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Chapter 10 - Pervasive Computing .pdf

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Chapter 10: Pervasive Computing Stair, Reynolds and Chesney: Principles of Business Information Systems, Fourth edition (9781473774605) © Cengage Learning 2021 Principles The term ‘computing’ no longer refers to a PC on a desktop. Mob...

Chapter 10: Pervasive Computing Stair, Reynolds and Chesney: Principles of Business Information Systems, Fourth edition (9781473774605) © Cengage Learning 2021 Principles The term ‘computing’ no longer refers to a PC on a desktop. Mobile devices are letting employees access information from wherever they happen to be. In addition, these same technologies are allowing customers to interact with businesses in new ways Teams made up of people living in different geographical regions are able to work together efficiently and effectively, without ever having to meet. This work is facilitated by a range of technologies E-commerce and m-commerce can be used in many innovative ways to improve the operation of an organization For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Introduction Information Systems are no longer tied to a desk in an office: – computing power is being incorporated into a range of existing objects – new objects are being created that exploit computing power This is known as Pervasive Computing or Ubiquitous Computing – computers are all around us; they have become ubiquitous For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Mobile Internet Access Central to being able to access information ‘on the move’ is mobile Internet access Wi-fi is a common approach General Packet Radio Service (GPRS) is also now common Both of these technologies can be used on a wide range of devices – laptops, pocket PCs and mobile phones for instance For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Mobile devices The number of devices that can make use of wi-fi on the move is growing Smartphone Tablet Laptop Notebook Smart watches Smart glasses For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Wearable technology Wearable Technology, or more precisely, Wearable Computing is a term which refers to computing technology worn on the body Often the computers are incorporated into clothing, but jewellery and glasses are also possibilities The technology is ready but so far that has not been a ‘killer application’ to being wearable technology to a mainstream audience For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Examples of wearable technology The Kitty Project – allows users to type without a keyboard and experience visual output through an eye-tap Google glasses Apple watches For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning E-Money Refers to the transfer of funds electronically rather than by physical coins and notes E-Money can be implemented in a number of ways: – Credit and debit cards are a form of e-money – Mobile phone accounts can be used to ‘text’ money to someone using a service such as LUUP. This is convenient and similar services are transforming life in third world countries where citizens have limited access to bank accounts – Smart cards such as Hong Kong’s Octopus card For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Tangible media Tangible Media involves incorporating computing power and/or digital information into everyday objects An example is a Phicon – a physical icon; it is a way of representing data, in a similar way to how an icon on a computer desktop represents a computer file Again, the technology is ready but what is needed is a ‘killer application’ to bring it into the mainstream For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Personal robotics Science Fiction has long been fascinated by the use of robotics in our everyday lives The technology is not really ready to be used in this way (it’s still too expensive) although examples can be found: – the Roomba vacuum cleaner is one – many children now have robotic pets/toys, some based on Sony’s robotic puppy Aibo, although much cheaper For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Virtual Pets The goal of a virtual pet is unique in Information Systems – to get the user to feel a sense of responsibility for the system Developers have experimented with trying to inject personality into more serious applications with mixed success: – the Nabaztag Rabbit is an interface device which will tell you when you have email and read you the news – The Microsoft Cortana personal assistant and Apple Siri For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Computer Supported Cooperative Work CSCW refers to technologies that allows groups of people to work together Individuals can be co-located or separated Work can be synchronous or asynchronous Technologies to do this include: videoconferencing, messaging, interactive whiteboards, wikis and Virtual Worlds (MMOGs) For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Videoconferencing A simultaneous communication between two or more parties who are physically separated where they can both see and hear each other A potential application is to hold a global meeting without having to travel Visual cues can be transmitted but discipline is needed Even a slight delay in transmission time can cause chaos For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Messaging Messaging technology includes e-mail, instant messaging and web based chat rooms Instant messaging (IM) is being used by many companies as an alternative to a phone call to a call centre Many people prefer waiting for a response to an IM request than waiting in a phone queue. They can even continue working at their computer – the IM window will begin to flash when an operator responds For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Interactive whiteboards These are a combination of a whiteboard and a PC What is written on one whiteboard can appear on another in another location The contents of the whiteboard can be printed An animation of what has been written on the board over time can be saved For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Wikis A wiki is a web page that can be edited by any authorized user Wikis are a good way of sharing knowledge and are used by many research organizations and businesses The most famous example is Wikipedia – its content is breathtaking, although you never know if it has been written by an expert or a joker For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Virtual Worlds (MMOGs) Massively Multiplayer Online Game An example is Second Life (SL) SL is being used by some businesses to hold meetings Communication is mostly by text but voice has recently been introduced Many commentators are predicting that virtual worlds will become the dominant means of accessing information over the Internet in the future For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Blogs & Podcasts A blog or weblog is an online diary, used by people to document their daily experiences They are also used by some businesses as a promotional tool A pod cast is an audio broadcast over the Internet, which is another way of delivering information to stakeholders – customers, suppliers, students, friends and family, etc. For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Electronic and mobile commerce applications Many B2B, B2C, C2C, and m-commerce applications are being used in: – Retail and wholesale – Manufacturing – Marketing – Investment and finance – Auctions For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Retail and wholesale Electronic retailing (e-tailing): direct sale from business to consumer through electronic storefronts – Electronic storefronts are typically designed around an electronic catalogue and shopping cart model Cybermall: single Web site that offers many products and services at one Internet location Manufacturing, repair, and operations (MRO) goods and services For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Manufacturing To raise profitability and improve customer service, many manufacturers move their supply chain operations onto the Internet Electronic exchange: electronic forum where manufacturers, suppliers, and competitors buy and sell goods, trade market information, and run back-office operations For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Marketing Market segmentation: identification of specific markets to target them with advertising messages Technology-enabled relationship management: use of detailed information about a customer’s behaviour, preferences, needs, and buying patterns to customize the entire relationship with that customer For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Investment and finance Online stock trading – Online tools for doing research and analysis Online banking – Customers can check account balances, transfer money among accounts, pay bills, etc. – Electronic bill presentment For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Auctions eBay – Has become synonymous with online auctions – Customer complaints: increased fees and problems with unscrupulous buyers – Constantly trying to expand and improve its services: Skype, Verisign Hundreds of other online auction sites – Example: Priceline.com For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Anywhere, anytime applications of mobile commerce M-commerce devices are ideal for accessing personal information and receiving targeted messages for a particular consumer Through m-commerce, companies can establish one-to-one marketing relationships with individual consumers anytime and anywhere The most successful m-commerce applications suit local conditions and people’s habits and preferences Examples: banking, stock trading, information services, retail, advertisements For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Advantages of Electronic and Mobile Commerce Global reach: helps reduce gap between rich and poor countries Reduces costs: increases speed and accuracy Speeds the flow of goods and information Increases accuracy: eliminates human data-entry error Improves customer service: information about delivery status and ability to meet customer demand For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning Summary The term ‘computing’ no longer refers to a computer on a desk. Mobile devices are letting employees access information from wherever they happen to be. In addition, the same technologies are allowing customers to interact with businesses in new ways. Teams made up of people living in different geographical regions are able to work together efficiently and effectively, without ever having to meet. This work is facilitated by a range of technologies. E-commerce and m-commerce can be used in many innovative ways to improve the operations of an organization. For use with Principles of Business Information Systems, 4e by Stair, Reynolds & Chesney © 2021 Cengage Learning

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