Ch.9 Emerging Trends and Technologies

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University of Toronto Scarborough
Financial Accounting
Bill Mc Conkey

MGTC11 Week 11 – March 29, 2011 Ch.9 Emerging Trends and Technologies The Changing Internet Internet-based trends: - Software-as-a-service - Push technologies and personalization - F2b2C - Internet telephony - Web 2.0 Software-As-A-Service ->delivery model for software in which pay for software on pay-per-use basis instead of buying software i.e. rent software for photo and video editing - Pay using personal application service provider Application service provider: supplier software applications over Internet instead of residing in computers - ASPs will provide personal productivity software to store files on Web servers as opposed to personal devices Disadvantages: • Easier accessto information • Reliability; web site goesdown, lost information Push Technologies and Personalization Pull environment – look for, request, find what you want Push technology environment – organizations come to you via tech with info, services and product offerings based on your profile i.e. rental DVD through cellphone signal, personalized pizza - personal data warehouse of information on past purchases - rely on IT ability to store vast information about you - cooperation among industries in sharing personal data, with your consent F2B2C: A New E-Commerce Business Model Factory-to-business-to-consumer (F2b2C): business model in which consumer communicates through a business on the Internet, directly providing product specs to factory that makes customized and personalized product to shop directly to consumer - business is Internet intermediary that provides communication conduit b/w factory and consumer; disintermediation occurs Disintermediation: use of Internet as delivery vehicle, where intermediate players in distribution channel are bypassed i.e. airline purchase tickets bypass travel agents Voice Over Internet Protocol (VOIP) VoIP, Voice over Internet Protocol: send voice communications over Internet and avoid toll charges from long distance carrier - telephone calls routed through VoIP provider (ISP) and pay flat monthly fee $20-40 for unlimited long distance calls - keep existing phone number and accessto value-added features (call waiting, caller ID) - Internet becoming technological infrastructure that supports all phone calls Web 2.0 Web 2.0: second generation of Web focusing on on-line collaboration, users are both creators and modifiers of content, dynamic and customized information feed Applications include: 1. Wiki – visitor can create, edit, change, eliminate content Crowdsourcing: business enable technologies allowing ppl to create, modify, and oversee development of product or service 2. Social networking site - post information about yourself, create network of friends, share content, and communicate with others 3. Blog – site in form of journal posting entries in chronological order, capabilities for others to add comments 4. RSS feed – technology that provides frequently published and updated digital content on Web 5. Podcasting – ability at any time to download audio and video files for viewing and listening using portable listening devices and computers Physiological Interaction - physio interfaces capture and utilize real body characteristics such as breath, voice, height, weight, iris Innovations: - Automatic speech recognition - Virtual reality - CAVE automatic virtual environments - Biometrics - Haptic interfaces Automatic Speech Recognition Automatic Speech Recognition (ASR): not only captures spoken words but distinguish work groupings to form sentences Three requirements: 1. Feature analysis – converts digital signals of speech into phonemes 2. Pattern classification – match spoken phonemes to sequence stored in acoustic model database 3. Language processing – compare word phonemes generated in step 2 with language model database Virtual Reality - 3D computer simulation in which you actively and physically participate - virtually place in you in any experience desired - special input and output devices to capture movements and send responses back Devices include: Glove – input device capture
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