E-society

From Wikipedia, the free encyclopedia

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]

References[edit]

  1. ^ a b 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.

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