The Real World of Information Technology

2021 ◽  
Author(s):  
Edward Yourdon

A t the beginning of this paper, the decentralized world (DW) and decentralized world economy (DeWe) were defined. And the blockchain industry was pointed out to be at the initial stage of the decentralized world parallel to the real world. Then a set of systematicsolutions, named Electronical Material Information Technology (EMIT), was proposed, after which the development direction and path of the decentralized world economy was put forward, from its limitations, by arguing how to provide sufficient and necessary basic conditions for the decentralized world development. In the end, the EMIT was proved to be an effective reference for building the decentralized world from the basic level to the application level and enabling its sustainable development.


Author(s):  
Xiaotong Li

Many information resource managers have learned to be proactive in today’s highly competitive business environment. However, limited financial resources and many uncertainties require them to maximize their shareholders’ equity while controlling the risks incurred at an acceptable level. As the unprecedented development in information technology continuously produces great opportunities that are usually associated with significant uncertainties, technology adoption and planning become more and more crucial to companies in the information era. In this study, we attempt to evaluate IT investment opportunities from a new perspective, namely, the real options theory. Its advantage over other capital budgeting methods like static discounted cash flow analysis has been widely recognized in analyzing the strategic investment decision under uncertainties (Amram & Kulatilaka, 1999; Luehrman, 1998a, 1998b). Smith and McCardle (1998, 1999) further show that option pricing approach can be integrated into standard decision analysis framework to get the best of the both worlds. In fact, some previous IS researches have recognized the fact that many IT investment projects in the uncertain world possess some option-like characteristics (Clemsons, 1991; Dos Santos, 1991; Kumar, 1996). Recently, Benaroth and Kauffman (1999) and Taudes, Feurstein and Mild (2000) have applied the real options theory to real-world business cases and evaluated this approach’s merits as a tool for IT investment planning. As all real options models inevitably depend on some specific assumptions, their appropriateness should be scrutinized under different scenarios. This study aims to provide a framework that will help IS researchers to better understand the real options models and to apply them more rigorously in IT investment evaluation. As the technology changes, the basic economic principles underlying the real options theory do not change. We do need to integrate the IT dimension into the real options based investment decision-making process. Using electronic brokerage’s investment decision in wireless technology as a real-world example, we show the importance of adopting appropriate real options models in IT investment planning. By specifically focusing on the uncertainties caused by IT innovation and competition, our study also gives some intriguing results about the dynamics between IT adoption and the technology standard setting process.


2014 ◽  
Vol 1 (2) ◽  
pp. 236
Author(s):  
Kulakov ◽  
Smirnov ◽  
Lipatov ◽  
Latipov

Author(s):  
Shreyasi Pranjal

Work-life balance refl ects an individual’s orientation across career roles and non-carrier life roles as an incompatible inter-role phenomenon. In the transition to an information-based global economy, the lines between work and home are blurring as technology reshapes the work place and the nature of home life evolves. Information technology (IT) has become a vital and integral part of every individual’s life. From a teenager who loves technologically advanced cum latest gadgets and an adult who is addicted of using cloud-computing technology as for data’s storing. The reasons for the omnipresent use of computer technology in the real world can best be determined by looking at how it is being used across the real world. Role of IT in balancing work-life is all about delivering ease, effi ciency and maintaining individual’s healthy environment. There are numerous roles of IT which makes us integrally prominent, smart and active, and makes an effective aura in between work-life. Role of IT in work-life balance has been an electrifying current investigation subject from the recent years; the purpose of the research role of IT in work-life balance shows the how IT makes individuals life convenient, promising, stressless, and relatively safe.


2021 ◽  
Vol 5 (3) ◽  
pp. 1179
Author(s):  
Fikry Ali Sya’ Dani ◽  
M Iwan Wahyuddin ◽  
Winarsih Winarsih

Information technology today, is very developed and easy to find. Especially in information on Bogor tourist attractions such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. However, the data information held is not completely valid. Because many tourists get data that is not suitable, due to the lack of information obtained. Therefore, the researchers tried to make an android-based "Tourism Object in Bogor" application using Augmented Reality (AR) technology and the Lucas Kanade Algorithm, as well as Marker Based Tracking efforts to make it easier to get the information desired by tourism. Bogor is one of the cities in West Java Province that attracts many tourists, especially domestic tourists. However, there are still many tourist attractions in Bogor that are still many tourist attractions that have not been visited and are still not widely known by tourists. Until now, researchers have tried to make an android-based "Tourism Object in Bogor" application so that tourists know the shape of objects and information such as the Bogor Palace, Tugu Kujang, and Pakansari Stadium. Using Augmented Reality (AR) technology, the technology itself has photos, sounds, and 3d objects that can bring virtual 3d objects into the real world. The "Tourism Object in Bogor" application uses Android Studio, Unity, Sketchup, Vuforia, and Visual Studio. In order to make it easier for tourists to identify data on tourist attractions they want to visit. The application "Tourism Objects in Bogor" serves to share data information for local and foreign tourists, because this is an opportunity for the Bogor Regional Government to improve services and facilities in Bogor, so that tourists feel safe arriving and visiting Bogor.


The developments over the last decade in digital switching data networks and intelligent signal processing suggest an almost unbounded future in terms of opportunity. But who needs it? Information technology appears to act upon our socio-economic system in a manner that is quite different from the way other technologies affected earlier socio-economic systems. In those earlier instances a reasonable balance was maintained between the intensive, or extrapolative interactions and the extensive or transformative ones. Today, we can establish a non-trivial hypothesis that states that the extensive or transformative interactions between information technology and our socio-economic system are being somehow constrained and hence denying us considerable economic and social benefits. The hypothesis stands up under the Socratic test, in that the conclusions deduced from the hypothesis match what we see in the real world. If one takes the hypothesis as given, is there any real potential that is being constrained, what is the value of that potential, and what might be the nature of the constraint? Research suggests that the potential exists, that it may be very significant, and that the constraint is of a fundamental linguistic nature. Some strategies are set forth to avoid or move the constraint. If the hypothesis is valid and the important benefits of information technology are inhibited from flowering, of what significance is all our fine technology? The prediction is made that unless we address that fundamental constraint, the future for information technology is at the best rather bleak and intensely competitive, for our capacity to produce sophisticated communications will outstrip our needs.


Author(s):  
Khalid Mansour ◽  
Khaled Mahmoud

Textual passwords are still widely used as an authentication mechanism. This paper addresses the problem of textual password hardening and proposes a mechanism to make textual passwords harder to be used by unauthorized persons. The mechanismintroduces time gaps between keystrokes (latency times) that would add a second protection line to the password. Latency times are converted into discrete representation (symbols) where the sequence of these symbols is added to the password. For accessing system, an authorized person needs to type his/her password with a certain rhythm. This rhythm is recorded at the sign-up time.This work is an extension to a previous work that elaborates more on the local approach of discretizing time gaps between every two consecutive keystrokes. In addition, more experimental settings and results are provided and analyzed. The local approach considers the keying pattern of each user to discretize latency times. The average, median and min-max are tested thoroughly.Two experimental settings are considered here: laboratory and real-world. The lab setting includes students studying information technology while the other group are not. On the other hand, information technology professional individuals participated in the real-world experiment. The results recommend using the local threshold approach over the global one. In addition, the average method performs better than the other methods. Finally, the experimental results of the real-world setting support using the proposed password hardening mechanism.


Author(s):  
Stéphane Natkin ◽  
Chen Yan

The goal of this research is to develop new gameplays and new narration principles for MUGs (Multiplayer Ubiquitous Games). We aim to formalize a narrative mechanism to generate events which can stimulate the user’s physical actions with the real world, and social communications with other players. We first present a pattern to identify the feedback relationship between the real world and the virtual world. We then analyze the notion of narration in games and the notion of user’s model in information technology. Based on this analysis, a narration adaptive to the user’s profile in considering the real world context is proposed. The last part of the paper is devoted to an experimental game MugNSRC developed through of the preceding principles. A prototype of this game has been developed using off the shell services available on geolocalized mobile phones.


2020 ◽  
Vol 12 ◽  
pp. 183-220
Author(s):  
Neil C Thompson ◽  
Jeffrey M Kuhn

Abstract Competition between firms to invent and patent an idea, or “patent racing,” has been much discussed in theory, but seldom analyzed empirically and never at scale. This article introduces an empirical way to identify patent races, and provides the first broad-based view of them in the real world. It reveals that patent races are common, particularly in information-technology fields. The article then analyzes the effect of winning a patent race, showing that patent race winners do significantly more follow-on innovation, and their follow-on research is more similar to what was covered by the patent. (JEL CODES: O34, O32, O31)


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