Skip to main content

Dorota Tylus's Library tagged digital_identity   View Popular

22 Jul 09

Personas | Metropath(ologies) | An installation by Aaron Zinman

Personas is a component of the Metropath(ologies) exhibit, currently on display at the MIT Museum by the Sociable Media Group from the MIT Media Lab. It uses sophisticated natural language processing and the Internet to create a data portrait of one's aggregated online identity. In short, Personas shows you how the Internet sees you.
In a world where fortunes are sought through data-mining vast information repositories, the computer is our indispensable but far from infallible assistant. Personas demonstrates the computer's uncanny insights and its inadvertent errors, such as the mischaracterizations caused by the inability to separate data from multiple owners of the same name. It is meant for the viewer to reflect on our current and future world, where digital histories are as important if not more important than oral histories, and computational methods of condensing our digital traces are opaque and socially ignorant.

web.mit.edu/museum - Preview

digital_identity newmedia visualization internet net_art

20 Jun 09

Is any body out there? Gender, Subjectivity and Identity in Cyberspace - Steve Spittle

‘The machine is not an it to be animated, worshipped, and dominated. The machine is us, our processes, an aspect of our embodiment.’ (Haraway);#Baudrillarian postmodernism sees the collapse of our referential universe, including its hierarchies and inequalities, as offering little hope for social criticism and change. #developments in media technologies have resulted only in ‘panic and resentment’, #media technologies have accelerated the transition form the ‘real’ to the ‘hyperreal’. #shift to hyperreality has been the erosion of the realm of representation and the establishment of a mode of simulation. This new mode has produced an ‘increasingly real simulation of a comprehensible world’ #"The social construction of the body becomes clear in cyberspace, where every identity is represented rather than ‘real’. #identity in cyberspace is often about ‘passing off’, offering up a fluid sense of self, projected onto an imaginary virtual body....

www.aber.ac.uk/...spittle01.html - Preview

subjectivity postmodernism posthuman identity digital_identity research cyber_anthropology gender theory cyberspace

16 Jun 09

Alice and Kev

the story of being homeless in the Sims 3

aliceandkev.wordpress.com - Preview

research digital_identity games

Identity management in online worlds | The Institute For The Future

13% of those surveyed participated in social virtual worlds like Second Life or Club Penguin. 20% of respondents played MMO games like World of Warcraft. Among those who were members of online world or played multiplayer games, 56% said that they were emotionally attached to their online avatars or characters. 64% said that their avatar bore a resemblance to them. For many, online worlds can be liberating, 69% of respondents said that their online avatar/character allows them to be more than what they are in the real world. 76% said that their online avatar/character helps them escape from their everyday worries. Online worlds can be places for experimentation: an alternate platform for trying out new things. 73% said that they like to change or try new online avatars/characters based on their interests.

www.iftf.org/2862 - Preview

virtualworld online statistics internet_sociology research digital_identity avatar

12 Jun 09

Net Culture Site Directory

The Internet is radically changing the way we look at our world. These changes affect our methods of communication and learning, as well as our identity - for we are no longer confined to our physical selves. As participants of the Internet age, we must step outside the experience at times to observe the changes in our society. This site is interdisciplinary -- incorporating psychology, sociology, and anthropology. Here is a collection of original articles, over 120 annotated links, and recommended readings.

creativehat.com/netculture.htm - Preview

digital_culture digital_identity research cyberpsychology internet_sociology cyber_anthropology

11 Jun 09

An Identity of Imagination... - Massively

In the world of MMOs, The player is more than merely a user name attached to forum posts or comments, and is a mighty adventurer too! This presents even more choices; physical attributes, choice of class and profession, even an invented racial background, and with each choice, the opportunity to precisely recreate the real world self diminishes. #You are what you type, and typing is a considered process, one that allows you very much to think about how you are portraying yourself. #A Daedalus Project study in 2005 showed that 23% of male and 3% of female World of Warcraft players state a character of the opposite gender as their most enjoyable to play. The reasons for this might range from real life gender issues to superficial aesthetics, but in all cases the anonymity of the Internet makes for a far less jarring experience than might otherwise be possible. #anonymity is a choice. It lies with us to determine how much of ourselves we put forward and how much we keep back, and to whom.

www.massively.com/...an-identity-of-imagination - Preview

games research digital_identity

08 Jun 09

Wikidentities: young people collaborating on virtual identities in SNS by K. Mallan

Wikis and social networking sites (SNS) are arguably two of the most popular tools used by young people as part of their everyday social interactions. We propose that the concept of the wiki may be useful for understanding the kinds of virtual identities that are constructed, visually presented, and narrated in online contexts, such as MySpace. The term wikidentities is used in this paper to encapsulate the kinds of identity work which may occur through SNS. We argue that wiki–like behaviour has consequences for reconceptualizing identity as something that is mediated by (rather than at odds with) technology. Our research opens up ways for considering new forms of agency for young people appropriate to a high–tech era that encourages collaboration, negotiation, and risk.

www.uic.edu/...2213 - Preview

research digital_identity socialnetworking

Personal Home Pages and the Construction of Identities on the Web

Personal home pages are online multi-media texts which address the question, ‘Who Am I?’. Since the Web is, amongst other things, a global publishing system, such pages make public the personal. At the same time they can be seen as making personal the public, since home page authors engage in bricolage, adopting and adapting borrowed material from the public domain of the Web in the process of fashioning personal and public identities. In such sites, what are visibly ‘under construction’ are not only the pages but the authors themselves. This may have particular value for some marginalized groups.

www.aber.ac.uk/...webident.html - Preview

digital_identity research

04 Jun 09

Online disinhibition effect - Wikipedia, the free encyclopedia

In psychology, the online disinhibition effect refers to the way people behave on the Internet with less restraint than in RL situations. The concept is related to the concept of online identity. #BENING DISHIBITION - catharsis effect; # TOXIC DISHIBITION- negative online behavior. # Suler names six primary factors behind why people sometimes act radically differently on the internet than when they do in normal face-to-face situations: 1.You don't know me- when you're anonymous, it provides a sense of protection. 2.You can't see me- when interacting with another person on the Internet is a username/ pseudonym may or may not have anything to do with the real person behind the keyboard. This allows for misrepresentation of a person's true self. 3. See you later- conversations do not happen in real time. 4. It's all in my head- assigning characteristics and traits to a "person." 5. It's just a game- imagination, escapism. 6. We're equals- lack of heirarchy causes changes in interactions

en.wikipedia.org/...Online_disinhibition_effect - Preview

digital_identity psychology cyberpsychology internet_sociology behavior wikipedia

03 Jun 09

How Important are Avatars? - Bokardo

#"we associate information with people, and display the information form people we know, with their pictures (and names) next to it. Then, our brains can apply the subtle modelling of trust relationships that they have evolved to do so well.” #TrueName argument, where people insist that using your real name instead of a pseudonym means you are automatically more trustworthy and ‘real’ than all the other pseudonymous folks

bokardo.com/...how-important-are-avatars - Preview

avatar digital_identity

The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction

#The results show that the masculinity or femininity (lack of androgyny) of an avatar, as well as anthropomorphism, significantly influence perceptions of avatars. Further, more anthropomorphic avatars were perceived to be more attractive and credible, and people were more likely to choose to be represented by them. Participants reported masculine avatars as less attractive than feminine avatars, and most people reported a preference for human avatars that matched their gender. #Because avatars are a visible representation of a person in an interface, evaluations based on the physical appearance of the avatar may be transferred to them (Rauh, Polonsky, & Buck, 2004). In other words, people use information related to the virtual image in a process analogous to the one they have learned and used to reduce uncertainty during their experience in natural, unmediated environments. #Research has consistently found that avatars influence the perception process. ......

jcmc.indiana.edu/...nowak.html - Preview

avatar digital_identity

Creating a digital self: Impression management and impression formation on SNS - Haferkamp, Nina.pdf

#one aspect of “online impression management” that differs from managing impressions in everyday life refers to the control users have over their published info. An online self-presentation can be based on longer and more systematic considerations than in vivo selfpresentations which are often needed unexpectedly and thus warrant spontaneous, automatic and thus unconscious impression management. #regular users of SNS are more willing to self-disclose but at the same time are aware of the potential consequences of an inconsiderate abandonment of information. #personality variables like self efficacy and extraversion influence people’s impression management and the design of an online profile respectively: self-efficacy with regard to self-presentation had an impact on the actual design of the profile: Users with a high self-efficacy tended to present an extensive and fancy self-description, users with a low self-efficacy- formal and common ways to design their webpages ...

www.dreamconference.dk/...Haferkamp,%20Nina.pdf - Preview

research digital_identity self psychology

Why Do They Do It? Portrayals of Alcohol on Facebook and MySpace « Neuroanthropology

#Individuals can portray themselves as social, attractive, and popular by posting pictures of themselves surrounded by friends at a party. In theory, this makes them more desirable to the other sex and ‘cooler’ to their peers. #More than 58% of the pictures of the males’ profiles & 55.2% of female's profiles contained pictures of alcohol #Such pictures give proof of participation #In general, young adults won’t create an online identity that would reflect badly on them. While family, academics, and athletics do not project badly on the individual, they also do not distinguish a person in an immediate sense or are not easy to capture. With party pictures, teens and young adults create a popular image for consumption by their peers.

neuroanthropology.net/...lcohol-on-facebook-and-myspace - Preview

behavior facebook digital_identity

30 May 09

Sockpuppet (Internet) - Wikipedia, the free encyclopedia

A sockpuppet is an online identity used for purposes of deception within an online community. In its earliest usage, a sockpuppet was a false identity through which a member of an Internet community speaks with or about himself or herself, pretending to be a different person, like a ventriloquist manipulating a hand puppet.

In current usage, the perception of the term has been extended beyond second identities of people who already post in a forum to include other uses of misleading online identities. #"sock-puppeting" - "the act of creating a fake online identity to praise, defend or create the illusion of support for one’s self, allies or company."

The key difference between a sockpuppet and a regular pseudonym is the pretense that the puppet is a third party who is not affiliated with the puppeteer.

The earliest known usage of the term was on July 9, 1993 by Dana Rollins in a posting to bit.listserv.fnord-l, but the term was not in common usage in USENET groups until 1996.

en.wikipedia.org/...Internet_sock_puppet - Preview

digital_identity research wikipedia

27 May 09

Media's Effect On Girls: Body Image And Gender Identity | MediaWise.org

#During childhood, adolescence, media exposure is part of a constellation of sociocultural factors that promote a thinness schema for girls and the muscularity schema for boys (Harrison & Hefner, 2006; Smolak & Levine, 1996; Thompson et al., 1999). #Studies looking at cartoons, regular television, and commercials show that although many changes have occurred and girls, in particular have a wider range of role models, for girls "how they look" is more important than "what they do."

www.mediafamily.org/...facts_mediaeffect.shtml - Preview

media identity gender digital_identity research

21 May 09

Information Arbitrage: Twitter is our id, Facebook is our Ego

everybody lies on Facebook; people represent a kind of "false self," so that it is hard to really know what a person is like from their Facebook profile. Twitter, however, holding the belief that people's tweets are a much closer representation of their true self than Facebook.... Twitter is the id, while Facebook is the ego.... The ego and the id. Our mediated self and our raw, inner being.

www.informationarbitrage.com/...ur-id-facebook-is-our-ego.html - Preview

digital_identity socialnetworking

17 May 09

When women hide behind their children on Facebook.

You click on a friend's name and what comes into focus is not a photo of her face, but a sleeping blond four-year-old, or a sun-hatted baby running on the beach. Here, harmlessly embedded in one of our favorite methods of procrastination, is a potent symbol for the new century. Where have all of these women gone? What do all of these babies on our FB pages say about the construction of women’s identity? Many of these women work, are in book clubs. But this is how they choose to represent themselves. The choice may seem trivial, but the whole idea behind FB is to create a social persona.. Why would that image be of someone else, however closely bound they are to your life, genetically and otherwise? ... voluntary loss of self, comes naturally to her. Here is my pretty family, she seems to be saying, I don’t matter anymore.... Facebook, of course, traffics in exhibitionism: It is a way of presenting your life, at least those sides of it you cherry pick for the outside world, for show

www.doublex.com/...et-your-kid-your-facebook-page - Preview

facebook digital_identity internet_psychology psychology

16 May 09

Internet_and_Self_Identity.pdf (application/pdf Object)

In the age of the Internet, the World Wide Web, and cyberspace, more and more of our contact with one another is not of the traditional face-to-face variety. Rather, our communications with one another are increasingly mediated by machines, especially computers. We have voice-mail and e-mail, participate in discussions on computer discussion lists, meet people in computer chat rooms, role play in virtual realities such as MUDs, and satisfy our sexual desires with anonymous, virtual others....

goose.ycp.edu/...Internet_and_Self_Identity.pdf - Preview

digital_identity research

Dr. Dennis M. Weiss: Research

philosophical anthropology: "What does it mean to be a human being?" and "What is my place in the cosmos?" These were the key questions of philosophical anthropology and a number of my essays explore these issues, especially in their relation to technology and the digital culture.

goose.ycp.edu/...Weiss_Research.htm - Preview

philosophy anthropology digital_culture posthuman digital_identity research

15 May 09

A Story About A Tree - Wikipedia, the free encyclopedia

A Story About A Tree is a short essay by Raph Koster, regarding the death of a LegendMUD player named Karyn. It raises the subject of inter-human relationships in virtual worlds, particularly the loss of friends, concluding that these are not just games. The incident is used as a paradigm to the human ability to grief about the loss of imaginary people as well as the aspect of death in internet-based friendships. It has been later proven that the real person, Karyn's avatar claimed to be, never existed.

The Karyn incident, albeit not unique in nature, is considered to be a key event in the development of virtual worlds' ethics, similar to the rape in cyberspace. The death demonstrated that people can develop feelings for each other via the virtual world medium, thus experiencing real emotions about somebody they've never met. A Story About A Tree is considered as a major counterargument against the "it's just a game"-statement, whilst referring to virtual worlds. Furthermore, it showcased that while being a very real object of grief to one party, it can indeed remain just a game for another.

en.wikipedia.org/...A_Story_About_A_Tree - Preview

ethics_online digital_identity research

1 - 20 of 197 Next › Last »
Showing 20 items per page

Highlighter, Sticky notes, Tagging, Groups and Network: integrated suite dramatically boosting research productivity. Learn more »

Join Diigo