Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users’ leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technology transfer we successfully deployed, related to, respectively, sensors for games, social communities and car communication.

Entertainment technology transfer toward serious use / M. Roccetti, G. Marfia, A. Amoroso, C. Palazzi, D. Maggiorini - In: SIMUTOOLS '12 : proceedings of the 5th International ICST conference on simulation tools and techniquesBrussels : ICST, 2012. - ISBN 9781936968473. - pp. 249-255 (( Intervento presentato al 5. convegno International ICST Conference on Simulation Tools and Techniques (SIMUTOOLS) tenutosi a Brussels nel 2012 [10.4108/icst.simutools.2012.247712].

Entertainment technology transfer toward serious use

D. Maggiorini
Ultimo
2012

Abstract

Since the advent of Web 2.0, online social environments have become common destinations for young people all around the world. In general, entertainment applications and platforms represent the most popular attractive of digital technology. Nonetheless, these virtual environments for users’ leisure are currently criticised for their frivolous and selfish aims. One may argue that it is quite disappointing to see huge investments and participation in entertainment technology instead of focusing on health or any other serious issue. Yet, we demonstrate in this paper that technology advancements for leisure applications can easily be transferred toward serious use. To this aim, we discuss three representative examples of entertainment technology transfer we successfully deployed, related to, respectively, sensors for games, social communities and car communication.
Settore INF/01 - Informatica
2012
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/2434/230785
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