of new and traditional
banking products and services directly to customers through electronic,
interactive communication channels.
 Generally in banking, two types of transactions are considered: Inter
Banking and Intra Banking

 The transformation of logistical processes through electronic means of


moving, storing and manipulating data; information and knowledge, is E-
logistics.
 Warehouse management is a key part of the supply chain and primarily
aimed to control the movement and storage of materials within an operation
and process the associated transactions.
 A Distribution Management is a system of computer tools used by operators
of electric distribution networks to monitor, control, and optimize the
performance of the distribution system

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