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"The project concentrates on sosiotechnical approach (interdisciplinary) in mobile and virtual communities. The project integrates social science, business studies, media and arts and technology in the same research context. The purpose is to raise the acceptability of technology through interdisciplinary research methodology. The main result is to build a framework and research methodology for user-centric service provisioning in ambient intelligence environments and communities."

The goals of the project are to build both interdisciplanary and internationally state-of-the-art strategic basic research and applying it to aid the product development in the chosen target areas: digitally supported sporting and activating experiences and youth virtual communities. In this latter area many different operators are already active in both private and public sector, and the target group is already familiar with the current technology and act in different virtual communities. Consequently also the youth work on virtual communities is topical issue nowadays.   

The following three major concepts are the starting points in our research:

1. Affinitiveness and Interactiveness, Self-doing and the Search for the Experiences

2. Technologies (such as personalization, context awareness) supporting the concept of 'virtual community'

3. Social Innovations and Participation, Empowerment and 'Virtual Community' Concept

 

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14.5.2007 Final report available
15.8.2006
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