The Twelve Themes of The New Economy: A Consumer Active in A Product's and Production
The Twelve Themes of The New Economy: A Consumer Active in A Product's and Production
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Shift1: From Analog to Digital
• The existing analog signals of the old economy has shifted to the digital
signal of the new economy.
• Digitization not only improves quality and enables interactivity, it provides
the foundation for a whole new world of computer and networked based
applications as well as enabling fundamentally new approaches to find and
manage information
Shift2: From traditional semi-conductor to microprocessor
technology
• High performances processing for the high-performance organization
• Microprocessor has inherently shown better performance than the
traditional semi-conductor technology
• Enables to operate powerful applications in an organization
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• Client/server computing for the dynamic client/customer service
organization
• Apart from the reduction of IT costs using client/server
computing also helps to direct the enterprise to be responsive
• Also, it facilitates to change server structure behind the client
without affecting the client and vice versa
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Shift7: From proprietary to open system
• Open system for an open world
• Open system is characterized by interoperability and portability
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• An example of an avatar is an icon you use to represent you on an Internet
forum.
• Virtual reality is an artificial environment that is created with software and
presented to the user in such a way that the user suspends belief and accepts
it as a real environment. On a computer, virtual reality is primarily
experienced through two of the five senses: sight and sound.
Digital Economy
Digital economy refers to an economy that is based on digital computing technologies. The digital
economy is also sometimes called the Internet Economy, the New Economy, or Web Economy.
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12. Research and development
1. Government
Governments are an important component of the digital economy by virtue
of their traditional role in providing primary funding for a country’s
communications infrastructure. They also have an important role to play in
sustaining infrastructure development and improving e-readiness.
2. Policy and Regulation
E-commerce
E-commerce (electronic commerce or EC) is the buying and selling of goods
and services, or the transmitting of funds or data, over an electronic network,
primarily the internet. These business transactions occur either as business-
to-business, business-to-consumer, consumer-to-consumer or consumer-to-
business. The terms e-commerce and e-business are often used
interchangeably. The term e-tail is also sometimes used in reference
to transactional processes for online shopping.
E-commerce is conducted using a variety of applications, such as email,
online catalogs and shopping carts, EDI (Electronic data interchange)
, File Transfer Protocol, and web services.
Categories of e-commerce
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• B2B (Business to Business) — This involves companies doing business with
each other. One example is manufacturers selling to distributors and
wholesalers selling to retailers.
• B2C (Business to Consumer) — B2C consists of businesses selling to the
general public through shopping cart software, without needing any human
interaction. This is what most people think of when they hear "e-commerce."
An example of this would-be Amazon.
• C2B (Consumer to Business) — In C2B e-commerce, consumers post a project
with a set budget online, and companies bid on the project. The consumer
reviews the bids and selects the company.
• C2C (Consumer to Consumer) — This takes place within online classified ads,
forums or marketplaces where individuals can buy and sell their goods.
Examples of this include Craigslist, eBay and Etsy.
Internet economy