E-society

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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]

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<span class="mw-page-title-main">Virtual reality</span> Computer-simulated experience

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.

<span class="mw-page-title-main">Augmented reality</span> View of the real world with computer-generated supplementary features

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.

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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.

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<span class="mw-page-title-main">Immersion (virtual reality)</span> Perception of being physically present in a non-physical world

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<span class="mw-page-title-main">Smart city</span> City using integrated information and communication technology

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<span class="mw-page-title-main">Agora Center</span> One of the Jyväskylä University institute, Finland

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<span class="mw-page-title-main">Samsung SDS</span> South Korean IT company and subsidiary of Samsung Group

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<span class="mw-page-title-main">Fourth Industrial Revolution</span> Current trend, manufacturing technology

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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.

<span class="mw-page-title-main">Virtual reality applications</span> Overview of the various applications that make use of virtual reality

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.

References

  1. 1 2 Magoulas, G., Lepouras, G., Vassilakis, C., “Virtual reality in the e-Society”, Springer London, 2007, ISSN   1359-4338
  2. e-Society Challenges: IoT Devices, Smart Media and Smart Information Services, Hary Gunarto, 14th Asia Pacific Conference, Ritsumeikan APU University, Japan, 5 Nov. 2016.