Saturday 10 June 2017

e Gaming



 Most commonly, eSports take the form of organized, multiplayer video game competitions, particularly between professionalplayers. The most common video game genres associated with eSports are real-time strategyfightingfirst-person shooter(FPS), and multiplayer online battle arena (MOBA). Tournaments such as The International, the League of Legends World Championship, the Evolution Championship Series and the Intel Extreme Masters provide live broadcasts of the competition, and prize money to competitors.
Although organized online and offline competitions have long been a part of video game culture, these were largely between amateurs until the late 2000s when participation by professional gamers and spectatorship in these events saw a large surge in popularity.[2] Many game developers now actively design toward a professional eSport subculture.

e Learning

Using electronic educational technology.[1][2][3] Cognitive research and theory suggest that the selection of appropriate concurrent multimedia modalities may enhance learning, as may applicatE-learning theory describes the cognitive science principles of effective multimedia learning ion .
Beginning with cognitive load theory as their motivating scientific premise, researchers such as Richard E. Mayer, John Sweller, and Roxana Moreno established within the scientific literature a set of multimedia instructional design principles that promote effective learning. Many of these principles have been "field tested" in everyday learning settings and found to be effective there as wel The majority of this body of research has been performed using university students given relatively short lessons on technical concepts with which they held low prior knowledge. However, David Roberts has tested the method with students in nine social science disciplines including sociology, politics and business studies. His longitudinal research programme over 3 years established a clear improvement in levels of student engagement and in the development of active learning principles among students exposed to a combination of images and text, over stude. A number of other studies have shown these principles to be effective with learners of other ages and with non-technical learning content.

Research using learners who have greater prior knowledge in the lesson material sometimes finds results that contradict these design principles. This has led some researchers to put forward the "expertise effect" as an instructional design principle unto itself.

e shoping

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Online shopping is a form of electronic commerce which allows consumers to directly buy goods or services from a seller over the Internet using a web browser. Consumers find a product of interest by visiting the website of the retailer directly or by searching among alternative vendors using a shopping search engine, which displays the same product's availability and pricing at different e-retailers. As of 2016, customers can shop online using a range of different computers and devices, including desktop computers,laptopstablet computers and smartphones.
An online shop evokes the physical analogy of buying products or services at a regular "bricks-and-mortar" retailer or shopping center; the process is called business-to-consumer (B2C) online shopping. When an online store is set up to enable businesses to buy from another businesses, the process is called business-to-business (B2B) online shopping. A typical online store enables the customer to browse the firm's range of products and services, view photos or images of the products, along with information about the product specifications, features and prices.

e Governance

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Electronic governance or e-governance is the application of information and communication technology (ICT) for delivering government services, exchange of information, communication transactions, integration of various stand-alone systems and services between government-to-customer (G2C), government-to-business (G2B), government-to-government (G2G) as well as back office processes and interactions within the entire government framework.[1] Through e-governance, government services will be made available to citizens in a convenient, efficient and transparent manner. The three main target groups that can be distinguished in governance concepts are government, citizens and businesses/interest groups. In e-governance there are no distinct boundaries.[2]Generally four basic models are available – government-to-citizen (customer), government-to-employees, government-to-government and government-to-business

source: https://en.wikipedia.org/wiki/E-governance

Friday 9 June 2017

e-Banking

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Online banking, also known as internet banking, e-banking or virtual banking, is an electronic payment system that enables customers of a bank or other financial institution to conduct a range of financial transactions through the financial institution's website.
The online banking system will typically connect to or be part of the core banking system operated by a bank and is in contrast to branch banking which was the traditional way customers accessed banking services.

source: https://en.wikipedia.org/wiki/Online_banking

Thursday 8 June 2017

Web Services

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A web service is a service offered by an electronic device to another electronic device, communicating with each other via the World Wide Web. In a Web service, Web technology such as HTTP, originally designed for human-to-machine communication, is utilized for machine-to-machine communication, more specifically for transferring machine readable file formats such as XML and JSON. In practice, the web service typically provides an object-oriented web-based interface to a database server, utilized for example by another web server, or by a mobile application, that provides a user interface to the end user. Another common application offered to the end user may be a mashup, where a web server consumes several web services at different machines, and compiles the content into one user interface.

Source: https://en.wikipedia.org/wiki/Web_service