Dear Colleagues,

Digital shapes, with increasing relevance and intensity, represent the most varied dimensions of human action; their consequent influence on the social and natural context that surrounds them also makes them a potentially relevant instrument in informing an increasingly sustainable society. They also raise profound challenges with the possibility of reproducing old inequalities and producing new ones at various levels (micro-, meso-, and macrosocial levels).

Encyclopedia of Digital Society, Industry 5.0 and Smart City intends to be an undeniable reference for collecting an entry collection covering diverse digital society and smart city fields, namely topics relating to the importance, relevance, and/or challenges raised by the digital dimension in the various contexts of activity, regardless of the scientific perspective adopted in an inter-, multi-, or transdisciplinary vision.

Dr. Sandro Serpa
Dr. Stylianos Mystakidis
Collection Editors

Please click here to find Guidelines for Submissions.

Volume

Forthcoming Volume : 2 Entries
Behavior Mapping and Its Application in Smart Social Spaces
By , , , , , , ,
Encyclopedia 2024, 4(1), 171-185; https://doi.org/10.3390/encyclopedia4010015
Behavior mapping is the systematic observation of people using their environments. The Smart Social Spaces research project, recently completed in Sydney, Australia, is used as a vehicle to illustrate the usefulness of this method for understanding the relationships bet [...] Read more
Behavior mapping is the systematic observation of people using their environments. The Smart Social Spaces research project, recently completed in Sydney, Australia, is used as a vehicle to illustrate the usefulness of this method for understanding the relationships between people and public spaces in cities. Behavior mapping was the central method used to establish what impact the inclusion of smart technology and street furniture had on people’s use of two public spaces. Using this method, it is possible to record real-time patterns of people’s use of public space, enabling local authorities to better support the social use of public space and the management of its infrastructure.
Flod
The Metaverse in Industry 5.0: A Human-Centric Approach towards Personalized Value Creation
By
Encyclopedia 2023, 3(3), 1105-1120; https://doi.org/10.3390/encyclopedia3030080
In the context of Industry 5.0, the concept of the Metaverse aligns with the vision of Web 4.0, representing a digital ecosystem where individuals and organizations collaborate in a human-centric approach to create personalized value. This virtual universe connects mult [...] Read more
In the context of Industry 5.0, the concept of the Metaverse aligns with the vision of Web 4.0, representing a digital ecosystem where individuals and organizations collaborate in a human-centric approach to create personalized value. This virtual universe connects multiple interconnected worlds, enabling real-time interactions between users and computer-generated environments. By integrating technologies like artificial intelligence (AI), virtual reality (VR), and the Internet of Things (IoT), the Metaverse within Industry 5.0 aims to foster innovation and enhance productivity, efficiency, and overall well-being through tailored and value-driven solutions. Therefore, this entry explores the concept of the Metaverse in the context of Industry 5.0, highlighting its definition, evolution, advantages, and disadvantages. It also discusses the pillars of technological advancement, challenges, and opportunities, including its integration into manufacturing. The entry concludes with a proposal for a conceptual framework for integrating the human-centric Metaverse into manufacturing.
Flod
Sandro Serpa

Institution: Department of Sociology, Faculty of Social and Human Sciences, University of the Azores, 9500-321 Ponta Delgada, Portugal

Interests: society 5.0; education and sustainability; sociology of organizations; teaching sociology; scientific communication

Stylianos Mystakidis

Institution: School of Natural Sciences, University of Patras, GR-2504 Patras, Greece

Interests: e-learning; distance education; open education; massive open online courses; game-based learning; gamification; serious games; playful learning; problem-based learning; digital storytelling; virtual worlds; virtual reality; immersive education; augmented reality; deep meaningful learning; blended learning; educational technology; technology enhanced learning; learning innovation; personal learning environments