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An e- application or web app is any application software that
runs in a web browser or is created in a browser-supported
programming language (such as the combination of JavaScript,
HTML and CSS) and relies on a common web browser to render
the application.
Web applications are popular due to the ubiquity of web
browsers, and the convenience of using a web browser as a
client, sometimes called a thin client. The ability to update and
maintain web applications without distributing and installing
software on potentially thousands of client computers is a key
reason for their popularity, as is the inherent support for cross-
platform compatibility. Common web applications include
webmail, online retail sales, online auctions, wikis and many
other functions.
E-learning
E-shopping
E-reservation
E-group
E-chatting
E-mail
E-banking
Online shopping or e-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. Alternative names
are: e-web-store, e-shop, e-store, Internet shop, web-shop,
web-store, online store, online storefront and virtual store.
Mobile commerce (or m-commerce) describes purchasing from
an online retailer's mobile optimized online site or app.
An online shop evokes the physical analogy of buying products
or services at a bricks-and-mortar retailer or shopping center;
the process is called business-to-consumer (B2C) online
shopping. In the case where a business buys from another
business, the process is called business-to-business (B2B)
online shopping. The largest of these online retailing
corporations are Alibaba, Amazon.com,and eBay.
E-learning (or eLearning) is the use of electronic media
and information and communication technologies (ICT) in
education. E-learning is broadly inclusive of all forms of
educational technology in learning and teaching
E-learning includes numerous types of media that deliver
text, audio, images, animation, and streaming video, and
includes technology applications and processes such as
audio or video tape, satellite TV, CD-ROM, and computer-
based learning, as well as local intranet/extranet and web-
based learning. Information and communication systems,
whether free-standing or based on either local networks or
the Internet in networked learning, underly many e-
learning processes
Online banking is an electronic payment system that enables
customers of a financial institution to conduct financial
transactions on a website operated by the institution, such as
a retail bank, virtual bank, credit union or building society.
Online banking is also referred as Internet banking, e-
banking, virtual banking and by other terms.
To access online banking, a customer would go to the
financial institution's secured website, and enter the online
banking facility using the customer number and password
previously setup. Some financial institutions have set up
additional security steps for access to online banking, but
there is no consistency to the approach adopted.
Online chat may refer to any kind of communication
over the Internet that offers a real-time transmission
of text messages from sender to receiver. Chat
messages are generally short in order to enable other
participants to respond quickly. Thereby, a feeling
similar to a spoken conversation is created, which
distinguishes chatting from other text-based online
communication forms such as Internet forums and
email. Online chat may address point-to-point
communications as well as multicast communications
from one sender to many receivers and voice and
video chat, or may be a feature of a web
conferencing service.
Electronic mail, most commonly referred to as email or e-
mail since ca. 1993, is a method of exchanging digital
messages from an author to one or more recipients. Modern
email operates across the Internet or other computer
networks. Some early email systems required that the
author and the recipient both be online at the same time, in
common with instant messaging. Today's email systems are
based on a store-and-forward model. Email servers accept,
forward, deliver, and store messages. Neither the users nor
their computers are required to be online simultaneously;
they need connect only briefly, typically to a mail server, for
as long as it takes to send or receive messages.

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e-applications

  • 1.
  • 2. An e- application or web app is any application software that runs in a web browser or is created in a browser-supported programming language (such as the combination of JavaScript, HTML and CSS) and relies on a common web browser to render the application. Web applications are popular due to the ubiquity of web browsers, and the convenience of using a web browser as a client, sometimes called a thin client. The ability to update and maintain web applications without distributing and installing software on potentially thousands of client computers is a key reason for their popularity, as is the inherent support for cross- platform compatibility. Common web applications include webmail, online retail sales, online auctions, wikis and many other functions.
  • 4.
  • 5. Online shopping or e-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. Alternative names are: e-web-store, e-shop, e-store, Internet shop, web-shop, web-store, online store, online storefront and virtual store. Mobile commerce (or m-commerce) describes purchasing from an online retailer's mobile optimized online site or app. An online shop evokes the physical analogy of buying products or services at a bricks-and-mortar retailer or shopping center; the process is called business-to-consumer (B2C) online shopping. In the case where a business buys from another business, the process is called business-to-business (B2B) online shopping. The largest of these online retailing corporations are Alibaba, Amazon.com,and eBay.
  • 6.
  • 7. E-learning (or eLearning) is the use of electronic media and information and communication technologies (ICT) in education. E-learning is broadly inclusive of all forms of educational technology in learning and teaching E-learning includes numerous types of media that deliver text, audio, images, animation, and streaming video, and includes technology applications and processes such as audio or video tape, satellite TV, CD-ROM, and computer- based learning, as well as local intranet/extranet and web- based learning. Information and communication systems, whether free-standing or based on either local networks or the Internet in networked learning, underly many e- learning processes
  • 8. Online banking is an electronic payment system that enables customers of a financial institution to conduct financial transactions on a website operated by the institution, such as a retail bank, virtual bank, credit union or building society. Online banking is also referred as Internet banking, e- banking, virtual banking and by other terms. To access online banking, a customer would go to the financial institution's secured website, and enter the online banking facility using the customer number and password previously setup. Some financial institutions have set up additional security steps for access to online banking, but there is no consistency to the approach adopted.
  • 9. Online chat may refer to any kind of communication over the Internet that offers a real-time transmission of text messages from sender to receiver. Chat messages are generally short in order to enable other participants to respond quickly. Thereby, a feeling similar to a spoken conversation is created, which distinguishes chatting from other text-based online communication forms such as Internet forums and email. Online chat may address point-to-point communications as well as multicast communications from one sender to many receivers and voice and video chat, or may be a feature of a web conferencing service.
  • 10. Electronic mail, most commonly referred to as email or e- mail since ca. 1993, is a method of exchanging digital messages from an author to one or more recipients. Modern email operates across the Internet or other computer networks. Some early email systems required that the author and the recipient both be online at the same time, in common with instant messaging. Today's email systems are based on a store-and-forward model. Email servers accept, forward, deliver, and store messages. Neither the users nor their computers are required to be online simultaneously; they need connect only briefly, typically to a mail server, for as long as it takes to send or receive messages.