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eJETA.org Third Issue

Feb 2004

Volume 1, Issue 3. Please note the copyrights agreement for these papers.

Feature Articles


The “Spider” on the Web: The Ethos of Web Revisited

Author(s): Anshu Saxena, D. P. Kothari, Sudhir K. Jain and Amulya Khurana

Keywords: Internet Protocol, World Wide Web, e-commerce, SPIDER Concept

Abstract: The Internet has transformed global communications in recent years, and networks based on the Internet Protocol (IP) will replace traditional circuit-switched telecommunications network to become the predominant networks in the first decade of the 21st century. The development of the World Wide Web led to the dramatic growth in the number of Internet users, and new services such as e-commerce, entertainment and mobile Web access seem certain to continue this growth. The paper highlights certain unique concepts of consumer navigation behaviour like Flow concept and Attention-Interest-Desire-Action (AIDA) Process, and introduces a new concept called the “SPIDER Concept.” The paper looks at how the Internet is continuing to evolve technically and also in its capability to offer new services for users and businesses. The Internet, and especially that portion known as the World Wide Web on the Internet, has the potential to change radically the way businesses interact with their customers. The Web frees customers from their traditionally passive role as receivers of marketing communications, and allows them to become active participants in the marketing process through its multi-activity medium of communication, with the help of the SPIDER concept. The paper focuses on the SPIDER Concept - a new concept for the success of Dotcom Business and Internet Commerce and relates it to Flow and AIDA, by taking inferences from the research of Csikszentmihalyi (1977; 1990) about the concept of “Flow – the process of optimal experience” in the free form farrago of Internet Commerce. The SPIDER concept is equally important and applicable to both demand and supply side perspectives of the Web, thus highlighting the commercialization aspect of the World Wide Web.


DIGITAL “EVIDENCE” MAY NOT BE “EVIDENCE” AT ALL

Author(s): Michael A. Caloyannides

Keywords: computer evidence

Abstract: Unlike conventional analog data, such as the shade of grey or the subjective recollection of a witness, digital data which takes one of two very unambiguous values (zero or one) is perceived by the average person as being endowed with intrinsic and unassailable truth.


Shoplet and the Personal Market Place model for e-commerce

Author(s): Efthimia Aivaloglou, George Vouros

Keywords: B2C electronic commerce, e-commerce barriers and models

Abstract: Electronic commerce is reaching a maturity level but still has barriers to overcome. The paper proposes a new model for e-commerce transactions with the aim to resolve problems related to the infrastructure and resources required from customers and enterprises to enter the e-commerce arena as well as trust. The proposed model provides the framework for standardizing issues concerning interaction and settles the ground for long-term relationships between customers and enterprises. The paper reviews the existing B2C e-commerce models and their major problems, and proposes the “personal market place” model for e-commerce as well as Shoplet, a prototype implementation of this model.


An Architecture for a Flexible Public Sector Collaborative Environment

Author(s): Eur. Loukis, Sp. Kokolakis

Keywords: G2G e-Government, Computer Supported Collaborative Work, Argumantation, Collaborative Business Process Modelling, Ontologies

Abstract: e-Government today is focused on the electronic delivery of existing public services (e.g. social services, etc.) and, in general, on offering to citizens/enterprises the capability to transact electronically with Public Administration (e.g. declarations, applications, etc.), mainly over the Internet. In this sense modern e-Government, only to a small extent, exploits the huge capabilities of the Information and Communication Technologies for supporting and transforming the whole lifecycle of public policies, programmes and services design, production, delivery and evaluation. This paper examines the exploitation of Computer Supported Collaborative Work (CSCW) methodologies and technologies for supporting and transforming G2G collaboration concerning interorganizational processes, public policies/programmes/services design, monitoring and evaluation, as well as decision-making for difficult and complex social problems. An architecture of a flexible Public Sector Collaborative Environment for the above purposes is described, which has been developed, based on a detailed user requirements analysis, as part of the ICTE-PAN (Methodologies and Tools for Building Intelligent Collaboration and Transaction Environments in Public Administration Networks) Project of the European Union IST (Information Society Technologies) Programme. In order to provide the required flexibility for supporting the huge variety of G2G collaboration typologies of modern Public Administration, this Collaborative Environment should consist of a set of adaptable and customisable modules. In order to support the users-centred and participative customisation of this Collaborative Environment for a specific collaborative process, a Collaborative Processes Modeling Methodology has been developed. This Methodology also incorporates an Ontology of the domains of Public Sector Collaborative Decision Making and Public Policies/Programmes Design and Management, consisting of the main concepts-elements used in these domains and the main associations among them.


Personalized In-store E-Commerce with the PromoPad: an Augmented Reality Shopping Assistant

Author(s): Wei Zhu, Charles B. Owen, Hairong Li, Joo-Hyun Lee

Keywords: Augmented reality, dynamic contextualization, context-aware, pervasive computing, e-commerce

Abstract: This paper presents an in-store e-commerce system that provides shopping assistance and personalized advertising through the use of a new concept in context aware computing, dynamic contextualization. This system, PromoPad, utilizes augmented reality technologies on a hand-held Tablet PC to provide for dynamic modification of the contextual settings of products on store shelves through the use of see-through vision with augmentations. This real-time modification of the perception of context, dynamic contextualization, moves beyond the traditional concept of context-aware computing into context modification. The technical requirements for realizing dynamic contextualization using augmented reality technologies are described in detail. The target design of the PromoPad is a consumer friendly shopping assistant that requires minimum user effort and is practical in a public environment such as a shopping mall or a grocery store.

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