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Virtual Reality

, Volume 11, Issue 2–3, pp 71–73 | Cite as

Virtual reality in the e-Society

  • G. D. Magoulas
  • G. Lepouras
  • C. Vassilakis
Editorial

This special issue explores the extent to which virtual reality (VR) is affecting the creation of an electronic society. E-Society is a broad term used to describe a research area covering aspects of digital technologies for large user communities. Recent years have seen the emergence of various electronic services in an attempt to facilitate everyday life and improve the way common tasks are being carried out.

E-business and e-learning were of the first areas of e-Society to emerge. E-business refers to the use of information and communication technologies to facilitate transactions between businesses and customers or between businesses. Online shops, often called virtual shops offer customers the possibility to buy products through Internet. E-learning on the other hand encompasses technologies that allow teachers and students to interact either synchronously or asynchronously.

E-government is another application of ICT for the benefit of e-Society, aiming to digitise services,...

Keywords

Virtual Reality Virtual Learning Environment Virtual Reality Technology Game Engine Typical Window 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

Copyright information

© Springer-Verlag London Limited 2006

Authors and Affiliations

  1. 1.School of Computer Science and Information Systems, Birkbeck CollegeUniversity of LondonLondonUK
  2. 2.Department of Computer Science and TechnologyUniversity of PeloponneseTripolisGreece
  3. 3.Department of Informatics and TelecommunicationsUniversity of AthensIlissiaGreece

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