7,992 research outputs found

    A Study to Optimize Heterogeneous Resources for Open IoT

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    Recently, IoT technologies have been progressed, and many sensors and actuators are connected to networks. Previously, IoT services were developed by vertical integration style. But now Open IoT concept has attracted attentions which achieves various IoT services by integrating horizontal separated devices and services. For Open IoT era, we have proposed the Tacit Computing technology to discover the devices with necessary data for users on demand and use them dynamically. We also implemented elemental technologies of Tacit Computing. In this paper, we propose three layers optimizations to reduce operation cost and improve performance of Tacit computing service, in order to make as a continuous service of discovered devices by Tacit Computing. In optimization process, appropriate function allocation or offloading specific functions are calculated on device, network and cloud layer before full-scale operation.Comment: 3 pages, 1 figure, 2017 Fifth International Symposium on Computing and Networking (CANDAR2017), Nov. 201

    Education Unleashed: Participatory Culture, Education, and Innovation in Second Life

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    Part of the Volume on the Ecology of Games: Connecting Youth, Games, and LearningWhile virtual worlds share common technologies and audiences with games, they possess many unique characteristics. Particularly when compared to massively multiplayer online role-playing games, virtual worlds create very different learning and teaching opportunities through markets, creation, and connections to the real world, and lack of overt game goals. This chapter aims to expose a wide audience to the breadth and depth of learning occurring within Second Life (SL). From in-world classes in the scripting language to mixed-reality conferences about the future of broadcasting, a tremendous variety of both amateurs and experts are leveraging SL as a platform for education. In one sense, this isn't new since every technology is co-opted by communities for communication, but SL is different because every aspect of it was designed to encourage this co-opting, this remixing of the virtual and the real

    How Are The Operators In The Tourism Industry Approaching The Virtual Channel

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    This paper reports on the findings of a research on the Web strategy and efficacy of different kind of firms operating in the tourism industry. The study has been conducted considering European companies. In this article we investigate the value chain of the tourism industry. The aim is to understand which organizations are the most prepared to use the real oportunities offered by the virtual channel. For example travel agencies are using the Web site as a communication tool, and hotels are using it to market goods and services, to receive reservations, and to evacuate customer complaints or suggestions

    Trading Virtual Legacies (Management of Tradition from Alexandria to Internet)

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    Will the reconstructed library of Alexandria prevent a forthcoming clash of civilizations? Inventing and re-inventing traditions requires total quality management and multiple networking in shifting alliances in the information space. Stock exchange of cultural forms has long abandoned the golden standards of Enlightenment and follows a theory of cultural relativity and an international political economy of attention.Virtual legacies;cultural relativity;detraditionalization;political economy of attention;re-enchantment

    Toys Become Tools: From Virtual Worlds to Real Commerce

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    This teaching case considers the challenges and opportunities faced by an entrepreneur in Second Life, one of the more popular virtual world environments. Second Life provides the economic and technological platform required for immersion, social interaction, and the potential of private enterprise. Many entrepreneurs have taken advantage of the various business opportunities offered in Second Life, and a number have earned significant income through their in-world creations and services. Stuart O\u27Brian, the CEO and founder of VirtualCircle, was one of the early pioneers of virtual commerce. Over the last three years, his organization faced multiple business and technology challenges while negotiating the hypercompetitive and turbulent environment within Second Life. However, he now questions the sustainability of the ever-changing and agile business model that enabled the success of VirtualCircle. Stuart also faces questions regarding avenues of future growth and is grappling with issues concerning interoperability and the replication of his prior success in other virtual environments—and the real world

    Customer Relations Management in Information Systems Research

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    Customer Relations Management (CRM) involves attracting and keeping “Economically Valuable” customers while repelling and eliminating “Economically Invaluable” ones. CRM involves changing relationships and improving return-on-investment from customer relationships (ROI-CR.) We are experiencing a shift from a transaction-based economy to a relationship-based one (Keen 1999.) Two important business relationship types exist: those between enterprises and customers; and those between and among enterprises (Kalakota 1996.) This paper addresses the former. However, a there is a significant amount of research into traditional “Market Channels” (See (Bowersox 1990; Ganesan 1994; Syed Saad 1996; Cannon 1999; Geyskens 1999) for examples) as well as into eCommerce (EC) Market Channels (See (Kim 1999; Menon 1999; Son 1999)) Recent and upcoming scholarship and professional activities illustrate the importance the IS Research Community places on CRM. This paper presents a framework for IS CRM Research Topics, a discussion of IS CRM scholarly and professional research directions and activities
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