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    Century of Advanced Information Society

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    Century of Advanced Information Society

    By Nobuyoshi Terashima

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    This book describes century of advanced information society.
    The IT revolution had come, and the dream of business, government, and even our daily lives becoming fully digitalized was widely heard, and government and business were investing affirmatively in IT.
    Information exchange using the Internet became common, and information such as messages, diagrams, and so on is exchanged in work.
    Yet, for such common work practices as meeting someone face-to-face and discussing business or engaging in some operations the Internet is not used.
    It is pointed out that the other person cannot be seen, or that what kind of person he may be is difficult to determine.
    Not only are the uses of the Internet limited in this way, but the danger that being unable to see a person’s face or verify his identity may lead to involvement in fraud or criminal behavior is also noted. In fact, criminal activity misusing dating sites or message boards shows no sign of ending. What is needed now is a solution to such fundamental concerns in the information society, and the true establishment, in an information environment using the Internet or other medium, of a normal form of human communications.
    Taking these points into consideration, this book deals with HyperReality for constructing a realistically sensational environment on the computer screen making full use of virtual reality and multimedia technologies.
    HyperReality is a step toward a more advanced method from the data processing methods of data transfer, searching, or processing by using the Internet or other telecommunications networks. It is a proposal for constructing an environment in which users who are at different locations are brought together as if they were in the same place and meeting together to exchange information or engage in group work just as in real life. This is called a coactive environment. By constructing such an environment, they collaborate, have business talks and in-person discussions without being together physically in the same place. Not only can the time and expense of moving to the same physical location and the costs of transportation energy be economized, it will be possible to meet anyone face to face in the world, and even to have the experience of interchange with imaginary life forms. HyperReality is fundamentally different from the traditional paradigms of information systems and processing.
    Without physically moving, the avatars of the participants gather in the cyberspace constructed in the network to engage in daily activities.
    It is anticipated that this concept may contribute to the creation and construction of new industries based on a reevaluation of our traditional modes of behavior.
    By constructing application systems based on this paradigm, various online coactive environments will be constructed, where diverse business and social activities will be performed.
    The venues of human interchange will spread from real space to online network space. Anyone in the world will be able to participate in such interchange as they like, to engage in business talks, draw up plans, or just play.
    It may happen that daily life or social activities will be engaged in with the assistance of an intelligent agent generated by the computer. The author will present the merits of a coactive environment created in cyberspace.
    Not only such business practices as talks and negotiations, but also leisure activities such as tourism and traveling, can be carried out in cyberspace just as in reality. There will be no need to go to visit a person or travel to a tourist attraction. All people will need to do is to access their computers and connect to the person or tourist site through the Internet. It will be possible to conduct talks seeing the other person’s face in cyberspace just as they would in reality. This will serve to prevent the improper or criminal behavior resulting from the current inability to see the other person.
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