Professional Documents
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Kristin Klinger
Julia Mosemann
Lindsay Johnston
Erika Carter
Mike Killian
Sean Woznicki
Jennifer Romanchak and Natalie Pronio
Jamie Snavely
Nick Newcomer
List of Reviewers
James Braman, Towson University, USA
Rommert J.Casimir, Tilburg University, Netherlands
Vatcharaporn Esichaikul, Asian Institute of Technology, Thailand
Mark Espistos, Grenoble Graduate School of Business, France
Arhlene Flowers, Ithaca College, USA
D. P. Goyal, MDI Gurgaon, India
Jeffrey Henderson, Grenoble Graduate School of Business, France
Ronan Jouan de Kervenoael, Sabanci University, Turkey and Aston University, UK
Wing Lam, U21Global Graduate School, Singapore
Lukas O. Ritzel, IMI University Centre, Switzerland
Eva Soderstrom, University of Skvde, Sweden
Malathi Sriram, SDM Institute for Management Development, India
R. Todd Stephens, AT&T Corporation, USA
Jakub Stogr, Charles University, Prague
Lloyd C. Williams, Institute of Transformative Thought and Learning, USA
Table of Contents
Preface . ...............................................................................................................................................xiii
Section 1
Towards Collaborative Web
Chapter 1
Towards a Characterization of the Developmental Environment of Web Applications
and its Business Implications................................................................................................................... 1
Pankaj Kamthan, Concordia University, Canada
Chapter 2
Web 2.0: Integration Model with Electronic Commerce....................................................................... 18
R. Todd Stephens, AT&T, USA
Chapter 3
Entrepreneurship and Growth in Knowledge Economy........................................................................ 31
Julie Vardhan, Manipal University, Dubai
Section 2
Collaborative Applications in Business
Chapter 4
Collaborative Journalism: Networks, News Media and the Public Sphere........................................... 48
Saayan Chattopadhyay, University of Calcutta, India
Chapter 5
Using Virtual Communities to Involve Users in E-Service Development: A Case Study..................... 61
Eva Sderstrm, University of Skvde, Sweden
Jesper Holgersson, University of Skvde, Sweden
Chapter 6
Emerging Web Tools and Their Applications in Bioinformatics........................................................... 76
Shailendra Singh, PEC University of Technology, India
Amardeep Singh, Punjabi University, India
Chapter 7
Collaborative Web for Natural Resources Industries............................................................................. 90
Nikhil Chaturvedi, SAP Asia Pte. Ltd., Singapore
Chapter 8
Optimizing Collaborative E-Commerce Websites for Rural Production
Using Multi Criteria Analysis.............................................................................................................. 102
Z. Andreopoulou, Aristotle University of Thessaloniki, Greece
T. Koutroumanidis, Democritus University of Thrace, Greece
B. Manos, Aristotle University of Thessaloniki, Greece
Chapter 9
Online Grocery Provision Resistance: Understanding Urban (Non)Collaboration
and Ambiguous Supply Chain Environments ..................................................................................... 120
Ronan de Kervenoael, Sabanci University, Turkey & Aston University, UK
Burcin Bozkaya, Sabanci University, Turkey
Mark Palmer, University of Birmingham, UK
Chapter 10
Applying Game Mechanisms to Idea Competitions............................................................................ 144
Florian Birke, Technical University Braunschweig, Germany
Maximilian Witt, Technical University Braunschweig, Germany
Susanne Robra-Bissantz, Technical University Braunschweig, Germany
Section 3
Organizational Aspects of Collaborative Web
Chapter 11
Dynamic Co-Opetitive Network Organization Supported by Multi Agent Architecture.................... 165
Paolo Renna, University of Basilicata, Italy
Chapter 12
The Influence of Collaborative Web on Knowledge Management, Organizational
Structure and Culture in Knowledge Intensive Companies . .............................................................. 184
Kathrin Kirchner, Friedrich Schiller University Jena, Germany
Mladen udanov, University of Belgrade, Serbia
Chapter 13
Virtual Reality and Identity Crisis: Implications for Individuals and Organizations.......................... 202
Archana Tyagi, University of Business and International Studies Geneva, Switzerland
Section 4
Blending Real and Virtual Worlds
Chapter 14
Virtual Worlds for Collaborative Meetings.......................................................................................... 221
Arhlene A. Flowers, Ithaca College, USA
Kimberly Gregson, Ithaca College, USA
Chapter 15
Collaborative Virtual Business Events: Potential and Challenges . .................................................... 245
Roma Chauhan, Institute for Integrated Learning in Management, India
Ritu Chauhan, Jamia Hamdard, India
Chapter 16
Augment Your Business Reality with New Age Web Tools................................................................ 261
Lukas Ritzel, IMI University Centre, Switzerland
Compilation of References ............................................................................................................... 282
About the Contributors .................................................................................................................... 313
Index.................................................................................................................................................... 319
Preface . ...............................................................................................................................................xiii
Section 1
Towards Collaborative Web
The Web is fast evolving as a strong collaborative medium, with more and more individuals adopting it
in their personal and social life. This trend is so pervasive that it is imperative for business organizations to integrate collaborative web Web tools into their businesses. This section, with the help of three
chapters takes the reader through different dimensions that need to be considered for weaving the collaborative web Web with business for better business and economic growth.
Chapter 1
Towards a Characterization of the Developmental Environment of Web Applications
and its Business Implications................................................................................................................... 1
Pankaj Kamthan, Concordia University, Canada
This chapter provides a conceptual characterization of multiple directions of web Web evolution, relationships between these directions, and their implications towards business organizations. The consequences of a commitment to these directions are considered with the support of examples and/or
empirical studies as appropriate.
Chapter 2
Web 2.0: Integration Model with Electronic Commerce....................................................................... 18
R. Todd Stephens, AT&T, USA
In a few years, having a standard Electronic Commerce site will be as pass as having an information only site today. Organizations must progress to the next level in order to have a viable business
model in the future. In this chapter, the author takes a look at how organizations can integrate Web 2.0
technology into their current electronic commerce environment. This chapter reviews several different
examples where organizations have added Web 2.0 to their environment and are succeeding in transforming themselves.
Chapter 3
Entrepreneurship and Growth in Knowledge Economy........................................................................ 31
Julie Vardhan, Manipal University, Dubai
The objective of this chapter is to highlight recent advances in our several understandings which underpin the creation of knowledge, the iterative knowledge loops, the knowledge economy itself, and the
range of technologies used by the entrepreneurs leading towards knowledge diversification, specialization, and optimization, resulting into growth of the overall economy.
Section 2
Collaborative Applications in Business
This section outlines the collaborative applications of the current form of webWeb, and also provides a
brief peek into the future growth and directions of development of the next generation of webWeb. The
set of seven chapters included in this section is a distillate of research and experience of the authors in
diverse set of industries and functional domains.
Chapter 4
Collaborative Journalism: Networks, News Media and the Public Sphere........................................... 48
Saayan Chattopadhyay, University of Calcutta, India
Referring to the mainstream and alternate news media industry, this chapter argues that the notion
of collaboration does not hinge only between a professional and an amateur, or trained reporters and
common citizens, or perhaps more commonly, different kinds of media rather it is a much greater
transformation since it is a collaboration between society and technology with its palpable economic
implications. The author points out the emergence of network entrepreneur and also the reconfiguring
media and journalistic practices.
Chapter 5
Using Virtual Communities to Involve Users in E-Service Development: A Case Study..................... 61
Eva Sderstrm, University of Skvde, Sweden
Jesper Holgersson, University of Skvde, Sweden
This chapter drives motivation from the issue of involving the end users for development of useful and
sustainable e-services. With the help of a case study in the travel industry, it explains how new technological advancements and phenomena, primarily virtual communities, can be used as a main source of
end user requirements.
Chapter 6
Emerging Web Tools and Their Applications in Bioinformatics........................................................... 76
Shailendra Singh, PEC University of Technology, India
Amardeep Singh, Punjabi University, India
This chapter gives a brief overview of the emerging field of bioinformatics bioinformatics and explains
the need for collaboration in its broad research based activities. While sharing the web Web tools commonly used by scientists and researchers, the authors establish the need of collaborative tools to support
their work.
Chapter 7
Collaborative Web for Natural Resources Industries............................................................................. 90
Nikhil Chaturvedi, SAP Asia Pte. Ltd., Singapore
This chapter focuses on the petroleum and mining industry a resource intensive industry where collaboration across the entities in the value chain is very high and can be positively affected by the
webWeb. Drawing from his first hand experiences in this industry, the author explains the extent of
collaborative web Web and also the unleashed potential that still needs to be realized.
Chapter 8
Optimizing Collaborative E-Commerce Websites for Rural Production
Using Multi Criteria Analysis.............................................................................................................. 102
Z. Andreopoulou, Aristotle University of Thessaloniki, Greece
T. Koutroumanidis, Democritus University of Thrace, Greece
B. Manos, Aristotle University of Thessaloniki, Greece
This chapter takes an account of the website features to be facilitated while designing a collaborative
website for e-commerce purposes in rural sector. With the help of qualitative and quantitative analysis
of content characteristics, this chapter proposes a methodology aiming to optimize their websites. The
retrieved websites are classified in groups aiming to identify the optimum group of websites, which can
be used as a benchmark by other companies in the sector.
Chapter 9
Online Grocery Provision Resistance: Understanding Urban (Non)Collaboration
and Ambiguous Supply Chain Environments ..................................................................................... 120
Ronan de Kervenoael, Sabanci University, Turkey & Aston University, UK
Burcin Bozkaya, Sabanci University, Turkey
Mark Palmer, University of Birmingham, UK
This chapter investigates the resistance by online retailers, logistic firms, and urban planners in the
development of supply chain infrastructures for online grocery provision. Drawing upon twenty nine
in-depth interviews with experts in online retail, logistics, and urban planning within an urban metropolis in an emerging market, the authors report different ways (ideological, functional, regulatory, and
spatial) in which collaboration is resisted in online retail provision.
Chapter 10
Applying Game Mechanisms to Idea Competitions............................................................................ 144
Florian Birke, Technical University Braunschweig, Germany
Maximilian Witt, Technical University Braunschweig, Germany
Susanne Robra-Bissantz, Technical University Braunschweig, Germany
With the help of a study carried out to analyze various idea competitions, this chapter proposes the use
of game mechanism for generating / accumulating ideas in organizations. Based on theoretical insights,
analysis of 18 cases and three interviews, this study demonstrates the actual occurrence of game mechanisms and their effect on the motivation of participants.
Section 3
Organizational Aspects of Collaborative Web
Mass adoption of collaborative web Web tools by individuals is resulting in increasing individual empowerment and more dynamism in business relations leading to severe implications for business organizations. This section, with the help of three chapters, brings forth some implications and recommendations to enable organizations relook their plans, policies and controls and move towards more
open structure and culture that accommodates the changing individual and social behavioral patterns.
Chapter 11
Dynamic Co-Opetitive Network Organization Supported by Multi Agent Architecture.................... 163
Paolo Renna, University of Basilicata, Italy
The focus of this chapter is on the development of a multi agent architecture to support a network of
enterprises that collaborate in a co-opetition relationships environment. The research concerns the investigation of a life cycle of the network in which the partners change dynamically. In particular, the
enterprises that participate in the network can exit or continue to participate, while the enterprises that
operate outside the network can evaluate to participate in the network. A simulation environment is proposed that allows business users to evaluate the proposed approach in a co-opetitive network to support
the plants participation decision.
Chapter 12
The Influence of Collaborative Web on Knowledge Management, Organizational
Structure and Culture in Knowledge Intensive Companies . .............................................................. 184
Kathrin Kirchner, Friedrich Schiller University Jena, Germany
Mladen udanov, University of Belgrade, Serbia
In this chapter, the authors explore the influence that the collaborative Web tools have on knowledge
management, organizational structure, and culture of knowledge-intensive companies. As a result of
interviews and surveys done in Serbia, the authors report that with collaborative webWeb, organizational structure, culture, and knowledge management change is perceived among employees, and that
employees loyalty changes from company orientation toward virtual community orientation.
Chapter 13
Virtual Reality and Identity Crisis: Implications for Individuals and Organizations.......................... 202
Archana Tyagi, University of Business and International Studies Geneva, Switzerland
Identity has become one of the most important issues for human development and adjustment in todays
turbulent times. Virtual reality has recently emerged as an effective tool to extend a healing space for
an alternative identity. The focus of this chapter is on the challenges faced by the young generation,
which is struggling to understand its identity. Thereon, an attempt has also been made to link the organizational identity with the individual identity.
Section 4
Blending Real and Virtual Worlds
The ongoing trends towards miniaturized devices, touch based and more natural interfaces, and collaborative processes, are enabling many new forms of convergence. The convergence of real and virtual
worlds is one such pre-dominant form that forward looking business organizations need to earnestly
explore. This section helps the reader peep into the futurist trends and applications where the real and
virtual worlds of business converge and augment each other.
Chapter 14
Virtual Worlds for Collaborative Meetings.......................................................................................... 221
Arhlene A. Flowers, Ithaca College, USA
Kimberly Gregson, Ithaca College, USA
Whether businesses will make use of virtual worlds for meetings, training, and events is not just an
academic question. This chapter covers the evolution of technology for virtual meetings, a theoretical
analysis of tele-presence in virtual meetings, case studies of companies utilizing virtual worlds as meeting venues, and practical considerations for conducting virtual meetings and events.
Chapter 15
Collaborative Virtual Business Events: Potential and Challenges . .................................................... 245
Roma Chauhan, Institute for Integrated Learning in Management, India
Ritu Chauhan, Jamia Hamdard, India
In addition to saving time and cost, virtual business events enable knowledge on demand, so crucial
for the end users. This chapter delves into the opportunities and challenges of rich interactive virtual
business events, particularly virtual exhibitions and conferences. With the help of examples of available
services and usage patterns, the authors highlight the associated challenges for the end users, organizers, and developers. A blended form of real and virtual business event is suggested as a workable business proposition.
Chapter 16
Augment Your Business Reality with New Age Web Tools................................................................ 261
Lukas Ritzel, IMI University Centre, Switzerland
This chapter peeps into the emerging trend of Web 3.0. Particularly focusing on augmented reality
(AR), this chapter takes the readers to a futuristic tour with the help examples of a number of futuristic
applications where the boundaries between real and virtual worlds get blurred.
xiii
Preface
It is the long history of humankind (and animal kind, too) those who learned to collaborate and
improvise most effectively have prevailed. Charles Darwin
Collaboration is the key to survival. Just like individuals and mankind, business organizations also
depend on collaboration for survival and growth. The concept of departments, committees, teams,
meetings, feedbacks, conferences, et cetera, which are so fundamental to any organizational structure,
culture, behavior, and performance, all point to the importance of collaboration. With globalization
of economies and growth of information and communication technologies (ICT), the boundaries and
scale of collaboration have moved from the intra-organizational to inter-organizational level. Two way
people-people or business-business collaborations have given way to multidirectional collaborations
involving multi-agents; primarily, individuals, organizations, technologies, and communities. Employee
ownership, multi-partner global supply chains, collaborating competitors, and engaging customers are
all imperative for the sustained growth of an organization today.
The past two decades have witnessed a drastic shift in the way business is conducted. Levels of hierarchy have reduced. Business processes have gone leaner. Continuous learning and innovation have
become the norm rather than the competitive advantage. Though economic and legal reforms have been
a significant contributor to globalization, it is due to ICT that such scales have been manageable. ICT
has been instrumental in increasing the demand as well as supply of products and services by bringing together the buyers and suppliers from across the oceans and time zones. A key result of all such
changes is the rise in entrepreneurial growth of business and competition, thus raising the bar of service
and excellence and redefining the form and conduct of organizations. Business has gradually become
e-business, and World Wide Web has become the playfield for business organizations.
Over these years, Web has evolved from read-only environment to a strong collaborative medium
where users have access to a wide range of tools and resources. To mark the distinct stages of this
evolution, many researchers agree with the versioning of Web; with Web 1.0 broadly representing the
read-only Web; Web 2.0 representing the read-write Web or social Web; and Web 3.0 representing the
Semantic Web and related developments moving towards intelligent Web. Though intelligent Web is
still in fancy, wiki, blogs, tagging, social networking sites, and many such forms of collaborative Web
tools have already paved their way into our lives on personal and business front. Individuals today spend
a significant part of their day on the Web and social networks. Search engines, wikis, and blogs have
brought in a paradigm shift from the culture of knowledge management to knowledge co-creation.
While the earlier form of Web was first adopted by business organizations and entrepreneurs, and gradually accepted by individuals; the new age Web technologies have witnessed individuals as first adopters,
xiv
with business organizations following the suite. The evolution of open source and social networking
trends are forcing organizations to collaborate and rethink the way they innovate, create and execute
their strategies, products and services.
The making of Barack Obama (Nations, 2010) and Coke (Carlson, 2009) as the popular brands on
Facebook and IBM saving huge money by hosting its virtual meetings over Second Life (Virtual World
News, 2009) are the cases in point that highlight the fact that collaborative Web holds the potential for
competitive advantage for individuals as well as organizations. The McKinsey survey (2009) reported
the increasing use of blogs, podcasts, wiki, Web videos, really simple syndication and social networks
resulting in innovation, better marketing, reduced time and cost thus improving the efficiency and effectiveness of internal as well as external collaborations and leading to emergence of networked organization. Virtual team interaction, customers surveys and feedback, talent hunt, knowledge sharing, and
advertising are some of the areas where business organizations have started utilizing these tools. As a
result, new forms of agile and learning organizations are evolving. Enormous speed, flexibility, knowledge, and connectivity resulting from this evolution offer immense potential to change the competitive
landscape of individuals, business organizations as well as nations.
As embracing this change is becoming increasingly important as well as feasible for businesses, this
change is also enabling more and more individuals to become virtual entrepreneurs in their own ways.
An employee, rather than spending the whole life in the silos of an organization, can today reach out
globally as an individual seeker or provider of knowledge. Every individual is a potential writer and
publisher today. Imagine, an employee spending a part of its office time to exercise its freedom of voice
over blogging, or adding to the collective wisdom of a consortium, or strengthening his/her professional
network over, say, LinkedIn. Should businesses see this act as loss of productivity or an indirect gain in
collective wisdom and growth? Should business policies control employees access to such community
building or should they capitalize on the new technologies as well as the surplus abilities of the internet
generation? In what way can these technologies generate more value for business? These and many such
questions confront the organizations today as they experiment with the opportunities and challenges
offered by the changing form of the Web.
It demands a different set of culture, organizational structure, and policies to reap out such benefits
while controlling the side-effects. For example, while most forward looking organizations today create
blogs to get customer feedback and also to propagate ideas and product knowledge, they face the challenges of managing 24x7 spontaneity and quick redress expected by the bloggers. They also lack the
systems and processes required to manage such a large pool of gathered knowledge. The organizations
desire that their employees get accustomed to new age work styles but then balancing productivity and
organizational loyalty often become the conflicting issues. One can get a glimpse of such imbalances
by looking at the statistics of bloggers who have been fired from their jobs. This obviously indicates
a confusing situation for both individuals as well as organizations because both are today operating
on the no mans land where the etiquette, ethics and rules are not well defined. Business and IS policy
makers are yet to find ways to manage that thin line difference between individual versus business goals.
This book aims to explore the practices, strategies and emerging patterns with respect to use of
such new generation technologies in business organizations. To remain focused, we have restricted our
explorations around collaborative nature of business and the potential or actual use of emerging Web
technologies therein. However, we refrain from any attempt to bring out the distinction between various
versions or names given to such technologies. For the purpose and context of this book, we prefer to use
the term collaborative Web to encompass all technologies that have evolved after the initial read-only
xv
Web environment or Web 1.0. Simply said, collaborative Web allows its users to communicate, with
each other as well as with other technologies, and communicate intelligently towards creation of better
products, services and knowledge thus leading to business and economic growth.
Though, we believe that any research is less likely to generate a structured model for use of Web
due to the inherent unstructured nature of the business environment, the situation certainly warrants an
initiative to identify and bring together the evolutionary multiple threads characterizing the changing
business patterns. This edited book is an endeavor to bring forth such multiple threads, identify the current practices and future possibilities of making collaborative Web as a tool for business. It also presents
the opportunities and challenges confronting organizations in the light of such emerging trends.
The book presents a set of sixteen chapters grouped into four sections. A brief outline of the sections
is included here. A detailed sectional preview has been provided at the beginning of each section.
Section 1. Towards Collaborative Web sets the tone of this book. It is agreeable that the conventional
business wisdom cannot be applied to use new tools and techniques without first understanding the nature
of such technological changes. Thus, it is imperative to start with an understanding of the characteristics
of Web today and appreciate the need for embedding collaborative Web into the business model. Three
chapters grouped in this section together bring out the evolution of Web and e-business and suggest the
integration of the two to have sustainable organizations and economies. Real life examples have been
sprinkled appropriately to provide glimpses of changing business needs and formations.
Section 2. Collaborative Applications in Business portrays a diverse set of business applications of
collaborative Web. With the help of seven chapters, this section showcases the tools usage in information
intensive industries notably in journalism and Web-services as well as in resource intensive industries
such as oil and natural resources and agricultural sector. These chapters, with the help of examples collectively illustrate a generic pattern that collaborative Web tools and technologies have already started
penetrating into the core business processes of different industries, affecting their collaborative value
chains. Though, the adoption of these tools is still in small pockets, there is increasing clarity that they
hold the potential to make a significant contribution to improvise business collaborations.
Section 3. Organizational Aspects of Collaborative Web highlights the fact that there are far reaching effects of collaborative Web on the structure and culture of business organizations. Online ways to
collaborate have introduced speed and dynamism in business relations; as a result the external as well
as internal business partnerships are getting more dynamic and fluid. Employee loyalties are shifting
from organizations to virtual communities. With the help of three chapters grouped in this section, we
aim to sensitize the organizations, business managers and of course researchers to think through the risks
of this fast emerging trend. Some strategies to convert these risks into opportunities are also covered.
Section 4. Blending Real and Virtual Worlds brings home the essence of making judicious choice of
tools and technologies for next generation businesses. Each of the three chapters included in this section
illustrates the use of virtual reality for making business collaborations more human and sensory. Real life
examples have been included to illustrate the options and usage patterns in conducting virtual meetings
and business events. This section prompts the readers to go a bit creative and augment their business
reality with virtual one thus creating a business world that is seamlessly collaborative.
The flow of the sections, moving from section 1 to section 4 clearly establishes the increasing degree
of collaboration across the value chain and also increasing pervasiveness of collaborative Web technologies across the value chain. Students, practitioners and researchers can draw hints from this flow to
strategize their business models which are more collaborative and seamlessly connected. IWhen we first
set out with the theme of this book around a year ago, the most commonly heard and read stories about
xvi
the use of collaborative Web for business processes were around internal communication, marketing and
customer feedback. With the help of this project, our implicit target was to delve deeper into identifying
specific business processes and their linkage with the collaborative Web, while understanding the related
implications for individuals, organizations and society. Thanks to our chapter contributors who joined us
from different industries, professions, and geographies and helped us in compiling a piece of knowledge
to showcase diverse applications and effects of collaborative Web. Well balanced on academic rigor and
practical insights, this work also aims to set future directions for strategists, managers, academicians,
researchers and students in any area of business and management.
Dear reader, we hope that our carefully selected set of chapters adds more practical insights, improves
your understanding of the subject, and also gives you future directions for research and experimentation. We will be privileged to receive your feedback to take this subject knowledge forward in the best
interest of theory and practice of Web-enabled businesses.
Kamna Malik
U21Global Graduate School, Singapore
Praveen K. Choudhary
HCL Technologies, India
REFERENCES
Carlson, N. (2009). Coke has no idea how it got 3.3 million fans on Facebook. Silicon Alley Insider.
Retrieved August 11, 2010, from http://www.businessinsider.com/coke-has-no-idea-why-its-so-popularon-facebook-2009-3
McKinsey Quarterly. (2009). How companies are benefiting from Web 2.0: Global survey results. Retrieved August 11, 2010, from http://mckinseyquarterly.com/Business Technology/BT Strategy/How
companies are benefiting from Web 20 McKinsey Global Survey Results 2432
Nations, D. (2010). How Barack Obama is using Web 2.0 to run for President. Retrieved August 11,
2010, from http://webtrends.about.com/od/Web20/a/obama-Web.htm
Virtual World News. (February 27, 2009). IBM saves $320,000 with Second Life meeting. Retrieved
August 11, 2010, from http://www.virtualworldnews.com/2009/02/ibm-saves-320000-with-second-lifemeeting.html
Section 1
OVERVIEW
One may disagree on the stages, names, version numbers and definitions assigned to various forms of
web, but what is equivocally acceptable about todays web is its growing collaborative nature. While
Wikipedia is reshaping the publishing industry, youtube is a great example of new wave in media and
entertainment industry. Customers today have someone to listen to them and help them; and people with
innovative ideas can find some takers, thanks to company blogs and virtual communities. This trend is
pervasive and forceful to the extent that business organizations of this era cannot afford to ignore this.
There is a large pool of web technologies and related software services available; what organizations need
as the first step is to relook their business model and make web-enabled collaborations an intrinsic part
there in. This section, with the help of three chapters takes you through different dimensions that need to
be considered for weaving the collaborative web of business for better business and economic growth.
Chapter 1 by Pankaj Kamthan is based on the premise that unless the nature of the product is understood, its true potential cannot be exercised. The chapter identifies and elaborates eight unique
characteristics in the developmental environment of Web Applications viz. Computing EnvironmentNeutral, Domain-Specific, Human-Centered, Information Interaction-Intensive, Model-Driven, Open
Environment-Based, Pattern-Oriented, and Quality-Sensitive. It then moves on to discuss the implications of these characteristics on users and towards different aspects of business organizations including
transfer of knowledge and management.
In chapter 2, R. Todd Stephens takes a look at how organizations can integrate Web 2.0 technology
into their current electronic commerce environment. . The author highlights that the standard e-commerce
focusing on conduct of business transactions will be soon as pass as an information-only site. To sustain
themselves, organizations need to move to the next level of creating networks as an intrinsic part of their
business model. This chapter runs you through the prominent technological developments such as wiki,
blogging, social networks, social tagging, mash-ups and user oriented content; and shares real life examples and reminds that integration strategies for these technologies should follow bottom-up approach.
Chapter 3 by Julie Vardhan draws our attention towards the linkage between knowledge, entrepreneurship and growth of economy. It highlights recent advances in several understandings which underpin the
creation of knowledge, the iterative knowledge loops, the knowledge economy itself and the range of
technologies used by the entrepreneurs leading towards knowledge diversification, specialization and
optimization resulting into growth of the overall economy. Some of the recent knowledge based growth
models have also been shared, illustrating the effects of innovation in creation of new frontiers and firms
and more specifically on firms exploiting new age web technologies.
Chapter 1
Towards a Characterization of
the Developmental Environment
of Web Applications and
its Business Implications
Pankaj Kamthan
Concordia University, Canada
ABSTRACT
The Web has been changing since its inception. In particular, the evolution of the developmental environment of Web Applications has been multi-directional. This chapter provides a conceptual characterization of such technical directions, relationships between these directions, and their implications towards
business organizations. The consequences of a commitment to these directions are considered with the
support of examples and/or empirical studies as appropriate. The challenges faced by Semantic Web
Applications and Social Web Applications are briefly outlined.
INTRODUCTION
The Internet, particularly the Web, has opened
new vistas for many sectors of society and over
the last decade has played an increasingly integral
role in our daily activities of communication,
information, and entertainment. The use of the
DOI: 10.4018/978-1-60960-581-0.ch001
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
BACKGROUND
In this section, the basics of Web Applications
that are relevant for the rest of the chapter are
provided. The people who have a stake in a Web
Application are outlined, and previous work on
characterizing Web Applications is discussed.
AN ANTHOLOGY OF SALIENT
CHARACTERISTICS IN THE
DEVELOPMENT ENVIRONMENT
OF WEB APPLICATIONS
The following characteristics, based on the observations and experience of the author over a number
years, identify the pivotal directions of evolution
in the developmental environment of Web Applications: [C-1] Computing Environment-Neutral,
[C-2] Domain-Specific, [C-3] Human-Centered,
[C-4] Information Interaction-Intensive, [C-5]
Model-Driven, [C-6] Open Environment-Based,
[C-7] Pattern-Oriented, and [C-8] QualitySensitive.
Figure 1 depicts [C-1] [C-8], and their interrelationships of dependencies. The presence of
an arrow in the figure signifies that the source
relies-upon the destination. The interest in this
Figure 1. The characteristics of evolution of Web Applications and their interrelationships of dependencies
Challenges
In general, a commitment to computing environment-neutrality is not free of cost. In order to
achieve computing environment-neutrality to an
acceptable degree, any advantages specific to,
for example, hardware or software optimization,
must be sacrificed. To check device variability,
particularly that on mobile devices, the devices
themselves and/or device simulators need to
be acquired. The aim of minimizing (ideally,
eliminating) dependency of a Web Application
on user agents can require more time and effort
on part of producers, not least due to the fact that
the user agents are themselves prone to change.
This variability also places extra burden on acceptance testing.
[C-2] Domain-Specific
There are different types of Web Applications
addressing different domains (Arrue, Vigo, &
Abascal, 2008; Deshpande et al., 2002). The
nature and underlying goals of an organization
can be reflected in a Web Application that is
domain-specific. Indeed, domain-specificity has
been central to Web Applications for e-business:
the actual information (including the advertisements, if any), style of expressing information,
and presentation of information are all in the
direction of the domain.
The notion of a Web Portal has been instrumental in the proliferation of domain-specific
Web Applications. For example, a Web Portal of
skin care products is identifiably different from
a Web Application connected to a banks information system. The interaction design in general
and presentation design in particular, including
typographical decisions, should reflect the differences between Web Applications pertaining
to different domains.
There is increasing support for domain engineering in the development of Web Applications.
For example, the information of the underlying
domain is critical to the user models and the usage models (related to [C-3]). There are design
patterns (Van Duyne, Landay, & Hong, 2007) that
also suggest that the genre of a Web Application
be specified at the start of development (related
to [C-7]).
Challenges
There can be undesirable side-effects of domainspecificity. The language used in a domain-specific
Web Application, including terminology, may be
acceptable to regular users; however, it may alienate new users if appropriate steps are not taken.
These steps could include general introduction
and provision of context-sensitive help.
[C-3] Human-Centered
There are number of reasons due to which humancenteredness of Web Applications (Nielsen &
Loranger, 2006) needs to be reflected throughout
development and during operation. The consumers
of interactive systems such as Web Applications
are heterogeneous. Indeed, users can vary in a
number of ways including age, mental and physical ability, educational background and skills,
culture, gender, geographical location, goals,
personal preferences, and temperament. This
diversity must be acknowledged, embraced, and
subsequently acted upon. The variations in the
technological background and skills of consumers
are especially relevant. There are consumers of
Web Applications such as digital natives (Palfrey
& Gasser, 2008) that were born at the time digital
technologies were taking shape and/or have grown
up with digital technologies. These digital technologies include those that underlie the current
non-stationary computing devices as well as the
Internet in general and the Web in particular. In
contrast, there are also consumers of Web Ap-
Challenges
There are possible side-effects of human-centeredness of Web Applications. An emphasis
[C-4] Information
Interaction-Intensive
The invisibility of a computer was posited more
than two decades ago (Norman, 1998). By treating information as a first-class concern, the Web
has acted as a catalyst in this regard. The Web has
placed yet another layer between a human and the
computers operating system interface, namely
that of an information interface (Pirolli, 2007).
The structural, behavioral, and creational aspects of information directly affect the consumers
of Web Applications. It is likely that, among the
consumers of Web Applications, the digital natives are the most exposed to and accustomed to
the presence of information interfaces (related to
Challenges
The presence of information interfaces presents
new development challenges. For example, a
consumer may have to deal with multiple different interfaces within the same Web Application
or across different Web Applications. This could
be prohibitive in the absence of any contextsensitive help. The challenge increases if there are
features across interfaces that are same or similar
in presentation but different in functionality, or
same or similar in functionality but different in
presentation. For example, accessibility and usability issues of the search interface provided by
a Web Application are not necessarily identical
to that of a general-purpose search engine or to
that provided by a user agent being used to access
that Web Application.
[C-5] Model-Driven
The interest in the development of Web Applications has steadily moved from concrete to abstract
artifacts that can be achieved by conceptual model-
Table 1. The potential uses of early conceptual models in the development of Web Applications
Conceptual Model Type
Potential Use(s)
Stakeholder Model
User Model
Task Model
eling Language (WebML). Now there are a number of extensions of the Unified Modeling Language (UML) for Web Applications in form of
UML profiles (Rossi et al., 2008), each often
focused on one of the possible views of the application. The availability of open modeling environments (related to [C-6]) can help in that
endeavor.
Challenges
The adoption of conceptual modeling, in spite of
its usefulness, is not automatic. The organizations
process maturity and availability of resources can
affect the degree of commitment, if at all, to conceptual modeling. In general, the knowledge and
experience in conceptual modeling are rare, and
therefore expensive. The proposed UML profiles
for Web Applications tend to have different goals,
and a standard is yet to emerge.
Challenges
In spite of the prevalence of OSS, their quality
is still an open issue. The stability of OSS is not
guaranteed: there are open source projects that
have become dormant or have been discontinued
after relatively short period of time. A commitment to such OSS can therefore impact the velocity of development of a Web Application. As
open source projects are voluntary efforts, timely
customer support can be an issue, especially for
new initiatives.
[C-7] Pattern-Oriented
The reliance on conceptually reusable experiential
knowledge is crucial for the development of Web
Applications. In the past couple of decades or so,
one form of such knowledge, namely patterns, has
been found useful. For the sake of this chapter, a
pattern is defined as an empirically proven solution
to a recurring problem that occurs in a particular
context (Buschmann, Henney, & Schmidt, 2007;
Kamthan, 2010).
There are benefits of patterns for both the producers and the consumers of Web Applications. If
used appropriately, patterns contribute to business
values such as reduce cost, reduce time to market,
increase quality to market, and increase product
lifetime (Elssamadisy, 2007). The use of patterns
for HII leads to information interfaces that are
Challenges
In spite of the advantages emanating from a commitment to patterns, there are certain limitations.
There may be insufficient development experience in new domains. Therefore, even though
desirable, there may not be any patterns for such
domains. For example, even though the aware-
[C-8] Quality-Sensitive
There are different views of quality. For the sake
of this chapter, these views include, but are not
limited to, conformance to authoritative sources
(such as standards), economical benefits, and
consumer satisfaction.
There are a number of reasons for paying attention to quality during the development of Web
Applications. For example, a corporate trainer
may want to use a Web Application for classroom demonstration without being interrupted
by unsolicited pop-ups on unrelated topics; a
senior citizen with low visual acuity would like
to use the Web for banking from home but may be
concerned about readability of text and entrusting
others with personal information; a person with
epilepsy would like to use the Web to look for
travel destinations for her upcoming vacation
without being confronted with animations; and
Table 2. The relationships between patterns and models in a process for the development of Web Applications
Web Engineering Process
Web Application Quality Model
Conceptual Models
Is-Sensitive-To
Is-Visible-In
Conceptual Models
Is-Supported-By
Patterns
Depends-On
May-Use
Patterns
Lead-To
Web Application
10
Challenges
In spite of the evident significance of quality assurance and evaluation, it is not free of cost. The
infrastructure required for setting up a dedicated
quality engineering program, including laboratories, may not be within the budget of certain
academic institutions and small-to-medium-size
enterprises (SME). The number of engineers for
testing Web Applications has improved over the
years; however, experts in heuristics evaluation
of accessibility or usability are scarce and not
inexpensive. There are a few free-to-use tools
for evaluating, say accessibility, credibility, and
usability of Web Applications; however, guidance
for their appropriate use may not always be freely
available, if at all. Finally, a Web Application can
be a complex system, and a single quality model
may not be sufficient. Indeed, as shown in Table
3, there is a need for multiple quality models for
a Web Application, each emphasizing a specific
aspect of that Web Application.
Remarks
The characteristics [C-1] [C-8] apply only to
the Surface Web, not the Deep Web. It is important to note that, apart from those discussed
above, certain characteristics, such as EthicallyAware, Law-Abiding, Standards-Conforming, or
Value-Added, are among the desirable potential
candidates. However, currently these can not be
unequivocally seen as perceived directions for
the evolution of Web Applications.
For example, the pervasiveness of information
technology in general, and the Internet and the
Web in particular, has given rise to new ethical
dilemmas (Tavani, 2004). However, the current
commitment of organizations towards an ethicsaware Web Applications is unclear.
Table 3. A selected collection of different quality models in the development of Web Applications
Type of Quality Model
Examples
Text Quality Model, Two-Dimensional Graphics Quality Model, Animation Quality Model
11
Towards a Characterization of
the Development of Semantic
Web Applications
The Semantic Web has emerged as an extension
of the current Web that adds technological infrastructure for better knowledge representation,
interpretation, and reasoning (Hendler, Lassila,
& Berners-Lee, 2001). It has promised a new era
of Semantic Web Applications, especially those
that can make implicit knowledge explicit and
reason with it.
The attention on the Semantic Web has reinforced the significance of the separation of the
representation and presentation of information.
This, in turn, has positive implications towards
accessibility/usability and maintainability. For
example, multiple user-supplied style sheets can be
associated with a single source of representation,
and multiple target presentations can be generated
from a single source of representation.
Indeed, a better representation of knowledge
opens new possibilities for Semantic Web Ap-
12
Challenges
The apparent benefits of the Semantic Web come
with certain challenges. Even though there have
been many advances towards enabling the technical infrastructure of the Semantic Web in recent
years, there is much to be done in addressing the
human and social concerns (Kamthan & Pai, 2005).
In particular, the learning curve and requisite
skills expected by the underlying technologies,
especially by knowledge representation languages; the cost-benefit ratio in the production
of large, domain-specific ontologies; quality
assurance and evaluation of ontologies; performance of reasoning with these ontologies over
the network; and usability of query formulations
on devices with restricted capabilities, are some
of the unique challenges for a broad acceptance
of Semantic Web Applications. For example, the
Web Ontology Language (OWL) is one of the key
layers of the Semantic Web technology stack.
OWL recursively depends on a number of other
technologies for its definition, all of which need
to be learned for a thorough understanding and
subsequent optimal use.
Towards a Characterization
of the Development of
Social Web Applications
The Social Web, or as it is more commonly referred
to by the pseudonym Web 2.0 (OReilly, 2005), is
the perceived evolution of the Web in a direction
that is driven by collective intelligence, realized
by information technology, and characterized by
user participation, openness, and network effects.
It has spawned a new era of Social Web Applications (Bell, 2009), and opened new vistas for collaboration among globally distributed participants.
The Social Web celebrates the human involvement in the evolution of the Web. If the Web
leveled the playing field between large and small
businesses, the Social Web, to certain extent,
levels the playing field between producers and
consumers. Indeed, Social Web applications like
Del.icio.us, Facebook, Flickr, LinkedIn, Wikipedia, and YouTube, are but a few examples of
the phenomenon where a consumer becomes a
co-producer, or a prosumer, in a social network.
In this sense, the Social Web itself is an environment for the development of (Social and/or
Semantic) Web Applications. For example, there
are Social Web Applications that can be used by
members of a project team to communicate with
each other, collaboratively develop conceptual
models listed in Table 1, and disseminate process
artifacts (Kamthan, 2009b).
Challenges
The apparent benefits of the Social Web (Kamthan,
2009b) come with certain challenges. A systematic
process for developing Social Web Applications
has yet to emerge. The Social Web Applications,
particularly those labeled as Rich Internet Applications (RIA), can place demands on the client-side
that could be perceived as severe.
The conventional user interface metaphors for
desktop and Web Applications are not sufficient
for Social Web Applications, and innovation in that
direction is desirable. For example, conventional
applications have dialogues between human and
computer; in Social Web Applications, this model
has to be extended to dialogues between humans,
in some cases groups of size greater than two.
The Social Web has brought forth issues related to quality, specifically of legality, privacy,
and security, not encountered previously. The
Social Web applications will need to address new
technical and social requirements to be viable.
Remarks
The development of Semantic Web Applications
and Social Web Applications reflects machineoriented and human-oriented extension of conventional Web Applications, respectively. It is
relatively early to characterize this new generation
of applications. In doing so, the characteristics [C1] [C-8] are deemed necessary but not sufficient.
13
CONCLUSION
The characteristics presented in this chapter aim to
provide an understanding of the state-of-the-art in
the development of Web Applications. They also
highlight technical and social challenges that are
likely for both the producers and consumers of
Web Applications. In the past decade, there have
been numerous advances towards enabling the
technological infrastructure of the Web in lieu of
addressing the technical challenges. However,
there is much to be done in addressing the social
challenges.
The Web continues to grow at an alarming
pace, and the dependence of the society on it
continues to increase. It can be anticipated that
there will be new generation of Web Applications,
possibly unique in some ways. It is likely that the
[C-1] [C-8] presented in this chapter will remain
relevant for the foreseeable future. However, in
order to characterize sustainable development
that provides value to both the producers and
consumers of these new Web Applications, they
may need to evolve accordingly, both in terms of
their emphasis and their granularity.
14
REFERENCES
Akingbehin, K. (2005). A quantitative supplement to the definition of software quality. The
Third ACIS International Conference on Software
Engineering, Research, Management and Applications (SERA 2005), Mt. Pleasant, U.S.A., August
11-13, 2005.
Albers, M. J. (2008). Human-information interaction. The Twenty Sixth Annual ACM International Conference on Design of Communication
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22-24, 2008.
Alexander, I. F. (2005). A taxonomy of stakeholders: Human roles in system development. International Journal of Technology and Human Interaction, 1(1), 2359. doi:10.4018/jthi.2005010102
Arrue, M., Vigo, M., & Abascal, J. (2008). Supporting the development of accessible Web applications. Journal of Universal Computer Science,
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Bell, G. (2009). Building social Web applications:
Establishing community at the heart of your site.
OReilly Media.
Buschmann, F., Henney, K., & Schmidt, D. C.
(2007). Pattern-oriented software architecture,
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John Wiley and Sons.
Chisholm, W., & May, M. (2008). Universal
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that reach everyone. OReilly Media.
Clutterbuck, P., Rowlands, T., & Seamons, O.
(2009). A case study of SME Web application
development effectiveness via agile methods.
The Electronic Journal of Information Systems
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Deshpande, Y., Murugesan, S., Ginige, A., Hansen,
S., Schwabe, D., Gaedke, M., & White, B. (2002).
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1(1), 317.
15
OReilly, T. (2005). What is Web 2.0: Design patterns and business models for the next generation
of software. OReilly Network.
Ogrinz, M. (2009). Mashup patterns: Designs
and strategies for using mashups in enterprise
environments. Addison-Wesley.
Palfrey, J., & Gasser, U. (2008). Born digital:
Understanding the first generation of digital natives. Basic Books.
ADDITIONAL READING
Pruitt, J., & Adlin, T. (2006). The persona lifecycle: Keeping people in mind throughout product
design. Morgan Kauffman.
Costagliola, G., Ferrucci, F., Gravino, C., Tortora, G., & Vitiello, G. (2004). The Impact of
Accessibility and Usability on the Development
of Web Applications. International Workshop on
Web Quality (WQ 2004), Munich, Germany, July
27, 2004.
16
17
18
Chapter 2
Web 2.0:
ABSTRACT
In this chapter, the author takes a look at how organizations can integrate Web 2.0 technology into their
current electronic commerce environment. The success of the Internet can be seen within any organization, but customers are asking for more interaction with the enterprises they do business with. In a few
years, having a standard electronic commerce site will be as pass as having an information only site
today. Organizations must progress to the next level in order to have a viable business model in the future.
Web 2.0 provides the basic technology for creating a network of customers who are passionate about the
companys product offering. This chapter reviews several different examples where organizations have
added Web 2.0 to their environment and are succeeding in transforming themselves.
INTRODUCTION
Small, medium and large organizations are being transformed from an old business model
built around the command and control aspects
of information management to a new one where
collaboration and social networking are the esDOI: 10.4018/978-1-60960-581-0.ch002
sential components in defining a long-term business value. When researchers speak of Web 2.0
applications, they tend to focus on the technology
aspects of the environment. However, the real
impact of integrating Web 2.0 technologies is in
the transformation of the organizational business
model. The following sections of this chapter
will focus on defining Web 1.0 with electronic
commerce followed by a basic definition of Web
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Web 2.0
Background
While the web itself is about twenty years old,
businesses are still implementing technology
into the fabric of the business model. The background section will focus on defining the building
blocks for the framework including defining the
basic components of Web 1.0 which focused on
the online marketing presence and the business
transaction. The Web 2.0 section will focus on
defining the basic building blocks of customer
interactions.
Electronic Commerce
Business Process Model
Generally speaking, an end user will go through
a defined process while engaging in an electronic
commerce environment. Teo and Yeong (2003)
described the consumer business model with
five steps: need recognition, information search,
alternative evaluation, purchase and after purchase
evaluation. Kotler (2003) proposed a framework
that included the following activities in the buyers
decision process: problem identification, search,
trust building, evaluation of alternatives, choice
and post-purchase behavior. From these and other
models, we can develop our own model with six
basic steps.
1.
2.
3.
4.
5.
6.
Recognize Needs
Search for Available Products
Evaluate Product Alternatives
Decide and Choose a Product
Execute Transaction
Post-Purchase Activities
19
Web 2.0
20
Web 2.0
21
Web 2.0
Social Networking
Millions of people are now using social networking
sites to connect, share and track the activities of
people with strong and weak ties. The emergence
of these social network sites generally focus on
specific user groups such as professionals or common interest communities (i.e. Linked In). Professional networking behaviors include maintaining
contacts, socializing, engaging in professional
activities such as attending conferences, participating in community groups, and increasing the
viability for others (Dougherty & Forret, 2001). In
Web 2.0, social networking also includes personal
and group e-mailing, blogging and joining online
social networks (Brown, Farnham, & Schwartz,
2009). Basically, social networks provide the opportunity for people to connect and communicate
in a timely manner. Most social networks focus
on a central repository to store information about
the individuals and then utilize various methods to
relate one individual to another. This relationship
is the basis for the social network in which people
can share information. The methods of creating
a relationship vary from associated metadata,
invitationS and related experiences like place of
employment.
Weblogs or Blogs
Weblogs or blogs have become so ubiquitous
that many people use the term as a synonymous
for a personal web site (Blood, 2004). Unlike
traditional Hypertext Markup Language (HTML)
web pages, blogs offer the ability for the nonprogrammer to communicate on a regular basis.
Traditional HTML style pages required knowledge
of style, coding and design in order to publish
content that was basically read only from the consumers point of view. Weblogs remove much of
the constraints by providing a standard user interface that does not require customization. Weblogs
originally emerged as a repository for linking but
soon evolved to the ability to publish content and
22
Wikis
A Wiki is a web site that promotes the collaborative
creation of content. Wiki pages can be edited by
anyone at anytime. Informational content can be
created and easily organized within the wiki environment and then reorganized as required (ONeill,
2005). Wikis are currently in high demand in a
large variety of fields due to their simplicity and
flexibility. Documentation, reporting, project
management, online glossaries and dictionaries,
discussion groups or general information applications are just a few examples of where the end user
can provide value (Reinhold, 2006). The major
difference between a wiki and a blog is that the
wiki user can alter the original content while the
blog user can only add information in the form
of comments. While stating that anyone can alter
content, some large scale wiki environments have
extensive role definitions which define who can
perform functions of update, restore, delete and
creation. Wikipedia, like many wiki type projects,
has readers, editors, administrators, patrollers,
policy makers, subject matter experts, content
maintainers, software developers and system
Web 2.0
RSS Technologies
Originally developed by Netscape, RSS was
intended to publish news type information based
upon a subscription framework (Lerner, 2004).
Many internet users have experienced the frustration of searching internet sites for hours at a
stretch to find relevant information. RSS is an
XML based content-syndication protocol that
allows web sites to share information as well as
aggregate information based upon the users needs
(Cold, 2006). In the simplest form, RSS shares
the metadata about the content without actually
delivering the entire information source. An author
might publish the title, description, date and copyrights to anyone that subscribes to the feed. The
end user is required to have an application called
an aggregator in order to receive the information.
By having the RSS aggregator application, end
users are not required to visit each site in order to
obtain information. From an end user perspective,
the RSS technology changes the communication
method from a search and discover to a notification
model. Users can locate content that is pertinent
to their job and subscribe to the communication.
Social Tagging
Social tagging describes the collaborative activity
of marking shared online content with keywords
or tags as a way to organize content for future
navigation, filtering or search (Gibson, Teasley,
& Yew, 2006). Traditional information architecture utilized a central taxonomy or classification
scheme in order to place information into a specific
pre-defined bucket or category. The assumption
was that trained librarians understood more about
information content and context than the average
user. While this might have been true for the local
library with the utilization of the Dewey Decimal
23
Web 2.0
Chicagocrime.org who overlays local crime statistics onto Google Maps so that end users can
see what crimes were committed recently in the
neighborhood. Another site synchronizes Yahoo!
Inc.s real-time traffic data with Google Maps.
Much of the work with web services will enable greater extensions of mashups and combine
many different businesses and business models.
Organizations, like Amazon and Microsoft are
embracing the mash-up movement by offering
developers easier access to their data and services.
Moreover, theyre programming their services
so that more computing tasks such as displaying
maps onscreen gets done on the users personal
computers rather than on their far-flung servers
(Hof, 2005).
24
Web 2.0
25
Web 2.0
26
CONCLUSION
Without a doubt, Web 2.0 technologies will continue to be integrated into the core web application.
In 1968, Mel Conway (1968) devised the Conway
Law which states that the structure of systems
will reflect the structure of the organization that
develops it. Since the majority of organizations
are built under the command and control, centralized and authoritative model, the ability to
incorporate collaborative technologies will be
limited at best. Integrating these technologies into
established business models implies approaching
the problem from bottom-up rather than from top
to down. The concepts of Electronic Commerce
are well over ten years in maturity. While Web
2.0 technologies are still in their infancy, there is
still plenty of room for growth. Additionally, we
should see the plethora of new technologies and
new integration methodologies like web services
and cloud computing. Services offered within the
Web 2.0 framework are now part of the internets
evolutionary history. This implies that if a firm
wants to be on the internet, it has no choice but
to find an appropriate role for these technologies
(Benjamin, Birkland, & Wigand, 2008).
Web 2.0
REFERENCES
Ahn, L., Davis, M., Fake, C., Fox, K., Furnas,
G., Golder, S., et al. Schachter, J. (2006). Why do
tagging systems work? Proceedings of the SIGCHI conference on Human Factors in computing
systems. Montreal, Canada: The Association of
Computing Machinery.
Cold, S. (2006). Using really simple syndication (RSS) to enhance student research. ACM SIGITE Newsletter, 3(1), 69.
doi:10.1145/1113378.1113379
27
Web 2.0
Gibson, F., Teasley, S., & Yew, J. (2006). Learning by tagging: Group knowledge formation in a
self-organizing learning community. Proceedings
of the 7th international conference on Learning
sciences. Bloomington, IA: The Association of
Computing Machinery.
Hof, R. (2005). Mix, match, and mutate.
Business Week Online. Retrieved October
1, 2006, from http://www.businessweek.
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content/05_30/b3944108_mz063.htm.
Laudon, K. C., & Traver, C. G. (2006). E-commerce: Business, technology, society. EnglewoodCliffs, NJ: Prentice-Hall.
Lerner, R. (2006). At the forge: Creating mashups.
Linux Journal, 147(10).
Miller, P. (2005). Web 2.0: Building the new
library. Ariadne, 45(1), 56.
Murugesan, S. (2007). Understanding Web
2.0. IT Professional, 9(4), 3441. doi:10.1109/
MITP.2007.78
Hu, M., & Liu, B. (2004). Mining and summarizing customer reviews. Proceedings of the 10th
Conference on Knowledge Discovery and Data
Mining. Seattle, WA: The Association of Computing Machinery.
28
Web 2.0
ADDITIONAL READING
Funk, T. (2008). Web 2.0 and Beyond: Understanding the New Online Business Models, Trends, and
Technologies. Santa Barbara, CA: Praeger.
Bell, A. (2009). Exploring Web 2.0: Second Generation Interactive Tools - Blogs, Podcasts, Wikis,
Networking, Virtual Words, And More. Seattle,
WA: Createspace.
29
Web 2.0
30
31
Chapter 3
ABSTRACT
Come any age, it is the ecclesial and axiomatic belief that the only sustainable resource of comparative
or competitive advantage is the knowledge and knowledge applications. In the current scenario, there
is growing evidence, interest, and belief that knowledge will provide an unbeatable cutting edge to the
entrepreneurs who want to establish and lead their business in this period. The challenge is that the
realm and concept of knowledge is still complex, and its transfer and relevance to entrepreneurship is
yet to be fully discovered and established.
The objective of this chapter is to highlight recent advances in our several understandings of such forces
that underpin the creation of knowledge, the iterative knowledge loops, the knowledge economy itself,
and the range of technologies used by the entrepreneurs leading towards knowledge diversification,
specialization, and optimization resulting into growth of the overall economy.
In this chapter, contemporary explanation of growth, knowledge-based growth, and finally, an entrepreneurially driven growth model will be explored. Growth will be researched not only in terms of knowledge
economy, but also in terms of knowledge, and economy in specific. Some of the recent knowledge based
growth models also focus upon, namely, the effects of innovation in creation of new frontiers and firms,
and more specifically, on firms exploiting various web technologies and business frontiers, inter-industry,
and cross platform avenues. The chapter conceptually demonstrates the importance of knowledge as
driver of growth, and concludes with the entrepreneurial leadership as the locus and paradigm of growth.
DOI: 10.4018/978-1-60960-581-0.ch003
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
INTRODUCTION
BACKGROUND
Of Knowledge and
Knowledge Economy
32
33
34
35
Figure 1. The revised GEM model (Source: Bosma and Levie, 2009)
36
and with other customers to create experiencerich, money-rich engine. The entrepreneur in this
economy must be able to encompass the information that businesses create and apply, as well as
the wide spectrum of increasingly convergent and
linked technologies that process those experiences
and knowledge. Once again, to remain competitive in todays market it requires rapid response
to changes in the market based on sound business
decisions. This is the challenge to entrepreneurs.
Available information is often concealed, incomplete, inconsistent or out of date. When information is available, it is incessantly difficult to chart
and graph key performance indicators for trends,
or to drill down and understand what is behind
and ahead of those numbers. Finally, it is often a
dream to access all information related to ones
37
39
S.No.
Index
1.
6.73
2.
Knowledge Index
(Average of 4, 5, 6)
6.72
3.
6.75
4.
Education
4.9
40
5.
Innovation
6.69
6.
ICT
8.59
Table 2. Comparative KEI of UAE with G7 countries, Singapore and India. Source: Knowledge Economy
Index, 2009, World Bank
KEI
Economic
Innovation
Education
ICT
Country
recent
1995
recent
1995
recent
1995
recent
1995
recent
1995
G7
8.72
9.12
8.15
8.82
9.19
9.3
8.75
9.13
8.8
9.22
Singapore
8.44
8.49
9.68
9.67
9.58
9.05
5.29
6.23
9.22
UAE
6.73
6.48
6.75
7.46
6.69
6.59
4.9
4.27
8.59
7.62
India
3.09
3.56
3.5
3.47
4.15
3.7
2.21
2.56
2.49
4.5
Effective collaboration with customers, employees, and partners provides 360-degree visibility, allowing an organization to see what is
happening along the entire value chain. Customers
provide valuable information on their needs and
how well products and services meet End User
requirements. Employees and partners provide
information that supports improved business processes. Web 2.0 technologies support deeper collaboration, and thus better information gathering,
than ever before possible. Entrepreneurs succeed
better in this technology enabled environment.
Sustainable Development can be made by
countries that can be equated with entrepreneurial
entities by pursuing coherent strategic approaches
to building their countrys capabilities to create, access, and use intellectual and technological capital
as characterized by the Knowledge Economy. The
Challenge Lives for the Entrepreneur!
41
CONCLUSION
An intelligent entrepreneur equipped with relevant technological infrastructure, methodologies
and applications know-how will help himself in
identifying, assembling the right processes, and
the right people across the globe to overcome any
business challenge and set sail on the opportunities.
This chapter attempts to bring out conceptually
the relationship between information, knowledge,
technology, innovation, new ventures and how
all of these through the drive and insight of the
entrepreneurs bring about growth and creation of
wealth. The information sharing, interoperability,
user-centered design, and collaboration on the
world wide web are hallmarks of technology leverage. The exploration of these interdependent
variables of knowledge and entrepreneurship
in this chapter is expected to provide a better
understanding of the role of technology, information and knowledge in the knowledge economy
leading to competitive advantages attributable
to entrepreneurs and beneficial interests enjoyed
by its potential clients and society as a lasting
beneficiary. This is unequivocally supported by
the KEI parameters. The importance of knowledge to entrepreneurship and to the knowledge
economy is only an attempt to relate these and
various concepts to each other and accelerate the
beneficial results for the society, economy and state
as a whole. Multilateral efforts, governments at
all levels, legislation and industry platforms are
foundations to these entrepreneurial enterprises
and in the context of entrepreneurial Knowledge
Economy.
42
REFERENCES
Acs, Z., & Audretsch, D. (Eds.). (2003). Handbook
of entrepreneurship research: An interdisciplinary
survey and introduction. Boston, MA/ Dordrecht,
The Netherlands/ London, UK: Kluwer Academic
Publishers.
Arrow, K. (1962). Economic welfare and the allocation of resources for invention. In Nelson, R.
(Ed.), The rate and direction of inventive activity.
Princeton, NJ: Princeton University Press.
ADDITIONAL READING
Acs, Z. (1996). Small Firms and Economic
Growth. In Acs, Z., Carlsson, B., & Thurik, R.
(Eds.), Small Business in the Modern Economy.
Oxford: Blackwell Publishers.
43
44
http://www.entrepreneur.com/magazine/entrepreneur/2007/february/173496-2.html
http://www.gemconsortium.org/national_reports.
aspx
McClelland, D. (1961). The Achieving Society.
New York: Free Press.
McDonald, R. E. (2002). Knowledge entrepreneurship: linking organisational learning and
innovation. University of Connecticut.
Porter, M. (1990). The Competitive Advantage of
Nations. New York: The Free Press.
Senge, P. (1993). The fifth discipline. London:
Random House.
Sternberg, R. J. (2004). Successful Intelligence
as a Basis for Entrepreneurship. Journal of Business Venturing, 189201. doi:10.1016/S08839026(03)00006-5
The Entrepreneurs Guide to Web 2.0: Top 25
Applications http://www.avivadirectory.com/
entrepreneur-apps/
Tywoniak, S. A. Knowledge in Four Deformation
Dimensions. Retrieved from http://org.sagepub.
com/cgi/content/refs/14/1/53
Vardhan, J. (2010). Entrepreneurial Spirit and Innovative Culture: Drivers for Creation of Wealth.
Paper presented at the 4th Middle East Quality
Congress, Dubai.
Web 2.0 and Entrepreneurs Source: http://
en.wikipedia.org/wiki/Web_2.0
Websites of Universities and Institutions of Higher
Education: www.worldbank.org/kam
Section 2
Collaborative Applications in
Business
OVERVIEW
While it is nearly impossible to outline the complete usage and implications of the web in its current
form, given the degree of diversity and complexity of usage of web, it is very interesting to see completely new and uncharted territories of web based applications and their impact on business. As there
are and could be very many implications of business web, this section of the book tends to outline the
collaborative applications of the current form of web, which also provides a brief peek into the future
growth and directions of development of the next generation of web. The following set of seven chapters
is a distillate of experience of the authors, in their respective fields, which is as diverse as journalism to
bioinformatics to petro chemical industry.
The first chapter although set in the Indian context by Saayan Chattopadhyay on collaborative usage of web in journalism, provides a global perspective on the emergence of a collaborative web based
platform that embraces participatory, networked, hyper-mediated journalism. What Saayan argues is
that as social dynamics of journalism is changing, the newer aspects of web technology are actively
fostering collaborative journalism. Indeed, we are all aware of the usage of popular social sites like
Twitter being actively used by news networks and TV anchors to drive what is being often being called
citizen journalism.
The second chapter in this section, authored by Eva Sderstrm and Jesper Holgersson illustrates a
case study on E Services and on how new technological advancements and collaborative phenomena,
primarily virtual communities, can be used as a main source of eliciting end user requirements. The
authors analyze the data through a robust methodology which shows that end user requirements can be
effectively elicited using internet and web based tools as illustrated in this chapter.
The third chapter by Shailendra Singh and Amardeep Singh comes from a new emergent industry of
Bio- informatics as compared to the previous few. The chapter outlines the details of Bio- informatics
industry, usage of various web based tools that are typically used for this industry. The chapter illustrates
a case study to show case the usage of these tools in this industry. What makes this chapter interesting
is the fact that an industry so much dependent on constant research, is able to collaborate in research
using web based tools and also there is huge potential of utilizing the web based tools in this industry
across geographies and diversity.
The fourth chapter in this section by Nikhil Chaturvedi, provides a perspective of not only the petroleum and mining industry and potential of internet in this traditional industry, but also points out the
huge potential of collaboration of the supply chain across this industry. What Nikhil is able to point out
in this chapter, is that leading organizations in this industry like petroleum super-majors and large mining
companies have already started utilizing web for some near real-time and batch-mode interaction with
the external entities. Nikhil goes on to point out that the collaborative web has tremendous potential to
further enhance the operational efficiencies in this industry, even though the actual usage of web at this
stage is very nascent.
The next chapter by Z. Andreopoulou, T. Koutroumanidis and B. Manos comes from a completely
different background and geography. The authors have created an interesting scenario of adopting ecommerce in a rural background. Indeed, since the sector of rural production holds difficulties while
adopting e-commerce models, the authors aim of this chapter is to present a methodology aiming to
optimize the conceptual content model used in collaborative e-commerce websites promoting rural production. Interestingly, we editors found a striking similarity in the pattern of usage of internet usage in
the rural back ground in India. There has been a significant case of usage of the concept of e-commerce
in rural scenario as illustrated by the e-Choupal concept pioneered by company ITC. The case study
illustrated by Prof C K Prahalad points out in Fortune at the Base of the Pyramid: The e-Choupals,
information centers containing a computer linked to the Internet, represent an approach to seamlessly
connect subsistence farmers with large firms, current agricultural research, and global markets.
Sixth chapter in the bouquet of interesting chapters illustrating the usage of web in the diverse
business scenarios paints the picture of another country Turkey, of usage of online grocery system in
the city of Istanbul. In fact, this chapter by the authors Ronan de Kervenoael, Burcin Bozkaya, Mark
Palmer shows the typical issues and concern that arise in the implementation online grocery system. The
chapter illustrates the different patterns of resistance facing and deployed by online retailers, logistic
firms and urban planners, in the case of online grocery logistic within an emerging market metropolis
like Istanbul, and the role they play in supporting and preventing collaboration. Authors tend to prove
that online practices in retail business like grocery in the emerging large scale metropolis like Istanbul,
still have difficulty achieving the potential objectives, since the last mile digital revolution leading to
multi-actor integration and multi-product sourcing provision in supply chain management (SCM) will
take a significant amount of time to become a reality.
The last chapter in this series by Florian Birke, Maximilian Witt and Susanne Robra-Bissantz from
Germany, provides the next dimension of the web utilization, which is across companies and product and
service value chains in terms of increased innovation potential. This is a unique research by the authors,
where in they have deduced that utilization of gaming theories is a very powerful tool to increase collaboration and increase innovations in the online world of competitions. The authors argue that with online
sites like Wikipedia, it is increasingly plausible to explore one possible approach to transfer the positive
motivational effect of games to idea competitions. The authors have corroborated their thoughts with a
detailed studies of 18 cases and three interviews, that this study demonstrates the actual occurrence of
game mechanisms and their effect on the motivation of participants in online competitions and chances
of organization to utilize these results to achieve much greater success in their employee collaborations
and innovation results within and across the organizations with their end users and consumers.
The critical aspect of why we editors chose the above chapters in this section was an attempt to showcase, a very diverse emergent pattern of usage of web in different industries. What was clearly visible
is that firstly across all industries, practitioners and academicians are trying different ways to use web
to improve their business efficiencies through multi stakeholders collaboration. Although it is visible
that the benefits due to collaborative web are not commensurate in the brick mortar industries due to
last mile issues or depth penetration of internet in those industries, as compared to more information
based industries, there is still a large scale usage across all sectors. Additionally, the section illustrate that
there is a very positive pattern of usage of collaborative web in newer economies like Turkey, Greece
and India apart from developed nations like Sweden.
48
Chapter 4
Collaborative Journalism:
Networks, News Media and
the Public Sphere
Saayan Chattopadhyay
University of Calcutta, India
ABSTRACT
Journalists responsibility has an intrinsic relation with the economic and socio-political institutions
within which they work. To bring the notion of collaboration into the discussion of journalism and
news media organization irrespective of whether it is technological or social would thus broaden
its conventional intention of studying the social dynamics by which news is produced within key social
institutions, and ultimately to propose a method for correlating the changing facets due to collaborative
Web with established theories of the relationship between discourse, professional practices, and economic
endeavors. What this chapter argues is that collaboration does not hinge only between a professional
and an amateur, or trained reporters and common citizens, or perhaps more commonly, different kinds
of media; rather, it is a much greater transformation since it is a collaboration between society and
technology with its palpable economic implications. In this context, this chapter attempts to understand
the emergence of network entrepreneur and his/her engagement with the multiple discursive and
institutional networks. By referring to various mainstream and alternative news media organizations
in India and beyond, this chapter questions in what way news media and journalistic practices are
reconfiguring to accommodate a more collaborative platform that embraces participatory, networked,
hypermediated journalism.
DOI: 10.4018/978-1-60960-581-0.ch004
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Collaborative Journalism
INTRODUCTION
In the past decade and a half, we have begun to
witness a radical change in the organization of
information production. Enabled by technological change, we are beginning to see a series of
economic, social, and cultural adaptations that
make possible a fundamental transformation of
how one constitutes the information environment
one occupies as autonomous individuals, citizens,
and members of cultural and social groups. A
string of changes in the technology, economic
organization, and social practices of production
within this environment has created emerging opportunities for how we produce, disseminate and
exchange information, knowledge, and culture.
The transformation brought about by the collaborative networked information environment
is deep-seated that brings fundamental structural
changes. It points to the very basis of how liberal
markets and liberal democracies have coevolved
for almost two centuries.
At present there are more than 60,000 titles
registered as newspapers in India; almost 9,000
of these are being published on a regular basis.
Besides, there are more than one hundred national
television channels and hundreds of local channels,
as well as large number of private radio stations
especially in the metros (Audit Bureau of Circulation, 2006). Parallel to this, within the ambit of
what is popularly known as new media there
is consistent development that presently rivals
the traditional media segments as well. Most of
the established media organizations have already
stepped in to the new media sector, with web
and mobile services. Websites like indiatimes.
com, manoramaonline.com, hindutantimes.com,
rediff.com, in.com, merinews.com, oneindia.in,
sulekha.com have created a niche for themselves.
Indian media have outperformed the overall
Indian economy; they are expected to be over
US$18.6 billion by 2010. Nonetheless, in keeping with the corporatization of journalism, web
journalism in India has essentially become an
49
Collaborative Journalism
COLLABORATION FOR A
NEW PUBLIC SPHERE?
Jrgen Habermas introduced the concept of the
public sphere as a sphere which mediates between
society and state, where the public organizes itself
as the bearer of public opinion, accords with the
principle of the public sphere which once had
to be fought for against the arcane policies of
monarchies and which since that time has made
possible the democratic control of state activities
50
Collaborative Journalism
51
Collaborative Journalism
52
Collaborative Journalism
53
Collaborative Journalism
ACTOR-NETWORK THEORY:
SOCIETY, TECHNOLOGY
AND JOURNALISM
What this collaboration has in stake for society?
It is clear that these changes may seem minute,
isolated and perhaps trivial but if one looks at the
macro level then it may unravel certain notions
that go beyond media and journalism and affects
how society itself is constituted.
To this end we can constructively draw insight
from the body of sociological work known as
STS (science, technology, and society), or, more
specifically, actor-network theory (ANT). One
of the basic insights of sociologists such as Bruno
Latour, Michel Callon, and John Law, is that what
we understand as the social consists of much
more than purely human actors. Humans are thus
intricately networked with machines, software,
texts, objects, databases and so on. What we
call the social is materially heterogeneous: talk,
bodies, texts, machines, architectures, all of these
and many more are implicated in and perform the
social (Law, 1994, p.2).
54
Collaborative Journalism
NETWORK ENTREPRENEUR
AND COLLABORATIVE
JOURNALISM IN INDIA
This collaboration of multiple discursive and
institutional networks also entails an entrepreneurial aspect. Over the last decade, news media
and journalistic practices are reconfiguring to
accommodate a more collaborative platform that
embraces participatory, networked, hypermediated journalism. While, the traditional newsroom
is going through an organizational restructuring,
as I have mentioned earlier, the conventional
news organization and its business interests are
gradually shifting towards this presumably more
prospective segment.
It is noteworthy to mention here, one such
collaborative news media initiative in India
NewsRack.in. Developed by Subramanya Sastry,
a web developer, the site lets users specify certain
filtering rules which are used to select relevant
articles from incoming news feeds. The selected
articles are then classified into various categories.
The users create their own profile on NewsRack
and save news stories under different categories.
They also have an option to browse public news
archives prepared by other users. To a certain
extent, NewsRack has an advantage over the news
aggregator of Google or Yahoo. Although it is
simple to search for general news on the Google,
but when it comes to subject-specific news items it
is not all that competent. Google displays a handful of categories in which all news is classified;
whereas, in NewsRack the categories are defined
by users so, there is no limit on the number of
categorization for any news item.
55
Collaborative Journalism
56
Collaborative Journalism
CONCLUSION
This chapter is an attempt to investigate the nature
of the claims that speak of the ways in which the
users of online news are reconstituting the paradigms which have traditionally governed journalism and journalists. What counts as journalism
in the networked, open-source society is open
to negotiation, with fluidly changing points of
convergence and divergence between its practice
in the mainstream and in the margins. If a modern
understanding of journalism assumes a distinct
division between individuals, institutions and
technology and their respective forms of agency,
the collaborative journalistic practices on the web
allow to recognize the socio-technical hybrids
that are becoming increasingly widespread in
journalism within a networked new media environment. In the process, collaborative journalism
not only blurs traditional categories of analysis,
but raises a series of critical social questions about
the relationship between economy, society and
journalism, to the extent it is possible to discern
that notions of authority and credibility are
in flux, with certain longstanding reportorial
principles seeming tired, if not anachronistic,
since in the last few years, numerous journalists
have appeared on the web whose collaborative
work straddles the line between professional and
non-professional journalism and whose positions
bridge multiple institutions.
However, there is also no reason to believe
that industrialized and institutionalized communication will be entirely superseded by new
communication technologies. Perhaps, a more
probable situation is that the Internet will itself
become another site for institutionalized communication. Although websites in India no longer
rely on NRI (Non-resident Indian) traffic and a
large number of news-sites are now substantial
profit-making ventures but still there are several
issues that the emerging collaborative culture
has to confront. The journalists and news-mediacollaborators in India need to tackle not only the
57
Collaborative Journalism
58
REFERENCES
Allan, S. (2006). Online news: Journalism and the
Internet. Berkshire, UK: Open University Press.
Audit Bureau of Circulations. (2006). NRS 2006:
Key Findings [Press release]. Retrieved April 3,
2010 from http://www.auditbureau.org/nrs2006.
htm
Beaumont, C. (2008). Mumbai attacks: Twitter
and Flickr used to break news. The Telegraph.
Retrieved November 27, 2008 from http://www.
telegraph.co.uk/news/worldnews/asia/india/
3530640/Mumbai-attacks-Twitter-and-Flickrused-to-break-news-Bombay-India.html
Benkler, Y. (2006). The wealth of networks:
How social production transforms markets and
freedom. New Haven, CT: Yale University Press.
Briggs, M. (2007). Journalism 2.0: How to survive
and thrive. J-Lab: The Institute for Interactive
Journalism & the Knight Citizen News Network.
Bruns, A. (2008). Merinews: Citizen journalism
in India. Snurblog. Retrieved March 27, 2008,
from http://snurb.info/node/790
Burt, R. (2000). The network entrepreneur. In
Swedberg, R. (Ed.), Entrepreneurship: The social
science view (pp. 281307). Oxford, UK: Oxford
University Press.
Chattopadhyay, S.(20092010). Online journalism:
The changing media ecology from an Indian perspective. In Tunney, S., & Monaghan, G. (Eds.),
Web journalism: A new form of ctizenship? (pp.
289305). Eastbourne, UK: Sussex Academic
Press.
Clark, S. (2001). Looking at the present: The current status of journalism on the Internet. Paper
presented at 2001 Online Journalism Symposium,
a project of the Knight Chair in Journalism at the
University of Texas at Austin.
Collaborative Journalism
ADDITIONAL READING
Bruns, A. (2005). Gatewatching: Collaborative
online news production. New York: P. Lang.
Fenton, N. (2001). New Media, old news: Journalism and democracy in the digital age. Thousand
Oaks, CA: Sage.
59
Collaborative Journalism
60
61
Chapter 5
ABSTRACT
Thriving in the Internet era requires both Internet presence and careful development of the e-services
provided using this technology. However, one major problem is how to involve the end users of the eservice(s), something which is necessary if the e-services are to be useful and sustainable. This chapter
presents a case study on the e-service development process using a major player in the travel industry
as the case. The main focus is on how new technological advancements and phenomena, primarily
virtual communities, can be used as a main source of end user requirements. Virtual communities are
both of strategic and practical relevance and even cause a need to redefine the term user participation. E-services constitute a major trend for private as well as public organizations and should address
Internet technology advancements when being developed.
INTRODUCTION
The Internet enables companies to interact
with customers as never before, learning ways
DOI: 10.4018/978-1-60960-581-0.ch005
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
62
BACKGROUND
E-services are used in many different settings and
there is no commonly agreed definition (Rowley,
2006) but there are some general characteristics
applicable for most e-services. Firstly, e-services
are based on electronic interactions between a
service provider and a service consumer (Javalgi,
Martin, & Todd, 2004; Liao, Chen, & Yen, 2007;
Rowley, 2006). Secondly, e-services are intangible, inseparable and heterogeneous (Edvardsson
& Larsson, 2004; Javalgi et al., 2004; Johannesson,
Andersson, Bergholtz, & Weigand, 2008; Jrvinen
& Lehtinen, 2004). The creation of some kind of
value is also stressed by many authors (Edvardsson
& Larsson, 2004; Hultgren, 2007; Preist, 2004)
meaning that the e-service interaction must generate a positive outcome, either for the producer or
for the consumer or most preferable, for both. In
this paper we have chosen to view e-services as
artefacts for the delivery of services electronically,
i.e. e-services are viewed as applications making
it possible to offer and use services via electronic
communication channels, such as the Internet.
We distinguish between two basic types of
e-services; commercial ones and public ones.
The outmost important difference between these
is that public e-services (often described as egovernment services) are not based on the users
ability or desire to pay (Henriksen, 2004). Public
administrations do not seek profit but instead
they are striving for cost reductions by increased
internal efficiency and more efficient communication with citizens (K Axelsson & Melin, 2007;
Charalabidis, Askounis, Gionis, Lampathaki, &
Metaxiotis, 2006). Furthermore, public e-services
must be targeted towards a wide spectra of users
User Participation in
E-Service Development
User participation is a concept used in many different settings and most often, user participation
refers to the involvement of end users in the development process of an information system (Cavaye,
1995). User participation in the development
process may come in many forms. Nevertheless,
the same general benefits from user participation
will be accomplished, e.g. better information
quality resulting in more consistent and accurate
requirements and more realistic expectations
on the upcoming system from the users point
of view (Bjerknes & Bratteteig, 1995; Cavaye,
1995; Kensing & Blomberg, 1998; Matthing,
Kristensson, Gustavsson, & Parasuraman, 2006;
van Velsen et al., 2009).
Development of e-services has traditionally
been focusing on automating manual processes
within organizations (Asgarkhani, 2005). Attention to the end user, i.e. the consumer, has in many
63
64
Virtual Communities
The rapid development of internet gives new opportunities to create virtual communities (VCs)
in the cyberspace centered around offering communication and interaction between members
sharing the same interests (Parsell, 2008). A VC
can be seen as a group in which individuals come
together around a shared purpose, interest or goal,
where most depend on electronic communications
to support interaction among members who are
not physically collocated (Koh, Kim, Butler, &
Bock, 2007; Lu, Zhao, & Wang, 2009). VCs are
part of the web intelligence technology (Lu et al.,
2009; Zong, Liu, & Yao, 2007) and is one type
of knowledge network (Merali & Davies, 2001).
As such, it highlights the importance of the link
between social capital and knowledge resources
for effective knowledge management (Merali &
Davies, 2001). Thus far, most individuals think
of VCs as on line social networks (OSNs) which
mostly focus on maintaining social relations,
e.g. Facebook, MySpace etc. (Fogel & Nehmad,
2009; Mislove, Marcon, Gummadi, Druschel, &
Bhattacharjee, 2007) and to find and communicate with individuals sharing the same interests,
e.g. discussion forums etc. However, research is
ongoing about VC for intra-company discussion,
knowledge sharing, etc. (de Moor & Weigand,
2007). Migrating offline communities into online
VCs has the potential to greatly improve their
efficiency and ability to support the sharing of
critical information and knowledge in a timely
fashion (Koh et al., 2007).
Members in a VC have different reasons for
participating. Yu, Jiang, & Chan (2007) mention
four general categories of motives for user participation in VCs:
1. Altruism, which is the intent to increase the
welfare of one or more other individuals
65
Research Methodology
The data collection in the case study consisted of
interviews (see table 1 for an overview) as well
as extensive studies of project documentation
with a major focus on the earlier project stages
focusing on analysis and design. In the interviews,
two senior IT architects with managerial functions
were the primary target of interest, since they have
an overview of the e-service development work
and oversee all ongoing development projects.
Both have significant, long-term experience from
e-service development and are highly familiar
with the development methodology and ongoing
trends. Another respondent came from the marketing and customer relations department, and was
a senior marketing manager with an umbrella
perspective over customer issues. In addition,
we followed one e-service development project
and conducted interviews with four participants
therein.
Interview questions started with introductory
questions to clarify for example roles and responsibilities, communication paths in development
situations, the development methodology, requirements management, user participation and maintenance issues and technical questions of the eservice, etc. There were some variations in the
66
Participants
Role
Number of interviews
P1, P2
Senior IT architects
4 x 2 hours
P3
Project manager
1 x 2 hours
P4
System specialist
1 x 2 hours
P5
IT architect
1 x 2 hours
P6
Test leader
1 x 2 hours
P7
1 x 2 hours
67
68
Large member studies, focusing on appreciation and experience. These studies are
made via email or online via the Company
X web portal. One sample question is,
what do you think of the possibility to
use the membership points for booking
hotels?
Directed membership studies outside of
the border of the more general ones. These
studies are made towards smaller customer
segments that use an already implemented
service. For example, one upcoming study
will concern whether or not the members/
users like the new hotel booking service,
what they do not like, and so on.
Figure 2. Communication patterns after the introduction of Internet technology and e-services
Online inquiries directed at selected customer segments concerning different aspects of the membership program.
Focus groups, which are only rarely used
since Company X considers it difficult to
gain new and useful knowledge this way.
The way you ask the question determines
the answer you will get (quote Company
X). This quote emphasises the difficulties
in arranging valuable focus group sessions.
69
Online surveys
Threads in virtual communities/discussion
forums, such as Flyertalk
Dedicated virtual communities/discussions
forums, such as Facebook
In rare cases Company X gives some customers a phone call
70
71
72
CONCLUSION
This chapter has explored the strategic use and
practice of using VCs for the development of
e-services and the importance of such sources in
this process. The use of VCs requires awareness,
strategic planning, and the right tools in order to
be successful, considering the vast flora of VCs
available, and the difficulty to choose which information in the VCs to incorporate. They constitute
a new way of communicating and collaborating
with users of e-services and enable developers
to create usable and useful e-services without
straining too much on the users limited available
time. However, since there is a tendency to use
VCs and similar technologies instead of involving users directly, the term user participation
will need to be redefined. We are speaking of
user involvement without participation,and both
research and practice should reflect and investigate
these changes. Internet technology developments
of recent time provide opportunities not previously possible and if used properly, consciously
and strategically, they can be tools that provide
competitive advantages. The case presented in
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76
Chapter 6
ABSTRACT
Bioinformatics is an emerging area of interest for many researchers and scientists. It has unlimited applications in many areas. The most important application of this is to know about genes, et cetera. But
nowadays, research has also started in the emerging areas of network security and threats using bioinformatics. In the present scenario, we are highly dependent on Internet. The Web has invited different
people from different backgrounds to work together sitting at far places. And to fulfill the needs of the
interested and involved people, lots of Web based tools have been developed, and many others are being
developed. In this chapter, the area of bioinformatics has been introduced along with its applications,
Web, developed Web based tools, and a case study of one such tool.
INTRODUCTION TO
BIOINFORMATICS
Bioinformatics is the study and analysis of biological information using computers and statistical techniques. It is the science of developing
and utilizing computer databases and algorithms
to accelerate and enhance biological research.
Bioinformatics is taken as more of a tool than
DOI: 10.4018/978-1-60960-581-0.ch006
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APPLICATIONS OF
BIOINFORMATICS
Bioinformatics is being used in various areas and
the applications are limitless (Bosu, 2009). This is
possible not only by having collaborative efforts of
different people from different background but also
widely using web based tools and Internet. There
are constantly new research projects and studies
being mdone on this amazing new line of DNA
analysis. Scientists are now using bioinformatics
to detect genetic abnormalities in different species.
This is also creating breakthroughs in the medical community. Applications of Bioinformatics
have allowed doctors to conduct genetic testing
in unborn babies to predict and find any signs of
certain genetic disorders and conditions.
Some of its applications are listed below:
77
78
life-saving drugs never make it to the marketplace. At present, doctors have to use
trial and error to find the best drug to take
care of a particular patient as those with the
same clinical symptoms can show a wide
range of responses to the same treatment.
In the future, doctors will be able to analyze a patients genetic profile and recommend the best available drug therapy and
dosage from the beginning.
Crop Development: The study of comparative genetics of the plant genomes has revealed that the organization of their genes
has remained more conserved over evolutionary time than was previously believed.
These findings imply that information obtained from the model crop systems can
be used to suggest improvements to other
food crops. Arabidopsis thaliana of water
cress and Oryza sativa of rice are examples
of available complete plant genomes.
Molecular Medicine: The human genome
will have deep effects in the fields of biomedical research and clinical medicine.
Every disease has a genetic component.
This may be inherited or a result of the
bodys response to an environmental stress
that causes alterations in the genome (e.g.
cancers, diabetes). The completion of the
human genome means that we can search
for the genes directly associated with different diseases and begin to understand
the molecular basis of these diseases more
clearly. This novel knowledge of the molecular mechanisms of disease will enable
better treatments, cures and even preventative tests to be developed.
Drug Development: At present, all drugs
in the global market target only about five
hundred proteins. More specific medicines
that act on the cause of the disease can be
developed with an improved understanding of disease mechanisms and using com-
EMERGING APPLICATIONS
While some of the work that bioinformatics has
created is under scrutiny, other areas are taking off
in the world of science and discovery. The doors
are opening for scientists to be able to find new
applications at all times. The emerging applications of Bioinformatics in the field of network
security are as below:
WEB
Web is a universal medium for data, information,
and knowledge exchange. One of the important
functions of the web is to offer web services
to its user. In simple terms, a web service is an
application or business logic that is accessible
using standard internet protocols. Web Services
can convert an application into a web-application
that can publish its function or message to the rest
of the world.
There are basically two types of web services
i.e. simple and complex. For simple web services,
only simple data types are sent or received as arguments and values that are returned from methods.
For more complex web services, Web Services
Deployment Descriptor (WSDD) is provided to
configure the ability to send and receive more
than simple types (Hoon, 2005). Web services
have two types of uses i.e. reusable application
components and connect existing software. In
reusable application components, web services
can offer application-components like: currency
conversion, weather reports, or even language
translation as services. In connect existing software, web services can help to solve the interoper-
79
CHALLENGES IN BIOINFORMATICS
In the beginning, bioinformatics was applied to
the creation and maintenance of a database to
store biological information. Development of
this type of database involved not only design
issues but the development of complex interfaces
whereby researchers could both access existing
data as well as submit new or revised data. The
most critical task in bioinformatics involve the
80
WEB IN BIOINFORMATICS
As stated above one of the major challenges of
bioinformatics is to manage, integrate, and analyze
the numerous, voluminous and heterogeneous data
that is growing rapidly from the current biological
research. And also to develop lots of tools that
can speedup the research work in bioinformatics
area by collaborating people, tools, machines, and
information. Numerous approaches have been
proposed to deal with this challenge, including
data warehousing and data-mining. But these
approaches are not sufficient to integrate the data
from multiple sources and these approaches go
behind a user-to-computer communication model
for data exchange, and do not facilitate a broader
concept of data sharing or collaboration among
users. One of the best solutions of this problem
is to use the web technologies by establishing
a social, collective and collaborative platform
for data creation, sharing and integration for
computer-to-computer data exchange as users
81
82
Collaborative Needs in
Bioinformatics Research
The field of bioinformatics concerns development
of software techniques and tools to assist biological
research. One of the most well-known characteristics of bioinformatics is its interdisciplinary
nature i.e. close collaboration among scientists
with different background and expertise to ensure
successful scientific investigations in bioinformatics. The key participants of bioinformatics such
as mathematicians, computer scientists, software
engineers, and so on, need to work together to
perform complex data preparation, to develop
efficient computational algorithms, and to set up
suitable computing environment to achieve one
of the important goal of the bioinformatics i.e.
meaningful and timely data analysis. As decades
of research have generated enormous biological
data and related tools, however, conducting a scientific investigation today often requires significant
effort just to prepare data and set up necessary
computing environment. In case the data or tools
are distributed, or participants come from differ-
83
84
85
Toolsets
Once you are logged on to the Biology Workbench
you can see that the resources are organized into
five main categories. Each is a collection of functions/scripts/programs for working with a partic.
It has following tools:
86
Steps
1. For the alignment some sequence data is
needed in the session. Select the ClustalW
tool and several sequences to analyze.
2. The ClustalW parameters page allows us to
control many aspects of how the analysis is
run and how the results are displayed.
3. Scrolling through the results we can see
first a multiple sequence alignment, then a
distance based tree, followed by a list of the
pair wise alignment scores.
CONCLUSION
In present era, the research in the field of bioinformatics is gaining momentum because of its
interdisciplinary nature inviting different people
from different research areas. And this has created
a need of a common platform where researchers
and other people working in this area can share
their views, findings etc. To fulfill this need of
researchers and other people, web has emerged as
a powerful platform that supports collaboration
through information sharing. Bioinformatics has
emerged out of the need to understand the code
of life. The ultimate goal of bioinformatics is to
reveal the assets of biological information hidden
in the crowd of sequence, structure, literature and
other biological data and to use this information
to enhance the standard of life for mankind. Using
87
REFERENCES
88
ENDNOTES
1
http://www.jhsph.edu/publichealthnews/
Press_Releases/PR_2002/Poliovirus.html,
Last accessed Aug 11, 2010
http://www.riverdeep.net/
current/2002/04/042902t_gmfoods.jhtml,
Last accessed Aug 11, 2010
http://www.bioontology.org/R01-and-R21Collaborations, Last accessed Aug 11, 2010
http://www.ncbi.nlm.nih.gov, Last accesses
Aug 11, 2010
10
11
12
13
http://pbil.univ-lyon1.fr/alignment.html,
Last accesses Aug 11, 2010
http://www.ebi.ac.uk/Tools/clustalw2/. Last
accessed Aug 11, 2010
http://www.ebi.ac.uk/Tools/t-coffee/index.
html. Last accessed Aug 11, 2010
http://blast.ncbi.nlm.nih.gov/Blast.cgi. Last
accessed Aug 11, 2010
http://www.ebi.ac.uk/Tools/fasta33/index.
html. Last accessed Aug 11, 2010
http://hmmer.janelia.org/. Last accessed Aug
11, 2010
http://www.ebi.ac.uk/Tools/structural.html,
Last accessed Aug 11, 2010
http://www.ebi.ac.uk/Tools/maxsprout/.
Last accessed Aug 11, 2010
http://workbench.sdsc.edu. Last accessed
Aug 11, 2010
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90
Chapter 7
ABSTRACT
Information is a strategic asset, claimed the evangelists in the last decade of 20th Century. This paradigm has become a commonly known fact today. It needs no reiteration that everyone appreciates the
significance of managing the information and knowledge in the organization. However, the philosophy
has transcended organizational boundaries to take into its fold the entire stakeholder network of the
organization.
The Petroleum and Mining industries work along with various external entities for strategic planning,
execution, and control purposes. These entities could belong to either the business or governmental
realm. It is the collaboration with these external entities across the value chain that can be positively
affected by the Web. Leading organizations like petroleum super-majors and large mining companies
have already started utilizing Web for some near real-time and batch-mode interaction with the external
entities. However, they have touched only the tip of the iceberg. The collaborative Web has tremendous
potential to further enhance their operational efficiencies. Many of these enhancements are beyond
our imagination today. However, some have already been visualized, but are yet to be implemented at
a wide scale.
The roles of these external entities span across various functions of the core value chain. This chapter
focuses on collaboration in the core functions like geo-sciences, engineering, production operations,
supply chain, transportation & logistics, equipment maintenance, materials management, sales and
marketing, and environment health and safety (EH&S) etc.
DOI: 10.4018/978-1-60960-581-0.ch007
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
INTRODUCTION
This chapter aims to cover the following aspects:
1. Current status of web-based collaboration
(encompassing both internet as well as corporate intranet) along different categories of
companies like Oil super-majors, National
Oil Companies (NOCs) and International
Mining companies
2. Potential that web holds for enabling the
core functions across the natural resources
value chain
3. Insights into the technological aspects of
collaborative web (or web 2.0) that can be
leveraged by the natural resources companies
4. Potential contribution to collaboration by
the industry data exchange standards like
PRODML and WITSML (for Petroleum
industry managed by Energistics)
To maintain the focus, this chapter focuses
on the core value chain operations and excludes
other support functions like finance and human
resources that are also undergoing significant
collaboration with outsourcing service providers
like BPOs.
This chapter is based upon authors experience
in the operations, management and IT consulting
related to the petroleum and mining industries.
BACKGROUND
91
COLLABORATION ACROSS
THE NATURAL RESOURCES
SUPPLY CHAIN
Petroleum industry supply chain is a highly complex network of several networks. As described
earlier, the Oil industry itself involves several
sub-industries like Upstream (Exploration & Pro-
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93
94
Collaboration in Contract
Mining Area
The mining companies have also adopted the
contract mining concept. However, the data exchange with the contract miners is largely manual.
There is a huge potential for efficiency improvement through bi-directional electronic transfer
of information comprising mining schedules,
stock transfer requisition, maintenance notifica-
the maintenance staff of natural resources companies can download the details from the OEM
website and implement them in their design and
maintenance processes.
The collaborative designing and project execution practices between natural resources companies and OEMs can be significantly improved
through web based collaboration. The natural
resources companies can share their project related
designs and details with the OEMs through web
channeling through shared folders and increase
collaborative design efficiencies.
Petroleum and Mining companies also
outsource their maintenance operations to subcontractors. The efficiencies in this process can
be enhanced by using web-based collaboration.
For instance, for the maintenance of an oil product
pipeline, the oil company can push the maintenance work orders along with the pipeline network
diagram to the sub-contactors ERP system. Upon
completion of the maintenance work, the job and
costs related information can be pushed back by the
sub-contractor to the oil companys ERP system.
In the downstream petroleum industry, the
maintenance of retail stations (also known as petrol
pumps, gas stations etc. in different countries) is
an important responsibility, as any down time
can lead to significant loss in revenue. There are
three types of retail stations, namely, Company
Owned Company Operated (COCO), Company
Owned Dealer Operated (CODO) and Dealer
Owned Dealer Operated (DODO).
For the COCO type retail stations, the maintenance responsibility lies with the petroleum company. This is normally handled through the plant
maintenance functionalities of the ERP system of
the petroleum company. The latest technological
developments in Condition Based Monitoring
(CBM) and Reliability Centered Maintenance
(RCM) have provided the engineering community with a lever for detecting the fault trends in
advance and planning preventive maintenance.
The notifications related to conditions can be
automatically sent by the devices into the plant
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96
e-Market Places
The eMarketplaces are a testimony to the internet
based collaboration among various industry players. These eMarketplaces provide a platform to the
petroleum and mining companies and their suppliers and customers to trade online. The reach for
every market-player increases exponentially. Also,
97
companies perspective, several proactive measures are also possible. They can check the sales
and inventory status at the dealer site. This also
helps them in a first hand analysis of the inventory
turnover rate, fast moving-slow moving products,
performance of the dealer with respect to certain
customer segments etc. This proactivity facilitated
by web has made the oil & gas companies more
productive and in realizing higher sales.
Especially, the lubricants business is dependent
upon providing the right product based upon the
specific customer segment requirement. This
leads to a wide range of product and hundreds of
Stock Keeping Units (SKUs). Dealers can access
and download information on the new product
launches, product specifications and marketing
schemes. In the normal course, it would have been
fairly time consuming to provide all this information, thus resulting in sales opportunity loss.
98
tomers to adopt the new methods. The customers need to be trained on the new web-based
processes and sometimes, also supported in IT
related infrastructure development. The popular
perception among customers and suppliers is that
natural resources companies push the web-based
collaboration for their own efficiency gains and
cost reduction. Therefore, it is also important
for organizations to highlight the efficiency and
benefits that customers achieve by using web
instead of the manual interaction. For instance,
it provides them with the option of seeing all the
account related details and history on the screen
rather than by hearing over the phone. Moreover,
they can also download information, check product & services related offerings, read through the
new policies & initiatives etc. that are not possible
through phone conversations.
The training, as mentioned above, is not restricted only to the information technology related
aspects. Natural resources companies can use web
to train their customers on products, services, company policies, initiatives related to business and
Corporate Social Responsibility (CSR), warranty
schemes etc. Web is a highly effective medium to
disseminate the knowledge among the customer
ecosystem in a far more efficient way.
Oil companies have experienced that the level
of new technology adoption varies based on the
country or even region. In some of the technologically advanced countries, the customers have
embraced the web based order taking in a more
rapid manner than others. Consequently, the
change management efforts need to be fine tuned.
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100
CONCLUSION
In summary, it is very clear that Information
Technology has the potential of being a business enabler to create competitive advantage for
the companies in this sector. Natural Resources
companies have started moving on the path of
utilizing web for collaboration with internal and
external entities.
What we have observed in the chapter earlier
is that there is a significant potential to collaborate across various partners of the value chain of
natural resources industry, be it with Government
or regulatory bodies, collaboration across client
and vendors in mining industry which is still in
its nascent stage largely. While there are some
companies who are attempting to leverage next
generation of IT or Web 2.0 to meet their increasing global workforce coordination requirements,
REFERENCES
Digital Oilfield online. (2010). iStores solution
overview. Retrieved on August 3, 2010, from
http://www.istore.com/Azure.html
Exchange, L. M. (n.d.). Retrieved from http://
www.lme.com
Gulf Oil & Gas. (n.d.). Retrieved from www.
gulfoilandgas.com
Microsoft. (2010). Oil and gas workers embrace
collaboration. Retrieved on August 3, 2010,
from http://www.microsoft.com/presspass/features/2010/jan10/01-21globalenergy.mspx
Network International. (n.d.). Retrieved from
www.networkintl.com
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102
Chapter 8
Optimizing Collaborative
E-Commerce Websites for
Rural Production Using
Multi Criteria Analysis
Z. Andreopoulou
Aristotle University of Thessaloniki, Greece
T. Koutroumanidis
Democritus University of Thrace, Greece
B. Manos
Aristotle University of Thessaloniki, Greece
ABSTRACT
In this chapter, we will discuss the Website features to be accounted while designing a collaborative
Website for e-commerce purposes, making the Website useful and attractive to revisit. Since the sector of
rural production holds difficulties while adopting e-commerce models, the aim of this chapter is to present a methodology aiming to optimize the conceptual content model used in collaborative e-commerce
Websites promoting rural production. The methodology approach concerns the retrieval of the relative
Websites in the Internet. Qualitative and quantitative content characteristics are identified and discussed
in the retrieved Websites to be used as criteria. Websites are further ranked according to 13 criteria using
the multicriteria analysis method. Finally, the retrieved Websites are classified in groups concerning the
above criteria and collaborative Web tools included, aiming to identify the optimum group of Websites.
The optimum group can be used to benchmark the Web design of e-commerce Websites concerning rural
production aiming to incorporate collaborative Web tools and become more appealing to Web users
accustomed to the Internet culture.
INTRODUCTION
The aim of this chapter is to present a methodology aiming to optimize the conceptual content
DOI: 10.4018/978-1-60960-581-0.ch008
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103
DESIGNING A COLLABORATIVE
WEBSITE FOR E-COMMERCE
PURPOSES
The way to build a successful Website is the keypoint that all enterprises considering initiatives
in the Web have to face (Rosen and Purinton
2004). A business Website has been mentioned
as a business storefront (Calitz and Scheepers
2002). It is evident that, if a commercial businessto consumer (B2C) Website is to successfully
generate sales, that Website must have features
that appeal to potential buyers (Blake et al., 2005).
Some important factors to take into consideration
for an enterprise while planning to set up an ecommerce Website can be the time needed for the
development of the Website and also the costs.
While aiming to design and develop an effective
e-commerce Website, either Web-designers or
enterprises should consider following worldwide
accepted guidelines (Nielson, 2001). However, the
international e-commerce literature has rarely addressed the measurement of customer perceptions
of Website service quality in digital marketing
environments (Wang and Tang, 2004).
Among Website evaluation, usability of the
Website is another primary concern. The usability of a user interface refers to the smoothness
and easiness with which a user is able to interact
with a system without thinking about it. This
implies that they can do so naturally or without
feeling discomfort, either physical or mental
(Andreopoulou et.al., 2009). This is in line with the
definition of usability offered by the International
Organization for Standardization, which is: the
effectiveness, efficiency, and satisfaction with
which specified users achieve specified goals in
particular environments (Hillier, 2003). But its
not only usability that affects a Websites appeal
and visits. Studies have identified a number of
specific Website features (actual or perceived)
that impact Website appeal. Among these Website
features are: security, vividness and its correlated
riskiness, approval by referent others, like family
104
image or personality of the merchant). Other functions include navigability, communication utility,
responsiveness, entertainment value, convenience
and flow. Interactivity has been widely proposed
as a force for site appeal (Blake et al., 2005).
Connalen (1999) had claimed that since Web
based applications execute business logic, the most
important models of a Web-based system should
focus on the business logic, not on presentation
details. Moraga et al. (2006) in their study present a brief overview of some proposals for portal
quality models.
Social networking has been a part of the new
internet culture for most of the net users and they
are used to interact with collaborative Web tools.
As e-commerce can be successfully conducted
through email, instant messaging and social networking sites, e-commerce Websites provide a
volunteer sign-up option to their virtual customers.
Emails to inbox and text messages to cell phone are
received from recipients that have already signed
up at the Website aiming to be informed about one
or more categories of products or services they
are interested in. Nevertheless, email-recipients
can preferably be removed from the mailing list
of enterprises. Another key characteristic of a ecommerce Website is personalization, a Website
feature where information is gathered and stored
about Website visitors, the information is analyzed,
and, when the visitors access the Website using
some ID, the proper information is delivered. It
constitutes a key technology especially for managing Website content (Chiu, 2001).
The security of commercial transactions on the
Internet is one major issue for internet clients and
it is usually contemplated with commonly-used
protocols, such as Secure Sockets Layer (SSL)
and Transport Layer Security (TLS), included in
most Web server products. They use the publicand-private key encryption system and include
the use of a digital certificate.
E-Commerce Adoption
and Rural Production
We can all profit from numerous e-services provided through the WEB and new opportunities emerge
concerning economic growth, better health, improved service delivery, learning through distance
education models, and social and cultural advances
(World Bank, 2003). E-services should be used as
an important component in achieving sustainable
development in rural areas and therefore it should
be encouraged (EU, 2007). Enterprises dealing
with rural production and located in rural areas,
away from great urban markets, can be benefited
from the enhanced communication between Web
customers and enterprises provided by the internet
using e-commerce Websites as a means.
Since the implementation of e-commerce
needs time to grow, in various research efforts,
researchers have presented a 4 stages adoption
model (Rao et al, 2003) that represents 4 different distinctive categories or adoption stages for
an enterprise with varying strategic objectives
and aspirations. Therefore, stages of adoption
start from simple Web presence and gradually
increase the deployment of ICT as to the total
integration or transformation.
The primary stage of adoption, which is
simple presence in the Internet, is defined as
the stage that the enterprise seeks to guarantee
its presence in the Internet and to be advertised.
These kinds of Websites have no possibility for
user-interaction. In further stages of e-commerce
adoption, the Website beyond the presence of the
enterprise in the Internet, gives the possibility to
the potential client to search into the Website as
well as the provision of useful links, and that is
usually identified as the second stage of adoption.
In the next stage, the enterprise allocates applications of e-commerce such as EDI (Electronic
Data Interchange). Consequently the enterprises
can exchange by electronic means their papers
and credentials; they also have the possibility
to provide alternatives to credit card methods
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106
METHODOLOGY
Qualitative and quantitative content characteristics
are identified in the retrieved Websites that are
further ranked according to content characteristics/criteria using the multicriteria method of
PROMETHEE II. Finally, the retrieved Websites
are classified in groups, aiming to identify the
optimum group of Websites concerning total and
collaborative criteria achieved. The methodology
approach concerns the retrieval of the relative
Websites in the Internet using a hypertextual
search engine with the aim of key words and their
combinations.
Initially, the collected Websites are evaluated
as to their qualitative characteristics in order to
examine the type of common characteristics that
is found in the Websites. There are various material Website features introduced in the retrieved
Websites, aiming to promote the rural production
and the enterprise involved. These features are
grouped and are further attributed to variables X1
to Xn that describe a group of common Website
features or characteristics.
Table 1. Description of the criteria studied for a Website and attributed variable
Variable
X1
X2
X3
X4
X5
X6
X7
X8
X9
X10
X11
Code Access (Website areas where access is allowed only for members through codes or passwords)
X12
X13
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108
bad according to the rest of the criteria (Koutroumanidis et.al., 2004). Even so, this is not the
objective of this project where the objective is the
total evaluation of the Websites.
The AHP method is another recognized and
generally applied method (Koutroumanidis, et.al.,
2004) although, according to Alphonce (1997), the
ability of the AHP to analyze different decision
factors without the need for a common numerate, other than the decision makers assessments,
makes it one of the favorable multicriteria decision support tools when dealing with complex
socioeconomic problems in developing countries.
The PROMETHEE II method uses six types
of general criteria with the corresponding criteria
functions, in order to determine the superiority
(outranking) between two alternative solutions. In
our case, the aim was to determine the superiority
of one Website over another. The general level test
criterion was selected for this project, corresponding to a criterion function, which has an interval
region for the determination of superiority (Brans
and Vinke 1985; Roy 1991).
The n collected Websites were examined in
pairs as alternative solutions (ki, kj) with i=1,2,
n and j=1,2n as to their supremacy,
i.e. which of the two Websites excelled based on
the criteria used. The function H(d), which was
used to express superiority, was the following:
P (vi, vj), outranking of Website vi, if d 0
H (d) = { (1) P (vj, vi), outranking of Website vj,
if d< 0
where P(vi, vj), P(vj, vi) are the functions of preference, and d is the difference between the values
of each pair of Websites (vi, vj), for the criterion
under evaluation.
When we examined which of the two Websites
(vi, vj) is superior, the superiority function H(d)
was applied according to the value d (positive or
negative) for each criterion. In this paper, we used
the variables X1,.., Xn, which are the criteria
109
described in Table 1. The variables are unambiguous and are marked with 0 and 1. For this reason,
the function used is of linear form =1.
The multicriteria indicator of preference (vi,
vj) which is a weighted mean of the preference
functions P(vi, vj) with weights wi (for each criterion we have one weight) defined by the researcher,
express the superiority of Website vi against
Website vj after all the criteria have been tested.
The values of (vi, vj) are calculated using the
following equation (Brans et al 1987):
k
(vi , v j ) =
t (vi , v j )
W
t =1
(2)
t =1
(v , v )
v j A
(3)
110
(v , v )
v j A
(4)
(5)
It is used for the comparison between the Websites in order to obtain the ranking, as each Website
with a higher net flow is considered superior in
ranking. Moreover, the total flows allow a further
grouping of the cases using also the variable T.
Finally, the variable T, representing the sum
T of achieved criteria for each Website and the
total net flow for each Website is used for the
classification of the Websites in groups.
In the optimum Group are classified Websites
that achieve the higher value of T, as representing
the number of criteria t achieved and the higher
total flows . It is evident that these Websites
present a very high superiority against the rest
of the cases. This is identified to be the optimum
group compared to all the other Websites concerning the existed criteria/ content Website features.
Further, each group is also discussed in terms of
collaborative criteria.
COLLABORATIVE WEBSITES
OF TIMBER SMES IN GREECE
As it concerns the timber SMEs in Greece, various
enterprises, have a Website, with enhanced collaborative character. Recent research has revealed
that Websites concerning forest products in Greece
are still in the simple internet presence stage, a
low e-commerce adoption stage, in a percentage
of 34% (Andreopoulou et al., 2005). Within the
same research, it is identified that 26% of these
Websites are classified in the second stage of
interaction. Further, 20% of the sites are classified in the third stage of transaction and, finally,
only 20% of the retrieved Websites are classified
in the final stage of transformation. Typology of
111
Table 2. Achievement of criteria/characteristics of the Websites (X9 to X13, shown in bold represent the
collaborative criteria)
URL
X1
X2
X3
X4
X5
X6
X7
X8
X9
X10
X11
X12
X13
Timbertrager.gr
Xylemporia.gr
Vernikoslines.com
Alfawood.gr
Guhellas.gr
Stassinopoulos-timber.gr
Arbortimber.gr
Fouras-messalas.gr
Akritas.gr
Courva,gr
Mourikis.gr
Parke.gr
Shelman.gr
Xylotomi.gr
Giotas.gr
Topmaterial.gr
Al-co.gr
Xilodome.gr
Karabela.gr
Darmak.gr
Kollimenos.gr
Abex.gr
Kabawood.gr
12
Tsoukas-xyleia.gr
Peristeropoulos.gr
Tompoulidis.gr
Gkanis.gr
Eltop.gr
12
Papaderos.gr
Gilas.gr
Nousiasbros.gr
Elaton.gr
Progresscom.gr
Timberwood.gr
Wands.gr
12
Allwood.gr
10
Elvex.gr
Ntex.gr
112
Table 2. continued
URL
X1
X2
X3
X4
X5
X6
X7
X8
X9
X10
X11
X12
X13
Hithellas.gr
11
Xilia.gr
10
Gla.gr
Eco-bros.gr
Xylon.gr
Kastritsis.gr
as they allow the Web customer to easily communicate with the enterprise either online or
physically.
Information on transaction fulfillment and
policy of the enterprise are found in 79,5% of the
Websites. Locality in distribution centers, delivery
policy, order fulfillment and payment policy are
decisive factors for Web customers.
The collaborative character of the Websites
is enhanced with on line ordering forms and on
line confirmation (50%), even succeeded via
traditional ways of payment, on delivery, in the
bank, etc However, only in the 18.2% of the cases
the economic transaction can be fulfilled with on
line payment using e-banking features.
The useful links Website feature sometimes
refer to other relative companies, firms, organizations, carriers, etc is found in 43.2%), an appealing
Website feature for marketing research. Links
included in the Website concerning relative issues, such as the local area information, carriers,
the species of production are found in 34.1%, and
is appealing for the Web customer because they
strengthen the informational role of the Website
apart from the promotional.
Areas where access is allowed only for members through codes and passwords (code access)
is identified in 15.9% of the cases and allow
Web customers to access significant options, information and privileges, such as special offers,
e-ordering, bonus, etc. In 29.5% of the Websites
there is the possibility for personalization of the
Website, a process where information is collected
for regular Website visitors that buy from that
Website and they enjoy special treatment, additional information beyond their interests, etc,
based on their prior data analysis.
Yet, another interesting collaborative feature
found in timber sales Websites is on line communities such as forums, news groups and chat rooms,
which appear in 22.7% of the cases, allowing the
enhanced collaborative character of the Website, as
Web users are used in the new internet traditions.
Third person advertisement is found in 20.5%
of the cases, where banners, pop-ups and frame
advertisement challenge visitors to furthermore
purchase different products and services or to
become members in advertisement lists, to receive
information on emails, text messages, to win free
gifts, to participate in raffles, etc.
However, the less frequent Website feature that
of current price-lists for the products or services
of the enterprise, with 11.4%, although price-lists
are useful for the Web customer, aiming to perform
a market research, based on both rural products
characteristics and prices. It is identified that the
majority of the studied Websites (40.9%) achieve
3 to 4 criteria. These enterprises are really in a
primal stage of e-commerce adoption, the stage
of presence that ensures that the Website is accessible by Web users to only visit and interact
with the interface in order to gain information.
Additionally, 34% of the Website cases achieve
5, 6 and 7 criteria and they present an enhanced
collaborative character.
Finally, the optimum group derived from total
ranking of the timber enterprises Websites using
the multicriteria analysis PROMETHEE II is pre-
113
URL of
enterprise
Wands.gr
T sum of
Achieved
criteria
12
(total net
flows)
13,24226409
Kabawood.gr
12
13,20479883
Eltop.gr
12
12,94066679
Hithellas.gr
11
11,551761
Allwood.gr
10
9,144272127
Xilia.gr
10
9,104408761
114
115
CONCLUSION
REFERENCES
Alphonce, C. B. (1997). Application of the analytic hierarchy process in agriculture in developing countries. Agricultural Systems, 53, 97112.
doi:10.1016/S0308-521X(96)00035-2
116
117
118
ADDITIONAL READING
Doumpos, M., & Zopounidis, C. (2002). Multicriteria Decision Aid Classification Methods.
Dordrecht: Kluwer Academic Publishers.
Kalogeras, N., Baourakis, G., Zopounidis, C.,
& VanDijk, G. (2005). Evaluating the financial
performance of agri-food firms: a multicriteria decision-aid approach. Journal of Food
Engineering, 70(3), 365371. doi:10.1016/j.
jfoodeng.2004.01.039
Pomerol, J.C & Barba-Romero, S. (2000). Multicriterion decision in management: Principles
and Practice. Operational Research. Management
Science. Kluwers International series.
119
120
Chapter 9
ABSTRACT
This chapter investigates the resistance by institutional actors in ambiguous supply chain environments
for online grocery provision. Recent studies have shown that significant shifts in urban geographies are
increasing consumers expectations of online retail provision. However, at the same time there is also
growing evidence that the collaborative practice in online grocery provision within the urban supply
chains is resisted. That these trends are found despite growing demand of online provision highlights
both the difficulty of bringing geographically dispersed supply partners together and the problems associated with operating within and across ambiguous environments. Drawing upon twenty-nine in-depth
interviews with a range of institutional actors, including retail, logistics, and urban planning experts
within an urban metropolis in an emerging market, we detail the different ways that collaboration is
resisted in online retail provision. Several different patterns of resistance were identified in (non-) collaboration notably, ideological, functional, regulatory and spatial.
INTRODUCTION
There is no doubt that institutions are becoming
more and more collaborative in nature. Col-
DOI: 10.4018/978-1-60960-581-0.ch009
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
121
122
LITERATURE REVIEW
Supply chain collaboration has been accredited to
several business performance enhancing dimensions for example, lowering risk, time reduction
and quality increment, dependability and global
sourcing (Mentzer et al, 2001). Collaboration is
costly however; firms must commit resources to
redesign internal organizational and technical
resource processes to advance and deepen this collaborative practice. From an operations perspective, particularly in multi-unit distributed firms,
123
124
(Hsiao, 2003). In this new demanding and competitive setting, this will require management commitment to collaboration from all trading partners
and underpinned by openness to innovation and
trust, as suggested in the supply chain literature
(Lewis and Talalayevsky, 1997).
Significantly, in an emerging market where
foreign retail competition is less developed (i.e.
Carrefour and lately Tesco are an exception, while
Wal-Mart has not entered the Turkish market yet)
retailers may find an innovation acceptable in
principle but may decide not to adopt it at that
point in time. Resistance to web-collaboration
thus can occur at various levels, including (i) responsibility sharing, (ii) management execution,
(iii) performance measurement, (iv) planning,
(v) inventory policy, (vi) pricing, (vii) service
level, and (viii) IT standardization. In many cases
the decision to collaborate (or not) is not final,
and thus the situation is similar to Greenleaf and
Lehmanns (1995) delay, as a form of resistance. In parallel, the technology literature bears
directly on the issue, as Ram and Sheth (1989)
has suggested. Here, resistance is a response
based on a conscious choice (Szmigin & Foxall,
1998), defined by Ram and Sheth (1989, p.6) as
the resistance offered by [individuals] to
an innovation, either because it poses potential
changes from a satisfactory status-quo or because
it conflicts with their belief structure.
A much debated aspect regarding online supply
chain collaboration for online grocers relates to
questions of access in any given territory (i.e. how
many online retailers deliver in a given place?) and
also who is ultimately responsible for the order?
Attention is given to those questions precisely
because of the characteristics of groceries (i.e.
refrigeration, established brand preference, tactile
/ visual / odorous characteristics) and non-food
items sold in supermarkets that require regular restocking. From this operational level, a unique set
of resistance patterns are visible amongst supply
chain partners. These include the consideration of
(i) the usage of new technological tools such as
RFID and global positioning system (GPS) tracking, (ii) regular outsourcing of the delivery function, and (iii) possible association and partnership
collaboration strategies to widen accessibility and
stock keeping units (SKU) choices. At this level,
disparities among supply chain partners must not
to be under-estimated. This is neatly captured by
the President of the Turkish Logistics Association
who stated that IT infrastructures in the domestic
logistics firms were not strong. Usage of ERP,
key performance indicators (KPIs) and advanced
technologies in SCM programmes were nearly
non-existent. Essential operation programmes
like storage management, transport management
and barcode systems were not used by most of the
firms. Firms had to invest in upgrading technologies for all of their operations. Yet, investment
requires market confidence, visibility and often
alliances (Yldztekin, 2005).
Another important dimension of collaborative practice is the rhetoric which accommodates
and constructs collaboration amongst partners.
This is most visible in the rhetorical expressions
between partners; for example yours and not
ours and it is the local regulation, you may
not do this here, it is your role that illustrate
this boundary setting and spanning role (Pile and
Keith, 1997). Rhetorical strategies are therefore
used by individual partners to define and reinforce
institutional boundaries what Wainwright (2007)
called the entanglements of power. Rhetoric is
also important for confidence inducing cues, particularly in nascent market institutional settings,
where there is a high degree of uncertainty and
ambiguity and where the act collaborating may
induce confidence from being there with others,
together. For the three actors retailers, logistic
firms and urban planners institutional supporting
cues (i.e. voice within consortia, associations),
leadership signals from press releases and media
buzz surrounding news stories of market driving
innovation resulting from collaboration are important. At the same time it is nonetheless easy to
overlook the fact that economic possibilities and
rewards can stretch visions, resources and capabilities to a point where individual interests may
resist collaborative practice. As Scherer (1980)
explains, firms may compete for jurisdictional
control by constructing barriers for entry and
forging monopolistic and oligopolistic advantage
in a particular technology or geographical market.
In the management literature, resistance is characterized by Collinson (1994, p49) as a behavior
that challenges, disrupts or inverts prevailing
assumptions, discourses and power relations.
Studies tend to portray resistance as a disrupting
force whereby many potential trading partners
are seen as non-participative, which, in turn,
undermines, erodes, impedes the collaborative
practice for driving a market agenda (Knights and
McCabe, 2000; Fleming, 2005). Yet, frequently
the most challenging aspect of resistance acts is
the way that it can remain indirect, underground,
underlying the strategic partner planning process
of the firms (Prasad and Prasad, 2000). In this,
resistance can remain covert and hard to untangle
from the everyday institutional work of supply
chain partners. Developing this conceptual connection, Haynes and Prakash (1991, p3) point
out that resistance is bound up with domination
and all those behaviors and cultural practices by
subordinates groups that contest hegemonic social
formation, that threaten to unravel the strategies
of domination.
Yet another important dimension of collaboration is that the operational models are often built
on the outsourced business approach in effect
outsourcing logistics and delivery operations.
From this perspective, the work by Oreg (2003,
2006) is insightful in that it identifies six drivers of resistance that may affect collaborative
practice (i) reluctance to lose control, when the
control is lost by changes imposed rather than
being self-initiated; (ii) cognitive rigidity where
trait of dogmatism affects individuals approach
to change; (iii) lack of psychological resilience
which is the thought of change entailing a loss
of face by admitting that past practices were
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126
127
METHODOLOGY
The purpose of this chapter was to gather nuanced,
institutional embedded insights, into the ways that
actors resist collaboration between different supply chain partners. These insights were gathered
from eliciting and triangulating the opinions of
twenty nine experts (i.e. over 10 years in average
of experience), including online retailers (n=15),
logistic firms (n=7) and urban planners (n=7) in
Istanbul (see the respondent profile in Table 1).
Respondents were asked, through a 60 to 120
minutes semi-structured phone interview, their
perceptions and understanding on the possible
resistance patterns, forms and drivers faced when
trying to develop online grocery provision through
supply chain collaboration practice.
128
Title
Manager
Age
Range
Sector
Establishment
year
35-40
Retail
1992
Dupont
25-30
Retail
1992
Omsan Logistics
Specialist
25-30
Logistics
1978
Omsan Logistics
Specialist
25-30
Logistics
1978
Philip Morris
Analyst
30-35
Retail
1991
Manager
30-35
Retail
1978
Borusan Logistics
Manager
40-45
Logistics
1973
Unilever
Logistics Manager
30-35
Retail
1953
Horoz Logistics
30-35
Logistics
1942
Johnson&Johnson
35-40
Retail
Bahivan Gda
Logistics Manager
40-45
Retail
1956
Dzey Pazarlama
30-35
Logistics
1975
Ekol Lojistik
Warehousing-Contract Logistics
25-30
Logistics
1990
30-35
Retail
1993
Coca Cola
25-30
Retail
1964
30-35
Retail
1978
Danone
Sales Specialist
30-35
Retail
1997
Nestle
30-35
Retail
1927
Retail
1945
Retail
1980
Retail
1924
Sales Coordinator
40-45
35-40
Logistics Specialist
30-35
TNT
Internal
30-35
Logistics
2000
Bayrampaa Municipality
45-50
Urban Planning
Vektr
Urban planner
40-45
Urban Planning
2005
Bayrampaa Megacenter
40-45
Urban Planning
1984
50-55
Urban Planning
1984
Mukhtar
Mukhtar
40-45
Urban Planning
Urban planner
40-45
Urban Planning
Urban planner
35-40
Urban Planning
the theoretical background with a focus on flexibility and context. Variance among respondents,
evolution and dependence on one another was
sought. Constant themes, idiosyncratic situations
and linkages between issues were made explicit.
The findings presented here remain exploratory.
129
130
Figure 1. Istanbuls population density (2007) (Source: own, adapted from census data and primary
data collection)
FINDINGS
This section of the chapter outlines the different
ways in which retail firms react and resist deepening collaboration practices. Our findings point
to resistance patterns including: i) ideological
resistance; ii) functional resistance; iii) regulatory resistance; and iv) spatial resistance. Initially
emphasis was placed upon defining the perceived
future collaboration opportunities for traditional
online grocery and premium sourcing logistic in
131
132
Ideological Resistance
At the outset a set of barriers regarding roles
and who ought to be the actors of changes in
collaborative patterns were underlined. Firstly a
gentrified approach to sectoral policy importance
was presented. A fixed, traditional hierarchy was
dominating the environment making transparent and open minded collaboration difficult. In
particular, the online retailers were perceived to
have most of the control and power. While, they
were generally perceived to be only connected
with and collaborating within their specific supply chain network (i.e. approved partners), as an
addition online retailers were also described by
our logistics firms and urban planners to operate
in a variety of different (i.e. disjointed) ways
offering sometimes contradictory collaborative
practices. For instance, a range of responses to
online logistic issues was described as ranging
from active technological adoption, acquiescence,
resignation and outright rejection of change.
Hence, logistics firms were considered only
as third party collaborators, while urban planners
Functional Resistance
Another important aspect of resistance to collaboration identified was functional. First, the
importance of the online channel was seen as a
Cinderella; that is, having limited recognition
within the overall collaborative retail network.
Increasingly, due to a lack of market visibility,
where availability and affordability were no longer the fundamental growth drivers, functional
resistance to invest further in the online channel
was identified by all our respondents. Secondly,
the recent dramatic changes experienced in logistic through technological applications were
not acknowledged to be consistent, homogenous
and widespread among the trading partners. These
were described as delaying the value added potential of collaboration in the logistics functions.
Thirdly, a lack of trust among the trading partners
in the reporting and recording of the day to day
activities (i.e. collaborative processes) appeared
to undermine potential new services and encourage resistance and to maintain the current status
quo. The business model of some firms, involving
non-official reporting of activities and the thriving black economy were described as skewing
the competition, artificially driving price down
133
134
Regulatory Resistance
The market rules were felt to generate considerable uncertainty in partnering at both micro
and macro levels. The micro and macro market
rules were contentious market issues. This was
particularly pertinent with micro issues such as
alcohol sales online (and associated proof of
age declaration), mixing of food and non-food
products in vans (i.e. insurance issues), returns
of unwanted/spoiled items, and payment issues.
At macro level, concerns such as foreign trade
regulations, European Union integration, transport
logistic standards and taxation were mentioned.
Here, the various actors were attempting to
initiate institutional change via the expression
of discontent. A general lack of understanding
of the macro-level regulatory environment was
perceived to lead to fear of collaboration. A lack
of a strong lobbying consortium representing the
various stakeholders was mentioned as crucially
missing. It was apparent that there was a willingness to influence regulatory decision-makers to
change policies. Strong personal linkages with
the city planning and related departments were
mentioned to be more influential than a collaborative approach. In another area, holding key
information policy setting events on collaborative practices were mentioned as limited. In fact,
many respondents were frustrated in their dealing
with the city representatives and other trading
partners in what they saw as a lack of willingness
to engage in fundamental discussion and commit
to action. Furthermore, because of the various
financial crisis suffered by Turkey over the last
Figure 3. Istanbul main supermarket retailer locations and 15-minutes coverage areas of Migros
e-sourcing stores (Source: own, adapted from
census data and primary data collection)
Spatial Resistance
The three previous types of resistance to collaboration were tempered by reluctance and caution
regarding possible effect of the spatial geographies
of Istanbul in the minds of our respondents. As
seen in Figure 3, for Migros the biggest online
grocer, most of its sourcing stores seem to be
outside the densely populated districts. The old
city centre geographies were not perceived to be
conducive to modern collaborative logistic operations. The interviewees conveyed a sense that
the collaborative challenges have become how
to do more within the given situation. Spatial
resistance was linked to the lack of collaboration
and coordination between the various actors. The
usage of vehicles, the links to traffic and wider
systems were at stake. The local micro situations
impacting the need for novel retailer logistics
solutions were perceived to have become core to
future business models. Not to create a series of
parallel systems, what was required according to
the respondents, was an integrative framework
and a joined up approach to give voice and allow both passive and active engagement. Added
to this, an approach that binds together our three
135
main trading partners processes, power and decisions was perceived as a pressing issue.
Furthermore, as the city develops, areas of
exclusion were described as appearing between
distinct geographical areas (e.g. squatter neighborhoods, new social housing towers, empty no-man
lands, large road interchange, industrial zones)
but also within the newly developed cits as they
have a range of accommodations (one room to
duplex apartments, and individual dwellings)
hence household, populating these new spaces.
As a consequence, transitions of population from
one part of the city areas to another were also
mentioned as important for volume creating collaboration. Alternatively, the local or geopolitical
scale was mentioned as a central driver to a lack
of collaboration. Areas adjacent to each other on
a map were often separated in trading partners
minds. In addition, how collaboration towards
better logistics processes were to be applied was
also described as dependent on the socio-political
inclination of local municipalities. However,
certain municipalities were mentioned as progressive, willing to collaborate and transparent, while
others were criticized for rules-prone decisionmaking, myopic and short term focus and reward,
arbitrary change in legislation and unseen bribery
claims and counter-claim practice.
The big retailers control many store brands and
formats but they cannot be organized sometimes in
their internal operation in SCM. These affect collaborative efficiency and planning performance
of logistic providers. For examples the shipment
has to wait in front of the door, or we have to wait
doing nothing also the retailer ought to have sufficient data and incentive to manipulate market
fluctuations and spatial variability. In new areas
there is nearly no retail presence at all, they are
not planning just reacting. These areas are far
and cost more for us. (Logistic firm)
The city and customers needs change so fast,
that in many areas we cannot judge and adapt
136
137
ACKNOWLEDGMENT
This research is supported in part by TUBITAK
(The Scientific and Technological Research
Council of Turkey) under research grant #108 K
345. The authors also acknowledge contributions
of Ipek Kocoglu as research assistant. Part of
this chapter was also presented at the European
Institute of Retailing and Services Studies on
Recent Advances in Retailing and Services Science conference, Istanbul, 2010.
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142
ENDNOTE
1
APPENDIX
SURVEY INSTRUMENT
General Instruments
Ideological
Resistance
What are the main collaboration difficulties faced in the logistics sector when dealing with online channel growth?
Do you think logistics companies exert the necessary effort to reach the professional quality level of service? (Asked to e-retailers)
How did urban planning and restructuring affected retailing in Turkey and especially in Istanbul over the last 10 years?
Sources
Fosfuri and Ronde 2009
Scott, 1985
Oreg, 2003
Manki, 2003
Dholakia, 2000
What is the impact of collaboration when using the online channel to your firm
activities in terms of;
Quality of services
Price
Delivery to final consumer
B2B logistic between supplier and buyer
What type of logistics services do you use and how? (Ask all but logistics companies)
How did urban planning and restructuring affected retailing in Turkey and especially in Istanbul over the last 10 years?
Which are the regulations that need to be implemented but are not put into practice
or that they are wrongly implemented considering the collaboration needs between
retail restructuring, urban needs /infrastructure and logistics improvement?
Regulatory
Resistance
What are the key collaborative issues your firm faces in adapting to online retail
restructuring in Istanbul and Turkey in general?
Big vs. small retailers
Power
Price
Legislations/regulations
Laukkanen, 2008
Van Dam et al., 2008
Russel and Russel, 2006
Manki, 2003
Does urban planning take into account how the retailing is restructured? How is
online retailing collaboration restructuring if at all?
What do you think should be done in terms of logistics restructuring with the purpose of adapting successfully towards better collaboration in SCM?
Which are the regulations that need to be implemented in terms of urban restructuring and planning but that they are not put into practice at all or that they are
wrongly implemented?
Spatial
Resistance
What do you think are the greatest challenges to collaboration that require to be
sorted out in the near future? And why?
Legislation
Control technology
Education
What kind of an affect do you think the 3rd bridge that is planned will have on
urban and retail restructuring of Istanbul?
Do you think the privatization of retailing areas and the increasing domination of
foreign direct investment leads to the loss of many traditional collaborative traits
of Istanbul business culture? Does the replacement of bakkals with chain stores,
bazaars with shopping centers, create a transformation in customer profile? What
do the urban planning centers do regarding this issue?
143
144
Chapter 10
ABSTRACT
In these times of a collaborative Web, consumers actively participate in the creation, elaboration, and
evaluation of new content. Portals like Wikipedia demonstrate how this collaborative and creative behavior can result in valuable outcome. Companies benefit, as well, from this active role of the consumer:
Consumers generate, develop, and evaluate new ideas for products and services in idea competitions.
A challenge of todays idea competitions is that the recent inflationary increase partly results in a
decrease of participation. The purpose of this study is to explore one possible approach to transfer the
positive motivational effect of games to idea competitions. The transfer of playful elements from a game
context to the model of open innovation is what we call game-based open innovation. Based on theoretical insights, analysis of 18 cases and three interviews, this study demonstrates the actual occurrence
of game mechanisms and their effect on the motivation of participants.
INTRODUCTION
A cultural change has happened on the Internet.
The customers switched their behavior from
individuals that only visit websites to users, who
also generate content (Howe, 2008). This paradigm combined with tools such as web-blogs,
DOI: 10.4018/978-1-60960-581-0.ch010
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
IDEA COMPETITION
Idea competitions are one possibility to integrate
customers into early stages of the innovation
process (Walcher, 2007). These competitions,
which are arranged privately or publicly, ask single
persons or groups to hand in contributions for a
special theme within a fixed period of time. The
145
146
MOTIVATION TO PARTICIPATE
One of the biggest challenges in the field of open
innovation is to motivate customers to contribute
and divulge information (West, 2006). If managers wish to successfully shepherd their organizations into a time, where consumers are active and
productive (Firat & Venkatesh, 1995), they must
learn to effectively understand and deal with human motivation. Out of many theories in the field
of work motivation, Herzberg (1966) motivator
hygiene theory and Maslows (1943) need hierachy theory have been the most influential ones
in recent decades. Herzberg distinguishes in his
theory two categories of motivating factors, which
are responsible for human behavior. (1) Motivator
factors: this category enfolds every factor, which
has something to do with the activity itself such
147
148
Modes of Implementation
There are two ways to implement game-based
open innovation: Either one creates a game for
open innovation or one includes game mechanisms
into existing instruments of open innovation. In
this study we will concentrate on the way to realize game-based open innovation with the aid of
game mechanisms.
Since the earliest days of video games, designers try to incentivize people to play their games
instead of others. In the course of this competition
they invented powerful mechanisms that aided
them to create a market that is worth more than
$10 billion dollars as one of the largest existing
entertainment category (Reeves & Leighton, 2009,
p. 18). In literature you can find a few different
definitions for game mechanisms (Hunicke et al.,
2004; Kim, 2009; Salen & Zimmerman, 2004).
Hunicke et al. define them as [] the various actions, behaviors, and control mechanisms afforded
to the player within the game context. Together
with the games content (levels, assets and so on)
the [mechanisms] supports overall game play dynamics (Reeves & Leighton, 2009, p. 243-244).
The bottom line is that games provide players the
possibility to shape their own play experience with
149
Action, Reaction: This component describes the interaction between the participant and the system as well as the
interaction with other participants. In a
game, every action has an outcome, which
demonstrates the participant that he did
something.
Processes: Game Mechanisms are also processes, which are triggered by the system
to make the activity fun and compelling.
Activity: Because we are sure that game
mechanisms can be used much broader
than just in the game context we have chosen the term activity instead of game.
Incentives, motives and behavior: These
ingredients build a connection to the basic model of motivation psychology. If
persons are incentivized by the situation
it triggers their motives and will result in
motivation and certain behavior.
150
Bragable Achievements
Bragable achievements are a way for the participants to share their accomplishment with others.
By sharing those achievements with others, they
try to convey power and influence. A player in
the World of Warcraft would have a bragable
achievement when he finds a unique item that
just a few people possess. One Example for the
bragable achievement game mechanism in functional software would be the game Farm Ville
by Zynga on facebook. In this game, the player has
to cultivate a farm. If he will manage to enlarge
his farm, a little screen pops up. The player is
asked if he would like to show this achievement
to his friends.
Collections
This game mechanism builds on the human urge
to collect. In the real world there are a lot of examples, which fit this mechanism, for example the
collecting of trading cards or stamps. One part of
this mechanism is the power of completing a set
(Kim, 2009). For instance there are plenty armor
sets in WOW which make the player stronger.
Each item would not unfold its whole strength
until the player is wearing the complete set. So
the player will spend a lot of time looking for the
missing pieces.
Feedback
Feedback is every output or information, which is
granted to the player after taking an action. It can
appear as real-time feedback or as feedback over
time (Kim, 2009). Real-time feedback means the
direct response of the system. For example the
player clicks with his mouse on the ground and
the avatar will instantly move to that position.
Feedback over time gives the player the ability
to overview an aggregation of his previous actions. Therewith the player can self-estimate its
own skills. Another kind of feedback is social
feedback. This is given by other players. For example in WOW, a player can give another player
a compliment about his avatar. A good example
for the use of game feedback in real-life is The
fun theory10 project of Volkswagen11. In a subway
station in Stockholm, they try to incentivize people
to use the stairs instead of the escalator by adding
a different acoustic feedback (real-time) to every
stair. The outcome of this was a huge piano and
the amount of people who uses the stairs raised
by 66%.
Exchange
Exchange is a mechanism, which is often described as taking turns. In chess, it is the back
and forth of the player during a game. But it can
also stand for a social interaction as trading or
gifting. Thereby one differs between two kinds
of exchanges, explicit and implicit exchanges.
Explicit exchanges are marked by the character of
reciprocity. If a player trades an item with another
player in World of Warcraft, the other player has
to give him something in exchange. The opposite
applies for implicit exchanges. If it is an implicit
exchange, like gifting, the other player does not
have to give him something back, but social
pressure could induce him to do so. Let us take
eBay12 as an example for the integration of this
mechanism into functional software. If you buy
something on eBay and you evaluate the seller,
then it does not imply that the seller has to leave
you an evaluation as well (Kim, 2009).
Social Bonds
Social bonds are mechanisms to force the feeling
of a belonging to a group of other people. Thereby
the player gets incentivized by the social engagement of the community. To give an example, the
player is a member of a guild, and now he plays
with other people two times a day at a certain
time. In a guild everyone fulfills a specific duty.
If someone is missing, the guild is unable to fin-
151
Character Customization
This mechanism is a way to let the player identify
itself with the virtual avatar and to separate itself
from other players. In World of Warcraft you can
customize your character to fit your personal
preferences. The moment the player starts playing
WOW, he has to choose between ten different races
and nine classes of characters. A good example
out of the functional software world is MySpace13.
On MySpace everyone can design its own profile
pages to get an individual touch and to share what
is important for them with other people.
The examples shown above are illustrating
the applicability of game mechanisms in functional software. These examples14 will help us to
identify game mechanisms in idea competitions
in the next section.
Research Method
As we pointed out earlier that, as far as we know
no one has proposed, as we do here, that video
games could provide a way to bring adequate
incentives and thus more emotional experiences,
higher attention, more creativity and flow into
152
Illustrating Cases
In this case study we analyzed the following idea
competitions:
All competitions except four were initiated
by companies (see Table 1). They were looking
for solutions to certain problems, proposals for
improvement of products or services, a new design
for a product or an innovation under a specific
theme. To find a solution or an idea, the participants of eight idea competitions had an unlimited
Organizer
C1
AppQuest
Dpunkt.Verlag
C2
Nokia
callingallinnovators.com/
C3
Connected Drive
BMW
www.hyve-special.de/bmw/index1.php
C4
Dreamheels
Dreamheels
www.dreamheels.com/
www.enlightened-jewellery-design-competition.com
C5
Enlightened
Swarovski
C6
Ideastorm
Dell
C7
Innocentive
InnoCentive Inc.
C8
Contest 2010
C9
Logo Tournament
Website http://...
www.dpunkt.de/veranstaltungen/appquest2010/
www.ideastorm.com/
www.innocentive.com/
www.ipv6council.de/contest2010/
logotournament.com/
C10
Machs mit
BZgA
C11
My Starbucks Idea
Starbucks
C12
netStar Award
Uni. Duisburg-Essen
C13
OFFIES 2020+
TU Munich
www.save-our-energy.de/
C14
Sapiens
TU Munich
www.sapiens.info/
C15
Smellfighters
Swirl
C16
Daimler AG
C17
Vision 2050
Henkel
C18
Your Rail
Bombardier
www.machsmit.de/
mystarbucksidea.force.com/
www.netstart.de/index.php?id=award
www.smellfighters.com/
www.smart-design-contest.com/
www.henkel.com/
yourail-design.bombardier.com/
Activated Motives
In the last section we identified several game
mechanisms in idea competitions. In a next step,
153
Cases
Appearance
Leaderboard
Badges
C9, C11
activity points
# of comments
# of evaluations
# of ideas
Idea Status
Simulation
Social Feedback
Social Points
Points
Real-time Feedback
Level
C14
Collection
C11
Comments
10
Bulletin Boards
Exchanges
Motive of Power
Motive of Achievement
Motive of Affiliation
Leaderboards
Badges
Social Feedback
Points
Collection
Real-time Feedback Levels
Exchange
Bragable Achievements
Set
Character Customization
Social bonds
Gifts
154
they present a way to compete with other participants. Participants will feel power and might
when they are on top of those boards. In idea
competitions, leaderboards can appear as a list
with a number of users that generated the most
ideas in the challenge. Bragable Achievements
can be the first place on a leaderboard. The participant wants to share and brag about it with
others. In this moment, the participant feels like
he reached an important goal for his reputation.
Not just the army uses badges for excellent attainment, games do this as well. Hence they are
symbols for prestige and reputation. In idea competitions, they can appear as an indicator that
someone produced his first idea or his tenth idea
et cetera. If a participant gets comments (Social
Feedback) to an idea, which points out that the
idea is very good and better than others, the participant would feel like he has outmatched the
others.
Participants with a distinct motive of achievement will love to see each progress they made
in the course of a competition. Therefore the
mechanism of points, is a good instrument. If
the organizers will reward the right actions with
points, they will lead the participants through the
competition without giving them explicit rules.
For instance, points could be given for good
qualitative comments that helped the participants
in improve their ideas. As well as points, a collection can be an indicator for achievements in
a competition. Components of a collection, for
example, could be all ideas a participant submitted
in different categories of an idea competition. As
soon as a participant has submitted an idea in one
category he will be anxious to also create ideas
in the other categories to complete the whole set.
Through real-time feedback, a participant gets the
possibility of learning and improving his abilities
during a competition. Real-time feedback also
provides the chance for implementation of a trial
and error process.
Positive relationships between human beings
are incentives that trigger motives of affiliation.
Exchanges are a main part of social interaction;
consequently they are dedicated to the affiliation motive. In an idea competition an exchange
could be a conversation of two participants in a
chat channel as well as leaving a comment on the
idea of another participant. Maybe it is even possible to divide the created idea into parts to share
them with other participants. The participant, who
decides to split his idea to contribute it partly to
other participants, will do an implicit exchange in
the form of gifting. Social bonds are mechanisms
to force the feeling of the belonging to a group of
other people. A good example of an idea competition would be the possibility in finding friends.
Character customization is a way for participants
to present themselves to the community. In idea
competitions it could happen as profile customization, hereby it has to go further than just adding
a picture to a standard profile. The assignment
of those game mechanisms to motive types is at
this moment based on assumption. An empirical
analysis will follow in further studies, because it
would have gone beyond the scope of this study.
We have noticed that the motive of achievement
was the most activated one with an amount of eight
different game mechanisms. Furthermore eight of
twelve competitions (amount of cases with game
mechanism) possessed more game mechanisms
that triggered the motive of achievement than the
motive of power or affiliation. To point out this
relation we created a graph (Figure 3) that shows
the tendency of idea competitions concerning the
triggered motives.
We will now take a look at one example to
clarify the statements of this graph. Let us take
the competition Style your Smart as an example.
In our research we found two game mechanisms
that triggered the motive of power, four for the
155
156
CONCLUSION
Summary, Results and
Managerial Implications
A cultural change has happened on the Internet.
The customers switched their behavior from individuals that only visit websites, to users, who
generate content (Howe, 2008). In these times of
collaborative web Customers are considered a
valuable source of innovation (Fller 2010, p.
98). Idea competitions are one possible approach
to open up the innovation process. The inflationary
increase of idea competitions results in a need for
incentives that motivates the user to participate.
Accordingly, we identified two different types of
incentives (internal / external) that are responsible
for the motivation of humans. To create motivation
they need to trigger three different motive types
(Motive of power, achievement and affiliation) and
they have to reach a certain level to attract people.
If an organizer will find the right designed combination of internal and external incentives, it
will lead the participants into the state of flow.
157
Characteristics of this condition are for example: concentration, curiosity and enjoyment.
Activities that are pretty good in activating the
feeling of flow in a participant are games. Through
the similarities of games and idea competitions,
we draw a connection to transfer mechanisms
from the game context to an idea competition. The
process of implementing playful elements into the
model of open innovation has been classified as
game-based open innovation. Accordingly, we
have introduced our definition of game mechanisms as follows:
Game mechanisms are the various actions, reactions and processes in an activity, which advance
playfulness. In interaction with the activitycontext, game mechanisms represent incentives,
which trigger motives and drive behavior.
We had a look on their appearance in online
games, functional software and the real life.
Through these consolidated findings we were
able to start our research. With an explorative
case study of 18 cases and three qualitative interviews, we found answers to our three research
questions. We
158
REFERENCES
Drucker, P. F. (1988). The coming of the new organization. Harvard Business Review, 66(1), 4553.
159
Laursen, K., & Salter, S. (2006). Open for innovation: The role of openness in explaining innovation
performance among UK manufacturing firms.
Strategic Management Journal, 27, 131150.
doi:10.1002/smj.507
Hars, A., & Ou, S. (2002). Working for free? Motivation for participating in open-source projects.
International Journal of Electronic Commerce,
6(3), 2539.
160
ADDITIONAL READING
Moon, J. W., & Kim, Y. G. (2000). Extending the
TAM for World-Wide-Web context. Information
& Management, 38, 217230. doi:10.1016/S03787206(00)00061-6
Ward, M. (2007). When work becomes a game.
BBC news. Retrieved December 5, 2009, from
http://news.bbc.co.uk/2/hi/technology/7030234.
stm
attendance that can appear in the actual competition as well as in the following.
Flow: Is a condition in which a person gets
incentivized by the action itself.
Game Mechanisms: Are the various actions,
reactions and processes in an activity, which advance playfulness. In interaction with the activitycontext, game mechanisms represent incentives,
which trigger motives and drive behavior.
Game: [] Is a system, in which players
engage in an artificial conflict, defined by rules,
that results in a quantifiable outcome (Salen &
Zimmerman, 2004, p. 80).
Game-based Open Innovation: Is the integration of playful elements into the model of
open innovation.
Idea Competition: Which are arranged privately or publicly, ask single persons respectively
groups to hand in contributions for a special
theme within a fixed period of time. The assessment of contributions is carried out under certain
assessment-criterias, which were defined by an
assessment-committee (adopted from Reichwald
& Piller, 2009,).
Open Innovation: [] A paradigm that assumes that firms can and should use external ideas
as well as internal ideas, and internal and external
paths, to market, as the firms look to advance
their technology (Chesbrough, 2003, p. xxiv).
ENDNOTES
1
2
5
3
4
Reference: http://www.save-our-energy.de/
Reference: http://www.dpunkt.de/veranstaltungen/appquest2010/
A German publisher for IT- books
Reference: http://www.logotournament.com
Kite-boards: Piece of sport equipment in the
domain of Kite-Surfing
Social points are pretty near to social feedback the difference is that they occur as a
countable amount
161
11
10
12
162
13
14
15
Section 3
Organizational Aspects of
Collaborative Web
OVERVIEW
There are two clear trends visible today. One is the increasing number and reducing duration of business
partnerships forcing organizations to get more interactive, dynamic and agile in order to make the best
of an association. Such partnerships quite often connect competitors as collaborators. The other trend
revolves around individual empowerment churning out of the mass adoption of collaborative tools by
individuals. As a result, we are witnessing a steep increase in the number of bloggers, tweeters, social
networks and virtual communities. Open-source culture and free tools have enabled the freedom of voice.
The possibility of an individuals idea getting sold has increased. At an individual and social level, this
trend is exciting but its ramifications for organizations are severe. The issues of lost productivity and
organizational loyalty are already being felt and documented. The conventional structures and management controls cannot be adequate to hold back this motion which, to an extent, is irresistible. It is
compulsive that they relook their plans, policies and controls to give way to open structure and culture
that accommodates the individual and social behavioral patterns.
Chapter 11 addresses the first trend, wherein Paolo Renna draws attention to the emergence of informal networks formed by clusters as a new but significant feature of contemporary industrial economy.
The chapter investigates the life cycle of business networks in which the partners change dynamically.
A multi-agent architecture is proposed to support a network of enterprises collaborating in co-opetitive
relationship. A simulation environment is proposed that can help business users decide when to enter
into or exit from a partnership.
Chapter 12 by Kathrin Kirchner and Mladen udanov takes a look inside knowledge intensive
companies and questions the influence of collaborative web tools on knowledge management, structure and culture of organizations. Knowledge intensive organizations are characterized by diversity of
knowledge which is distributed across project teams, communities of practice and individuals. With the
help of structured, in-depth interviews of business managers in knowledge intensive companies, the
authors conclude that collaborative web does affect the structure, culture and knowledge management
of an organization. Their findings also suggest that there is a shift in employees loyalties from that of
company to virtual communities. Though the context of this study is based in Serbia, the implications
presented in this chapter are undoubtedly universal.
In Chapter 13, Archana Tyagi pitches the organizational impacts from the psychological perspective.
It is grounded in the fact that organizational identity and individual identities have a reciprocal relation.
Using the concept of Identity, this chapter explores the identity management and identity statuses to
understand the real and virtual identity. It reminds us of the issue of identity crisis and the associated
potential challenges in the real world. The chapter then moves on to discuss about the space extended
by virtual reality for manifestation of an alternate identity. The author suggests that experimenting with
multiple identities teaches us to be more tolerant, flexible, empathetic and social which is an integral part
of the human growth. Hence, understanding the role of collaborative web in the formation of a healthy
identity should be clear sighted with immense potential of self expression and communication leading
to better alignment between individual and organizational identities.
165
Chapter 11
ABSTRACT
The emergence of institutional or informal networks, formed by cluster groups appears to be a major
new feature of the contemporary industrial economy. The focus of this chapter is the development of a
Multi Agent Architecture to support a network of enterprises that collaborate in a co-opetition relationships environment. The research concerns the investigation of a life cycle of the network in which the
partners change dynamically. In particular, the enterprises that participate in the network can exit or
continue to participate, while the enterprises that operate outside the network can evaluate to participate
in the network. A simulation environment is developed to implement and test the proposed Multi Agent
Architecture. The simulation tool allows to evaluate the proposed approach in a co-opetitive network
during the operational activities. The simulation results show that the proposed approach is a very
promising tool to support the plants participation decision.
INTRODUCTION
Nowadays, the costs of cooperation and communication among the enterprises are reduced
drastically, this condition encourages the enterDOI: 10.4018/978-1-60960-581-0.ch011
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
166
The dynamicity of the system- enterprises can evaluate the possibility to enter or
leave with the needed intelligence of software components.
The scalability of the system - enterprises
have different system to integrate and the
environmental condition can be affected
by rapid change.
The naturally distributed environment.
if the generic firm participates in the network, it applies a periodic review of the
advantages / disadvantages obtained by
LITERATURE OVERVIEW
Many authors addressed the problem of evolutionary dynamics of strategic alliances investigating
case study and proposing theoretical framework.
Royer and Simons (2009) investigated the
impact of reputation on alliance creation and the
influence of expectations of partner behaviour on
alliance failure and longevity. An experimental
study with 120 chemical manufacturing project
managers picks up on current perceptions of
reputation of each manager and pre-existing
relationships within the industry in the Asia
Pacific Region. The researchers identified the
formation of over 500 alliances and investigated
the conditional effects of expectation matching
and expectation mismatching on alliance duration. In real life inter-firm alliances, probably
more emphasis is placed on the reputation of the
whole entity (i.e., the corporate reputation). This
however is difficult to model in an experimental
setting. Therefore, they had chosen their approach
as a starting point for understanding the impact of
reputation on alliance formation on an individual
level. However, this research is a first analysis for
further investigation on this issue.
Jiang et al. (2008) presented a theoretical
framework for understanding the evolutionary
dynamics of strategic alliances using an integrated
process model. They analyzed the conceptual
characteristics and antecedents of the stability of
strategic alliances. Their analysis suggested that
in the partner selection stage, complementarity of
partners resources, partner reputation and prior
ties may be key attributes. This perspective has
important implications for managerial practice.
First, firms should choose those organizations with
complementary resources and good reputation as
partners. Further, if they had previous cooperative
experience with a partner in which the alliance
performed well, they could consider collaborating with the same partner again, and by doing so
they could ensure the existence of a reciprocal,
favorable and stable alliance relationship.
Li et al. (2009) modeled and simulated the
evolution of complex adaptive supply networks
(CASNs) based on complex adaptive system and
fitness landscape theory. Then, a case study of the
evolution of the low voltage equipment apparatus
supply network in the emerging Chinese market
has been explored to validate the findings from
the simulation and develop a better understanding of the general principles influencing the
emergence, adaptation and evolution of CASNs
in the real world. Based on the simulation and
the case study, they proposed some propositions
about the factors and principles influencing the
evolutionary complexity of CASNs. The external
environment factors and firm-internal mechanisms
appear to be the dominant forces that shape the
167
gradual evolution of CASNs. Factors in the external environment, such as government regulation,
market demand and market structure appear to
have a long-term impact on the evolution, while
a firms strategies, product structure, technology,
and organization appear to be the internal factors
that exert an immediate influence on the evolution
of CASNs. Among these factors, cost and quality
considerations appear to be the primary forces that
influence the structure complexity, centralization
and formalization of CASNs.
Pathak et al. (2003) introduced a multi-paradigm dynamic system simulator based on discrete
time and discrete event formalism for simulating
a supply chain as a complex adaptive system.
Simulating dynamic supply chain networks
over extended periods using the multi-paradigm
dynamic system simulator allows observing the
emergence of different structures. The simulator
was implemented using a software agent technology, where individual agents represent firms in a
supply chain network. In this paper, the authors
presented an example scenario run on the simulator
and shared the preliminary results. This multiparadigm tool provides a valuable investigation
instrument for real-life supply chain problems.
Pathak et al. (2007) investigated how supply
chains, or supply networks evolve, and adapt over
time. To study this complex phenomenon, they
identified some primary topological structures that
supply networks may form. Then, to investigate
the evolution of such structures, a theory-based
framework was developed that combines aspects
of complex adaptive systems theory, industrial
growth theory, network theory, market structure
and game theory. This framework specifies categories of rules that may evoke different behaviors in the two fundamental components of any
adaptive supply networks. The framework was
implemented as a multi-paradigm simulation
utilizing software agents and it joins discrete-time
with discrete-event simulation formalisms. This
methodology allows the spontaneous generation
of network structures so that it is possible to ex-
168
the most part of the researcher have proposed frameworks to build and manage coopetition networks. These studies analyzed
the requisites to form a network and the
motivation to obtain a long-term collaboration among enterprises.
some authors addressed the problem of decision to participate in a network. In this
case only the enter option is considered.
the option of an enterprise to enter or leave
a network was not investigated using the
information of the cooperation protocol
among the partners during the operative
activities of the network.
Moreover, a simulation environment is developed in order to test the proposed approach and
to evaluate their real added values.
169
170
Participate or leave a network; the PA using the information and the model of the
DSA decides if participate in a network or
leave a network.
Capacity offer state; if the plant is in under-loaded situation it can offer capacity to
AGENTS INTERACTIONS
The coordination approach of the electronic network used in this research is a negotiation model,
first proposed in Renna et al. (2010), and here
briefly described.
The negotiation process is characterized by the
following constraints (Negotiation constraints):
Wait: the agent is in its initial state of waiting for a proposal (from RCA);
Evaluates proposal: the COA evaluates
the proposal of the RCA in terms of required capacity and offered price. At the
first round the COA communicates the
amount of capacity it is willing to offer
(the minimum value between the one requested by the RCA and its own unused capacity). Subsequently, the COA communicates to the RCA if it accepts or refuses the
proposed price to exchange the promise
amount of capacity. Then the COA evaluates the proposal of the RCA by a threshold
function given by (1):
r 1
k
val jk ,r = price kj (price kj cos t jk )
M ij
r
max
(1)
(2)
171
k ,r
valik ,r val j
(3)
172
Updates threshold level: if the COA refuses the price submitted by the RCA, it updates the threshold level for the next round
of negotiation (increases the value of r in
expression (1)); if the algorithm reached
the last round, the COA simply quits the
negotiation.
Updates capacity: if the negotiation
reaches an agreement, the COA updates the
r r
k
= priceik (priceik cos tik ) max
M ij
r
max
k ,r
vali
(4)
Wait: the MA is in its initial state of waiting for a proposal (from the RCA).
Computes raking list: the MA computes
a ranking list among all the plants that
requested capacity. The way it does it depends on several variables; in this research,
the ranking is done favoring first plants
with high need of capacity, allowing them
to better satisfy the customers requests.
Transmits proposal: the MA transmits the
proposal computed by RCA, at the ranking
list of COAs.
Wait: the MA is in state of waiting for the
counter-proposal by all the COAs.
Transmits counter-proposal: the MA
transmits the counter-proposal of the COA
to the RCA.
173
have to be described: if the plant participates in the network or the plant operates
alone. If the plant operates alone, it evaluates if the participation in the network can
improve the performance. The information
used by the generic i-th plant is: unsatisfied customer demand (UDi) and the variability of the demand (VDi). The plant can
gain benefit from the network, if the customer demand has high variability and the
unsatisfied customer demand is limited.
This condition means that the plant i-th is
characterized by some peak of demand,
but no increasing trend of customer demand (in this last situation, the plant needs
to invest in capacity). Moreover, the high
variability of customer demand causes that
in some periods, the plant have excess of
174
Wait: the MA is in the initial state of waiting for a proposal to enter/leave from a
plant.
SIMULATION ENVIRONMENT
A distributed simulation environment has been
developed based on the proposed Multi Agent
Architecture to simulate the electronic co-opetitive
network. It consists of a simulation environment,
developed by using Java development kit package, able to test the functionality of the proposed
approaches and to understand the related advan-
175
Values
C pk
100
pricepk
cos t pk
6.4
176
Parameter
Threshold
Value
UDi
ThUDi
10% of C p
VDi
5% of C p
exchprofi
Distribution
Characteristics
No.1
UNIFORM [90-110]
Low variability
No. 2
UNIFORM [50-150]
High variability
UNIFORM [50-150]
Three plants have fluctuation of +/-10% over three periods and three plants have high variability
No. 3
No. 4
50% of plants with high variability and 50% with low variability
TUD * =
TUD
number of periods number of plants average demand
(5)
The index reported in expression (5) proposed
a value that does not depend on the condition of
the network (number of periods, customer demand
and plants involved).
SIMULATION RESULTS
The simulations have been conducted defining
four cases:
1. (case 1) when simulation starts, all the plants
participate in the network;
2. (case 2) when simulation starts, all the plants
dont participate in the network;
3. (case 3) the plants collaborate in the network
with no possibility to exit (this is used as the
best benchmark);
4. (case 4) in the last case, the plants cant collaborate (this is used as a worst benchmark).
As the reader can notice, (see table 4) the
participation in the network leads to low benefit
for the plants because the increment of the profit
is very low. The main benefit is for the customer
that can reduce the total unsatisfied demand
(TUD) significantly. It has been considered that
the average TUD for unit of period and unit of
plant related to the average customer demand is
very low.
Therefore, from the analysis of the plants
decision during the activities of the network the
following issues can be drawn:
177
Case 2
Case 3
Case 4
TP
68323.2 (+1.50%)
67312 (0%)
68520 (+1.79%)
67312
TUD
459 (-57.93%)
1091 (0%)
336 (-69.20%)
1091
TUD*
1.06%
2.53%
0.78%
2.53%
TUC
498 (-55.93%)
1130 (0%)
375 (-66.81%)
1130
PI Plant 1
72/72
0/72
72/72
0/72
PI Plant 2
45/72
0/72
72/72
0/72
PI Plant 3
72/72
0/72
72/72
0/72
PI Plant 4
54/72
0/72
72/72
0/72
PI Plant 5
36/72
0/72
72/72
0/72
PI Plant 6
72/72
0/72
72/72
0/72
PI of the Network
58.5/72
0/72
72/72
0/72
Case 1
Case 2
Case 3
Case 4
TP
66120 (+9.47%)
65324.8 (+8.15%)
66120 (+9.47%)
60401.6
TUD
1891 (-65.40%)
2388 (-56.30%)
1891 (-65.40%)
5465
TUD*
4.38%
5.53%
4.38%
12.65%
TUC
1875
2372
1875
5449
Profit 1
11202.4
11026.4
11202.4
10158.4
Profit 2
11042.4
10917.6
11042.4
9968
Profit 3
10369.6
10256
10369.6
9600
Profit 4
11630.4
11512
11630.4
10432
Profit 5
11468.8
11371.2
11468.8
10378
Profit 6
10406.4
10241.6
10406.4
9865.6
PI of the network
72/72
63/72
72/72
0/72
These results confirm that the proposed approach is suitable when the markets environment
is quite stable, because in this case the network can
provide limited benefits to the partners. In fact,
in this context the plants (case 2) dont decide to
participate in the network.
178
The second experimental class has been conducted with all the markets in which the plants
operate with high variability.
From the simulation results reported in table
5 the following issues can be drawn:
Tp=3
Tp=6
Tp=9
Tp=12
TP
66179.2
66632
66750.4
66844.8
TUD
2090
1807
1733
1674
TUD*
4.84%
4.18%
4.02%
3.88%
TUC
1838
1555
1481
1422
PI plant 1
27/72
72/72
72/72
72/72
PI plant 2
66/72
72/72
72/72
72/72
PI plant 3
21/72
6/72
72/72
72/72
PI plant 4
72/72
72/72
72/72
72/72
PI plant 5
15/72
72/72
45/72
72/72
PI plant 6
66/72
72/72
72/72
72/72
PI of the Network
44.5/72
61/72
67.5/72
72/72
This case can be viewed as the opposite situation of the experimental case 1.
The third experimental class has been conducted with three plants characterized by a stable
market (plants 1, 3 and 5) and three plants with
high volatility market (plants 2, 4 and 6). Moreover, an analysis of the Tp it has been conducted
by changing the number of periods between the
plants decision.
The simulation results show how the Tp parameter determines the decision of the plants (see
Table 6). When the number of periods in which
the parameter to decide is evaluated is high, no
one of the plants leave the network. The reduction of Tp leads to an increase in the number of
the plants that leave the network or the plants
leave earlier during the periods observed. This
is caused by the reduction of the information to
evaluate the decisional parameters; therefore in
a limited number of periods the plants exchange
low capacity and this can caused the decision to
leave the network. As the reader can notice, when
Tp=3 the network was dissolved; after 62 periods
179
Tp=6
Tp=9
Tp=12
TP
64427.2
66070.4
66113.6
66113.6
TUD
2453
1426
1399
1399
TUD*
5.68%
3.3%
3.24%
3.24%
TUC
2933
1906
1879
1879
PI plant 1
24/72
72/72
72/72
72/72
PI plant 2
51/72
72/72
72/72
72/72
PI plant 3
57/72
72/72
72/72
72/72
PI plant 4
3/72
72/72
72/72
72/72
PI plant 5
63/72
72/72
72/72
72/72
PI plant 6
21/72
66/72
72/72
72/72
PI network
36.5/72
71/72
72/72
72/72
Tp=6
Tp=9
Tp=12
TP
64158.4
65524.8
65193
65070.4
TUD
2621
1767
1974
2051
TUD*
6.07%
4.09%
4.57%
4.75%
TUC
3101
2247
2454
2531
PI plant 1
0/72
42/72
36/72
24/72
PI plant 2
42/72
66/72
63/72
60/72
PI plant 3
60/72
66/72
63/72
60/72
PI plant 4
0/72
54/72
18/72
48/72
PI plant 5
63/72
66/72
63/72
60/72
PI plant 6
12/72
54/72
54/72
36/72
PI network
29.5/72
58/72
49.5/72
48/72
180
suggests how to evaluate the real value of coopetitive tools in e-business environment
The decisional methodology proposed is
based on three types of information processed by
the plants: one is the degree of volatility of the
customer demand computed by the variance of
the demand distribution; the second is the level
of customer demand unsatisfied and the last is
the level of exchange with the other plants of the
network. The evaluation of these parameters is
computed by the plants with a periodic review
policy. The simulation environment developed
allows investigating the interaction between the
operational activity of the plants (satisfaction of
customer orders) and the decisional activity about
the participation in the network. Concerning the
specific problem of participation in the network,
the following conclusions can be drawn:
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183
184
Chapter 12
The Influence of
Collaborative Web on
Knowledge Management,
Organizational Structure
and Culture in KnowledgeIntensive Companies
Kathrin Kirchner
Friedrich Schiller University Jena, Germany
Mladen udanov
University of Belgrade, Serbia
ABSTRACT
Knowledge-intensive companies are quickly changing, involving many people working in different activities. Knowledge in such companies is diverse and its proportions immense and steadily growing. The
distribution of knowledge across project teams, communities of practice, and individuals is therefore an
important factor. With collaborative Web, tools like wikis, blogs, or social networks are used for collaboration and knowledge sharing. In this chapter, we question what influence these tools have on knowledge
management, organizational structure, and culture of knowledge-intensive companies. As a result of our
interviews and surveys done in Serbia, we found that with collaborative Web, organizational structure,
culture, and knowledge management change is perceived among employees and that employees loyalty
changes from company orientation toward virtual community orientation.
DOI: 10.4018/978-1-60960-581-0.ch012
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
INTRODUCTION
Knowledge-intensive companies are based on their
capability of making use of intangible, intellectual
resources and assets (Styhre, 2000). Personnel are
the most significant resource of such a company,
whereas capital and equipment can be regarded
as less important (Alvesson, 2000). Competencies
of such organizations can be advanced by the
development of inter-organizational collaboration
(Wikstrm et al., 1994), whereas team organization is important (Blackler, 1995).
Knowledge-intensive organizations have
problems identifying the content, location and
use of their knowledge (Rus &, 2002). For example, in knowledge-intensive business, software
development is a group activity, whereas groups
are divided geographically. They have to communicate, collaborate and coordinate in their
group but also with software developers of other
groups or even of other companies. Collaboration
tools for knowledge management could help to
share knowledge and collaborate in the software
development field.
With Web 2.0 (OReilly, 2005) or Collaborative
Web, companies explore new ways to cultivate
and exploit knowledge sharing with customers,
suppliers and partners (Mentzas et al., 2007). Web
2.0 has totally reinvented the vision of the web as
a participatory space in which every user is invited
to contribute in the context of online interactions.
According McKinsey (2007), companies use tools
like Wikis, Blogs or Social Networks because they
are important for supporting their market position
and for addressing customers demands. These
web 2.0 tools can improve organizational and
individual performance, but they also encounter
several problems. This chapter aims to discuss
the influence of collaborative web on knowledgeintensive companies, especially on knowledge,
organizational structure and culture.
Collaborative Web provides tools for knowledge creation and distribution that until recently
existed only within the boundaries of best organizations. These tools are available to open
communities of interested parties at little or no
cost, radically changing environment in which
organizations do business. Revolution that internet
related technologies had on business and other
aspects of our world has been compared several
times to the printing press (Builder, 1993; Badwen & Robinson, 2000) or, more modestly with
the telegraph (Standage, 1998). Improvements
in the nature of web continued to influence not
only knowledge in the organizations, but also
culture, processes, structure and even the nature
of relationship between an organization and its
employees.
The benefits of collaborative Web for business
have been studied (Aissi et al., 2002; Tredinnick,
2006; Chen et al., 2007) even before the dissemination of Web 2.0 (Cutkosky et al., 1996).
Collaboration, described as sharing of common
business goals by employees, should bring the
organization out of all physical boundaries of
departments, functions and levels of hierarchy
(Malik & Goyal, 2003). In accordance with change
management theory, a first surge of publications
related to emerging concepts describing tangible
benefits on business. As the concept matures, we
believe that the research focus can be widened and
aimed at research of influence that collaborative
web has on other aspects of the organization, such
as knowledge, structure and culture.
Our main aim is to discuss the influence of collaborative Web on knowledge-intensive companies. The main body of organizational knowledge
has resided within the organizational boundaries
since the dawn of the first organization. The development of practical and economical technology to
access vast amount of mainly explicit knowledge
was one of the influence directions internet had
on organizations.
The dissemination of Web 2.0 concepts opened
new qualitative improvements of influence of the
web to the organizations. According to Forrester
185
BACKGROUND
We decided to perform our study in knowledgeintensive companies in Serbia and neighboring
countries. Serbian companies flourished through
the golden age before SFR Yugoslavia was disintegrated (Srensen, 2003), and afterwards had a
steep decline in all economical indicators during
the 1990s. The period of economic recovering
began after 2000. Most of the companies from
Serbia, regardless of size and industry, invested
effort in making up for the loss. However, small and
medium companies were more agile in acquiring
new practices. Among these practices was knowledge management, which is accepted as a way to
excellence, as most successful organizations use
combined organizational and inter-organizational
knowledge to be productive. Because of this in-
186
Influence on Knowledge
Management
After the first phase, in which companies started
knowledge management initiatives with traditional tools like data bases or groupware systems,
now the second phase of knowledge management
has emerged where companies use collaborative
Web tools including wikis, social networks or
blogs.
The use of Web 2.0 tools for knowledge management enable companies to reap large benefits
compared with traditional KM systems. Employees can communicate with other team members
inside their organization or business partners.
Companies can reach much more customers and
get valuable feedback while promoting products
and services. The usage of collaborative web tools
for knowledge management in companies has been
examined in several papers (e.g. in Kirchner et al.,
2008, Shimazu & Koike, 2007, McKinsey, 2007).
Influence on Organizational
Structure
Collaborative Web is, according to prior definition, one aspect of implementation of ICT in
187
188
Research Method
Based on our literature review, in this chapter the
following research theme is being explored: How
are collaborative Web tools like blogs, wikis and
social networks used today in knowledge-intensive
companies? How much do these tools influence
organizational structure, culture and loyalty
of employees? Therefore we used a three-step
approach. First, we started a four week online
discussion on elitesecurity.org, the major technological collaboration tool in Serbia (with more
than 240,000 of registered users), that is used as a
base for collaboration among software developers
and other knowledge-intensive professionals in
Serbia, Croatia, Bosnia Herzegovina, Montenegro
and neighboring countries.
Second, we interviewed two Serbian highgrowth companies in knowledge intensive
industries, namely in software development for
sport betting and web portal development. Third,
we developed a questionnaire, which was published online as well as sent by mail to Serbian
knowledge-intensive companies.
Following this approach, we used collaborative Web that enabled us to conduct discussion
and information exchange while research is in
progress rather then after its completion, which
Pastore (2008) sees as one of the benefits of Web
2.0 driven platforms to scientific community.
INFLUENCE OF COLLABORATIVE
WEB ON ORGANIZATIONAL
STRUCTURE AND CULTURE
Forum discussion was very useful in perceiving general attitude of the community. That was
used as pilot research that guided further, more
conventional scientific approach. Our four weeks
discussion gathered 6233 views and 118 responses.
The main question was whether collaborative
Web concepts that have been described e.g. as
Web 2.0 features like wikis, forums, blogs, social
networking are helping professional communities
to connect more quickly, create sense of professional adherence, create and exchange knowledge,
create informal conducts of acceptable behavior,
socialize and even lead to community resembling
medieval guilds. Next question was whether
organizational structure, culture and knowledge
management change in knowledge-intensive
organizations by such phenomena or otherwise.
One part of the responses was emotionally
colored and aimed at criticism of a need for formal
association some kind of software engineers
guild hall e.g. national software engineers
association. Those responses aimed at possible
bureaucratization and restrictions that such formal association could cause. Although a formal
certification by association already exists e.g. in
Canada, and is recognized by law in six provinces,
community members expressed fear that power
held by such an organization might be misused.
Members involved in discussion expressed doubt
that a formal organization could present cost effective means to select appropriate candidates for
license. That could be caused by corruption that
still plagues Serbian society (Svensson, 2005) and
results in less confidence in formal institutions.
However, system of designation of Information
system professional functions in Canada, and
grants titles to individuals with:
189
190
of interaction outside work. It could be hypothesized that there is relation between successful
application of internal collaborative web and
whole organizational culture of collaboration.
One of the organizational cultural values is,
however, problem for wiki application. Knowledge sharing practices are usually affected by cultural expectations such as what knowledge should
be shared with the organization and what should
be hoarded by individuals (Zheng et al., 2010),
but in the case of Mozzartbet, orientation towards
short-term results is much more significant an
obstacle. Culture here points employees towards
tangible short-term results instead of intangible
long term benefits that are caused by maintaining
wiki. Minor changes and updates in the code are
therefore often not documented on wiki pages, and
that overall decreases the level of confidence. So
we can suggest relation of internal collaborative
network success and culture oriented towards
short-term results. Short term result orientation
is connected to reward systems and performance
measurement systems (Neely et al., 1996). If such
orientation has negative impact on collaboration
systems in the organization, top management
should make effort in shifting the focus using
mentioned factors. Currently, wiki updates are not
connected to the reward system which is defined
by top management. Senior software engineers,
concerned for improving collaborative culture and
knowledge management in the organization often
suggest bonuses for employees that contribute
to the development of collaborative intranet, but
such advice is not always followed, although it is
always given consideration. Also, a large time gap
exists between such advice coming from senior
staff to management and actual reward even if the
advice is accepted. Therefore, junior developers
see no direct connection between collaborative and
knowledge sharing behavior and tangible rewards.
This could be a guideline for implementing collaborative intranet, where motivation and rewards
should not be left to informal means.
191
192
Valid
Missing
Mean
Median
Std. Deviation
How much
do those Web
2.0 concepts
influence
culture
How much do
those Web 2.0
concepts influence
knowledge
management
How much
do those Web
2.0 concepts
influence loyalty
of employees
100
99
100
99
97
94
2.29
2.81
3.01
2.39
3.17
22.77
2.0
3.0
3.0
2.0
3.0
6.0
1.22
1.27
1.32
1.25
1.14
36.26
low
changes
of
knowledge
management
193
Cluster
2:
Community-oriented
Changers
194
Table 2. Regression analysis for total perceived influence and usage of Web 2.0 features
Model
1
Sum of Squares
df
Mean Square
Sig.
Regression
180.956
180.956
4.294
0.041
Residual
3834.936
91
42.142
Total
4015.892
92
195
CONCLUSION
In our research work, we focused on knowledgeintensive companies in Serbia and surrounding
areas. We examined how such companies use
collaborative web tools and how this usage influences knowledge management, organizational
structure and culture. Two clusters of companies
could be found one with starters in the field of
collaborative web, who did not mention changes
in structure and culture of the company. The other
cluster contained community-oriented companies
with cultural changes in their organizations. In
this cluster, the loyalty of employees shifted from
company-oriented to profession-oriented. These
employees use collaborative web tools like blogs
to discuss problems with people outside their
company.
The usage of collaborative web tools for
knowledge management in companies is still at
the beginning in Serbia, although it is often used
in some of the interviewed companies. However
196
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Chapter 13
ABSTRACT
Identity has become one of the single most important issues for human development and adjustment in
todays turbulent times. Virtual world is changing the interface of identification and communication.
Virtual reality has recently emerged as an effective tool to extend a healing space for an alternative
identity. The focus of this chapter is on the challenges faced by the young generation, which is struggling
to understand its identity. The exploration of identity in such virtual environments may be a search for
a unitary construct about the self (Erikson, 1968). In this paper, the concept of identity and identity
crisis and the potential challenges identified in the real and virtual world are discussed at length. In
todays world people are pulled in different directions, thanks to the different kinds of societal demands
from family, friends and society. It becomes difficult to find a uniqueness of ones self and yet able to
fulfill the norms and parameters set up by the society. Respect for diversity of self would go a long way
in allowing people to be uniquely themselves while belonging to a community. Healthy crisis or
exploration can afford people the opportunity to knowledgeably investigate choices in which there is
positive meaning with regard to where they have come from, where they presently exist, and where they
envision their future to be (International Encyclopaedia of the Social Sciences, 2008). An attempt to
explore the identity management and identity statuses has also been made to understand real and
virtual reality. Identity crisis and psychosocial moratoriums linkage (Erikson, 1963) to virtual reality
have also been touched upon. An understanding of organizational identity with the individual identity.
DOI: 10.4018/978-1-60960-581-0.ch013
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
INTRODUCTION
An identity is a set of meanings applied to the self
in a social role or as a member of a social group
that define who one is.(Burke and Tully, 1977)
In the present era, questions regarding one self
areconstantly being asked and challenged. Issues
of personal identity affect how we relate to others. However, identity in the online world is still
poorly understood both by the general public
and scholars. As the internet becomes a central
part of everyday life, these questions continue to
rise in importance (Berman, Joshua and Bruckman
(2001). In the present era questions regarding one
self are constantly being asked and challenged. By
reflexively adjusting ones perception of self in reaction to society, people construct their individual
identity (Boyd, 2001).The constant adjustment
of ones SELF, with the expectations of others
and the societal norms plays an important role in
building up an identity of oneself. The thought
of gaining strength and support from ones own
identity is very crucial, for gaining inner strength.
As Erikson argues, the construction of a single,
unitary identity is achieved throughout the lifetime as individuals explore and then consolidate
changes in how they define themselves (Grotevant
1998, quoted by Calvert 2002: 58). According
to Calvert (2002), identity is often characterized
in terms of ones interpersonal characteristics,
such as self-definition or personality traits, the
roles and relationships one takes on in various
interactions, and ones personal values or moral
beliefs. In psychology, identity is understood as a
continual experience of the individual self; of that
persons uniqueness and authenticity, as well as
the identification with life roles and the experience
of belonging to bigger or smaller social groups
(Vybiral et al, 2004).
Identity plays an inherent role in defining our
social interactions. In face-to-face communication,
many physical cues exist with which we convey
our identity and our intentions. These physical
203
LITERATURE REVIEW
Virtual Reality (VR) and its relation to understanding and resolving social sciences issues have been
increasing day by day. As Biocca and Delaney
(1995) noted, VR is a medium for the extension
of body and mind (p.58).Given the ability to
recreate both real and fantasy environments and
the multitude of sensory experiences within each,
VR presents the opportunity to explore many
social and psychological phenomena both those
that occur in the physical world as well as novel
experiences unique to VR (Fox, J et al, 2009).
Social scientists are finding immense potential in
VR not only as a medium of expressing oneself
but also to interact with each other. One variable
of interest is presence (also referred to as telepresence), the users feelings that the mediated
environment is real and that the users sensations
and actions are responsive to the mediated world
as opposed to the real, physical one (Biocca,
204
Main Issues
Identity Formation in
Virtual Environments
205
206
207
208
is taking place (Calvert 2002). If the identity crisis stage is left without a successful resolution,
the young adult may adopt a negative identity
or a condition known as role confusion or the
inability to choose a direction in life beyond one
that is superficial at best. A positive resolution of
the identity crisis results in the person gaining the
virtue of fidelity which is the ability to sustain
loyalties freely pledged in spite of contradictions
in value systems (Erikson, 1964, p. 125). Waterman (1992) used personal expressiveness to
describe ones personal daemon or true self,
based on the classical Greek understanding of
expressiveness, meaning those potentialities of
each person which represent the greatest fulfillment in living of which each is capable (p.58).
Resolving of identity crisis through play method
has been explained by Erikson in his book, Childhood and Society (1950).
In Childhood and Society the psychoanalyst
Erik Erikson writes about a four-year-old girl who
was brought to him because of a bed-wetting problem, and by creating a toy situation, ultimately a
safe place for the young girl, he was able to resolve
the dilemma in the situation. In Eriksons words:
The child indicates clearly that I will not get
anything out of her. To her growing surprise and
relief, however, I do not ask her any questions; I
do not even tell her that I am her friend and she
should trust me. Instead I start to build a simple
block house on the floor. There is a living room; a
kitchen; a bedroom with a little girl in a bed and
a woman standing close by her; a bathroom with
the door open; a garage with a man standing next
to a car. This arrangement suggests, of course, the
regular morning hour when the mother tries to
pick the little girl up on time, while the father
gets ready to leave the house.
Our patient, increasingly fascinated with this
wordless statement of a problem, suddenly goes
into action. She relinquishes her thumb to make
space for a broad and toothy grin. Her face flushes
Psychosocial Moratorium
and Virtual Identity
Ideally the moratorium allows individuals freedom
from the daily expectations for role performance.
Their experimentation with the new roles, values
and belief systems results in a personal conception
of how they can fit into society so as to maximize
their personal strengths and gain positive recognition from the community. Wallace (1999) claims
that experimenting with identities is an integral
part of human development, and considers this
experimentation valuable for personal growth. It
will be safer to say that virtual environments can
provide a space called psychosocial moratorium
that allows letting people take risks and freely
project their creative self. Smahel (2005) has
studied the role of virtual identity in the context
of Marcias (1980) theory, on Czech Adolescents.
Pertinent findings supporting our study has been
obtained:
209
Identity of Organizations
It is crucial to understand and link individual identity with the organizations identity, as one tends to
spend major part of ones life in close alignment
with the organization. Ashforth and Mael (1989)
argued that individuals who identify with employing organization tend to choose activities that are
congruent with organizations identity. Under
this perspective, organizational identification is
a specific form of social identification where the
individuals define themselves in terms of their
membership in a particular organization (Mael
and Ashforth, 1995, p.310). The organizational
literature view trust as resulting from individuals
perception of the characteristics or qualities of
certain groups or systems (Lee, 2004). Perceived
trust plays an important role in organizational
activities and processes such as, improvement of
cooperation behavior, performance evaluation,
goal setting, leadership, team spirit enhancement
(McAllister, 1995; Jones and George 1998; Mayer
et al., 1995), organizational commitment, and job
satisfaction (Huff and Kelley, 2003).
The relationship between individual and organizational identities is regarded as reciprocal,
such that organizational identities can influence
individual behavior, and individual behavior
can influence organizational identity (Pratt &
Foreman, 2000; Huemer et al 2004). Albert and
Whetten (1985), suggested that organization
identity consists of those attributes that members
feel are fundamental to the organization, uniquely
descriptive of it and persisting within it over time.
In other words, organizational identity refers to
what is central, distinctive and enduring in an
210
211
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CONCLUSION
Recent times provide some great examples of
how in business, we never know what is going to
come next. The same thing happens in real life as
well. There has to be a level of adaptability and
flexibility while one is still trying to be focused
and well adjusted. We need to take advantage
of unexpected opportunities, which we are presented with and be comfortable with the same.
Online communities are a good place to learn to
overcome the fear of unknown. As mentioned by
Turkle (1995), in todays world, people have to
be flexible. Our professional lives depend upon
being able to interact successfully, in team effort,
with people who are very different from us. Many
of us no longer live in isolated, stable communities, with shared values, but rather in large, fluid,
cosmopolitan communities in which we come in
regular contact with people whose background
and values are very different from our own. In the
past, stability of the self was a paramount virtue,
but perhaps, in the modern world, flexibility, the
ability to accommodate to diversity, is more important, and perhaps assuming roles online will
help us to develop that kind of flexibility. Having
different online identities can teach us how to
be flexible, creative adults and more tolerant of
diversity. Wallace (1999) claims that experimenting with identities is an integral part of human
development, and considers this experimentation
valuable for personal growth. He also states that
experimenting with identities is not restricted only
to the period of adolescence and describes what
he calls a MAMA (Moratorium Achievement
Bente, G. (1989). Facilities for the graphical computer simulation of head and body movements.
Behavior Research Methods, Instruments, & Computers, 21, 455462. doi:10.3758/BF03202817
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ADDITIONAL READING
Turkle, S. (2003). Technology and human vulnerability-a conversation with MITs Sherry Turkle.
Harvard Business Review, 19.
217
Talamo, A., & Ligoria, B. (2001). Strategic identities in cyberspace. Cyberpsychology & Behavior,
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218
Section 4
OVERVIEW
As we conclude this book with this last section, we would like to present to the readers some specific
peek into the future, illustrated by a set of chapters spanning the less explored territories. Indeed, as the
industry and market trends reveal, we are set on some real unknown cross roads. There are ongoing trends
which relate to some very interesting phenomenon like blurring of social, personal and professional lives
most of us as individuals have experienced that. The future of hardware becoming increasingly fast,
miniaturized and also with extremely high storage capacities, the focus is already more on convergence
of hand held devices than other forms of computation like laptops and other computations. The release
of products like i-Pads and enthusiasm that this has generated, is simple case in point. Another interesting trend is a movement from GUI based devices to more and more touch enabled and NUI or natural
user interface devices. And of-course, user driven content and increased collaboration, that has been a
continuing theme across our entire book.
The first chapter in this set by Arhlene A. Flowers and Kimberly Gregson from U.S. provides us
with the perspective of virtual meetings and their increasing penetration in the organizations and how
companies are leveraging web to the full to enable their employees to work across geographies, time
zones and with much greater productivity and far lesser costs. The chapter covers the complete aspect
of evolution of technology for virtual meetings, a comprehensive theoretical analysis of tele-presence
in virtual meetings, and case studies of companies utilizing virtual worlds as meeting venues, and of
course a practical consideration for conducting virtual meetings and events.
The next chapter by Roma Chauhan and Ritu Chauhan brings forth the opportunities and challenges
associated with virtual business events. Conventionally, organizations have been spending a lot of time,
cost and energies in planning and organizing business events such as conferences, road shows and exhibitions. With the advent of collaborative web tools, and particularly post recession, many of the fortune
500 companies have started extending their business events in the realm of virtual world. Though virtual
conferences have been relatively well accepted in practice, there are larger issues of acceptance of virtual
exhibitions. With the help of real life examples, the authors of this chapter suggest blending the face to
face business events with virtual world based events as a way forward.
Finally, the last chapter in this book, is dedicated to a totally new dimension of emerging web of user
touch based, 3D technologies, which is termed as Augmented Reality (AR). AR as a concept explained
by Lukas Ritzel in the chapter, is much more of a sensory internet, that leads to an entirely new experience of bridging the off-line with the on-line world. This chapter illustrates AR applications and the way
it can alter our lives and business with the support of cyberspace for ever.
With this in the background, we present to you the last set of three chapters which are focused on
virtualization in general, with the impact on the same within the organization, across the value chain in
terms of exhibitions and marketing campaigns and finally a completely new paradigm of Augmented
Reality presented to us in the last concluding chapter. The future presents to us exciting picture of the
potentially brave new world, where each one of us would perhaps interface around us with our virtual
avatars and shall be able to accomplish many of the new things which we have not yet even imagined.
Already the reflections of the same are visible in the semi-science fictional movies like Inception,
after the earlier set of movies like Matrix I and Matrix II. We editors hope that these chapters provide
a fitting end to this theme of Web 2.0 and collaborations and provide a completely new perspective to
the future that is unraveling around us and will definitely transform the way we think, work and interact
with and around ourselves in the very near future.
221
Chapter 14
ABSTRACT
Whether businesses will make use of virtual worlds for meetings, training, and events is not just an
academic question. Use of existing and newly developed virtual worlds is expected to grow for the
near future among all age groups. International companies are entering a variety of virtual worlds to
promote collaboration among their geographically dispersed workforce for training and meetings, as
well as for business-to-business and business-to-consumer applications with internal and external audiences. These worlds provide engaging experiences that are enjoyable and memorable. This chapter
addresses opportunities and challenges in conducting meetings in virtual worlds. It covers the evolution
of technology for virtual meetings, a theoretical analysis of telepresence in virtual meetings, case studies
of companies utilizing virtual worlds as meeting venues, and practical considerations for conducting
virtual meetings and events.
INTRODUCTION
The evolution from videoconferencing to internet
technology, particularly in virtual worlds, has
provided more affordable and efficient technology for organizations to meet and communicate
from multiple locations for lectures, workshops,
DOI: 10.4018/978-1-60960-581-0.ch014
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
EVOLUTION OF
VIDEOCONFERENCING TO
VIRTUAL WORLDS MEETINGS
Videoconferencing is defined as an electronic
form of on-line audio and visual communication which overcomes the problems of physical
distance while reducing the need for travelling
(Panteli & Dawson, 2001, p. 89) and it has enabled
people to meet visually without being physically
222
Figure 1. Staff sharing documents and collaborating in a virtual office in ProtoSphere. ( 2010, ProtonMedia.com. Used with permission.)
223
224
islands, hosted a few events, and then left, perhaps because the islands were not successful as
an additional revenue stream. A public relations
executive explained the situation when brands
began leaving Second Life: recent failures can
be compared to the mistakes that led the dotcom
bubble to burst in 2000the firms that struggled
were the ones that overspent too quickly without
thinking the process through (Devaney, 2008, p.
24). In the debates about the hype or relevance
of Second Life, this virtual world represents a
glimpse into the future of online communication,
interactivity and commerce (Holtz, 2007, p. 19).
However, a variety of for-profit companies,
nonprofits, and educational institutions have begun to utilize Second Life for a different form of
business-to-business and business-to-consumer
communicationas a place to connect with
audiences for lectures, workshops, and other applications. IBM, New Media Consortium (NMC),
Northrop Grumman, MacArthur Foundation, the
American Library Association, and other entities
are a few examples. Second Life has been the
site of weekly Science Friday sessions (an NPR
radio program), weekly Metanomics presentations
(virtual world economics discussions hosted by
Cornell professor Robert Bloomfield), and special
events for such conferences as BlogHer, SL Case
Camp, and NetRoots.
Second Life has developed a section on its Web
site called, Second Life Work, which includes
a list of companies working in Second Life, tips
on how to work in-world, and how to conduct
meetings in-world. The Meetings and Events
in Second Life section covers virtual providers,
such as the Alpine Executive Center, Rivers Run
Reds Immersive Workspaces, and Virtualis
Convention and Learning Center, as well as case
studies, blogs, and media coverage. The IBM case
study on its Academy of Technology s Virtual
World Conference and Annual Meeting in Second
Life estimated that the return on investment was
$320,000, comparable to one-fifth the cost of
a real world event (Linden Lab, 2009c, p. 1).
225
Figure 2. Virtual office collaboration among various users in ProtoSphere. ( 2010, ProtonMedia.com.
Used with permission.)
226
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Figure 3. Sunrise at the Alpine Executive Center on the MeetingSupport Island in Second Life. ( 2008,
Alpine Executive Center. Used with permission.)
229
Figure 4. Alpine Executive Centers reactive sculpture artworks by Pol Jarvinen on exhibit in the Ice
Caverns Gallery. ( 2008, Alpine Executive Center. Used with permission.)
230
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experts in Second Life. Since many of the sessions were about virtual worlds, IBM decided to
have events in such a world. IBM wanted social
events and fun activities along with the business
sessions, which the company was able to create
in-world. The company saved money on travel
and lost productivity. Its only cost was for building items on its enterprise server (Bishop, 2009).
PRACTICAL CONSIDERATIONS
FOR VIRTUAL MEETINGS
As in planning a real-world meeting, the major
starting point is asking a few basic questions:
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234
Figure 5. Oil company employees in Teleplace collaborating and examining Gulf of Mexico storm data.
(@ 2010, Teleplace, Inc. Used with permission.)
Establishing Guidelines
A panel of virtual world innovators conducted by
Human Resources magazine in the UK all agreed
that virtual worlds need just as much control as
real ones (Crush, 2008, 16), addressing the
value of setting up a structure for people to work
within virtual worlds, a venue that may offer more
freedom to people than they are willing to accept
or function in successfully without guidelines.
Smith and Jainschigg (2009) described a process
they go through with companies to set up access
and building controls, name controls, and avatar
appearance controls before moving to discussing
virtual presence and events.
The physical appearance of the participants avatars needs to be considered. An avatar is a virtual
extension of an individuals physical self. Would
staff take a conversation with a baby penguin or
bouncing eyeball seriously or be overwhelmed by
Beowulf or the grim reaper? Guidelines need to be
established about dress codes and how much the
avatars need to look like the real people in terms
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UTILIZING UNIQUE
COLLABORATIVE OPPORTUNITIES
A 3D virtual world can replicate the real world,
simulate dangerous crises, or create worlds of
fantasy and imagination that would be too challenging or expensive to conduct or stage in the
real world. Companies can have their real-world
offices, showrooms, training centers, or other
facilities re-created into a virtual world that can
be utilized by their employees, clients, customers, and other invited audiences. In todays global
economy, businesses benefit by having backup
locations, such as virtual replications, to maintain
operations and continue meetings when a blizzard
or a volcano erupts and disrupts travel plans or a
man-made crisis occurs that affects the transportation of people and cargo.
The elements of surprise and fun can be fully
realized in virtual worlds for creativity and unique
interactions. Organizations can conduct virtual
meetings where participants could enjoy social
activities to climb a mountain, scuba dive in vibrant
coral reefs, bungee jump off a majestic waterfall,
ski a challenging slalom course, and then talk
about their experiences at an exotic beachside
resort--all during the same day without leaving
their offices or homes.
In addition, virtual worlds can open up new
ways to interact with colleagues. Using virtual
worlds lets people participate who would be unable
to travel to a regular real-world meeting. IBM has
a worldwide workforce with dispersed teams who
meet virtually. That company has used Second Life
for many collaborative events, including a virtual
cultural festival for their employees with sessions
to accommodate participation from employees in
different time zones (Bishop, 2009). The consulting firm, ThinkBalm, has held events in a variety
of virtual worlds to introduce businesses to the
potentials of these worlds (Driver, 2009). The
New Media Consortium has hosted a variety of
events in Second Life to introduce educators to
the possibilities of virtual worlds.
Virtual worlds also can be used for mixedreality events where people can be involved in
the real world and in virtual worlds. Attendees
in the virtual world can see and hear the real-life
speakers and see the crowds. They can participate in conversations by having someone at the
conference monitor the chat channel or by having
screens at the real-world venue showing Second
Life. The U.S. Air Force set up MyBase in Second Life, a virtual air force base where visitors
can learn about the history of the Air Force and
fly an airplane. The idea is to reach people who
would have few opportunities to collaborate with
members of the military and where service personnel can meet and undertake training (Knuteson,
2008). The Air Force made the decision in 2010
to give every member of the Air Force an account
in Second Life. Using the virtual world is a way to
encourage training and professional networking.
The U.S. Navy has re-created many warships that
people can tour in Second Life (Wright, 2010).
Using virtual worlds lets tech-savvy young people
experience the military and, concurrently, serves as
a tool to increase recruitment (Thompson, 2010).
Second Life is ultimately a social networking tool
that takes online interaction and collaboration to
unprecedented levels, breaks down hierarchies,
and eliminates geographic boundaries (Gronstedt, 2007, p. 46).
CONCLUSION
With corporate budgets being slashed and travel
costs rising in an increasingly global workforce,
along with the hassles involved in air travel, virtual
meetings and events offer cost-effective solutions
with significant savings in airfare, rental cars or
mileage reimbursements, hotel accommodations,
and food and beverage expenses. Another benefit
includes less stress from the wear and tear of
travel on the staffs professional and personal
lives. Reducing carbon dioxide emissions has a
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mnsc.46.2.186.11926
ADDITIONAL READING
Carter, L. (2007). Event planning. Bloomington,
IN: AuthorHouse.
Driver, E., & Driver, S. (2009, May 26). ThinkBalm immersive internet business value study,
Q2 2009. Immersive internet analyst report series,
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community/workinginworld.
Rufer-Bach, K. (2009). The Second Life grid: The
official guide to communication, collaboration,
and community engagement. Indianapolis, IN:
Wiley Publishing, Inc.
Rymaszewski, M., Au, W. J., Ondrejka, C., Platel,
R., Van Gorden, S., & Czanne, J. (2008). Second
Life: The official guide. Indianapolis, IN: Wiley
Publishing, Inc.
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Chapter 15
Collaborative Virtual
Business Events:
ABSTRACT
Virtual worlds immersive collaborative environment has brought immense potential for innovation and
transformation within business processes. While online business transactions have been well in place and
largely stabilized now, collaborative business events using the virtual world are an emerging and less
explored area. This chapter delves into the offerings of rich interactive virtual exhibition and conference
space to enable business events. In addition to saving time and cost, such offerings also enable knowledge on demand, so crucial for the end users. While virtual conference technologies can be carried out
using audio or video and have been relatively high on usage, virtual exhibitions exercise the use of 3-D
virtual worlds. Ideally, any effective business event needs to have an integration of virtual conferences
and virtual exhibitions. The chapter brings out the services and usage trends available in this virtual
space. Related challenges for the end users, organizers, and developers are discussed.
INTRODUCTION
The beginning of 21st century has shown remarkable increase in the number of users operating
in virtual reality. The cyber space has made this
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246
BACKGROUND
With the advent of technology, there is huge
transformation in how business is conducted over
the web. There is steep migration from traditional
business of conference and exhibition to online
SaaS (Software as a Service) model based conference and exhibition space.
247
VIRTUAL CONFERENCES
& EXHIBITIONS
Let us try and understand a virtual conference and
a virtual exhibition which are very closely linked.
The real world conference invites people from all
around the globe to be present on the event premises in order to attend the event. The limitation that
real world conference indicates is that the person
needs to travel all over to attend the conference.
While a virtual conference offers better interface
to users saving their traveling time and expenses,
the event on the web can be accessible free or
on payment. Usually in business of paid virtual
conferences, organizations integrate the concept
of SaaS. It allows users to attain the conference
in the form of an online service. Where the users
subscribe to a license fee payment quarterly or
pay per click type packages to access the data.
Cohen (2008) says In the new model of Virtual
Worlds, the recent SaaS model means firms can
obtain computing and data storage resources on
demand. A firm will not have to spend money on
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Figure 2. Website visitors trend [Data Source: Alexa Traffic stastics, 2010]
VIRTUAL BUSINESS
EVENTS: A CASE STUDY
The Context
As a part of its international expansion plans,
6Connex entered into a partnership1 with VSL,
where VSL was supposed to deliver virtual conference part and 6Connex the virtual exhibition part.
6Connex, a wholly owned subsidiary of Design
Reactor, is a pioneer in virtual experience technology. Its Virtual Experience Platform2 (VEP)
enables businesses and individuals to connect
and engage virtually anytime and anywhere using a 3D environment-like architecture for B2B
or B2C social networking for a tradeshow. It is a
new channel to build up sales, customer relationship and media distribution. The organizations are
exploring this as a medium for corporate sales and
services. The VEP booth catalog offers the current
library of 20 booth designs with great look-n-feel.
Booths range from 1 to 6 nodes in size and to
twenty different colors and styles. It allows for a
total of 400 booth variations to choose from. Many
of the Fortune 500 companies3 such as Cisco, HP,
Microsoft, Procter & Gamble, and Dupont are its
listed customers.
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VIRTUAL BUSINESS
EVENTS: CHALLENGES
As listed in the previous section, virtual business
event technologies undoubtedly bring along a
new and innovative way for organizations to
collaborate with stake holders. They also bring
in value addition for business customers and
individuals. However, just as any new technologies, virtual business event technologies also need
time and experimentation to become more stable,
acceptable and workable. While there are distinct
benefits, there is skepticism also around their use;
thus they are no better, no worse (Yu, 2010). E.g.
while virtual events are cheap, easier to plan and
possible to review; the networking opportunities
are seen as limited in comparison with face to face
events and serendipitous run-ins with customers
as well as touch and feel of products seem to be
missing.
Based on our field observations and studies,
we classify the following three categories of challenges associated with virtual business events.
253
Developers Challenges
Real Time SaaS Integration
To leverage SaaS integration, the team needs to
be skilled enough. To implement models like
pay per use, on-demand subscription model or
license model needs to be provided on customer
requirement. For the re-shuffled project team
it got basically time consuming and difficult to
implement and deliver the project on time.
Upstream Bandwidth
The delivery of live event requires sufficient bandwidth supply for uploading the content to streaming servers. The lower the upstream bandwidth
more will be the required time to upload heavy
multimedia content. Motorola (2008) in one of
their white papers quoted that Upstream bandwidth (faster upload speed) will become a more
important differentiator for different service tiers.
The above mentioned issues can make project
think tanks to revisit the project once more. They
team before hosting a virtual event needs to sit
together for brainstorming meeting to discuss on
how to avoid issues encountered mentioned to
provide satisfactory experience to visitors. The
companies already in virtual conference business
and wanted to penetrate in the virtual trade show
market needs to closely plan the collaterals as the
challenges in virtual conference and exhibition are
almost similar. No doubt the virtual conference
and exhibition space are different but the issues on
their use are same. To reach wider audience does
the project on initial stages require cutting down
the cost of content monetization is the probable
raised question in the mind of the event organizers?
(Clarke, 2007) states that People attend
events for three reasons: 1) gather information/
gain knowledge; 2) network with others; and 3)
for the location. For those who cannot afford the
time or expense to attend a physical event in an
exotic locale, a virtual event can deliver on these
254
first two objectives as well as or better than physical events (p.3). Despite of the mentioned fact
there are series of challenges those needs to be
revisited by companies while implementing virtual
events in future such as: Will the virtual exhibition
platform be able to challenge a real exhibition,
How to market and draw enough audience to the
virtual booths, How can the calculation on Return
on Digital Investment (RODI) be done?, Which
types of online video are more likely to engage
consumers and hold viewers attention.
Figure 4. Virtual Technologies in the Trough of Disillusionment [Adapted from Gartner Hype Cycle
(Carpenter, 2009)]
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IBM. (2007), Driving business value with 3D Virtual Datacenters, IBM Virtual Worlds Reports, Retrieved July 14, 2010, from http://www.ibm.com/
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ENDNOTES
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Chapter 16
ABSTRACT
When Berners Lee invented the Internet, he for sure could not have imagined the beast he unleashed.
Today, some years later, the Internet is the single most important tool of communication, leisure, and
information gathering. With Web 2.0 and social networks becoming more and more mainstream, we
must ask the question about what more is about to come. If ever we will look back and define the current
moments in 2010 as Web 3.0, it will for sure be the talk of touch screens, 3D technologies, and most of
all, the rise of Augmented Reality (AR). This more sensory Internet leads to an entirely new experience
of bridging the off-line with the on-line world. It makes the use more human and easier to use because
it simulates various aspects of needs and activities we would demand and use even if we were not computer freaks. This chapter talks about AR and its applications and the way it can change our lives and
businesses with the support of cyberspace.
INTRODUCTION
It was not so long ago that organizations viewed
the web as a source of information overload or as
a tool for those interested in passive game playing. Today organizations around the world realize
that these conceptualizations were erroneous. On
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BACKGROUND
262
Web 2.0
Web 3.0
The definition of what Web 3.0 is or will be is
still undefined. There are different perceptions
available. One basic definition which seems to be
accepted by all is that it will be mobile, even more
multimedia and most of all multi-device. There
is much more to Web 3.0 and once again it will
revolutionize the way business is done. Future
managers will need to get a competitive advantage
by adding new competencies to the corporate
competencies dictionary and add new positions
to their planned organizational workforce.
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264
part of the overall strategy so as to leverage technology and people to achieve successful change.
It seems as if this approach is not only the right
one, but the only one which will help companies
to stay competitive. Recent trends in what we call
today Web 2.0, as well as what will follow, seems
to make this task easier than in recent years.
Crowdsourcing
It did not take a long time for the clever generation Y community to find ways to use this new
collaborative web for business and money making.
Crowdsourcing (Howe, 2006), is leveraging
mass collaboration and is being enabled by Web
2.0 technologies to achieve business objectives,
where the action of taking tasks traditionally performed by staff or contractors, are outsourced to
a group of people (crowd) in the form of an open
call or competition.
The crowds have become active. The knowledge community has become active as content
providers to Wikipedia and the like. Freelance
photographers become providers to huge photo
databases like iStockphoto, and can financially
profit from it. Freelance writers become citizen
journalists on the blogsphere as exemplified
by a recent case in Iran, when freelance writers played a dominant role in decision making,
replacing the traditional media (http://twitter.
com/persiankiwi). Designers contribute very
successfully to 99designs.com and create a flow
of steady income. Finally, open source and cloud
computing motivate and empower the developer
community to add new codes and enhance existing ones and make them available for the active
community. Web 2.0 services like the ones from
Amazon Webservices (http://aws.amazon.com)
enable, through clouds, scalable databases, web
applications and tools and an almost total financial
freedom for the hungry development elite to test
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Mobile Market
The iPhone with its revival of touch screen and
many other user-friendly innovations packed in
their killer phone not only revolutionized the
mobile phone industry but spearheaded a totally
new understanding of human technology. It finally
brought the Internet away from the PC at home
and placed it in your hand. Todays mobile phone
industry is again innovative and over the last
12 month period, more changes have happened
than over the last 3 years together. With Googles
Android and Symbian, the competition on the
mobile internet market has well and truly been
launched and winners are not yet clear (Gartner,
2010). Apples iPad adds to the trend of mobile
computing and one can only guess what impact
tablet computers with their touch technologies
will have on various industries and consumer
behavior. It is already expected that the iPad will
save the publishing industry, doing for magazines
what Amazon did for books.
Geo
Recent developments in online mapping are showing that the times of traditional NASA streamed
data down to earth may as well be counted and
replaced by crowdsourced bottom-up data produced and created by the millions of tool using
and camera enabled users out there. Those then
may build the new real time and detailed virtual
world which will be available through the internet to everybody. Such user-generated geo-data
in combination with AR applications will enable
many striking products to make their mark and
certainly wont stop the on-going discussions on
privacy and copyright issues.
Gaming
Nintendos Wii, with its totally new understanding
of how gaming should be done has spearheaded a
new development of how games can be more so-
267
Barcodes
2D barcode technologies like QR-codes (used
within the text here), are already very popular in
Japan, and as they move into other regions, these
barcodes will merge with the world of print, and
to the collaborative web. Not to say that this is
in any way a latest technological advancement,
since the Japanese company Denso invented those
codes in 1994. While it is uncertain whether 2D
barcodes will ever totally replace the traditional
and much more limited bar codes used for products, there is however evidence of this transition.
Roger Fischer, founder of Kaywa, mentioned on
his company website that GS1, the organization
behind the traditional barcodes, recently adopted
the QR Code as one of the 2D barcodes (together
with Datamatrix) to replace the traditional Barcodes. QR codes may very well be a transitional
technology and later be replaced through more
sophisticated tags like for example RFID (radio
frequency identification tags) which can send
signals active to a smartphone near bye. But for
2010 they are still very much in demand.
268
Walk in or 3D Web
The web, as already demonstrated by some Firstmover companies, is ready to become much more
than just flash supported animated brochures,
but will actually allow visitors to walk in places,
which simulate real senses in a digital world. For
example, HSV football, through a small plug-in
HSV, provides its visitors with a complete 3D
interactive experience to their arena. The latest
arena website plug-in to follow into 3D is from
St. Pauli as well a German football club based
in Hamburg. Figure 5 contains the QR code for
3D Arena. This QR code will bring you to their
homepage where you can test the 3D world they
created (in German language only)
Whole ecommerce solutions, like Interactive
Kingdom (http://interactivekingdom.ch), will take
such walks in the web to a totally new level - which
is believed to soon replace the traditional websites
269
Some Insights
AR Used in Advertising
In 2009, the interactive media designer Dale Herigstad installed multiuser touch screens at the Cannes
Lions advertising festival. These touch screens
were very similar to the one he designed for the
futuristic movie Minority Report which could
identify delegates by their radio tags (RFID) and
then projected relevant information about them on
a screen. Herigstad stated: We agreed the future
would not be devices and keyboards, it would be
gesture (Interface Design, 2008). For the 2010
festival, more advanced technology is planned
to be shown which will further demonstrate how
interactive features and tagging can enhance the
real world in advertisement
Figure 7provides the QR code for a documentary on new design ideas by visionary Dale
Herigstad (in German only).
270
Sixth Sense
The internet gives us all access to a world of information. Web 2.0 enables us to become part of this
new cyberbrain called the internet. The nextweb
(Web 3.0) represents a new evolution of what we
call the internet today. As Web 3.0 becomes part
of our everyday tools, users become cyborgs of
the web and its applications. TED movie on Sixth
Sense by Pranav Mistry from MIT, November 2009
gives a good experience towards this. Follow the
QR code given in figure 9 to experience a TED
AR Maps
AR applications add information to the world
around us. Watching some of the cutting edge
technologies at 2009 & 2010 TED (www.ted.com)
conferences provides insight into the potential
extent of AR uses. Such sensory multimedia col-
The Downside
In the near future, the world will become even more
transparent. Providers of services and products
cannot rely on their shiny glossy brochures and
websites, governments cannot block media channels to keep the world blind. This transparency
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The Upside
On the other side, this new freedom is very much
in demand for todays generation. Users now want
to rate everything, from hotels, to professors and
products, and add their personal anecdotes to
news stories. Generation Y and Z are willing to
share, and, as opposed to older generations, seem
to accept that sharing your private data on social
networks ultimately leads to the whole world
knowing all about you. When signing up for a
facebook account, users agree that all content
belongs to facebook. In Human Resources Management, social media already plays a significant
role where recruiters will first research about a
273
274
want solid scenarios and guidelines. The digestion of social media and what we call today the
Web 2.0, is largely a fait accompli. Web 3.0.
where technology becomes more human through
augmented reality, augmented virtuality, and the
semantic internet, is happening right now. Web
3.0 will, for once, not add just more to the existing
palette of existing technologies and applications,
but, once the hype has calmed down, will result
in value- added applications which lead to a better understanding of a more and more complex
world. The key message one should draw is that
technology recently has become much more user
friendly and allows a totally new audience to
participate online and for once really have fun
with technology which is sensory, bridging online
and offline in a never before possible way (Ritzel,
2010a and Ritzel, 2010b).
Figure 15 contains the QR code for an interactive presentation from a TEDx event in Switzerland
on the sensory Web.
Many of those already existing AR applications, through the linking and overlay of addiFigure 15. QR Code to Access an invited Talk on
Sensory Web by the author at TEDx Event (http://
prezi.com/qem4oz8qb5vk/lukas-ritzel-ted-x-zugevent-may-27-2010-sensory-web-web30/)
275
276
277
278
companies can invite their boss model or trainers into their palm to deliver a corporate message.
AR Tourism: Many samples have been embedded in this article already but be sure to expect
many more to come, including, AR city guides,
AR enhanced museums and shows as well as story
telling buildings and perhaps even graveyards.
AR guides: There are endless possibilities to
guide anybody to anything - from the next subway to the closest Starbucks, or simply the next
washroom from your present position at a foreign
airport all seen directly through your AR browsers.
AR training: AR Can be used to enhance simulations for the learning of complex tasks or ensure
the automatism to perfection of your tee in golf.
AR education: Course books can be enhanced
through AR. See and experience math, chemistry
and history through countless new AR applications
as free download to your smart phone. Tablets
could even have the same impact on education as
Wikipedia did some years back. Imagine being
in the zoo to see and experience the night active
Wombat or scan right through the pouch of a
mother kangaroo.
AR Added Value: Try your new furniture in
your own house through AR overlay. Experience
your newly built house on your just purchased
land or see yourself in this new designer dress
right on the computer screen.
AR safety apps: In any danger scenario, you
can have your AR application ready to guide you
on what to do for the best. Like in the case of a
fire emergency, the arrows show you the fastest
way out through the smoke.
But because AR is such a new topic for business, there simply is not too much of business
models and business available yet and even less
success stories available.
CONCLUSION
We are still at the very beginning of AR and nobody right now can say what it will have for an
ACKNOWLEDGMENT
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313
Kamna Malik is currently an Associate Professor of Information Systems and Assistant Dean, Research at U21Global Graduate School, Singapore. Dr. Maliks work profile is a good mix of practice,
teaching, research and academic administration. She has a wide range of experience with leading business organizations and business schools in the region. She has been involved with management education for over 18 years and has conducted courses for many variants of management programs in face to
face as well as pure online setting. Her teaching interests include strategic Information Systems, software
design and quality, and e-business. Her research focus lies in enabling better use of information technology for improved business value. She has published books, edited books and research articles in the
areas of Information Systems strategy, software quality, e-learning and collaborative Web. She is an
active conference organizer and reviewer for peer reviewed journals.
Praveen K. Choudhary is a BE and PGDBM (Marketing) from XLRI Jamshedpur, India. He has
around 16 years of experience in industry, teaching, and consultancy. He has extensive experience in
enterprise level process applications, QA, program management, consulting, and process definitions
activities for QA including post business acquisitions for international clients. An active guest faculty
for many premier b-schools like IMT Ghaziabad and MDI Gurgaon, in the region, he has published one
book titled Software Quality Practitioners Approach published by Tata McGraw Hill, and several
national and international papers in field of quality, operations and supply chain management. His broad
academic and industry focus lies in next generation Web, e-commerce and supply chain management,
bringing business value through process excellence, and quality enabling organization culture change.
***
Zacharoula Andreopoulou holds a BS degree in Mathematics, a BS degree in Forestry and Natural
Environment and a PhD degree in Forest Informatics, all from the Aristotle University of Thessaloniki,
where she is currently an assistant professor in the Laboratory of Forest Informatics and teaches courses
on networks and Web services, databases, project management, and software programming. Her Ph.D.
dissertation concerns the contribution of IT within forest service in Greece. Her scientific and research
interests include networks, Web services and Web design, databases and project management in natural
environment, sustainable development, and regional development applications. She is a co-author in books
Forest Informatics I and II, she has participated many international and domestic conferences, and
her recent publications include papers in International Journal of Business Information Systems, Journal
of Environmental Protection and Ecology, Mediterranean Journal of Economics, Agriculture and Environment, International Journal of Operational Research, International Journal of Applied Systemic Studies.
Florian Birke studies Information Systems at the Technische Universitt Braunschweig, Germany.
His main focus is information management, Web technologies, and human computer interaction. In addition to his studies he worked for Siemens Transportation Systems in Braunschweig as well as in New
York City, NY. His field of responsibility ranged from the supervision of an intranet Webpage to the
process of designing and establishing an Information System. At the moment he is in the final stages
of his studies and will finish it at the end of 2010. In his thesis, he will address virtual innovation communities, open innovation, and game-based open innovation.
Burcin Bozkaya is a Senior Lecturer of Management Science at Sabanci University. He received his
Ph.D. from Alberta University. Burcin research interests lie in operations research including: operations
management, combinatorial modeling and optimization, heuristic algorithm design and optimization,
transportation and logistics planning, Geographical Information Systems, and applications. This work
has been published in European Journal of Management, European Journal of Operational Research
and Interfaces.
Saayan Chattopadhyay is an Assistant Professor in the Department of Journalism and Mass Communication at Baruipur College, Calcutta University. After a stint as a journalist, he is currently engaged
in research and academics. He has published articles and book chapters in Sarai Reader, Senses of Cinema, Gyanpratha, Sussex Academic Press, among others. His research interests include, postcolonial
journalism, new media, performative theory and masculinity studies.
Nikhil Chaturvedi is a Director in the Industry Business Unit (IBU) Mining & Mill Products at
SAP Asia Pte. Ltd., Singapore. He is also the Global Lead for SAP Solution Management for Mining
Industry. Nikhil is a Petroleum Engineer from Indian School of Mines and MBA from JBIMS, University of Mumbai. He is also a Certified Production & Inventory Management (CPIM) professional
from APICS, USA. Nikhil has an experience of over 15 years and has been associated with the natural
resources industries through engineering operations, business & IT consulting and SAP solutions related
work. He is also the Committee Member for Society of Petroleum Engineers, Singapore chapter.
Roma Chauhan is working as Assistant Professor, Computer Science Department, Institute of
Management Education, Sahibabad, India. She has obtained her Masters in Computer Science from
Jamia Hamdard, Hamdard University, New Delhi. Prior to joining academics, she worked with leading
corporate giants in software project development. She has conducted multiple programming languages
training sessions on different programming languages to impart improved technology absorption. Her
approach is towards practical oriented, industry based learning and implementation. She has inclination towards research and has research papers published at national and international level in journals
and conferences. Her research interests include semantic Web, Web mining, business intelligence, and
technology enhancement to meet critical business requirements.
Ritu Chauhan is pursuing her Ph.D. in computer Science from Jamia Hamdard, Hamdard University, India. As a keen academician and researcher, she has been involved with number of responsibilities
such as development of curriculum in data mining and analysis for several data mining techniques at her
university. She has contributed number of research papers in field of medical data mining. Her research
314
interests include statistical analysis of medical and spatial databases using data mining algorithms as
well as developing data mining algorithms. As an author, she has published her research papers in leading conferences and journals at national and international level.
Mladen udanov got his magister degree at Faculty of organizational sciences in 2006 and is finishing his PhD thesis. Currently he is in assistant position at Faculty of Organizational Sciences, University
of Belgrade. He has been visiting for one semester as an assistant professor in joint programs of iVWA
from Germany and Jiangsu College of Information Technology from Wuxi and Zhuhai City Polytechnics
from Zhuhai in China. He has (co)authored 3 books and more than 40 journal and conference articles. He
has consultant experience in more than 50 projects, some of which were in major companies of Serbia
and neighboring countries. His major research interests are influence of ICT on organizational design,
restructuring of business systems, and organizational change.
Ronan de Kervenoael is a Lecturer of Marketing at Sabanci University and network Lecturer at
Aston University. He received his Ph.D. from Sheffield University, UK. Ronan has a particular interest in choice and anti-choice investigating both consumers and within the supply chain actors through
their everyday practice. His wider research interests lie under the umbrella of consumer behavior and
retailing, the principal theme being the socio-spatial context of consumption. He is currently particularly
interested in the Information Communication Technology change situation of emerging markets and
associated strategies. This work has been published in Environment & Planning A, World Development,
Journal of Industrial Relation, International Journal of Retail & Distribution Management, International
Review of Retail Distribution and Consumer Research.
Arhlene A. Flowers is Assistant Professor of Integrated Marketing Communications in the Department of Strategic Communication at the Roy H. Park School of Communications, Ithaca College, N.Y.,
where she teaches writing, public relations, and meeting and event planning. Her research encompasses
virtual worlds, interactive marketing, visual literacy, social media application in crisis communications,
and marketing to children. She also has two decades of industry experience in global public relations
agencies and in-house marketing departments in New York City and Toronto. Born in Hawaii and raised
in New York, Arhlene holds a Bachelor of Arts from New York University and a Master of Professional
Studies from the New School in New York City. She is a member of the Public Relations Society of
America, International Communication Association, and National Communication Association.
Kimberly Gregson served as Assistant Professor in the Department of Television-Radio at the Roy
H. Park School of Communications, Ithaca College, N.Y., specializing in game design and research
methods, from 2002 to 2010. Her publications on virtual worlds, websites, and online communication
have appeared in book collections and academic journals. She also has conducted classes, events, and
research in Second Life. She received her Ph.D. in Mass Communication from Indiana University and
an M.S. in Information Science from Indiana University-Bloomington, and a B.A. from the University
of Missouri-Columbia.
Jesper Holgersson is a PhD student at the University of Skvde and the University of rebro. His
main research area is focused on development of e-government services and how to incorporate consum-
315
ers into the development process. He has participated in several national research projects focusing on
development and usage of Web services and e-services.
Pankaj Kamthan has been teaching in academia and industry for several years. He has also been a
technical editor, participated in standards development, served on program committees of international
conferences, and is on the editorial board of a number of journals including the International Journal of
Technology Enhanced Learning and the International Journal of Teaching and Case Studies. His research
interests include Conceptual Modeling, Software Quality, and Web Engineering.
Kathrin Kirchner finished her studies in computer science in 2000 and in adult education in 2006.
She completed her doctorate in 2006 on spatial decision support systems for the rehabilitation of gas
pipeline networks in Jena. Since then, she has held a post-doctoral research and teaching position in the
Department of Business Information Systems at Friedrich Schiller University Jena. Her research includes
domains such as data mining, business process modelling, decision support and knowledge management. Previous work includes around 30 refereed journal articles, book chapters, and conference papers.
Theodoros Koutroumanidis holds a BS degree in Civil Engineering from the Democritus University of Thrace, a B.S. degree in Mathematics from the Aristotle University of Thessaloniki, and a Ph.D.
degree in Data Statistical Analysis from the Democritus University of Thrace, where he is currently a
professor in faculty of Agricultural Development. He has nineteen publications of papers in international scientific magazines and eleven publications of papers in international conference proceedings.
Additionally, he has thirty four publications of papers in domestic scientific magazines and conference
proceedings. Furthermore, he teaches courses on Statistics, Applied Economic Statistics and Applied
Econometrics while his scientific research interest include multicriteria analysis, ARIMA models, fuzzy
logic models and cointegration analysis.
Basil Manos is a Professor of the Department of Agricultural Economics at the Aristotle University
of Thessaloniki, Greece. He holds a BSc in Mathematics from the Aristotle University of Thessaloniki,
a BSc in Economics from the University of Macedonia in Thessaloniki and a MSc from London School
of Economics. He teaches and works in agricultural economics, farm and agribusiness management
and regional planning. He obtained his PhD from the Department of Agricultural Economics of the Aristotle University of Thessaloniki. He is a co-ordinator in various EU projects. His recent publications
include papers in the European Journal of Operational Research, Regional Studies, Journal of Policy
Modelling, British Food Journal, International Journal of Social Economics, Journal of Environmental
Planning and Management, Environmental Monitoring and Assessment, International Journal of Business Information Systems.
Mark Palmer is a Senior Lecturer of Marketing at Aston Business School, Aston University. His
research explores the contested process of retail corporate strategizing and market development. This
work draws upon the insights of consumers eschewing markets, stores and products, market and corporate
divestment, interventions from institutional investors, and the resistance by consumer groups in markets.
This work has been published in the Journal of Economic Geography, European Journal of Marketing,
Journal of Marketing Management, Environment & Planning A, and the Journal of Strategic Marketing.
316
317
Eva Sderstrm is an associate professor at the University of Skvde, Sweden. She earned her PhD
in Computer and System Science from Stockholm University/Royal Institute of Technology in 2004,
on the subject of B2B standards implementation. Her current research is focused on trust and standards
for inter-organisational collaboration, through, for example, e-services and e-government services. She
has led and participated in several national and international projects, and has published over 70 internationally reviewed publications.
R. Todd Stephens is the Sr. Technical Architect of the Evolving Technologies for the AT&T Corporation. Todd is responsible for setting the corporate strategy and architecture for the development and
implementation of the enterprise collaborative and metadata solutions. Todd has over 130 professional
and academic publications including 3 patents, six patent pending filings, and he writes a monthly column for Data Management Review. Todd holds degrees in Mathematics and Computer Science from
Columbus State University, an MBA degree from Georgia State University, and a Ph.D. in Information
Systems from Nova Southeastern University.
Archana Tyagi is a PhD in Psychology, D.M & S P (Diploma in Medical and Social Psychology
(Clinical Psychologist) from C I P Kanke, Ranchi and MA from BHU (India). She has experience of
nearly 18 years in the areas of teaching, management development programme, and research. She has
been a professor of OB/HR in IMT-Ghaziabad (India) for nearly 15 years. She has presented papers
in national and international conferences. She has publications in refereed national and international
journals. She has conducted workshops and training programs for public and private sector organizations. She has written a book on Organizational Behavior publishes by Excel Publishers. She is currently
based in Geneva and is associated with UBIS-Switzerland as an adjunct faculty in the area of OB/HR,
since January, 2008.
Julie Vardhan is currently Sr. Lecturer at Manipal University, Dubai. Since 2006, she has been associated full-time in the core academic field teaching Programs in Management including subjects such as
Strategic Management, Organizational Behavior, Human Resources Management, International Marketing, Marketing Communications, Sales and Distribution Management, Services Marketing, Training, and
Development. Prior to joining Manipal University, Dubai in 2008, she was Faculty Member at ICFAI,
Lucknow, India. After completing her Graduate Hons. in 1996, and later MBA in 1998, she worked in
the corporate sector for five years gaining rich diversified experience in national media, international
bank, and trading companies, as well as academics. Her area of research interest includes advertising,
experiential marketing, emotional intelligence, destination marketing, leadership and change management,
and entrepreneurship, on which themes, she has attended numerous conferences and published papers.
Maximilian Witt studied business management at the university of Erlangen-Nrnberg, Trinity
College (Dublin) and University of Boston. After his studies, he worked at the University of ErlangenNrnberg as research assistant in an open innovation project funded by the German Federal Ministry of
Research and Technology and the EU. He is now Ph.D. student and research assistant at the Technische
Universitt Braunschweig (institute of Information Systems, in particular information management
group) and part of a cooperation project together with Volkswagen. His current research focuses on open
innovation, especially on how fun and enjoyment motivate customers to take part in open innovation.
318
319
Index
A
accessibility 7, 9-10, 12, 14, 16-17, 32, 80, 125
Actor-Network theory (ANT) 54-56, 60
Adapted Medicine 77
AdWords 38
alternative news media 48
altruism 65, 147, 157
Amadeus e-Retail system 67
Antibiotic Resistance 78
Application-to-Application (A2A ) 99
AR Development Conference 267, 276
Augmented Reality (AR) 261, 266-267, 269-281
Automated Stock Replenishment (ASR) 97
Automated Tank Gauges (ATG) 97
Available-to-Promise (ATP) 94
Avatar 150-152, 162, 206-207, 211, 215, 217, 225,
234-235, 243-244, 269
B
Basic Local Alignment Search tool (BLAST) 84, 89
bioinformatics 76-77, 79-85, 87-88
biological data 76-77, 81-83, 86-88
Biology Workbench 85-88
biotechnology 76, 166, 182
Business-to-Business (B2B) 11, 74, 92, 94, 98-99,
103, 106, 117-118, 221, 225, 228, 232, 250,
258
Business-to-Consumer (B2C) 11, 103-104, 221,
225, 228, 250
C
Capacity Offering Agent (COA) 170-173, 176
Citizen Journalism 51, 54, 56, 58, 60
Climate Change 78
Copyright 2011, IGI Global. Copying or distributing in print or electronic forms without written permission of IGI Global is prohibited.
Index
E
efficiency driven economies 35
electronic business (e-business) 4, 19, 74, 106, 116,
118, 181, 196, 199
electronic collaboration (e-collaboration) 166, 218
electronic commerce (e-commerce) 11, 18-21, 24,
26-28, 30, 74, 102-108, 110-111, 113, 115-119,
160, 199, 242, 255, 258-259
electronic data interchange (EDI) 94, 103, 105
electronic delivery (e-delivery) 61
electronic government (e-government) 28, 62-64,
66, 73-75
electronic retail (e-retail) 67, 103
electronic services (e-services) 61-66, 68-75, 105
energy sources 78
enterprise resource planning (ERP) 94-97, 99, 101,
106, 119, 125
entrepreneurs 31-36, 41-42, 44, 74, 137, 225, 266,
269
entrepreneurship 31-35, 39-40, 42-44, 58, 199-200
environment health and safety (EH&S) 90, 98
e-services development 62, 64-65, 68, 71, 75
event processing 248, 259
evolution model of supply networks 168
eXtensible markup language (XML) 4, 23, 80
F
factor-driven economies 35
FASTA 84-85, 89
firewall 228, 233, 244, 246
fitness landscape theory 167
320
H
HMMER 84-85, 89
Human Genome Project 80
human-information interaction (HII) 6, 8, 14
human migration 77
human resources management (HRM) 262-263, 272
hypertext markup language (HTML) 22, 28, 38, 44,
58, 82, 89, 101, 117-118, 159, 199, 214-215,
238-243, 256-257, 262-263, 271-272, 279-280
I
idea competition 145-146, 148-149, 155, 157-158,
161-162
identity crisis 202, 204-205, 207-208, 210-212,
215, 218
identity development 204-205, 207, 217
identity formation 205, 207-208, 214, 217-218
identity management 202, 205, 217
immersive collaborative environment 245
India 39-41, 48-49, 52-53, 55, 57-58, 60, 76, 245,
247, 249-250, 256-257, 264
inflationary increase 144-146, 157
information and communication technology (ICT)
15-16, 39-41, 44, 105-106, 118-119, 166, 181,
186-188, 197-198, 276
information and technology (IT) 1-3, 5-6, 8-14, 1921, 24-29, 31-40, 42, 48-58, 60, 62-72, 76-78,
80-86, 90-101, 103-106, 108-111, 113-114,
120-128, 130, 134-137, 145, 147-152, 154-158,
166, 168-177, 179, 181-182, 188-198, 201-207,
209-212, 215, 218, 221-222, 224, 227-234,
238, 240-241, 245-255, 259-270, 272-280
Index
mobile telecommunications 37
model 2, 7, 10, 13, 15, 17-21, 23, 25-27, 31, 35-36,
40, 53, 56, 59, 74, 78, 81, 93, 97, 99, 102-103,
105, 111, 115-116, 118, 123, 126-128, 133,
138-139, 144-145, 147, 149-150, 154, 158,
161, 166-168, 170, 173, 176, 194, 198-200,
215-217, 226-227, 239-240, 243, 246, 248,
254-255, 262, 269, 271, 276, 278-279
molecular medicine 78
Mozzartbet 190-191
multi agent architecture 165-167, 169, 175, 180-181
multi agent technology 166
multicriteria analysis 102, 108, 113, 118-119
multicriteria analysis method 102
multi-user domains (MUDs) 205-206, 218
journalist 51
K
key performance indicators (KPIs) 36, 125
Knol page 38
knowledge 2, 8, 11-13, 15, 17, 21-23, 28, 31-44, 49,
60, 64-65, 69-76, 78-82, 88, 90, 98, 121, 132,
142, 145, 156, 166, 184-201, 218, 223, 241,
245, 247, 250, 254-255, 258-259, 261, 265, 276
knowledge economy 31-34, 36-37, 39-42, 142
knowledge economy index (KEI) 39-42
knowledge-intensive companies 184-186, 188,
195-196
knowledge-intensive company 199, 201
knowledge management 15, 33, 65, 72, 88, 184201, 241, 258
knowledge on demand (KOD) 245, 250, 259
L
Lindens 224, 244
liquefied natural gas (LNG) 93
liquefied petroleum gas (LPG) 91-92, 97, 101
London Metal Exchange (LME) 97, 101
long tail effect 38
M
market rules 134
material requirement planning (MRP) 94
MaxSprout 85, 89
mediator agent (MA) 27, 29, 42-44, 59, 88, 138,
159-160, 170, 173, 175-176, 213
Migros 135
O
object-oriented hypermedia design method
(OOHDM) 7
oil field services 91, 94, 96, 101
oil refining 101
online grocery provision 120, 122-123, 126, 128,
132, 136-137
online social networks (OSNs) 22, 65, 75
open innovation 73, 144-149, 156, 158-161
open source software (OSS) 8, 15, 159-160
operationalisation 122
organizational change 140, 195, 198
organizational culture 141, 188, 190-192, 194-196,
198, 200-201
organizational identity 202, 210, 213-214
organizational knowledge 185
organizational structure 106, 184-189, 192, 194197, 201
original equipment manufacturers (OEM) 95
outsourcing oil field services (OFS) 94
321
Index
P
participation index (PI) 110, 177, 179
pattern 8-9, 14, 16-17, 101, 128, 213, 249
people to people (P2P) 56
Petroleum Open Standards Consortium (POSC)
100
plant agent (PA) 15, 27, 29, 119, 170
portable document format (PDF) 6, 43-44, 159,
198, 213, 236, 238, 241, 256-257, 259
preference ranking organization method for enrichment evaluation (PROMETHEE) 102-103,
106, 108-109, 111, 113-114, 117
principlism 65
production markup language (PRODML) 91, 100
professional and amateur (pro-am journalism) 53
psychosocial moratorium 202, 204-205, 207, 209,
212, 218
public sphere 48, 50-51, 58-60
Q
QR code 263, 266, 268-277, 281
quality 5, 8-17, 21, 24-25, 28, 30, 33, 37, 44, 63,
71, 75, 79, 94, 104-106, 118-119, 123-124,
126, 132, 134, 140-141, 146, 157, 168, 205,
207, 222, 226-227, 241, 252-253
R
radio frequency identification (RFID) 125, 268, 270
rapid automatic detection and alignment of repeats
(RADAR) 85, 198, 263
really simple syndication (RSS) 21, 23, 27, 53
reliability centered maintenance (RCM) 95-96
reputation systems 24, 27, 29-30
request capacity agent (RCA) 170-173, 176
requirements 5, 13, 15, 35, 41, 61-69, 71-72, 75, 80,
96, 100, 115, 145, 147-148, 175, 256, 277
return on digital investment (RODI) 254
risk assessment 77
rural production 102-103, 105, 107-109, 111, 115116, 119
S
SaaS integration 254
Second Life 215-216, 218, 221-244, 262, 269
secure sockets layer (SSL) 105
self-interest 65
Semantic Web 1, 12-13, 15, 17, 75, 88, 198, 267,
269, 273-275
322
T
target service market segment 63
taxonomy 14, 23, 27, 30, 73
technology acceptance model (TAM) 161, 226-227,
240-241, 243
The Scientific and Technological Research Council
of Turkey (TUBITAK ) 138
timber 103, 110-111, 113-114, 119
timber trade 103, 111, 119
total profit (TP) 173, 175-177, 179, 181
total unsatisfied demand (TUD) 177, 179
total unutilised capacity (TUC) 177
transport layer security (TLS) 105
Turkey 116, 120, 129-130, 134, 138-139, 141
U
UML-based Web engineering (UWE) 7
unified modeling language (UML) 8, 117, 166, 171
United Arab Emirates (UAE) 39-41
unit of knowledge (knol) 38
universal design 14, 17
universal resource locator (URL) 22, 281
upstream bandwidth 254, 260
upstream petroleum 91-92
urban planning 120, 122, 133
usability 7, 9-10, 12, 14-17, 70-71, 104, 117
Index
user 3-7, 12-13, 17, 19, 21-25, 27, 40-41, 51, 61-75,
79-80, 82, 94, 104, 108, 122, 124, 146, 157,
185, 204-205, 211, 216, 218, 222, 224-225,
227, 233, 238-240, 246, 248, 252-254, 256257, 259, 262-264, 266, 272-277, 279
user innovation 64
user participation 12, 17, 61-66, 68, 70-73, 75
V
video streaming 248, 257, 259-260
virtual communities (VCs) 27, 61-62, 65-66, 68-75,
207, 258-259
virtual community orientation 184
virtual conference 224, 245-250, 254, 257, 259-260
virtual economy 215, 246
virtual exhibition (VE) 204, 206, 212, 245, 247248, 250, 254, 258-260
virtual experience platform (VEP) 246, 250-251,
256-257
virtual identity 203, 206-207, 209, 215
virtual platforms 207, 234
virtual reality 202-204, 208, 211-218, 242, 245-247,
250, 255, 257-258
virtual reality exposure therapy (VRET) 204, 216
virtual representation 203
virtualsoft systems limited (VSL) 249-250
W
waste cleaning 78
wave technology 38
Web 2.0 198, 251
Web applications 1-17, 37-38, 88, 166, 201, 265,
274
Web design 11, 15-17, 102, 118-119
Web engineering 2-3, 7, 9, 11, 14-17
Web journalism 49, 51, 54-55, 57-58
Web modeling language (WebML) 8
Web services 24, 26, 62, 70, 73, 75, 79-80, 82-83,
88-89, 94, 197
Web services deployment descriptor (WSDD) 79
Website 37-38, 40, 49, 56, 94-97, 102-111, 113-119,
146, 250, 264, 266, 268, 276
Website feature 105, 107-108, 111, 113-114, 119
Wellsite information transfer standards markup
language (WITSML) 91, 100
Wiki 22, 28, 38, 44, 99, 187, 190-192, 194, 263
World Wide Web (WWW) 15, 20, 25, 28, 37-38,
42-44, 56, 58-59, 82, 89, 97, 100-101, 116-119,
139, 142, 159-162, 166, 191, 198, 214-215,
217, 234, 238-240, 242-243, 246, 251, 255260, 266, 269-273, 276-281
323