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.E. Palazzi; D. Maggiorini. - STAMPA. - (2012), pp. 256-262. (Intervento presentato al convegno 3rd ICST/IEEE/ACM International Workshop on Distributed Simulation and Online Gaming - 5th ICST/IEEE/ACM International Conference on Simulation Tools and Techniques tenutosi a Desenzano del Garda (IT) nel March 2012).

Entertainment Technology Transfer toward Serious Use

ROCCETTI, MARCO;MARFIA, GUSTAVO;AMOROSO, ALESSANDRO;
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.
2012
Proceedings of 5th ICST/IEEE/ACM International Conference on Simulation Tools and Techniques - 3rd ICST/IEEE/ACM International Workshop on Distributed Simulation and Online Gaming
256
262
Entertainment Technology Transfer toward Serious Use / M. Roccetti; G. Marfia; A. Amoroso; C.E. Palazzi; D. Maggiorini. - STAMPA. - (2012), pp. 256-262. (Intervento presentato al convegno 3rd ICST/IEEE/ACM International Workshop on Distributed Simulation and Online Gaming - 5th ICST/IEEE/ACM International Conference on Simulation Tools and Techniques tenutosi a Desenzano del Garda (IT) nel March 2012).
M. Roccetti; G. Marfia; A. Amoroso; C.E. Palazzi; D. Maggiorini
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Utilizza questo identificativo per citare o creare un link a questo documento: https://hdl.handle.net/11585/111390
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