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Anatomy of E-Commerce Applications

This document provides an overview of e-commerce topics including: 1. E-commerce is defined as any form of business transaction conducted via information and communication technologies. It can be classified by application type such as electronic markets and electronic data interchange. 2. The e-commerce trade cycle can support different phases of business transactions from searching for goods and services to order execution, delivery, and payment. Different trade cycles exist such as regular repeat transactions and irregular cash/credit transactions. 3. A generic e-commerce framework includes common business services, messaging/information distribution infrastructure, multimedia content publishing infrastructure, and an information superhighway. Technical standards, public policy issues, and applications in areas like supply chain management

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Mohit Saini
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100% found this document useful (1 vote)
29 views46 pages

Anatomy of E-Commerce Applications

This document provides an overview of e-commerce topics including: 1. E-commerce is defined as any form of business transaction conducted via information and communication technologies. It can be classified by application type such as electronic markets and electronic data interchange. 2. The e-commerce trade cycle can support different phases of business transactions from searching for goods and services to order execution, delivery, and payment. Different trade cycles exist such as regular repeat transactions and irregular cash/credit transactions. 3. A generic e-commerce framework includes common business services, messaging/information distribution infrastructure, multimedia content publishing infrastructure, and an information superhighway. Technical standards, public policy issues, and applications in areas like supply chain management

Uploaded by

Mohit Saini
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© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

E COMMERCE

Term: 2008-2009
[Link] III/IT IInd semester
Unit- I PPT Slides

Text Books: [Link] of electronic commerce
Kalakota, Whinston, Pearson
2. E-Commerce, [Link] Galgotia
Sub
Topic
Nos
Sub Topic name Lecture
No

Slide
Nos

1 Introduction

L1 1-3
2 Electronic Commerce and the trade cycle L2 4-14
3 Generic Framework

L3 15-18
4 Anatomy of E-Commerce applications L4 19-30
5 Consumer access devices L5

6 Purchase Consummation L6
7 E-Commerce Consumer applications L7
8 E-Commerce organization applications L8
9 Supply Chain Management L9
L1.1
Introduction
It is a general concept covering any form of business transaction or
information exchange executed using information and communication
technologies (ICTs)

It includes electronic trading of goods, services and electronic material.

It takes place between companies, between companies and their customers,
or between companies and public administrations.

They can be classified by application type:
1. Electronic Markets
Present a range of offerings available in a market segment so that the
purchaser can compare the prices of the offerings and make a purchase
decision.
Example: Airline Booking System


L1.2
Introduction
2. Electronic Data Interchange (EDI)
It provides a standardized system
Coding trade transactions
Communicated from one computer to another without the need for printed
orders and invoices & delays & errors in paper handling
It is used by organizations that a make a large no. of regular transactions
Example: EDI is used in the large market chains for transactions with their
suppliers

3. Internet Commerce
It is use to advertise & make sales of wide range of goods & services.
This application is for both business to business & business to consumer
transactions.
Example: The purchase of goods that are then delivered by post or the booking
of tickets that can be picked up by the clients when they arrive at the event

L1.3
Introduction
Scope of E-Commerce:
Internet e-commerce is one part of the overall sphere of e-commerce. See
in Fig.
Electronic Commerce and the trade cycle
It can be applied to all, or to different phases of the trade cycle
The trade cycle various depending on
The nature of the organizations
Frequency of trade between the patterns to the exchange
The nature of goods and services being exchanged

Trade cycle support
1. Finding goods and services (referred to as a search & negotiation)
2. Placing the order, taking delivery & making payment (execution and
settlement)
3. After sales activities such as warrantee, services etc.




Electronic Commerce and the trade cycle
The three generic trade cycles can be identified
1. Regular, repeat transactions (repeat trade cycle)

2. Irregular transactions, where execution & settlement are separated
(credit transactions)

3. Irregular transactions where execution & settlement are combined (cash
transactions)
See in fig.



Electronic Commerce and the trade cycle
Electronic Commerce and the trade cycle
Electronic Markets:
It increases the efficiency of the market

It reduces the search cost for the buyer & makes it more likely that buyer
will continue the search until the best buy is found

It exist in commodity, financial markets & they are also used in airline
booking system

It is irregular transaction trade cycle.

See in fig.

Electronic Commerce and the trade cycle
Electronic Commerce and the trade cycle
Electronic Data Interchange:
Applications are sending test results from the pathology laboratory to the
hospital or dispatching exam results from exam boards to school
It is used trade exchanges
Users are vehicle assemblers, ordering components for the supermarkets
It is used for regular repeat transactions
It takes quite lot of work to set up systems
It is part of schemes for just-in-manufacture and quick response supply
Mature use of EDI allows for a change in the nature of the product or
service
Mass Customization is such an example
See in Fig.


Electronic Commerce and the trade cycle
Electronic Commerce and the trade cycle
Internet Commerce:
The first stage
Advertising appropriate goods and services
Internet sites offer only information & any further steps down the trade
cycle are conducted on the telephone
The Second stage
An increasing no. of sites offer facilities to execute & settle the transaction
Delivery may be electronic or by home delivery depending on the goods
and services
The final stage
After-sales service
On-line support & On-Line services.
See in Fig.

Electronic Commerce and the trade cycle
Generic Framework of Electronic Commerce
Common Business Services Infrastructure
(Security/Authentication, Electronic Payment, Directories/Catalogs)
Messaging & Information Distribution Infrastructure
(EDI, E-Mail, HyperText Transfer Protocol)
Multimedia Content & Network Publishing Infrastructure
(Digital Video, Electronic Books, World Wide Web)
Information Superhighway Infrastructure
(Telecom, Cable TV, Wireless, Internet)
Electronic Commerce Applications
Supply Chain Management Online Marketing and Advertising
Procurement & Purchasing Online Shopping
Audio and Video on Demand Online Financial Transaction
Entertainment and Gaming Education and Research
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Electronic Commerce Framework

E-Commerce application will be built on the existing technology
infrastructure
A myriad of computers
Communication networks
Communication 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

Electronic Commerce Framework

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
Telephone,wires,cable TV wire
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


Electronic Commerce Framework

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
E-Commerce applications are:

1. Multimedia Content for E-Commerce Applications
2. Multimedia Storage Servers & E-Commerce Applications
i. Client-Server Architecture in Electronic Commerce
ii. Internal Processes of Multimedia Servers
iii. Video Servers & E-Commerce
3. Information Delivery/Transport & E-Commerce Applications
4. Consumer Access Devices
See in Fig.
Anatomy of E-Commerce applications
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.





Anatomy of E-Commerce applications
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
Anatomy of E-Commerce applications
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 Pcs. See in fig.




Anatomy of E-Commerce applications
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.

Anatomy of E-Commerce applications
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 videoon demand consist video servers, is an link
between the content providers (media) & transport providers (cable
operators)



Anatomy of E-Commerce applications
Information Delivery/Transport & E-Commerce Applications
Transport providers are principally telecommunications, cable, & wireless
industries.
Transport Routers
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

Anatomy of E-Commerce applications
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?
1. 93 million homes have television
2. Americans spend nearly half their free time watching television
3. 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



E-Commerce Consumer applications

1. 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




E-Commerce Consumer applications

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?
1. They want quality and cost of service
2. If a new system requires more steps to do essentially the same things,
consumers may resist it
3. 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


E-Commerce Consumer applications
What are Consumers willing to spend?
1. According to the video on-demand, consumers get the cable bill at basic
charge they will buy
2. 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
1. Packing and distribution must be considered
2. Blockbuster video collects the information and shows the typical consumer
3. Spends $12 a month on home video expenditures
4. Go to video store to select video on limited budget and has time to kill
5. Only periodically expends a large sum of money

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



E-Commerce Organization applications
E-Commerce and the retail Industry
1. Conditions are changing in the new economy with respect to the retail
industry
2. Consumers are demanding lower prices, better quality, a large selection of
in-season goods.
3. 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
4. Retailers are in the immediate line of fire and were first to bear the brunt of
cost cutting


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

E-Commerce Organization applications
Inventory Management and Organizational Applications
1. With borders opening up and companies facing stiff global competition
2. Adaptation would include moving to computerized, paperless operations
to reduce
3. Once targeted business process is inventory management, solutions for
these processes go by different names
4. In manufacturing industry theyre known as just-in-time inventory systems,
in the retail as quick response programs, and in transportation industry as
consignment tracking systems

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


E-Commerce Organization applications
Quick Response Retailing (QR)
1. It is a version of JIT purchasing tailored for retailing
2. To reduce the risk of being of out of stock, retailers are implementing QR
systems
3. It provides for a flexible response to product ordering and lowers costly
inventory levels
4. QR retailing focuses on market responsiveness while maintaining low
levels of stocks
5. 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
See in fig.


E-Commerce Organization applications
Supply Chain Management
1. QR and JIT address only part of the overall picture
2. 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
3. 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

E-Commerce Organization applications
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


E-Commerce Organization applications
Work group Collaboration Applications:
1. A internetwork that enables easy and inexpensive connection of various
organizational segments
2. It is to improve communications and information sharing and to gather
and analyze competitive data in real-time
3. Videoconferencing, document sharing and multimedia e-mail, are
expected to reduce travel and encourage telecommuting
4. Improves the distribution channel for documents and records to suppliers,
collaborators and distributors

Common questions

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The generic framework for e-commerce applications includes several key components: Common Business Services Infrastructure, Messaging & Information Distribution Infrastructure, Multimedia Content & Network Publishing Infrastructure, and the Information Superhighway Infrastructure. The Common Business Services Infrastructure provides essential services like security, authentication, and electronic payment systems that facilitate transactions . Messaging & Information Distribution ensures data exchange through EDI, e-mails, and HyperText Transfer Protocol, allowing efficient communication . Multimedia Content & Network Publishing enables the creation and dissemination of digital products, vital for marketing and consumption . The Information Superhighway Infrastructure forms the backbone by providing a robust network over which e-commerce operates, using telecommunication, cable, and wireless technologies . This multi-layered framework supports the seamless operation and expansion of e-commerce by integrating security, communication, content delivery, and connectivity .

The evolution of the retail industry has significantly impacted e-commerce strategies and inventory management, driving companies to adopt technological innovations and adjust business models. Consumers' demand for lower prices, better quality, and a broader selection of goods compels retailers to enhance supply chains and reduce operational costs . Inventory management systems have evolved to just-in-time (JIT) and quick response (QR) models, minimizing stock levels while ensuring product availability through dynamic, real-time data analysis and supply chain synchronization . E-commerce strategies have shifted to interactive and personalized marketing, leveraging electronic markets to reach a wider audience and respond to consumer preferences efficiently. Retailers invest heavily in technology to facilitate rapid transaction processing, inventory tracking, and customer engagement, ensuring competitiveness and profitability in the digital marketplace .

Electronic Data Interchange (EDI) and the stages of internet commerce significantly influence trade cycles in e-commerce. EDI standardizes and streamlines trade transactions by enabling electronic communication without physical paperwork, thus reducing errors and accelerating regular transactions . Internet commerce stages, from initial advertising to final after-sales service, expand the scope of electronic transactions. In its initial stage, internet commerce focuses on marketing; progressing through stages, it covers transaction execution and service delivery, adapting to both business-to-business and business-to-consumer models . These digital processes result in more efficient trade cycles, allowing businesses to engage in repeated, irregular credit, or cash transactions with reduced friction and higher speed .

Electronic markets have different implications for regular and irregular trade cycles in e-commerce. For regular trade cycles, electronic markets enhance efficiency by facilitating repetitive transactions through automated systems, resulting in lower search and transaction costs, increased market competition, and better pricing for consumers . In irregular trade cycles, electronic markets allow for flexible transaction processes that can separate or combine execution and settlement, accommodating credit and cash transactions alike . They provide platforms where buyers and sellers can efficiently negotiate and execute irregular transactions amidst variable market conditions . Consequently, electronic markets enhance market efficiency by reducing operational costs and providing flexibility in trade engagements .

The integration of information superhighway infrastructure in e-commerce applications presents several challenges, primarily in ensuring seamless connectivity, security, and scalability. The infrastructure, comprising telecommunication, cable, and wireless networks, must handle increasing data volumes without compromising speed or reliability . Security remains a critical concern, requiring robust encryption and authentication methods to protect transactions over extensive networks . Additionally, integrating diverse technological components to form a cohesive system poses logistical challenges, demanding compatibility across hardware, software, and protocols . Overcoming these obstacles involves substantial investments in technology and innovation, emphasizing the need for continual upgrades to meet evolving market demands and support global e-commerce expansion .

Client-server models support scalability and interaction in digital transactions by structuring e-commerce application architecture to efficiently handle multiple client requests. In this model, client devices (e.g., PCs, smartphones) send requests to servers, which process these requests, perform application tasks, manage data, and ensure security . The server can manage numerous simultaneous client interactions, allowing the system to scale by adding more clients or expanding server capabilities to handle increased loads . This architecture facilitates direct interaction with applications, enabling dynamic and responsive user experiences crucial for handling large volumes of digital transactions and supporting diversified e-commerce platforms .

Multimedia servers and client-server architecture are crucial for hosting and delivering content in e-commerce applications. Multimedia servers store vast amounts of diverse digital content (e.g., videos, games, advertisements) and must ensure security, reliability, and scalability for mass distribution . They act as information warehouses responding to client requests for multimedia content, supporting rich and interactive e-commerce experiences . The client-server architecture underpins this process by allowing client devices (computers, PDAs) to interact with servers through a request-reply sequence, ensuring efficient data management and delivery . Servers handle backend processes, such as application tasks and security, enabling scalability to accommodate growing client demands . This dual system ensures e-commerce platforms can deliver engaging, efficient services to a wide audience .

Consumers' demands for quality and cost efficiency heavily influence e-commerce technologies. Technologies are developed to enhance service quality and streamline processes if the new system is more complex than previous methods, consumers might resist it . Cost sensitivity also dictates spending patterns; for instance, consumers are likely to subscribe to services like video on demand only if charges remain within economic levels . Furthermore, privacy concerns and the user-friendliness of technologies can deter consumer engagement . Thus, businesses design user-centric, cost-effective, and secure platforms to align with customer preferences, ensuring technology adoption and satisfaction .

Supply chain management (SCM) and just-in-time (JIT) principles are integrated within the e-commerce framework to enhance organizational efficiency by streamlining processes and reducing waste. SCM orchestrates the flow of information and goods between suppliers, manufacturers, and consumers, enhancing communication and operational speed . Techniques like supplier, inventory, and payment management optimize the supply chain, ensuring timely delivery and efficient payment processing . JIT complements SCM by focusing on reducing waste in inventory and ensuring immediate product availability, tailored for specific industry needs like retail or manufacturing . Quick response systems in retail, a JIT variant, keep inventory low while ensuring market responsiveness . Combined, SCM and JIT create efficient, responsive systems that minimize costs and improve service delivery across the e-commerce sector .

Interactive marketing plays a transformative role in reshaping traditional business strategies within e-commerce environments by facilitating direct consumer engagement and personalized interactions. Unlike static marketing methods, interactive marketing employs dynamic techniques such as multimedia catalogs, enabling consumers to engage with products through videos and animations that enhance appeal and comprehension . This shift compels businesses to adopt technologies that support real-time consumer interaction and data-driven marketing strategies, leading to more precise targeting and content personalization . As electronic markets provide instant feedback channels, companies can rapidly adjust strategies based on consumer behavior and trends, significantly improving marketing efficiency and customer satisfaction .

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