This article may be confusing or unclear to readers.(March 2011) |
E-society, or "electronic society", is a society that consists of one or more e-Communities involved in the areas from e-Government, e-Democracy, and e-Business to e-Learning and e-Health , [1] that use electronic information and communication technologies (ICT) in order to achieve a common interests and goals. Just as "e-mail" stands for "electronic mail" and signifies a transition of mail to electronic means, "e-Society" signifies a transition of society in general, and how one interacts and functions within it, towards a reliance on electronic means. The first areas of e-society that emerged were e-Learning and e-Business. Further development and challenges of e-Society depend on the use of new ICT technology and IoT in supporting smart media and smart information services. [2]
The development of e-Society is relying and depending on the development of virtual reality (VR) technologies that insure interaction between participants of an e-Society in a more acceptable and tangible way. The development of (VR) and consequently the e-Society is based on improvement and balancing of participants’ interaction methods, hardware necessary for such interaction, content presentation and effort required for development and maintenance. [1]
Virtual reality (VR) is a simulated experience that employs pose tracking and 3D near-eye displays to give the user an immersive feel of a virtual world. Applications of virtual reality include entertainment, education and business. Other distinct types of VR-style technology include augmented reality and mixed reality, sometimes referred to as extended reality or XR, although definitions are currently changing due to the nascence of the industry.
Augmented reality (AR) is an interactive experience that combines the real world and computer-generated content. The content can span multiple sensory modalities, including visual, auditory, haptic, somatosensory and olfactory. AR can be defined as a system that incorporates three basic features: a combination of real and virtual worlds, real-time interaction, and accurate 3D registration of virtual and real objects. The overlaid sensory information can be constructive, or destructive. This experience is seamlessly interwoven with the physical world such that it is perceived as an immersive aspect of the real environment. In this way, augmented reality alters one's ongoing perception of a real-world environment, whereas virtual reality completely replaces the user's real-world environment with a simulated one.
A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.
Information and communications technology (ICT) is an extensional term for information technology (IT) that stresses the role of unified communications and the integration of telecommunications and computers, as well as necessary enterprise software, middleware, storage and audiovisual, that enable users to access, store, transmit, understand and manipulate information.
Educational technology is the combined use of computer hardware, software, and educational theory and practice to facilitate learning. When referred to with its abbreviation, "EdTech," it often refers to the industry of companies that create educational technology. In EdTech Inc.: Selling, Automating and Globalizing Higher Education in the Digital Age, Tanner Mirrlees and Shahid Alvi (2019) argue "EdTech is no exception to industry ownership and market rules" and "define the EdTech industries as all the privately owned companies currently involved in the financing, production and distribution of commercial hardware, software, cultural goods, services and platforms for the educational market with the goal of turning a profit. Many of these companies are US-based and rapidly expanding into educational markets across North America, and increasingly growing all over the world."
Electronic governance or e-governance is the application of information technology for delivering government services, exchange of information, communication transactions, integration of various stand-alone systems between government to citizen (G2C), government-to-business (G2B), government-to-government (G2G), government-to-employees (G2E) as well as back-office processes and interactions within the entire governance framework. Using e-governance, government services are made available to citizens through IT. The three main target groups that can be distinguished in governance concepts are government, citizens, and businesses/interest groups.
Virtual reality in telerehabilitation is a method used first in the training of musculoskeletal patients using asynchronous patient data uploading, and an internet video link. Subsequently, therapists using virtual reality-based telerehabilitation prescribe exercise routines via the web which are then accessed and executed by patients through a web browser. Therapists then monitor the patient's progress via the web and modify the therapy asynchronously without real-time interaction or training.
The following outline is provided as an overview of topics relating to community.
Immersion into virtual reality (VR) is a perception of being physically present in a non-physical world. The perception is created by surrounding the user of the VR system in images, sound or other stimuli that provide an engrossing total environment.
The Internet of things (IoT) describes devices with sensors, processing ability, software and other technologies that connect and exchange data with other devices and systems over the Internet or other communications networks. The Internet of things encompasses electronics, communication and computer science engineering. Internet of things has been considered a misnomer because devices do not need to be connected to the public internet, they only need to be connected to a network, and be individually addressable.
A smart city is a technologically modern urban area that uses different types of electronic methods and sensors to collect specific data. Information gained from that data is used to manage assets, resources and services efficiently; in return, that data is used to improve operations across the city. This includes data collected from citizens, devices, buildings and assets that is processed and analyzed to monitor and manage traffic and transportation systems, power plants, utilities, urban forestry, water supply networks, waste, criminal investigations, information systems, schools, libraries, hospitals, and other community services. Smart cities are defined as smart both in the ways in which their governments harness technology as well as in how they monitor, analyze, plan, and govern the city. In smart cities, the sharing of data is not limited to the city itself but also includes businesses, citizens and other third parties that can benefit from various uses of that data. Sharing data from different systems and sectors creates opportunities for increased understanding and economic benefits.
The Agora Center is a separate institute at the University of Jyväskylä in Central Finland. By its nature, the Agora Center is interdisciplinary and networked. Its purpose is to conduct, coordinate, and administrate top-level research and development that relates to the knowledge society and which places emphasis on the human perspective. The research and development is conducted in the form of fixed-period projects in cooperation with the University of Jyväskylä’s other faculties and separate institutes, businesses, the public sector and other relevant parties. The Agora Center also promotes researcher training through its various research projects. One of the core missions of the Agora Center is to effectively combine research and development with education. The project staff includes a high number of students and post-graduate students.
Samsung SDS Co., Ltd., established in 1985 as a subsidiary of Samsung Group, is a provider of Information Technology (IT) services, including consulting, technical, and outsourcing services. SDS is also active in research and development of emerging IT technologies such as Artificial Intelligence (AI), Blockchain, Internet of Things (IoT) and outsourcing in engineering. In 2019, Samsung SDS reported a net profit of 750.4 billion won, an increase of 17.5% year-on-year. The company is estimated to have the 11th most valuable brand among global IT service companies, at US$3.7 billion as of January 2020. Samsung SDS has headquarters in South Korea and eight other overseas subsidiaries, one in America, Asia-Pacific, China, Europe, Latin America, Middle East, India, and Vietnam.
Design for All in the context of information and communications technology (ICT) is the conscious and systematic effort to proactively apply principles, methods and tools to promote universal design in computer-related technologies, including Internet-based technologies, thus avoiding the need for a posteriori adaptations, or specialised design.
"Fourth Industrial Revolution", "4IR", or "Industry 4.0" is a buzzword and neologism describing rapid technological advancement in the 21st century. The term was popularised in 2016 by Klaus Schwab, the World Economic Forum founder and executive chairman, who says that the changes show a significant shift in industrial capitalism.
Cognitive city is a term which expands the concept of the smart city with the aspect of cognition or refers to a virtual environment where goal-driven communities gather to share knowledge. A physical cognitive city differs from conventional cities and smart cities in the fact that it is steadily learning through constant interaction with its citizens through advanced information and communications technologies (ICT) based ICT standards and that, based on this exchange of information, it becomes continuously more efficient, more sustainable and more resilient. A virtual cognitive city differs from social media platforms and project management platforms in that shared data is critical for the group's performance, and the community consists of members spanning diverse expertise, backgrounds, motivations, and geographies but with a common desire to solve large problems. The virtual cognitive city is steadily learning through constant metadata generated by activity in the user community.
Communication in Distributed Software Development is an area of study that considers communication processes and their effects when applied to software development in a globally distributed development process. The importance of communication and coordination in software development is widely studied and organizational communication studies these implications at an organizational level. This also applies to a setting where teams and team members work in separate physical locations. The imposed distance introduces new challenges in communication, which is no longer a face to face process, and may also be subjected to other constraints such as teams in opposing time zones with a small overlap in working hours.
Virtual reality (VR) is a computer application which allows users to experience immersive, three dimensional visual and audio simulations. According to Pinho (2004), virtual reality is characterized by immersion in the 3D world, interaction with virtual objects, and involvement in exploring the virtual environment. The feasibility of the virtual reality in education has been debated due to several obstacles such as affordability of VR software and hardware. The psychological effects of virtual reality are also a negative consideration. However, recent technological progress has made VR more viable and promise new learning models and styles for students. These facets of virtual reality have found applications within the primary education sphere in enhancing student learning, increasing engagement, and creating new opportunities for addressing learning preferences.
Virtual reality applications are applications that make use of virtual reality (VR), an immersive sensory experience that digitally simulates a virtual environment. Applications have been developed in a variety of domains, such as education, architectural and urban design, digital marketing and activism, engineering and robotics, entertainment, virtual communities, fine arts, healthcare and clinical therapies, heritage and archaeology, occupational safety, social science and psychology.
Smart tourism is an important component of a smart city. Tourism is one of the major components of economic growth for communities worldwide. A key requirement of tourism has been to attract more and more tourists from different parts of the world. Smart tourism refers to the application of information and communication technology, such similar to the smart cities, for developing innovative tools and approaches to improve tourism. Smart tourism is reliant on core technologies such as ICT, mobile communication, cloud computing, artificial intelligence, and virtual reality. It supports integrated efforts at a destination to find innovative ways to collect and use data derived from physical infrastructure, social connectedness and organizational sources, and users in combination with advanced technologies to increase efficiency, sustainability, experiences. The information and communication technology tools used for smart tourism include IoT, mobile communication, cloud computing, and artificial intelligence. It combines physical, informational, social, and commercial infrastructure of tourism with such tools to provide smart tourism opportunities. The principles of smart tourism lie at enhancing tourism experiences, improve the efficiency of resource management, maximize destination competitiveness with an emphasis on sustainable aspects. It should also gather and distribute information to facilitate efficient allocation of tourism resources and integrate tourism supplies at a micro and macro level ensuring that the benefits are well distributed. They are observed to be effective in technologically advanced destinations such as smart cities.