Effects of Anthropology in E-Society

Volume 5, Issue 3, March 2015
ISSN: 2277 128X
International Journal of Advanced Research in
Computer Science and Software Engineering
Research Paper
Available online at: www.ijarcsse.com
Special Issue: E-Technologies in Anthropology
Conference Held at Bon Secours College for Women, India
Effects of Anthropology in E-Society
D. Ramya
M.C.A., M.Phil., Bon Secours College for Women,
Thanjavur, Tamil Nadu, India
Abstract: E-society is a society that consists of one or more e-Communities involved in the areas from eGovernment, e-Democracy, and e-Business to e-Learning and e-Health, that use information and communication
technologies (ICT) in order to achieve a common interests and goals. The first areas of e-society that emerged were eLearning and e-Business.
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.
Keywords: E-society, E-learning, Social Agent.
I.
INTRODUCTION
Technology and Society Technology affects the way individuals communicate, learn, and think. It helps define society
and determines how one interacts with others on a daily basis. Technology has both positive and negative affects on
society including the possible improvement or declination of society. Society is defined as, “the sum of social
relationships among human beings” and technology is defined as, “the body of knowledge available to a civilization that
is of use in fashioning implements, practicing manual arts and skills, and extracting or collecting materials.” Technology
shapes our society and has both positive and negative affects. One aspect of technology that has had great impact upon
society is mechanical inventions. Before machines were invented everything had to be handmade. For example, before
automobiles were invented many citizens‟ means of transportation was the wagon. While the automobile industry did
eliminate the need for individuals whose occupation was making wagons, it also created numerous job opportunities
including work in factories and on assembly lines. The obvious positive affect of such a change was the efficiency such
inventions created in the lives of everyday citizens. However, as is the case with any change, society had to reevaluate
the traditions that had for so long been in place, creating a sense of tension and unrest for those not ready for the change.
This is only one example of how technology has affected society both positively and negatively. Technology has made
huge advancements in the way that we communicate with others. Phones, e-mails, instant messenger, and the Internet are
all a part of the technology today‟s citizens take for granted.
E-society Characteristics:
The characteristics of the e-society cognitive platform are summarized as follows:
E-education: The e-society platform uses simulation tools for self-learning. The goal of the simulation is to teach the
students how to learn.
Creatively thinking: The social agent communicates and updates its knowledge permanently. This is a good reason that
the e-society rules is not fixed and can be able developed all the time. This is the essence behind this objective and that
aims to educate students to enable them to think creatively.
© 2015, IJARCSSE All Rights Reserved
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Ramya, International Journal of Advanced Research in Computer Science and Software Engineering 5 (3),
March- 2015, pp. 80-83
E-pedagogical:
E-pedagogy is expressed by the relation between teaching and learning. Teaching can be observed. Learning takes place
inside the individual person.
Self-feedback: Educating students through different teaching methods is to equip them with the ability to criticize the
material and reflect on it with regard to their own practical experience. This kind of virtual experience can be transferred
to real life practice.
E-society mobility: The e-society platform can be browsed on different mobile devices.
II.
E-LEARNING ENVIRONMENT
The e-society environment supports various e-learning technology tools. Some tools are used for synchrone distance
learning. The synchrone distance learning tools enable communications between teacher and learners. Other distance
learning tools are asynchronous. Elluminate: Ellumiante is one of the synchrone distance leanring tool.
e-learning environment tool. This technological tool is used for real-time e-learning. The teacher communicates with the
students at the same time however in different geographic places. The elluminate supports many functions for teachers
also for students. The functions are expressed in browsing internet pages, sending files, running multimedia tools, and
shared computer program.
E-society for Transportation Education The major tasks of the autonomous agent are to present and explain the material
for the user in optimized and utilized form. The autonomous agent may use multimedia, third dimension environment in
comprehensive, and simply form to present the learn material. Hence, the e-society manages negotiation with the users to
deal with their questions and comments. At the end, the e-society submits report that includes analysis and evaluation of
each user. Based on the analyzed information, it will be known which kinds of disabilities have the user. It will be
presented some assistive technology tools in java applets which describe the autonomous agent behaviors in specific
cases. E-society is becoming more and more important with the improvements in assistive technologies such as
broadband internet access and multimedia communication based on Quality of Service Parameters. Agent technologies
aim to improve human behavior. Based on the last published studies that is made difference between the electronic
textbooks for boys and girls (students and children). We aim to develop the autonomous agent to implement emotional
sounds that make different by dealing with boys and girls. Based on the analysis of the collected information from the
users, the e-society can make prediction. Furthermore, the e-society can submit report to improve the lack of the currently
running dialog.
Information technology has improved society
The purpose of this essay is to prove that Information Technology (IT) has improved society. I will do this by showing
ways that Information Technology has improved safety in society, through the prediction of possible dangers, and as a
direct result prevention of injury and loss of life. Society in general is far too broad for the purpose of the essay and must
be quantified. For this fact, I have chosen to only look at societies that I consider similar to the one that I live in. I will
label them as first world, western societies. Society to me, and for what I believe to be generally accepted, is different
groups of people living together. These groups may have different belief systems, values, tastes, religions and so forth,
but they all share the same view of reality that determines what they believe to be right and wrong, proper or
reprehensible. IT has enabled society to predict imminent disaster and to give enough warning to prevent injury and save
lives. The prediction of danger improves safety by warning people who may be exposed to it, and giving emergency
services time to prepare when it happens. Through implementation of early warning systems and the use of other IT such
as telephone, television, radio and so forth, we are able to warn of the danger and evacuate people in the path of a storm,
flood or fire, or warn people of the risk of a tornado. A good example of how IT could have been used to prevent a
resulting disaster, was in 1972, Buffalo Creek, West Virginia. A burst dam resulted in a roaring flood, which killed
people and destroyed buildings. Today with the use of IT, new methods have been implemented that would avert this
kind of danger and resulting loss of life. Data from sensors is feed into computers to monitor water levels and vibrations
in dam walls. Satellite images are used to forecast heavy rain that could result in the dam filling quickly.
The world of technology has been an aid to the progress of society in the last few years. It has entertained us, allowed us
to talk to family and friends, helped us lose weight, decreased the time that it takes to say or write/type things, and even
find that one special person.
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Ramya, International Journal of Advanced Research in Computer Science and Software Engineering 5 (3),
March- 2015, pp. 80-83
The first way that technology has helped improve society is through online dating. People have found their
boyfriend/girlfriend and even their spouse this way, even when they live halfway across the world.
A second way that technology has helped society progress is through gaming systems such as the Wii (the game system
that helps you lose weight) made by Nintendo.
III.
HOW SOCIETY EFFECT US
The youth of today are constantly immersed in technological advancements that promote nonstop communication and
instant gratification, whether through cell phones, gaming systems, laptops, or MP3 players. But are these technological
advancements a good thing? I believe that the growth of technology has negatively influenced the social interactions of
today's youth because it isolates individuals from reality, hinders communication, and perpetuates the concept of
immediate satisfaction.
Technology is a negative influence on us because it separates individuals from reality. The iPod is one example; by
putting in your earbuds and immersing yourself in music while in public, you are disconnecting yourself from the real
world. “For some people, the main appeal of the iPod is that it preoccupies you so that you do not have to deal with the
uncontrollable factors of everyday life,” writes Krystle Song, a University of California, student on her website “Attack
of the iZombies.”
Technology hinders personal communication, which negatively impacts our age-group. Although “our culture heralds the
Internet as a technological wonder, there are suggestions that Internet use has a negative influence on individuals and
their social skills,” writes Bob Affonso in his article, “Is the Internet Affecting the Social Skills of Our Children?” Data
shows that those who use the Internet frequently spend over 100 minutes less time with friends and family than nonInternet users, according to Norman H. Nie and D. Sunshine Hillygus in their paper “The Impact of Internet Use on
Sociability.”
How Technology Effects Children:
Technology In today‟s society we are overwhelmed with technology. Technology is changing every day, and will
forever be a staple in our lives. The effect that technology has on our children has brought on some concerns and some
praises. Children these days have no choice but to somehow be influenced by the ever growing technology in our
societies. Our common concern has been that although digital technology has boosted children‟s talent for multitasking,
their ability to process information deeply may be deteriorating.
Social Technology in digital Technology:
Digital technology was introduced thanks to numerous technological improvements, which have developed and changed
society. As expected Postman (1992), “a new technology does not add or subtract something. It changes everything.”
Digital technology is basically any software using or based on the binary code, a coding system using the binary digits 0
and 1 to represent a letter, digit, or character in a computer or any other electronic device. Both households and
businesses use this technology for various purposes, such as entertainment, productivity, communication, etc. To define
the actual benefits and negative impacts of digital technology, it first needs to be understood that this technology is
mostly a platform, on which have grown numerous innovations. Digital technology is most known for providing society
with personal computers and the Worldwide Web.
IV.
VIRTUAL REALITY IN THE E-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 eSociety, aiming to digitise services, informational or transactional offered to citizens and businesses and improve the
exchange of information between governmental bodies. E-democracy is tightly coupled with e-voting, e-participation and
e-inclusion, and aims to ameliorate and enhance democratic procedures, by providing the means necessary to citizens to
participate in decision making and monitor governmental processes. Lastly, e-health describes the use of digital
technologies in the health care sector. Services provided range from telemedicine and collaborative systems for patient
diagnosis to online systems for medical records. As described, the term e-Society covers a wide range of applications
from e-government, e-democracy, and e-business to e-learning and e-health. Although the term „„virtual‟‟ is used in this
context, such as for example in „„virtual e-shops‟‟ or „„virtual learning environments‟‟, it has to be stressed that it is has
little to do with VR technologies. It is rather used to denote the fact that these „„virtual‟‟ systems do not occupy space in
the real-world. User interfaces for these systems usually fall into the typical windowing, 2D paradigm; thus the potential
for using VR technologies in an emerging e-Society is enormous. VR technologies for visualising remotely health data,
creating online communities, developing online stores or educating groups of people can contribute to the growth of the
e-Society by making it more tangible and real for the users. In order for VR to contribute to the creation and
advancement of e-Society, a number of issues have to be tackled. A successful VR system has to find a balance between
the hardware requirements, user interaction methods, content presentation and the effort required for development and
maintenance.
© 2015, IJARCSSE All Rights Reserved
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Ramya, International Journal of Advanced Research in Computer Science and Software Engineering 5 (3),
March- 2015, pp. 80-83
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