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E-Commerce Overview & Applications

Electronic commerce involves the buying and selling of products or services over electronic systems like the Internet. It aims to reduce costs, lower product cycle times, and improve customer service quality. Common e-commerce applications include supply chain management, video on demand, remote banking, online marketing and home shopping. Advantages include faster transactions and broader reach, while disadvantages include inability to inspect products remotely and difficulty calculating return on investment. E-commerce frameworks are built on existing technology infrastructure and rely on common business services, messaging systems, and multimedia publishing infrastructure.

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0% found this document useful (0 votes)
51 views67 pages

E-Commerce Overview & Applications

Electronic commerce involves the buying and selling of products or services over electronic systems like the Internet. It aims to reduce costs, lower product cycle times, and improve customer service quality. Common e-commerce applications include supply chain management, video on demand, remote banking, online marketing and home shopping. Advantages include faster transactions and broader reach, while disadvantages include inability to inspect products remotely and difficulty calculating return on investment. E-commerce frameworks are built on existing technology infrastructure and rely on common business services, messaging systems, and multimedia publishing infrastructure.

Uploaded by

Dr Jerry John
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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D fi iti

Definition
 Electronic Commerce, commonly known
as e-commerce,, consists of the buying
y g
and selling of products or services over
y
electronic systems such as the Internet
and other computer networks .
G l off e-commerce
Goals
 Reduce costs
 Lower product cycle times
 Faster customer response
 Improved
I d service
i quality
lit
E
E-commerce applications
li ti
 Supply chain management
 Video on demand
 Remote banking
 Procurement
P t and
d purchasing
h i
 Online marketing and advertisement
 Home shopping
Advantages of Electronic Commerce

 Faster buying/selling procedure, as well as


y to find products.
easy p

 Buying/selling 24/7
24/7.

 More reach to customers, there is no


theoretical geographic limitations.
 Low
o ope
operational
a o a cos
costs
saand
d be
better
e qua
quality
yoof
services.

 No need of physical company set-ups.

 Easy to start and manage a business.

 Customers can easily select products from


different providers without moving around
physically.
physically
Disadvantages of Electronic
Commerce
 Loss of ability to inspect products from
remote locations
 Difficult to calculate return on investment
 Cultural and legal barrier
H
How can E
E-commerce be
b used?
d?

 Community-based services: Payment of utility


bills, traffic fines, donations to charity etc.
 Shopping: Buying and selling goods and
services
 Communication: E-mail, Net telephony products
can be commerce-enabled and serviced via the
Net.
1 Consumer finds 6
something she wants to Verification and
buy at a “shop” on the remittance of actual
Net funds
Shop

2 Consumer sends on
enciphered request for
payment to her bank

The electronic bank Consumer’s Bank


3 sends back a secure Consumer
C
packet of e-cash Public Key

Merchant The shopp


Server 5 sends the
packet of
cash to its
bank
Consumer
sends the e-
4 cash to the
shop Shop Merchant Bank
E
E-commerce f
framework
k
 E-commerce applications will be built on
the existing technology infrastructure-

 Computers

 Communications networks

 Communication software forming the


emerging
i iinformation
f ti superhighway.
hi h
 None of these uses would be possible
without each of the building blocks in the
infrastructure:

 Common business services infrastructure.

 Messaging & information distribution


infrastructure.
infrastructure

 Multimedia content & network publishing


infrastructure.

 Information superhighway infrastructure.


 The 2 pillars supportingg all e-commerce –
applications & infrastructure are:

 Public policy, to govern such issues as


universal access,, privacy
p y & information
pricing.

 Technical standards, to dictate the nature of


information publishing, user interface &
transport in the compatibility across the entire
network.
EC
E-Com & media
di convergence
 Convergence – is the melding of
consumer electronics,, television,,
publishing, telecommunications, &
p
computers for the p
purpose
p of facilitating
g
new forms of information-based
commerce.
 Multimedia
u ed a co
convergence
e ge ce – app
applies
es to
o the
e
conversion of text, voice, data, image,
graphics
g p & full-motion video into digital
g
content.

 Driving the phenomenon of convergence


are some simple technological advances:
advances:-
 Convergence of content all types of
i f
information
ti content-
t t books,
b k b business
i
documents, videos, movies, music- into
di it l iinformation.
digital f ti
 Convergence
g of transmission compresses
& stores digitized information so it can
g existing
travel through g phone & cable
wiring.
 Convergence of information access have
the superiority to function as both
computers & televisions.
 Convergence is also being by of certain
market conditions including the following:-

 The widespread availability of increasingly


low-cost,
low cost, high-performance
high performance enabling
component technologies.

 Entrepreneurs who are feeding on


anticipated
ti i t d end-user
d d
demandd ffor new
applications- both products & services- that
the rel
they rely on the abo
above
e mentioned enabling
technologies.
 Aggressive
gg regulatory
g y actions that are
introducing competition in monopoly
g
markets-local & long-distance
communications, telecommunication &
cable equipment & right-of-way to
customers curb- & that serve to facilitate
the rapid deployment of these new
application.
The anatomy of e-com
e com
application
 We will examine e-com applications that
serve as access points.
p
1. Multimedia content.
2
2. Multimedia storage serves
serves.
3. Information delivery system, the network
service
i providers.
id
Anatomy of E-
E-Commerce Applications

Computer Game
computer
Applications Video
servers
servers

PersonalPDA Network
digital Internet Corporate
servers
assistant
telephone
Telephone

Libraries
Network • Chatlines
•Software
TV TV Network
Service
Provider
service
provider Government
servers Electronic
printerPrinter
p publishing
p g

Information Servers with


Consumer
Consumer Devices
devices Variety of Content
Multimedia content for e-com
e com
application
 Multimedia content can be considered
both fuel & traffic for electronic commerce
application.

 Possible components of multimedia are


numerical data
data, graphics
graphics, text
text, images
images,
audio, video, animation.
 Multimedia is the natural wayy people
communicate.
 Its purpose is to combine the interactivity
of a user-friendly interface with multiple
forms of content.
 Multimedia has come to mean the
combination of computers
computers, television &
telephone capabilities in a single device.
 The traditional, separate business divisions
presented in this table
table.
Industry Content produced
Entertainment Cartoons, games, movies,
producers video, music
B d
Broadcastt television
t l i i G
Game shows,
h
productions documentaries,
entertainment programs
Print publishing Books, reference
collections directories
collections, directories,
catalogs
Computer software S/w programs: animation
animation,
games, productivity-
enhancing tools.
Multimedia storage servers and
e-commerce applications
 E-commerce requires strong(robust)
g amounts
servers to store & distribute large
of digital content to consumers.
 These multimedia storage servers are
large information warehouse capable of
handling various content
content, ranging from
books, newspapers, advertisement,
catalogs movies
catalogs, movies, games & x-ray
x ray images.
images
 Digitized
g content eliminates the bulkiness
& mechanical unreliability found in past
equipment.
 For e.g.:- cassette & DVD.

 Client-server architecture in e-commerce:-


 All e-com applications follow the client-
server model. (fig)
Processed request

Application Application
logic logic
Presentation Result Multimedia
logic content
Multimedia desktop Multimedia server

Fig:- Distribution of processing in multimedia client-server world


 C e s = de
Clients devices
ces + sosoftware
a e that
a request
eques
information from server.
 The client- server model
model, allows the client
to interact with the server through a
request reply sequence governed by a
model know as message passing.
 The server manages application tasks tasks,
handles storage & security, & provides
scalability – ability to add more clients as
needed for serving more customer.
 Internal processes of multimedia servers:-
 Internal processes involved in the storage,
retrieval & management of multimedia
data objects are integral to e-commerce.
 Multimedia server is a hardware &
software combination that converts raw
data into usable information & then “dishes
dishes
out” this information where & when user
need itit.
 Multimedia servers provide a core set of
function to display, create & manipulate
multimedia documents; to transmit &
receive multimedia documents over
computer networks, & to store & retrieve
multimedia documents.
 E.g.:
E.g.:- video on demand.
Architectural framework for
electronic commerce
 In general a framework is intended to define &
create tools that integrate the information found
in today’s closed systems & allow the
development of e-commerce application.
 The architecture should focus on creating the
various resources already in place in
corporations to facilitates the integration of
data & software for better applications.

 Electronic commerce application architecture


consists of 6 layers of functionality
1. A li ti
Applications.
2. Brokerage services, data or transaction
management.
management
3. Interface & support layers.

4. Secure messaging, security & electronic


document interchange.

5. Middle & structured document interchange.

6. Network infrastructure & basic communications


services.
EC
E-Commerce A
Application
li ti services
i

 Distinct Categories of e-Commerce

1. Consumer to Business (C2B)


2
2. Business b siness (B2B)
B siness to business
3. Intra-organizational e-commerce
Global suppliers

Classic
C ass c EDI

Procurement, distribution and logistics

Engineering Manufacturing Accounting,


and research and production finance and
Internal management
Private
Commerce publishing

Advertising Sales Customer service

Consumer-oriented
e-commerce Fig:-Different types of
electronic commerce
Customers
application
 Consumer-to-Business (
(c2b):-
)
 We call this category marketplace
transaction.
transaction
 c2b is when consumers band together to
present themselves as a buyer in group
group.
 The customers learn about products
diff
differently
tl th
through
h electronic
l t i publishing.
bli hi
 Business-to-business (b2b) Transactions:-
 We call this category market-link
transaction.
 Also known as Inter
Inter-organization
organization
e-commerce.
 It refers to the full spectrum of
e-commerce that can occur between two
organizations.
organizations
 This includes purchasing and
procurement, supplier management,
inventory management, channel
management, sales activities, payment
management &service and support.
 Businesses, governments, and other
organizations depend on computer-to-
computer communication as a fast,
economical, and a dependable way to
conduct business transactions.
 B-to-B transactions include the use of EDI
and electronic mail for purchasing goods
and services, buying information and
consulting services, submitting requests for
proposals, and receiving proposals.
 Intra-organizational
g Transactions:-
 We call this category market-driven
transactions
 A company becomes market driven by
 Dispersing
Di i th
throughout
h t ththe fifirm iinformation
f ti
about its customers and competitors
 Spreading strategic and tactical decision
making so that all units can participate
 Continuously monitoring their customer
commitment by making improved customer
satisfaction
sa s ac o a an o
ongoing
go g objec
objective e
 Three
ee major
ajo components
co po e s oof market-driven
a e d e
transactions are:
 Customer orientation through product and
service customization
 Cross-functional coordination throughg
enterprise integration
 Advertising
g , marketing,
g and customer service
W ld wide
World id web
b as th
the architecture
hit t
 What Is the World Wide Web (WWW)?
 The world wide web (WWW) is a subset of the
computers
t on th
the IInternet
t t th
thatt connectt in
i a certain
t i way,
making their content accessible to each other.

 The WWW includes an easy to use standard interface


facilitating ease of use
 The architecture is made up of three primary entities:

1. Client browser.

2. Web server.

3. Third- party services.


 Client browser WWW servers functions Third-party service

Digital library of
Local or company-
p y Information documents/ data
specific data retrieval servers

Data & Third party


Mosaic/WWW transaction information
browser management processing tools/
services

Browser Secure Electronic


extensions messaging payment servers

Fig:- block diagram depicting an electronic commerce


architecture
 Client browser usually interacts with WWW server
server, which
acts as an intermediary in the interaction with third-party
services.

 The client browser resides on the user’s PC or


workstation & provides an interfaces to the various types
of content.

 Web server functions can be categorized into information


retrieval, data & transaction management & security.
 The third-party
Th thi d t services
i couldld b
be other
th web b servers
that make up the digital library, information processing
tools, & electronic payment system.

 The web has become an umbrella for a wide range of


concepts
t & technologies
t h l i th thatt diff
differ markedly
k dl iin
purpose & scope.

1. Global hypertext publishing concept.


2. The universal reader concept.
3. The client server concept.
 The global
Th l b l hypertext
h t t publishing
bli hi conceptt promotes t theth
idea of seamless information world in which all on-line
information can be accessed & retrieved in a consistent
& simple-way.

 The universal readership concept promotes the idea


that, unlike the segmented application of the past, we
can use one application- a universal user interface- to
read a variety of documents.
 The client-server concept the web to grow easily
without
ith t any centralized
t li d control.
t l

 Anyone can publish,


publish read or download information
information.

 Publishing
g information requires
q a server p
program.
g

 Reading data requires a client browser.


 In practice the web hangs on a number of essential
concepts including the following:-
concepts, following:

 The addressing scheme know as uniform resource


locators (URL) makes the hypermedia world possible
despite many different protocols.

 A network protocol known as hypertext transfer protocol


(HTTP) used by the client browser & servers offers
performance & features not otherwise available.
 A mark-up language (HTML) which every web client is
required
i d tto understand,
d t d iis used
d ffor th
the representation
t ti off
hypertext documents containing text, list box, & graphics
information across the net.
S
Security
it and
d th
the web
b
 The lack of data security on the internet has become a
high-profile problem due to the increasing number of
applications oriented towards commerce
commerce.

 Many commercial applications require that the client &


server be able to authenticate each other & exchange
data confidentially.
 Exchange has 3 basic properties:-
1. Client are confident about servers they are
communicating with.

2. Client conversation with the server is private.

3. Client’s conversations cannot be tampered or


interfered.
 Several software companies & electronic marketplace
providers
id are ttackling
kli ththe iissues off secure HTTP
implementations by developing additional data security
measures that involve encryption.
y

 Encrypted information can be “unlocked” only by the


i t d d recipient
intended i i t th
through
h a di
digital
it l kkey.
 Categories of internet data &
transactions :-
 Several categories of data must be encrypted, making
i t
internet
t data
d t security
it an interesting
i t ti challenges:-
h ll

1
1. Public data have no security restrictions & can be
read by anyone.

2. Copyright data have content that is copyright but not


secret.
3. Confidential data contain material that is secret but
whose
h existence
i t iis nott a secret.
t EE.g. bank
b k accountt
statements, personal files etc.

4. Secret data’s existence is a secret. Such data might


include algorithms. It is necessary to monitor & log all
access to secret data.
 WWW – based security
y schemes:-
 Several methods can provide security in the web
framework. These include the following:-

 Secure HTTP(S-HTTP) is a revision of HTTP that will


enable the incorporation of various cryptographic
message formats. Such as DSA & RSA standards.
 Security socket layer (SSL) uses RSA security to wrap
security information around TCP/IP- based protocols.

 SHEN is a security scheme for the web sponsored by


the W3 consortium.
 Top 10 eCommerce Websites in the
World
 Here are some of the top 10 eCommerce
websites in the world that are ruling the e-
commerce platform
platform.
 Taobao
 Amazon
A
 Walmart
 eBay
 Target
 Alibaba
 Flipkart
 NewEgg
 Overstock
 Best Buy
 Taobao is a Chinese online shopping
pp g website,,
headquartered in Hangzhou, China, and owned
by Alibaba.

 Founded by Alibaba Group in 2003.

 Taobao Marketplace facilitates consumer-to-


consumer (C2C) retail by providing a platform for small
businesses and individual entrepreneurs to open online
stores.

 Taobao has over 617 million monthly active users


 Amazon.com,, Inc.,, doing
g business as Amazon,, is an
American electronic commerce and cloud
computing company based in Seattle, Washington.

 Founded by Jeff Bezos on July 5, 1994.


 Walmart Inc. is an
American multinational retail corporation that operates
a chain of hypermarkets, discount department stores,
and grocery stores.
 Headquartered in Bentonville, Arkansas, the company
was founded by Sam Walton in 1962
and incorporated on October 31, 1969.

 Walmart is the world's largest company by revenue—


over US$500 billion, according to Fortune Global 500 list
in 2018
 eBay Inc. is an American multinational e-
commerce corporation based in San Jose, California

 eBay was founded by Pierre Omidyar in 1995


 Alibaba

Founded 4 April 1999; 19 years ago


Hangzhou, Zhejiang, China
Founder Jack Ma
Peng Lei
Headquarters Hangzhou, Zhejiang, China
Area served Worldwide
 Flipkart
p

Founded 2007; 11 years ago


Headquarters Bengaluru, India
Area served India
[1]
Owner Walmart (77%)
Founder(s) Sachin Bansal
Binnyy Bansal
 NewEgg
gg

Industry Computers
Computer hardware
Computer software
Consumer electronics
Consumer (final) goods
Founded 2000; 18 years ago
Founders Fred Chang
Headquarters City of Industry, California, U.S.
Area served Worldwide
 Overstock

Industry Retail
Founded 1997; 21 years ago
Headquarters Midvale, Utah, United States
 Top India
India’s
s Most Popular and Most Visited
Websites
 Flipkart
 SnapDeal
 Myntra
 HomeShop18
 Quikr
 Jabong
 Shopclues
 Trendin
 Amazon

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