User:BrunafiIipa/sandbox

Middlesex University Assignments
Dear all,

Throughout my edits, most of them are assignments for BA Digital Media Course at Middlesex University. You can read more about Student Assignments by clicking here.

My edits so far:

Definition
E-Society is a new society implemented by the use of both information and communication technologies in order to achieve a common interest and goal. The E-Society consists of one or more e-Communities involved in different areas (such as e-Government, e-Democracy, e-Business, e-Learning and e-Health). The first emerged areas of E-Society were e-Learning and e-Business. The E-Society conveys the idea of the usage of information and communication technologies (ICT)[1] in order to achieve a common interest and goal. The concept of this new society is based on Information, Knowledge, Availability, Access and Use. The same of E-Society can also be described as the usage of digital media in most areas per example the usage of the social media as a peer to peer communication; government to other [eGovernment]; other to government [eVoting]; peer to other - as business to consumer, etc. [e-Commerce][2]. E-Society improves the communication between society itself and the new skills help to improve the distribution of knowledge across the sectors. [3] A community like a E-Society has most of its transactions executed digitally.[4] Also perceived as an electronic or information society[5], an E-Society is also the study of the impact of digital technologies on the behaviours and processes of individuals and organisations. [6]

The E-Society applications user interaction methods have indeed to be kept simple and minimum due to the need of an easy and quick learning time to support first users in adopting the new system. The idea of other natures are also something importing, such as the credibility, social acceptability and pedagogical issues.[3]

Virtual Reality Technology and E-Society
"Virtual" is indeed a term used in the concept and context of E-Society - per example virtual shops and virtual platforms, the VR (Virtual Reality) technologies and the virtual in society are not connected as much as thought. In order for these technologies to contribute to the development of the E-Society, there are a few important requirements that have to be solved (such as hardware requirements). There are different authors whom explored the concept of Virtual Reality Technologies within E-Society.

Opening New Dimensions for E-Tourism[7]
A new 3D multimedia-based environment allows travellers to meet and exchange information within a virtual reality that is based on a game engine providing necessary mechanisms. Using a communicator window, it would initiate a communication a a window based chat to allow users/players to chat and socialize within the world and exchange experiences. The users, portrayed by avatars, are able to move freely in the E-Tourism building.

Developing Semantic VR-Shops for E-Commerce[8]
The use of ontologies used as a way of capturing semantics of a VR-Shop in terms of domain concepts - ex.: products. This therefore allows reusability of information and eases modifications. The ontology specifies relations between objects of the virtual world, their behaviour both between them and the end-user. The ontology concepts are instantiated as actual products and mapped to objects that can be visualised in the Virtual Reality end and therefore have the code automatically generated. The environment is based on an ontology, the characteristic that allows a search to happen can only be developed through a semantic search engine needing the user not necessarily fully able to explore the virtual shop but form queries to find the products needed and therefore meet the requirements and the algorithm allowing a quick transportation to the location of the same product inside the Virtual Reality shop.

IP Addresses
IP Addresses are unique and specific identifiers for each machine used to connect on a network. Websites can determine users’ geographical location through IP addresses. Each device connected to the internet is assigned to their own IP address, allowing devices to communicate between each other. Due to each respective address and their uniqueness, the IP address can be used to track any machine connected to a network. The network devices use the IP Addresses to communicate between each other. The IP address can either be dynamic or static. The difference relies on the change of that same address.


 * Static IP Addresses are unchanged and configured by the user by editing network’ settings. Due to its ability to create network settings, it is a rare type of address. These are normally needed when external devices/websites need to remember that same IP Address.


 * Dynamic IP Addresses are distributed using a leasing system. The address is only active for a limited time which leads to the machine automatically requesting a new lease and change the previous address given. These are assigned by a service running on the network Dynamic Host Configuration Protocol (DHCP).

HTTP Cookies
HTTP Cookies are information saved by the web browser whenever the user visits a website. The website can collect and store a cookie that allows to be recognized in the future once there is a repeated connection to that website. Cookies can be used to customize the users browsing experience and used to deliver targeted ads. Some browsing activities that cookies can store are:


 * Pages and content looked at


 * What users searched online


 * When users clicked on na online advertisement


 * What time users visited a site

First Party Cookies
First Party Cookies are stored by the domain the user is visiting in the moment. These cookies allow the collection of analytics data and information that makes the website visit a better experience for its users such as language settings information. These are created by the host domain and are allowed in every web browser. The information collected may also be used as an online marketing analysis of the website visited. First Party Cookies are considered good since they can only be created and viewed by the website host and because they help the user have a better experience throughout the website.

Third Party Cookies
Third Party Cookies are created by other websites than the one users are visiting which allows the user to share information regarding their future online usage. There are a few services provided by third parties that leave cookies in a user’s browser such as social media buttons, ad-retargeting services and, per example, live-chat popups. These third-party cookies can be blocked when a user browses the web in private mode, uses Safari (which blocks automatically third-party cookies), etc.