Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253465
Hongen Lu
To form agent cooperation in an open environment, such as the Internet, is extremely difficult, despite agent service is one of the main forces to drive the Web into a growing marketplace of services. In this paper, a method to combine agent services matchmaking and cooperation is proposed. For flexible and semantic matchmaking, multiple strategies are provided; and based on the results of matchmaking, a naive Bayesian model is given for agents to form cooperation. This approach, which considers matchmaking and cooperation formation as one process, brings a new angle for us to solve the connection problem for agents to work collaboratively in a dynamic and open environment, such as the World Wide Web.
{"title":"Agent services matchmaking for cooperation","authors":"Hongen Lu","doi":"10.1109/CYBER.2003.1253465","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253465","url":null,"abstract":"To form agent cooperation in an open environment, such as the Internet, is extremely difficult, despite agent service is one of the main forces to drive the Web into a growing marketplace of services. In this paper, a method to combine agent services matchmaking and cooperation is proposed. For flexible and semantic matchmaking, multiple strategies are provided; and based on the results of matchmaking, a naive Bayesian model is given for agents to form cooperation. This approach, which considers matchmaking and cooperation formation as one process, brings a new angle for us to solve the connection problem for agents to work collaboratively in a dynamic and open environment, such as the World Wide Web.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"133 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130907984","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253434
A. Patki, S. Lakshminarayanan, S. Sivasubramanian, S. S. S. Sarma
Cyber Civilization considers knowledge as an integral part of society and human systems. With the facilities of cyber civilization the evils of cyber civilization also need to be equally tackled through technological as well as social means. Efforts on the lines of centralized as well as globally sharable resource and support infrastructure appear to be the need. The paper builds a case for consideration and support from United Nations. Such an infrastructure set up can use portal based systems deploying fuzzy data bases.
{"title":"Cyber crime information system for cybernetics awareness","authors":"A. Patki, S. Lakshminarayanan, S. Sivasubramanian, S. S. S. Sarma","doi":"10.1109/CYBER.2003.1253434","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253434","url":null,"abstract":"Cyber Civilization considers knowledge as an integral part of society and human systems. With the facilities of cyber civilization the evils of cyber civilization also need to be equally tackled through technological as well as social means. Efforts on the lines of centralized as well as globally sharable resource and support infrastructure appear to be the need. The paper builds a case for consideration and support from United Nations. Such an infrastructure set up can use portal based systems deploying fuzzy data bases.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132856664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253487
Bu-Young Ahn, J. Y. Kim, Chung Sik Oh, S. Hong
KISTI has provided Korean factual information through the Web since 1994. There are over 25 databases such as biodiversity related data, inherent-domestic information such as domestic mine data, and specialized data including chemical product/safety and thermophysical property of KS material. These databases are classified into three categories of: life science, Earth science and industry. VR Panorama based cyber science museum has been constructed using several DBs from the area of life science and Earth science and is open to public including professionals and researchers. The museum applies real and 3D rendering image based VR Panorama, VR Object Format and interactive virtual reality to experience the cyber space. The cyber science museum consists of 5 pavilions in the following 20 themes: biodiversity pavilion (freshwater fish, coastal fish, mushrooms, insects, domestic plant, indigenous plant, seeds, birds); fossil pavilion (Korean fossil, fossil animation, period classification); shellfish pavilion (Korean, World, Rare); astronomy pavilion (ancient, virtual solar system); and agriculture pavilion.
{"title":"Construction of cyber science museum","authors":"Bu-Young Ahn, J. Y. Kim, Chung Sik Oh, S. Hong","doi":"10.1109/CYBER.2003.1253487","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253487","url":null,"abstract":"KISTI has provided Korean factual information through the Web since 1994. There are over 25 databases such as biodiversity related data, inherent-domestic information such as domestic mine data, and specialized data including chemical product/safety and thermophysical property of KS material. These databases are classified into three categories of: life science, Earth science and industry. VR Panorama based cyber science museum has been constructed using several DBs from the area of life science and Earth science and is open to public including professionals and researchers. The museum applies real and 3D rendering image based VR Panorama, VR Object Format and interactive virtual reality to experience the cyber space. The cyber science museum consists of 5 pavilions in the following 20 themes: biodiversity pavilion (freshwater fish, coastal fish, mushrooms, insects, domestic plant, indigenous plant, seeds, birds); fossil pavilion (Korean fossil, fossil animation, period classification); shellfish pavilion (Korean, World, Rare); astronomy pavilion (ancient, virtual solar system); and agriculture pavilion.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124471758","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253453
A. M. Day, D. Arnold, Sven Havemann, D. Fellner
The economic production and the interactive rendering of complete reconstructions of populated urban environments are technically difficult tasks. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives valuable hints to the renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Thus a modeller that knows the operator is creating houses can use this information to simplify the user interaction, guide the operator, and to create models that build in optimisations when attempting real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the modelling of urban environments. We also draw more general conclusions which apply to other software systems that share the same objective.
{"title":"Combining polygonal and subdivision surface approaches to modeling urban environments","authors":"A. M. Day, D. Arnold, Sven Havemann, D. Fellner","doi":"10.1109/CYBER.2003.1253453","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253453","url":null,"abstract":"The economic production and the interactive rendering of complete reconstructions of populated urban environments are technically difficult tasks. Specialized modelling tools, which exploit knowledge of the types of object being modelled by working in the application domain, can be used to create appealing virtual reconstructions quickly. At the same time, the structural information from the modeller gives valuable hints to the renderer to determine efficient interactive display strategies through the use of level-of-detail and culling techniques. Thus a modeller that knows the operator is creating houses can use this information to simplify the user interaction, guide the operator, and to create models that build in optimisations when attempting real-time rendering. In this paper we discuss the way in which polygonal and multi-resolution surface techniques can complement one another in the modelling of urban environments. We also draw more general conclusions which apply to other software systems that share the same objective.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"22 15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124497291","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253440
Yiyu Cai, L. Khoo, Z. Xiong, B. Lu, Y. Guan, S. Wong, C. R. Cao, T. K. Tan, Kenneth Yu, M. Opas, S. Fok
Coronary heart disease (CHD) is one of the leading killers worldwide. Lipoprotein and apolipoprotein play an important role in developing CHDs. To tackle the challenging task of CHD lipoprotein and atherosclerotic research, collaborative work is crucial. With an interdiscipline in nature, such research involves bio-chemistry, cardiovascular biology, lipoprotein structure, fluorescent imaging, 3D modelling, data mining, etc. This project aims to create a Web based and integrated solution to support a multi-disciplinary knowledge discovery process for the study of cardiovascular and atherosclerotic biology. The emphasis of the project is to address (1) the sharing of cardiovascular clinical data; and (2) the system integration for CHD cardiovascular research. The system currently under development is mainly implemented on a PC Window platform with an intranet-centric design. An Apache HTTP server, a MySQL SQL server, Perl, and R Language, are employed for the system development independent to hardware platforms. The system offers easy information management and data sharing by multiple parties across Internet. Major datasets include lipoprotein phenotype/genotype and laser confocal images. A user-friendly interface is designed allowing users to deposit, retrieve, visualize and analyze the CHD information from different sites.
{"title":"Developing a Web-enabled and graphics-enhanced collaborative environment for integrated research of cardiovascular and atherosclerotic clinical biology","authors":"Yiyu Cai, L. Khoo, Z. Xiong, B. Lu, Y. Guan, S. Wong, C. R. Cao, T. K. Tan, Kenneth Yu, M. Opas, S. Fok","doi":"10.1109/CYBER.2003.1253440","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253440","url":null,"abstract":"Coronary heart disease (CHD) is one of the leading killers worldwide. Lipoprotein and apolipoprotein play an important role in developing CHDs. To tackle the challenging task of CHD lipoprotein and atherosclerotic research, collaborative work is crucial. With an interdiscipline in nature, such research involves bio-chemistry, cardiovascular biology, lipoprotein structure, fluorescent imaging, 3D modelling, data mining, etc. This project aims to create a Web based and integrated solution to support a multi-disciplinary knowledge discovery process for the study of cardiovascular and atherosclerotic biology. The emphasis of the project is to address (1) the sharing of cardiovascular clinical data; and (2) the system integration for CHD cardiovascular research. The system currently under development is mainly implemented on a PC Window platform with an intranet-centric design. An Apache HTTP server, a MySQL SQL server, Perl, and R Language, are employed for the system development independent to hardware platforms. The system offers easy information management and data sharing by multiple parties across Internet. Major datasets include lipoprotein phenotype/genotype and laser confocal images. A user-friendly interface is designed allowing users to deposit, retrieve, visualize and analyze the CHD information from different sites.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125077942","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253430
Leo Sang-Min Whang, Geun-Young Chang
This study attempted to explore different lifestyles of game players who have adopted the virtual world as part of their life in the online game world. An online survey was conducted to the players of one of famous Internet based games called 'Lineage'. 'Lineage' has become the biggest online game in the world accommodating over 6 million users worldwide, where people create his or her new identities and play various roles. 4,786 game players have participated in the survey, and their lifestyles were identified with their values and attitudes in the virtual world. Upon classification of their lifestyles, the behavioral tendencies and characteristic desires were compared by the lifestyles in virtual world. The study showed that game players have developed their own distinctive lifestyles, and the lifestyles were strong criterion on explaining the behavior patterns and their different desire to achieve in the world among them. The lifestyles were classified into three general categories: Single-Oriented Player, Community-Oriented Player, Off-real World Games. Each group displayed distinct differences in their values and game activities, as well as anti-social behavior tendencies. The differences were reflecting not only their personality but also their socio-economic status within the virtual world that is constructed through the game activities. This study hopes to serve as a model to understand how players from different real life backgrounds will behave to the various game features and how they adopt the virtual world for their new social identities.
{"title":"Lifestyles of virtual world residents, living in the on-line game, \"Lineage\"","authors":"Leo Sang-Min Whang, Geun-Young Chang","doi":"10.1109/CYBER.2003.1253430","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253430","url":null,"abstract":"This study attempted to explore different lifestyles of game players who have adopted the virtual world as part of their life in the online game world. An online survey was conducted to the players of one of famous Internet based games called 'Lineage'. 'Lineage' has become the biggest online game in the world accommodating over 6 million users worldwide, where people create his or her new identities and play various roles. 4,786 game players have participated in the survey, and their lifestyles were identified with their values and attitudes in the virtual world. Upon classification of their lifestyles, the behavioral tendencies and characteristic desires were compared by the lifestyles in virtual world. The study showed that game players have developed their own distinctive lifestyles, and the lifestyles were strong criterion on explaining the behavior patterns and their different desire to achieve in the world among them. The lifestyles were classified into three general categories: Single-Oriented Player, Community-Oriented Player, Off-real World Games. Each group displayed distinct differences in their values and game activities, as well as anti-social behavior tendencies. The differences were reflecting not only their personality but also their socio-economic status within the virtual world that is constructed through the game activities. This study hopes to serve as a model to understand how players from different real life backgrounds will behave to the various game features and how they adopt the virtual world for their new social identities.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"145 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116727479","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253477
R. Khokhar, M. Sap
Predicting stock market has been a well researched topic in the field of financial engineering. However, most methods suffer from serious drawback due to handling uncertain and missing continuous time-series data. We divide our study in two modules: data cleaning and decision making, first module includes preprocessing of stock market time series data mining which presents the extended form of extraction of both graphical structure and conditional probabilities of a Bayesian Belief Networks (BBN) from a possible incomplete stock market time series databases. In second decision making module, we introduce Linguistic Rules-Tree (LR-Tree) which is the combination of fuzzy logics and decision tree but LR-Tree may not be the best generalization due to over-fitting. Consequently Neuro-Pruning method has been introduced for post pruning of LR-Tree. In Neuro-Pruning, instead of absolutely removing nodes, we employ a back-propagation neural network to give weights to nodes according to their significance. After data cleaning and decision making modules we hope that, our proposed approaches will be able to handle attributes with differing costs, improving computational efficiency, outperforms error-based pruning, handle uncertain and missing continuous time-series data.
{"title":"Design and development of neural Bayesian approach for unpredictable stock exchange databases","authors":"R. Khokhar, M. Sap","doi":"10.1109/CYBER.2003.1253477","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253477","url":null,"abstract":"Predicting stock market has been a well researched topic in the field of financial engineering. However, most methods suffer from serious drawback due to handling uncertain and missing continuous time-series data. We divide our study in two modules: data cleaning and decision making, first module includes preprocessing of stock market time series data mining which presents the extended form of extraction of both graphical structure and conditional probabilities of a Bayesian Belief Networks (BBN) from a possible incomplete stock market time series databases. In second decision making module, we introduce Linguistic Rules-Tree (LR-Tree) which is the combination of fuzzy logics and decision tree but LR-Tree may not be the best generalization due to over-fitting. Consequently Neuro-Pruning method has been introduced for post pruning of LR-Tree. In Neuro-Pruning, instead of absolutely removing nodes, we employ a back-propagation neural network to give weights to nodes according to their significance. After data cleaning and decision making modules we hope that, our proposed approaches will be able to handle attributes with differing costs, improving computational efficiency, outperforms error-based pruning, handle uncertain and missing continuous time-series data.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116764010","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253447
Zhi Zheng, T. Chan
We present a position-based neighbour prefetch algorithm for client-server based walkthrough. This algorithm predicts which neighbouring viewcell will be needed in the near future according to the current view position of the client and prefetches the pre-computed potential visible set (PVS) for that viewcell to the client-side cache. Our algorithm has a low memory requirement for the client-side cache. With the same cache size, our algorithm offers a much better performance than the simple neighbour prefetch method. We also provide a delta-transmission algorithm to optimize the prefetch transmission procedure by avoiding transmitting those geometries that are already in the client-side cache. A cache management and entry replacement strategy is also proposed to maintain the client-side cache.
{"title":"Optimized neighbour prefetch and cache for client-server based walkthrough","authors":"Zhi Zheng, T. Chan","doi":"10.1109/CYBER.2003.1253447","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253447","url":null,"abstract":"We present a position-based neighbour prefetch algorithm for client-server based walkthrough. This algorithm predicts which neighbouring viewcell will be needed in the near future according to the current view position of the client and prefetches the pre-computed potential visible set (PVS) for that viewcell to the client-side cache. Our algorithm has a low memory requirement for the client-side cache. With the same cache size, our algorithm offers a much better performance than the simple neighbour prefetch method. We also provide a delta-transmission algorithm to optimize the prefetch transmission procedure by avoiding transmitting those geometries that are already in the client-side cache. A cache management and entry replacement strategy is also proposed to maintain the client-side cache.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129243704","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Current BtoC recommendation services utilize consumers' purchased log as criteria for selecting information, yet it includes little information of the reason why he bought the items. Thus it is difficult to recommend the suitable information for each consumer. We have observed how each consumer judges his likes and dislikes on objects viewing them. We have modeled each consumer's evaluation process by relationships among physical features of objects, each consumer's subjective interpretations and preferences. Thus, based on the models, our system can estimate users' subjective evaluations and preferences from physical features of objects to perform a suitable recommendation. We have also built situated preference models according to the usage of the items. The recommendation system refers such situated preference models together with the subjective evaluation model as the consumer's decision-making model for selecting objects.
{"title":"Development of a recommendation system with multiple subjective evaluation process models","authors":"Emi Yano, Emi Sueyoshi, Isao Shinohara, Toshikazu Kato","doi":"10.1109/CYBER.2003.1253474","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253474","url":null,"abstract":"Current BtoC recommendation services utilize consumers' purchased log as criteria for selecting information, yet it includes little information of the reason why he bought the items. Thus it is difficult to recommend the suitable information for each consumer. We have observed how each consumer judges his likes and dislikes on objects viewing them. We have modeled each consumer's evaluation process by relationships among physical features of objects, each consumer's subjective interpretations and preferences. Thus, based on the models, our system can estimate users' subjective evaluations and preferences from physical features of objects to perform a suitable recommendation. We have also built situated preference models according to the usage of the items. The recommendation system refers such situated preference models together with the subjective evaluation model as the consumer's decision-making model for selecting objects.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128267131","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Pub Date : 2003-12-03DOI: 10.1109/CYBER.2003.1253478
Kato Tomoya, Yokoi Shigeki
Peer-to-Peer (P2P) networks are spreading, and their practical applications for the business scene are promising. However, the essence of P2P is missed by broad interpretations that do not make it a problem whether to use P2P technology. Incidentally, although marketing activity currently consists mainly of Web pages or mail, it is difficult to actively find latent customers from the company side, and it is not necessarily an effective marketing means for a small-scale company. Therefore, in this paper, we discuss the application of P2P technology to marketing. First, the essence of P2P is correctly extracted by focusing on the state of the information that changes within a P2P network, and effective fields in business are clarified. Next, by paying attention to characteristics of P2P that have not yet been adequately developed in business, we have recognized that P2P marketing is promising from now on. We devise five models for applying P2P networks to the marketing field (P2P marketing), and clarify P2P's marketing features through comparisons with existing Internet marketing. Consequently, we reveal features not currently held by Web pages or mail.
{"title":"Application of P2P (peer-to-peer) technology to marketing","authors":"Kato Tomoya, Yokoi Shigeki","doi":"10.1109/CYBER.2003.1253478","DOIUrl":"https://doi.org/10.1109/CYBER.2003.1253478","url":null,"abstract":"Peer-to-Peer (P2P) networks are spreading, and their practical applications for the business scene are promising. However, the essence of P2P is missed by broad interpretations that do not make it a problem whether to use P2P technology. Incidentally, although marketing activity currently consists mainly of Web pages or mail, it is difficult to actively find latent customers from the company side, and it is not necessarily an effective marketing means for a small-scale company. Therefore, in this paper, we discuss the application of P2P technology to marketing. First, the essence of P2P is correctly extracted by focusing on the state of the information that changes within a P2P network, and effective fields in business are clarified. Next, by paying attention to characteristics of P2P that have not yet been adequately developed in business, we have recognized that P2P marketing is promising from now on. We devise five models for applying P2P networks to the marketing field (P2P marketing), and clarify P2P's marketing features through comparisons with existing Internet marketing. Consequently, we reveal features not currently held by Web pages or mail.","PeriodicalId":130458,"journal":{"name":"Proceedings. 2003 International Conference on Cyberworlds","volume":"267 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2003-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116539487","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}