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    Electronic Commerce

    Chapter 1Ravi Kalakota

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    Electronic Commerce Framework

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    None of these uses would be possible

    without each of the building blocks in theinfrastructure:

    Common business services, for facilitatingthe buying and selling process

    Messaging and information distribution, as

    a means of sending and retrievinginformation

    Electronic Commerce Framework

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    Electronic Commerce Framework

    Multimedia content and networkpublishing, for creating a product and ameans to communicate about it.

    The Information Superhighwaythe veryfoundationfor providing the highwaysystem along which all e-commerce musttravel

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    Electronic Commerce Framework

    The two pillars supporting all e-commerce--applicationsand infrastructure are just as indispensable.

    First Pillar

    Public policy, to govern such issues as universal access,privacy and information pricing

    Second Pillar

    Technical standards, to dictate the nature of informationpublishing, user interfaces, and transport in the interest ofcompatibility across the entire network

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    Electronic Commerce Framework

    Any successful e-commerce application willrequire the I-way infrastructure, in the sameway that regular commerce needs theinterstate highway network to carry goods

    from point to point. You must travel across thishighway whether you are an organizationpurchasing supplies or a consumer ordering a

    movie on demand.

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    Electronic Commerce Framework

    I-way will be a mesh of interconnected data highwaysof many forms: telephone wires, cable TV wires,radio-based wirelesscellular and satellite.

    E-commerce are based on vehicular traffic, in ourcase, vehicles transporting information or multimediacontent

    The ultimate winner must select the technology forthe I-way that best matches future business needs byusing todays tools

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    Electronic Commerce Framework

    The information and multimedia contentdetermines what type of vehicle is needed.

    A breakdown of potential everyday e-

    commerce vehicles into their technologicalcomponents shows that they vary widely incomplexity and my even need to traveldifferent routes on the I-way, much the wayan eighteen-wheeler may be restricted fromtraveling roads that cannot accommodate it.

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    Electronic Commerce Framework

    Movies = video + audio

    Digital games = music + video + software

    Electronic books = text + data + graphics +music + photographs+ video

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    Electronic Commerce Framework

    The electronic documents are oftendigitized, compressed and stored incomputerized libraries or multimedia storagewarehouses called servers, that are linkedby transport networks to each other and tothe software/hardware clients that allowcustomers to access them.

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    (How exactly the vehicles move from one distribution warehouse to another? Intraditional business, diesel engines, petrol engines powered motors move thetrucks along roadways)

    On the I-way, messaging software fulfills this

    role, in any numbers of forms: e-mail, EDI orpoint-to-point file transfers.

    Electronic Commerce Framework

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    Electronic Commerce Framework(How can businesses assure customers of safe delivery? How can

    customers pay for using the I-way?)

    Encryption and authentication methods havebeen developed to ensure security ofcontents while traveling the I-way and attheir destination and numerous electronicpayment schemes are being developed to

    handle highly complex transactions with highreliability.

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    Electronic Commerce Framework

    In case of vehicular traffic over the interstate

    highway system, public policy issues concernpollution, consumer protection from fraud,environmental impact and taxation.

    Similarly, in information traffic, public policyissue deal with the cost of accessinginformation, regulation to protect consumers

    from fraud and to protect their right to privacyand the policing of global information traffic todetect information pirating.

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    Electronic Commerce Framework

    Technical pillar of ecommerce rests in technical

    standards without which e-commerce would not beadvanced.

    Standards are crucial in the world of global e-commerce, to ensure not only seamless andharmonious integration across the transportationnetwork but access of information on any type of

    device the consumer chooses laser disc, PCs,portable hand held devices or television + set topboxes and on all types of operating systems.

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    Electronic Commerce and Media Convergence

    Many companies are pooling their resourcesand talents through alliances and mergerswith other companies to make the electronicmarketplace a reality.

    Convergence is defined as the melding ofconsumer electronics, television, publishing,

    telecommunications and computers for thepurpose of facilitating new forms ofinformation-based commerce.

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    Electronic Commerce and Media Convergence

    Multimedia Convergence applies to theconversion of text, voice, data, image,graphics, and full-motion video into digital

    content.

    Cross-media convergence refers to theintegration of various industries entertainment,

    publication, and communication media basedon multimedia content.

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    These two types of convergence are often closely

    related. For instance, in a new era of interactiveTV, the lines between advertisements,entertainment, education, and services oftenbecome blurred.

    While watching an Olympic soccer matchbetween Nigeria and Ireland you may develop anurge to know more about Nigeria instead of

    running to local bookstore and purchasing abook, you can link to an on-line database andsearch while not missing any part of the match.

    Electronic Commerce and Media Convergence

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    Convergence requires removing the barriersbetween the telecommunications, broadcasting,computing, movie, electronic games, and publishingindustries to facilitate interoperability.

    Convergence of content: translates all types ofinformation contentbooks, business documents,videos, movies, musicinto digital information.Once converted into digital form, that informationcan easily be processed, searched, sorted,

    enhanced, converted, compressed, encrypted,replicated, and transmitted, and so on, in ways thatare conveniently matched to todays informationprocessing systems

    Electronic Commerce and Media Convergence

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    Convergence of transmission:compresses

    and stores digitized information so it can travelthrough existing phone and cable wiring. Newswitching techniques and other technologicalbreakthroughs enable all types of information totravel to the home. Here we see a convergenceof communication equipment that provides thepipelines to transmit voice, data, image, and

    video all without rewiring the neighborhood

    Electronic Commerce and Media Convergence

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    Convergence of information: accessdevices have the sophistication to functionas both computers and televisions. Otherexamples are the ubiquitous telephone,

    with internal fax machine, modem, andvideo monitor, capable of receiving fax, e-mail, and video.

    Electronic Commerce and Media Convergence

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    Convergence is also being driven by of certain marketconditions

    The widespread availability of increasingly low-cost, high-performance enabling componenttechnologies, including semiconductors, storage

    and display devices, communications systems,and operating systems, among others

    Entrepreneurs who are feeding on anticipatedend-user demand for new ,applicationsboth

    products and servicesthat rely on theaforementioned enabling technologies

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    Convergence is also being driven by of certainmarket conditions

    Aggressive regulatory actions that areintroducing competition in monopolymarkets local and long-distancecommunications, telecommunication andcable equipment, and right-of-way tocustomers curb and that serve to facilitatethe rapid deployment of these new

    applications.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS

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    1. MULTIMEDIA CONTENT FOR E-COMMERCE APPLICATIONS

    Multimedia content can be considered bothfuel and traffic for electronic commerceapplications.

    Technical definition of multimedia is the usedigital data-in more than one format, such as

    the combination of text, audio, video, andgraphics in a computer file/document

    THE ANATOMY OF E-COMMERCE APPLICATIONS

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    THE ANATOMY OF E-COMMERCE APPLICATIONS

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    Multimedia mimics the natural way peoplecommunicate. Its purpose is to combinethe interactivity of a user-friendly interfacewith multiple forms of content.

    In the popular press, multimedia isassociated with the hardware convergence

    taking place the telecommunications,computer, and cable industry as the nextgeneration of digital, interactive home

    entertainment nears technical completion

    THE ANATOMY OF E-COMMERCE APPLICATIONS

    1. MULTIMEDIA CONTENT FOR E-COMMERCE APPLICATIONS

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    THE ANATOMY OF E-COMMERCE APPLICATIONS

    1. MULTIMEDIA CONTENT FOR E-COMMERCE APPLICATIONS

    For instance, an electronic book no longertext only, often includes photographs,voice, video clips, animation, and a host of

    other things. In other words, every form ofcontent is interrelated to other forms.

    THE ANATOMY OF E COMMERCE APPLICATIONS

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    THE ANATOMY OF E-COMMERCE APPLICATIONS

    1. MULTIMEDIA CONTENT FOR E-COMMERCE APPLICATIONS

    The success of e-commerce applicationsalso depends on the variety andinnovativeness of multimedia content andpackaging. The advantage goes to the

    current providers (or packagers) ofmultimedia content to entertainment,broadcast television productions,

    traditional print publications, and softwareand information services.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2. Multimedia Storage Servers and Electronic Commerce Applications

    Electronic commerce requires robust servers tostore and distribute large amounts of digital contentto consumers.

    These multimedia storage servers are large

    information warehouses capable of handling variouscontent ranging from books, newspapers,advertisement catalogs, movies, games, and x-rayimages

    These servers, deriving their name because theyserve information upon request, must handle large-scale distribution guarantee security and complete

    reliability.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    Clients are devices plus software that requestinformation from servers.

    The clientserver model, allows the client tointeract with the server through a request-reply

    sequence governed by a paradigm known asmessage passing

    The server manages application tasks, handlesstorage and security, and provides scalability to

    add more clients as needed for serving morecustomersand client devices (from personaldigital assistants to PCs) handle the userinterface

    THE ANATOMY OF E COMMERCE APPLICATIONS

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    ---- Internal Processes of Multimedia Servers

    The internally processes involved in the storage, retrieval,and management of multimedia data objects are integral toe-commerce applications.

    A multimedia server is a hardware and softwarecombination that converts raw data into usable informationand then dishes out this information where and whenusers need it.

    It captures, processes, manages, and delivers .txt images,audio, and video. Most multimedia servers provide a coreset of functions to display, create, and manipulatemultimedia documents; to transmit and receive multimediadocuments over computer networks, and to store andretrieve multimedia documents.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    ---- Internal Processes of Multimedia Servers

    To make interactive multimedia a reality a server mustdo the following: handle thousands of simultaneous user,manage the transactions of these users e.g., purchases,specific information requests, customer billing); and

    deliver information streams to consumers at affordablecosts.

    Let us illustrate the issues by looking at video on-demand. Here, a single 90-minute video consuming over

    100 gigabyte of space must be distributed to a largenumber of consumers. For these new requirements,platform choices include high-end symmetricmultiprocessors, clustered architecture, and massiveparallel systems.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    ---- Video Servers and Electronic Commerce

    The electronic commerce applications related todigital video will include telecommuting and videoconferencing, geographical information systemsthat require storage and navigation over maps,

    corporate multimedia servers, postproductionstudios, and shopping kiosks

    Consumer applications will include video on-

    demand and a range of interactive services suchas shopping, video navigation (e.g., interactive TVguides), and directories (e.g., interactiveTelephone yellow pages).

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    ---- Video Servers and Electronic Commerce

    Video servers are an important link between the contentproviders (entertainment/media) and transport providers(telcos/wiress/cable operators). One important differencebetween video servers and the current client-server computersystems used extensively for data processing is that video

    servers are designed to deliver information to hundreds ofconsumers simultaneously via public telecommunications andcable networks.

    Video servers tackle the simultaneous overlapping supply

    problem that arises when providing on-demand services tolarge numbers of homes. Numerous households will want towatch film either simultaneously or at overlapping times. Thisproblem can be approached from either the hardware or thesoftware end.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    Information Delivery/Transport and E-Commerce Applications

    Transport providers areprincipallytelecommunications cable,and wireless industries,computer works including

    commercial networks such asCompuServe or AmericaOnline; and public networkssuch as the internet.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    Information Delivery/Transport and E-Commerce Applications

    Each highway route provider faces a different but no less daunting set ofchallenges:

    Telecom-based:These providers, the most visible(and vocal) of all competitors, include long-distance and local telephone service providers.

    Cable Based:These providers depend on coaxialcable as transport roads and will, help determinewhich broadband applications and services theviewing public prefers. All leading cable providers

    are conducting trials with a variety of hardwareand software, and most are expected use fiberoptic cable and coaxial wire as the deliverymedium

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    Information Delivery/Transport and E-Commerce Applications

    Computer network-based: These providers are oftendial-up linkages of lower bandwidth when compared totelecom and cable highways. Bandwidth is analogous tothe number of lanes on a highway. Examples of online

    transport architectures are CompuServe, Prodigy, adAmerica Online, which often tend to serve as both atransport road and content providers.

    Wireless: These operators are typically radio-based

    cellular, satellite and light-based-infra-red. In fact, someof the most exciting transport architectures are invisible.New wireless-based systems require new ways ofthinking about information delivery

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    THE ANATOMY OF E-COMMERCE APPLICATIONS2.1 ClientServer Architecture in Electronic Commerce

    Information Delivery/Transport and E-Commerce Applications

    About 65 percent of e-commerce applications aredelivered online via computers equipped withmodems

    Information delivery by telephone, calledaudiotext, is a promising medium, generatingabout $590 million in revenue in 1993 despitegovernment regulations

    Audiotextis especially popular for delivery, in realtime, of certain types of information such as stockquotes, mortgage rates, sports and lottery results,weather, and news.

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    THE ANATOMY OF E-COMMERCE APPLICATIONS:

    Consumer Access Devices

    Interactive TV hasbeen touted as theinformation access

    device of the future.

    ELECTRONIC COMMERCE CONSUMER

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    ELECTRONIC COMMERCE CONSUMERAPPLICATIONS

    What type of services do consumers reallywant or are willing to pay for?

    Do they want applications that bring about

    social change, that entertain, that areeducational, or that educate as well asentertain?

    What amount is the consumer willing topay for these services?

    How should the product be priced so thatfirms are competitive as well as profitable?

    ELECTRONIC COMMERCE CONSUMER APPLICATIONS

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    Most successful marketplaces are expected to be

    those that cater to consumers loneliness,boredom, education, and career.

    The success of on-line chat services and homeshopping channels

    One can add video on-demand (sports, and

    gambling), electronic malls, grocery shopping, andlocal news to that list.

    Newspaper publishers with on-line services havealready found a successful niche

    ELECTRONIC COMMERCE CONSUMER APPLICATIONS

    1.Consumer Applications and Social Interaction

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    ELECTRONIC COMMERCE CONSUMER APPLICATIONS

    2. What Do Consumers Really Want?

    Consumers are generally satisfied with the range of

    choices (approximately 50 channels) now available oncable television. The main complaint is not lack of choices,but quality and cost of service.

    People, for instance, are comfortable with the way

    televisions and telephones work. If a new system requiresmore steps to do essentially the same things, consumersmay resist it.

    Some system developers and their software programmers

    assume that consumers are itching to be converted frompassive to interactive television watchers. Certainly, somepeople fit that mold, but most of the public prefers to layback and just watch television and let someone else do thework of figuring out the sequence of televisionprogramming.

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    ELECTRONIC COMMERCE CONSUMER APPLICATIONS3.Consumer Research and Electronic Commerce

    46 percent would be willing to pay for personalized newssummaries on an interactive television service.

    39 percent want video phone calls.

    63 percent would pay for movies on-demand.

    57 percent would pay for television shows on-demand. 78 percent said their greatest worry about interactive TV

    is that they will have to pay for something that theypreviously received free of charge.

    64 percent are concerned that interactive television willmake it harder for viewers to protect their privacy.

    41 percent are concerned that it will be too confusing touse.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    1. Changing Business Environment Many companies are looking outside their organization

    as well as within when shaping their business strategies.

    These activities include establishing private electronic

    connections to customers, suppliers, even computers, toincrease the efficiency of business communications, tohelp expand market share, and to maintain long-termviability in todays business environment.

    Information Superhighway will allow business toexchange information among constantly changing sets ofcustomers, suppliers, and research collaborators ingovernment and academia on a global basis.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    1. Changing Business Environment

    Inter-networking, whether internally or externallywith customers and business partners, can be auseful tool to facilitate time-based competitive

    strategies Internetworking via a public network

    infrastructure provides a firm with the pathwaysto conduct e-commerce between trading

    partners, support collaboration with partnerswho can supply needed capabilities, and stayclose to the customer.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    1. Changing Business Environment

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    2. Electronic Commerce and the Retail Industry

    Consumers are pushing retailers to the wall, demandinglower prices, better quality, a large selection of in-seasonfoods. Retailers are scrambling to fill the order.

    They are slashing back-office costs, reducing profitmargins, reducing cycle times, buying more wisely, andmaking huge investments in technology.

    They are revamping distribution channels to make surethat warehouse costs are down by reducing their averageinventory levels and coordinating the consumer demandand supply patterns.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    2. Electronic Commerce and the Retail Industry

    Electronic markets could provide a partialsolution by promising customers moreconvenience and merchants greater

    efficiency and interactivity with suppliers torevitalize the troubled retailing sector.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    3. Marketing and Electronic Commerce

    Electronic commerce is forcing companies to rethink theexisting ways of doing target marketing (isolating andfocusing on a segment of the population), relationshipmarketing (building and sustaining a long-termrelationship with existing and potential customers), andeven event marketing (setting up a virtual booth whereinterested people come and visit).

    Interactive marketing is accomplished in electronic

    markets via interactive multimedia catalogs that give thesame look and feel as a shopping channel.

    ELECTRONIC COMMERCE ORGANIZATION

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    ELECTRONIC COMMERCE ORGANIZATIONAPPLICATIONS

    3. Marketing and Electronic Commerce

    Users find moving images more appealingthan still images and listening moreappealing than reading text on a screen.

    Those are two powerful reasons whyevery text-based and still-picture-basedinteractive experiment like videotext has

    failed in the past.

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    ELECTRONIC COMMERCE ORGANIZATION APPLICATIONS

    4. Inventory Management and Organizational Applications

    In the manufacturing industry, theyre

    known as just-in-time (JIT) inventorysystems, in the retail industry as quick

    response (QR) programs, and in thetransportation industry as consignmenttracking systems.

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    ELECTRONIC COMMERCE ORGANIZATION APPLICATIONS

    4. Inventory Management and Organizational Applications

    4.1 Just-In-Time Manufacturing (JIT)

    Just-in-time (JIT) is viewed as an integratedmanagement system consisting of a number of differentmanagement practices dependent on the characteristics

    of specific plants The JIT management system, an evolution of the

    Japanese approach to manufacturing introduced for theToyota production system, is based on two principleselimination of waste and empowering workers.

    The first principle refers to the elimination of all waste(time, materials, labor and equipment) in the productioncycle.

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    Just-In-Time Manufacturing (JIT)

    The following management practices are typicallyassociated with JIT systems: focused factor, reducedset-up times, group technology, total productivemaintenance, multifunction employees, uniformworkloads, total quality control, and quality circles

    JIT purchasing focuses on the reduction of inventoriesthroughout the logistical systems of the manufacturingfirms involved and provides a careful audit of theproduction process.

    To achieve JIT savings, many large corporations haveinstalled private communications networks. The I-waymakes this practice more affordable and easily availableto a number of small firms.

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    ELECTRONIC COMMERCE ORGANIZATION APPLICATIONS

    4. Inventory Management and Organizational Applications

    4.2 Quick Response Retailing

    Quick response (QR) is a version of JITpurchasing tailored for retailing.

    Most often, keeping a store filled withmerchandise is a task most shoppersnever consider until the product they wantis out of stock

    To reduce the risk of being out of stock,retailer is implementing QR systems.

    4 2 Quick Response Retailing

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    4.2 Quick Response Retailing QR provides for a flexible response to product ordering

    and lowers costly inventory levels.

    QR retailing focuses on market responsiveness whilemaintaining low levels of stocks. It creates a closed loop encompassing the retailer,

    vendor & consumer chain, and as consumers makepurchases, the vendor automatically orders new

    deliveries from the retailer through its computer network.

    The bar-coded articles are logged by the cash registersat the point of sale; the inventory system of the storethen determines the needed supply and the system

    transmits an order message to the retailer.

    The availability of accurate information with respect tothe current sales enables sophisticated marketingcapable of responding to consumers preferences.

    Q i k R R ili

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    Quick Response Retailing

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    Quick Response Retailing

    One of the famous examples of QR systems wasimplemented in the 1980s By WALMART.

    Wal-Mart invested half a billion dollars in computer and

    satellite communications networks, bar-code systems,scanners, and other QR equipment linking each point-ofsale terminal to distribution centers and headquarters inBentonville, Arkansas.

    Many believe that it was this system that enabled Wal-

    Mart to manage the explosive retail sales growth thatcatapulted the company to number one position in theU.S. retail business.

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    ELECTRONIC COMMERCE ORGANIZATION APPLICATIONS

    4.2 Supply Chain Management

    Supply chain management (SCM) is alsocalled extending, which means

    integrating the internal and external

    partners on the supply and process chainsto get raw materials to the manufacturerand finished products to the consumer

    Supply chain management (SCM)

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    Supply chain management (SCM)Supply chain management includes the following functions

    Supplier management: The goal is toreduce the number of suppliers and getthem to become partners in business in a

    win/win relationship. The benefits are seenin reduced purchase order (PO)processing costs; increased numbers of

    POs processed by fewer employees, andreduced order processing cycle times

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    Supply chain management (SCM)Supply chain management includes the following functions

    Inventory management: The goal is to shortenthe order-ship-bill cycle. When a majority ofpartners are electronically linked, informationfaxed or mailed in the past can now be sent

    instantly.

    Documents can be tracked to ensure they werereceived, thus improving auditing capabilities.The inventory management solution shouldenable the reduction of inventory levels, Improveinventory turns, and eliminate but-of-stockoccurrences

    S (SC )

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    Supply chain management (SCM)Supply chain management includes the following functions

    Distribution management. The goal is tomove documents related to shipping (billsof lading, purchase orders, advanced ship

    notices, and manifest claims). Paperworkthat typically took days to cycle in the pastcan now be sent in moments and contain

    more accurate data, thus allowingimproved resources planning.

    S l h i (SCM)

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    Supply chain management (SCM)Supply chain management includes the following functions

    Channel management. The goal is to quicklydisseminate information about changingoperational conditions to trading partners. Inother words, technical, product, and pricing

    information that once required repeatedtelephone calls and countless labor hours toprovide can now be posted to electronic bulletinboards, thus allowing instant access. Thuselectronically linking production with their

    international distributor and reseller networkseliminates thousands of labor hours per week inthe process

    S l h i t (SCM)

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    Supply chain management (SCM)Supply chain management includes the following functions

    Payment management. The goal is to linkthe company and the suppliers anddistributors so that payments can be sent

    and received electronically. This processincreases the speed at which companiescan compute invoices, reducing clerical

    errors and lowering transaction fees andcosts while increasing the number ofinvoices processed (productivity

    S l h i t (SCM)

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    Supply chain management (SCM)Supply chain management includes the following functions

    Financial management. The goal is toenable global companies to manage theirmoney in various foreign exchange

    accounts. Companies must work withfinancial institutions to boost their ability todeal on a global basis. They need toassess their risk and exposure in global

    financial markets and deal with globalinformation as opposed to local marketinformation

    S l h i t (SCM)

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    Supply chain management (SCM)Supply chain management includes the following functions

    Sales force productivity. The goal is to improve thecommunication and / flow of information among thesales, customer, and production functions. Linking thesales force with regional and corporate officesestablishes greater access to market intelligence andcompetitor information that can be funneled into bettercustomer service and service quality. Companies needto collect market intelligence quickly and analyze it morethoroughly. They also need to help their customers(relationship management) introduce their products tomarket faster, giving them a competitive edge

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    End of Chapter 1