AnTao's Blog

This is An Tao's Blog.

Tuesday, April 05, 2005

The links to our project work

The elevator pitch: http://f3.grp.yahoofs.com/v1/4HpTQu7x2c3G85bOfdA1nI34DFSxz0EvHKJ8BrMCs1zL7C7EXR4RrobIQx_s4a5k0KfwBfIDnHP7nM5DydZrgw/ElevatorPitch.doc

The Game demo:
http://f1.grp.yahoofs.com/v1/4HpTQkPqCEjG85bOFsG2kjiklj7fUeqVeOuh7JBWngQBc9_Z29ikgRgz-9yt3-tEktENQmQdskUju1rvlieMqA/demo.ppt

The Class Presentation:
http://f6.grp.yahoofs.com/v1/4HpTQo-Oow_G85bOnxIzoD8hRxpwLp-l9D2sq-7gqXOPy6Zx7UQCkvIyt5mTnHk09WPyt1GsyCi1QVxShhUQrg/present.ppt

The final prospectus:
http://f1.grp.yahoofs.com/v1/4HpTQuOWx0_G85bO_Y7QYd-m954N8yaonGKTUKgdzQhweIKNZzhBvPOKHuvFDgry56O_VXWjQQ3V4V4O2NWVUg/Prospectus_Woof_v2.doc

Monday, April 04, 2005

The Draft of our Prospectus

http://f1.grp.yahoofs.com/v1/8OVQQtxkGg8hTl2xB7MvcZ2b-vZkwoQBQ_QBcefEdsD4FtOUGpqLxPRwo58OsJfa8i3ZijQDqlJ4Bek6ebMcfg/Prospectus_Woof.doc

B blog Week 13

The final session covers the Chapter 12, Planning for Electronic Commerce. Here are the main points:

1. Planning Electronic commerce Initiatives: identifying objectives, linking objectives to business strategies, measuring benefits, comparing benefits to costs, return on investment (ROI)

2. Strategies for Developing Electronic Commerce Web Sites: internal development vs. outsourcing, selecting a hosting service, new methods for implementing partial outsourcing

3. Managing Electronic Commerce Implementations: project management, project portfolio management, staffing for electronic commerce, postimplementation audits


The article “Poor planning fails ecommerce” describes how important e-commerce planning is. In my opinion, a company must fully understand the e-commerce technologies before it enters the e-market. As described by the article, there are five points a company must take note:

1. Never redesign all business processes at once. Instead, select tactical projects and implement them successfully. A company should develop an ebusiness roadmap, which should be implemented in stages

2. Never forget good project management rules - ecommerce projects fail for the same reasons as any project: bad planning, lack of staff or skills, and not enough support from management and key stakeholders

3. Don't think that technology will solve all your problems - it can drain resources and be misapplied. Companies should always ensure ecommerce projects have sound business goals at their core

4. Never ignore new markets, or the chance to service customers in innovative ways - making incremental improvements in the servicing of existing markets will not be innovative enough to beat off the competition

5. Never think your biggest competitor will come from today's companies. A company should develop an ecommerce survival plan

The URL of the article is: http://www.pcw.co.uk/news/90900

Sunday, March 27, 2005

B blog Week 12

Chapter 11 is covered during this seminar. The main points are:

1. Online Payment Basics: cash, checks, credit cards, debit cards, scrip

2. Payment Cards: pros and cons, payment acceptance and processing

3. Electronic Cash: micropayments and small payments, privacy and security, online and offline cash, pros and cons of e-cash, how e-cash works, providing security for e-cash, e-cash systems

4. Electronic Wallets: MS . Net passport, Yahoo! Wallet, W3C micropayment standards development activity, the ECML standard

5. Stored-Value Cards: magnetic strip cards, smart cards


This seminar also covers “Personalization and Localization”. Mobile wireless system components and location-based service are introduced. The issues involve providing technical support, providing appropriate features, privacy and security, and the point that users don’t know about personalized services.

There is also a case study regarding the issues of Intertainer Asia.


In my opinion, one important issue of online trading is its security. Since the buyer would not face the seller physically, there may be act of cheating. An article from the Federal Trade Commission was published in March 2003, in which the online payment security issues are explained in full details. This is a good complement to today’s seminar. The URL of this article is:
http://www.ftc.gov/bcp/conline/pubs/online/payments.pdf

Sunday, March 20, 2005

B blog Week 11

Chapter 10 is covered in this seminar. The main points of Chapter 10 are listed below:

1. Online Security Issues Overview: managing risk, computer security classifications, security policy and integrated security

2. Security for Client Computers: active content, cookies and web bugs, java applets, javascript, graphics and plug-ins, viruses, worms, and antivirus software, digital certificates, steganography, physical security for clients

3. Communication Channel Security: secrecy, integrity and necessity threats, threats to the physical security of internet communications channels and wireless networks, encryption solutions, ensuring transaction integrity with hash functions / digital signatures, guaranteeing transaction delivery

4. Security for Server Computers: web server threats, database threats, other programming threats (buffer overrun & mail bomb), threats to the physical security of web servers, access control and authentication, firewalls

5. Organizations that Promote Computer Security: CERT, SANS Institute, Internet Storm Center, Microsoft Security Research group, computer foresics and ethical hacking


Regarding the Internet security issues, the CERT organization has produced a very detailed article, which in my opinion makes a perfect complement to this seminar’s topic. The URL of this article is:
http://www.cert.org/encyc_article/tocencyc.html

Monday, March 14, 2005

B blog Week 10

In this seminar, the main topic is the fast-growing Chinese on-line computer game market. One of its main catalysts is the rapid increase in Internet users in China, thanks to the efforts of China Telecom.. Major Chinese web sites, such as sina.com, shanda.com, and 163.com, together with foreign on-line game providers, quickly occupy this huge market. Countless young people play the on-line games day and night. Thus, on-line game has quickly caused intense disputations in educational field of China.

Although this seminar does not go this far, I would still like to say something about this situation in China. It seems that everything has changed suddenly. When I first came to Singapore in 1998, very few people in China knew the phase “on-line game”, I think. But now, if, say, you are a Chinese young man and you do not even know what “on-line game” is, others will probably ask you: “Did you just come from Mars?” (it means you really know too little about Earth!) Last year, I went back to China for holiday, and had a party with my former high school classmates, who were now also having their undergraduate studies. I was very shocked that while I understood every word they spoke, I could not figure out the content. At the end, they told me that they were discussing about a very popular on-line game in China.

I admit that computer game is my major free-time activity. Clearly I am not trying to prove my greatness by fooling the AI, but I finally find out that reading story books and watching action movies are quite a waste of time. Why not join in and determine the story by yourself, and direct it by your will? Sometimes it appears to me that, by means of human wisdom, solid concentration and perfect brain-hand cooperation, accomplishing the missions impossible is simply an art, though someone may not agree with that. But when I saw my friends playing those on-line games, I started to doubt whether they qualify for “computer games”? Most of the time, they were just staying at a place, clicking the mousse madly to kill somebody, and it seemed that there was no end of it. Even a trained monkey can do this job as well as them!

Later, I found out what, actually, “on-line game” is. Instead of what I call “games”, on-line game is simply a virtual society, as real as our world. There are all kinds of people there, and you can make friend or fight with anyone you want, without paying for any consequence. You can even form a guild and fight with other guilds. But is this world really that attractive, such that many people deny the real world and join in? One of my good friends has already reached this stage. To me, he has abandoned this world, by cutting off relationship with all his friends. No one know what he is thinking about, and he can very hardly be seen, all his activities, other than going to school, is sleeping till 12am, getting up then, and migrating to his virtual world, as a well-known guild leader.

Certainly, all the above comments are my personal thoughts, and not point to any individuals or groups. Maybe you cannot agree with my negative feeling towards on-line games, believing that on-line games have many advantages to the youth. But I still want to end my words with this quotation from China Daily, 7th June, 2004: “Regardless, online games are the means to enter a world that seems entirely real, but is actually a complete escape from reality.

The URL of the whole article mentioned: “What have online games done to us?”
http://www.chinadaily.com.cn/english/doc/2004-06/07/content_337200.htm

Sunday, March 06, 2005

B blog Week 9

In this seminar, “competing platforms for mobile data services” is introduced. The main points are:

1. Advantages and Limitations

2. Pagers and Cell Phones: features and functions

3. MP3 Players: features and functions

4. PDA: functions, hardware

5. Tablet PCs: features, functions

6. Laptops: features, functions

7. New Technology: displays, processing, OS, ability to receive data at correct rate


Regarding the competition among those big companies on mobile platforms, Jessica Figueras suggested in her article “Mobile device platforms: it's time for co-existence, not more battles” that the best outcome is one where a balance between the interests of all of the value chain members can be achieved. The URL of this article is:
http://www.ovum.com/go/content/c,51085

Monday, February 28, 2005

B blog Week 7

Chapter 8 is covered in this seminar. Here are the main points in this chapter.

1. Web Server Basics: types of web sites, web client and web servers, dynamic content, various meanings of “server”, two-tier client/server communication

2. Software for Web Servers: OS for web servers, web server software

3. Web Site and Internet Utility Programs: finger and ping utilities, tracert and other route-tracing programs, email, UCE, solutions to junk mail problem, telnet and ftp utilities, indexing and searching utility programs, data analysis software, link-checking utilities, remote server administration

4. Web Server Hardware: server computers, web server platform evaluation, web server hardware architectures

5. Additional notes: competing platforms


This following article, “Broadband Wireless: The New Era in Communications”, Intel introduces the broadband wireless technology, and predicts that billions of people will gain high-speed Internet access – wirelessly – within the next decade. This makes a good supplement to the additional notes. Here is the URL:

http://www.intel.com/netcomms/bbw/30202601.pdf