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4LTR_MIS6_Ch14.ppt
- 2. LEARNING OUTCOMES
2
Copyright ©2016 Cengage Learning. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly acce ssible website, in whole or in part. MIS6 | CH14
1 Summarize new trends in software and service
distribution
2 Describe virtual reality components and
applications
3 Discuss uses of radio frequency identification
4 Explain quick response codes
- 3. 3
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LEARNING OUTCOMES (continued)
5 Summarize new uses of biometrics
6 Describe new trends in networking, including grid,
utility, and cloud computing
7 Discuss uses of nanotechnology
- 4. 4
Copyright ©2016 Cengage Learning. All Rights Reserved. May not be scanned, copied or duplicated, or posted to a publicly acce ssible website, in whole or in part. MIS6 | CH14
Trends in Software and Service Distribution
• Pull technology
• User states a need before getting information
• Entering a URL in a Web browser to go to a
certain website
• Push technology (Webcasting)
• Web server delivers information to users who
have signed up for this service
• Supported by many Web browsers
• Delivers content to users automatically at set
intervals or when a new event occurs
- 5. 5
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Trends in Software and Service Distribution
• Streamlines the process of users getting
software updates and updated content
• Benefits vendors by keeping in constant touch
with users creating customer loyalty
• Examples
- Microsoft direct push (AT&T)
- Apple push notification
- Blackberry
- 6. 6
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Trends in Software and Service Distribution
• Application service providers (ASPs)
• Provides access to software or services for a fee
• Software as a service (SaaS)
• Delivers software to users for a fee
• For temporary or long-term use
• Offers the recent version of the software
• Allows users to save all application data on the
asp’s server for the software and data to be
portable
• Known as on-demand software
- 7. 7
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Trends in Software and Service Distribution
• Forms of SaaS model
• Software services for general use
• Specific service
• Service in a vertical market
- 8. 8
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Advantages of ASPs
• IS personnel time is freed up to focus on
applications that are important to the firm
• Software development costs are spread
over several customers
• Software is kept up to date, based on users’
requests
• ASP contract guarantees a certain level of
technical support
• Organization’s software costs can be
reduced to a predictable monthly fee
- 9. 9
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Disadvantages of ASPs
• Users must accept applications as provided
by ASPs
• Risk of applications not fully meeting the
organization’s needs
• Integration with the customer’s other
applications and systems might be
challenging
- 10. 10
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Virtual Reality (VR)
• Uses computer-generated, three-
dimensional images to create the illusion of
interaction in a real-world environment
• Simulation: Giving objects in a VR environment
texture and shading for a 3D appearance
• Interaction: Enabling users to act on objects in a
VR environment
• Immersion: Giving users the feeling of being part
of an environment by using special hardware
and software
- 11. 11
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• Telepresence: Giving users the sense that they
are in another location and can manipulate
objects as though in reality
• Full-body immersion: Allowing users to move
around freely by combining interactive
environments with cameras, monitors, and
other devices
• Networked communication: Allowing users in
different locations to interact and manipulate
the same world at the same time by connecting
two or more virtual worlds
Virtual Reality (VR)
- 12. 12
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Types of Virtual Environments
• Egocentric environment
• User is totally immersed in the VR world
• Technologies used with the environment
- Head-mounted display (HMD)
- Virtual retinal display (VRD)
• Exocentric environment
• User is given a window view
• Data is rendered in 3D, but users can only view it
on screen
• Users can not interact with objects, as in an
egocentric environment
- 13. 13
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Exhibit 14.1 Egocentric VR technologies
- 14. 14
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Components of a Virtual Reality System
• Allows users to see and hear the virtual world
Visual and aural systems
• Allows the user to navigate in the VR environment and control
various objects
Manual control for navigation
• Generates and manipulates high quality graphics in real time,
needs a very fast processor
Central coordinating processor and software system
• Input device captures and records movements of the user’s feet
as the user walks or turns in different directions
Walker
- 15. 15
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Exhibit 14.2 VR Components
- 16. 16
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Cave Automatic Virtual Environment (CAVE)
• Consists of a cube-shaped room in which
the walls are rear-projection screens
• Holographic devices that create, capture,
and display images in true 3-D form
• Used for research in archaeology,
architecture, engineering, geology, and
physics
• Used by engineering companies to improve
product design and development
- 17. 17
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Exhibit 14.3 Example of a Cave
- 18. 18
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Virtual Reality Applications
• Military flight simulations
• Medicine for bloodless surgery
• Entertainment industry in games and
theaters
• Current business applications
• Assistance for the disabled
• Architectural design
• Education
• Flight simulation
• Videoconferencing and group support systems
- 19. 19
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Obstacles in Using VR Systems
• Lack of fiber-optic cables to carry the data
transmissions needed for a VR environment
capable of re-creating a conference
• Confusion between the VR environment
and the real environment
• Mobility and other problems with HMDs
• Difficulty representing sound
• Need for additional computing power
- 20. 20
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Virtual Worlds
• Simulated environment designed for users
to interact via avatars
• Avatar: 2D or 3D graphical representation of a
person in the virtual world
• Used for gaming, social networking, and
entertainment
• Used by organizations to conduct a variety
of business activities
• Marketing and sales, product development,
recruiting, and team meetings
- 21. 21
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Widely Used Virtual Worlds
Active
Worlds
Club
Penguin
EGO
Entropia
Universe
Habbo Runescape
Second Life
- 22. 22
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Radio Frequency Identification (RFID) Tag
• Small electronic device consisting of a small
chip and an antenna
• Provides a unique identification for the card or
the object carrying the tag
• Types
• Passive: Include no internal power supply, can be
very small
• Active: Include an internal power source and are
more reliable than passive tags
- Embedded in a sticker or under the skin
- 23. 23
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Radio Frequency Identification (RFID) Tag
• Technical problems
• Signals from multiple readers can overlap
• Signals can be jammed or disrupted
• Difficult to remove
• Privacy and security issues
• Ability to read a tag’s contents after an item has
left the store
• Tags being read without customer’s knowledge
• Tags with unique serial numbers being linked to
credit card numbers
- 24. 24
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RFID Applications
Category Examples
Tracking and identification Railway cars and shipping containers,
livestock and pets, supply-chain
management
Payment and stored-value systems Electronic toll systems, contactless credit
cards, subway and bus passes
Access control Building access cards, ski-lift passes, car
ignition systems
Anticounterfeiting Casino tokens, high-denomination
currency notes, luxury goods,
prescription drugs
Health care Tracking medical tools and patients,
monitoring patient data
- 25. 25
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Quick Response Code
• Matrix barcode, black modules arranged in
a square pattern on a white background
• Features
• High storage capacity
• Small printout size
• Dirt and dust resistance
• Readable from any direction
• Compatible with the Japanese character set
- 26. 26
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Biometrics
• Offer a high degree of accuracy that is not
possible with other security measures
• Used in e-commerce and banking by phone
• Using voice synthesizers and customers’ voices
as the biometric element that identifies them
remotely
- 27. 27
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Current and Future Applications of Biometrics
ATM, credit, and
debit cards
Network and
computer login
security
Web page
security
Voting
Employee time
clocks
Member
identification in
sport clubs
Airport security
and fast check-in
Passports and
highly secured
government ID
cards
Sporting events
Cell phones and
smart cards
- 28. 28
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Wireless Fidelity (Wi-fi)
• Information can be transmitted over short
distances in the form of radio waves
• Connects computers, mobile phones and
smart phones, MP3 players, PDAs, and
game consoles to the internet
• Connections are easy to set up and have
fast data transfer rates
• Offers mobility and flexibility
- 29. 29
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Wireless Fidelity (Wi-fi)
• Disadvantages
• Susceptible to interference from other devices
and to being intercepted which raises security
concerns
• Lack of support for high-quality media
streaming
- 30. 30
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Worldwide Interoperability for Microwave Access
(WiMAX)
• Broadband wireless technology based on
the IEEE 802.16 standards
• Designed for wireless metropolitan area
networks
• Includes a range of about 30 miles for fixed
stations; 3-10 miles for mobile stations
• Fast and easy to install
• Enables devices using same frequency to
communicate
- 31. 31
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Worldwide Interoperability for Microwave Access
(WiMAX)
• Disadvantages
• Interference from other wireless devices
• High costs
• Interruptions from weather conditions
• Requires a lot of power
• Transmission speed decreases when bandwidth
is shared among users
- 32. 32
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Bluetooth
• Wireless technology for transferring data
over short distances for fixed and mobile
devices
• Used to create a personal area network
(PAN)
• Uses a radio technology called Frequency
Hopping Spread Spectrum (FHSS)
- 33. 33
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Bluetooth
• Used to connect devices such as computers,
GPSs, mobile phones, laptops, printers, and
digital cameras
• Has no line-of-sight limitations
• Susceptible to interception
- 34. 34
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Grid Computing
• Involves combining the processing powers
of various computers
• Allows users to make use of other
computers’ resources to solve problems
with this configuration involving:
• Large-scale, complex calculations
• Problems that a single computer is not capable
of solving in a timely manner
• Each participant in a grid is referred to as a
node
- 35. 35
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Grid Computing
• Processing on overused nodes can be
switched to idle servers and even desktop
systems
• Used bioinformatics, oil and gas drilling, and
financial applications
• Advantages
• Improved reliability
• Parallel processing nature
• Scalability
- 36. 36
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Utility (On-Demand) Computing
• Provision of IT services on demand
• Users pay for computing or storage
resources on an as-needed basis
• Advantages
• Convenience
• Cost savings
• Drawbacks
• Privacy
• Security
- 37. 37
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Cloud Computing
• Incorporates many recent technologies
under one platform
• SaaS model, web 2.0, grid computing, and utility
computing
• Includes components in the form of:
• Infrastructure as a service (IaaS)
• Platform as a service (PaaS)
• Software as a service (SaaS)
- 38. 38
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Cloud Computing
• Includes many of the advantages and
disadvantages of distributed computing
• Users can request services, applications,
and storage
• Services require a fee although some are
free
- 39. 39
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Public, Private, Hybrid, and Community
Clouds: Which One to Choose
• Organizations choose based on security
needs and level of involvement IT managers
require
• Public
• Users connect with an off-site infrastructure
over the internet
• Private
• Services and the infrastructure are run on a
private network
- 40. 40
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Public, Private, Hybrid, and Community
Clouds: Which One to Choose
• Hybrid
• Chosen by organizations that operate on both
private and public data
• Collection of at least one private and at least
one public cloud
• Community
• Cloud infrastructure is designed for exclusive use
by a specific community of users from
organizations with common concerns
- 41. 41
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Cloud Computing Security
• Organization that uses cloud computing
should:
• Provide end-user education
• Force software updates
• Work with the cloud computing provider to spot
unusual activities
- 42. 42
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Cloud Computing Security Risks
Privileged user access
Regulatory compliance
Data location
Data segregation
Recovery
Investigative support
Long-term viability
- 43. 43
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Nanotechnology
• Incorporates techniques that involve the
structure and composition of materials on a
nanoscale
• Plays a role in the areas of:
• Energy
• Information and communication
• Heavy industry
• Nanomaterials: Consumer goods
incorporating nanotechnology
- 44. KEY TERMS
44
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• Application service providers (ASPs)
• Avatar
• Bluetooth
• Cave automatic virtual environment (CAVE)
• Cloud computing
• Egocentric environment
• Exocentric environment
• Grid computing
- 45. KEY TERMS
45
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• Nanotechnology
• Pull technology
• Push technology
• QR (quick response) code
• Radio frequency identification (RFID)
• Software as a service (SaaS)
• Utility (on-demand) computing
- 46. KEY TERMS
46
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• Virtual reality (VR)
• Virtual world
• Wireless fidelity (Wi-Fi)
• Worldwide interoperability for microwave
• Access (WiMAX)
- 47. SUMMARY
47
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• Recent trends in software and service
distribution include pull technology, push
technology, and application service provider
• VR technology has added the third
dimension so users can interact with
objects like never before
• RFID devices are more popular with the
retail industry and other industries
- 48. SUMMARY
48
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• QR codes have grown in popularity, as a
marketing tool
• Recent trends in networking technologies
include wireless technologies and grid
computing, WiMAX and cloud computing
• Nanotechnology is currently very expensive
to justify its use in many applications
- 49. 49
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