Judith Donath

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Judith Donath
Judith Donath img 2760-b.jpg
Judith Donath giving a talk at the EPFL, on June 22, 2009
Born (1962-05-07) May 7, 1962 (age 61)
NationalityAmerican
Alma mater MIT
Yale University
Known for Educational software designer and builder, Social media research, Virtual world architect
Scientific career
Fields Media Arts, Human–computer interaction, History
Institutions MIT
Thesis Inhabiting the virtual city: The design of social environments for electronic communities  (1997)
Doctoral advisor Andrew B. Lippman
Doctoral students

Judith Stefania Donath (born May 7, 1962) is a fellow at Harvard's Berkman Center, [1] [2] [3] and the founder of the Sociable Media Group at the MIT Media Lab. [4] [5] She has written papers on various aspects of the Internet and its social impact, such as Internet society and community, interfaces, virtual identity issues, and other forms of collaboration that have become manifest with the advent of connected computing. [2]

Contents

Her research work includes issues centered on "identity and deception in online communities" and the creation of multiple virtual personae. [6] [7] In 1999 she researched the presence of deception in the online identities of Usenet users, [8] [9] as well as the reconstruction of the personality of an individual using data gathered from both online and offline encounters. [10]

Career

Donath obtained her bachelor's degree in history from Yale and her master's and Ph.D. degrees in media arts and sciences from MIT. Her work includes the design and development of educational software and experimental media. [2]

On October 10, 1995, while still a Ph.D. candidate at MIT, she helped organize a celebration of the tenth anniversary of the MIT Media Lab by conceiving a mass online collaboration project which featured the construction of a large website by worldwide contributors. [11] The event was named A Day in the Life of Cyberspace and is an early example of mass collaboration on the Internet. [12]

Her pioneering work includes the first postcard service, named The Electric Postcard, and the first interactive art show, titled Portraits in Cyberspace. [12]

Her recent work includes directing the exhibit Id/Entity which includes collaborative works on the subject of the transformation of portraiture through the use of modern computer technology. [12]

In her 2000 book Being Real, Donath explores the problems of cognition arising from the online behavioral dynamics of the interaction between human and possibly automated avatars in a virtual world. [13]

She has investigated the effect of online social media on society as regards the public display of the social interconnections between the members of the online communities as a sort of "Public Displays of Connection". [14] [15] Her work on sociable media has applications in the field of semiotics. [16]

On the subject of telerobotics, Donath argues that the remote manipulation afforded by the discipline may act as a desensitizing agent because the identity and human characteristics of the remote subjects of the telerobotic operation remain unseen by the human teleoperator of the robot. [17] She has also researched the ethnography of online communities. [18]

Her work includes the application of architectural principles to the design of the social interaction environment of online communities in a kind of virtual city. [19]

She has investigated best practices for online communication and their relation to issues of embodiment, gender, sexuality and identity. [20]

Donath has explored the use of artificial emotions in avatars and their potential use in online advertising. [21] She predicts that artificial avatars will possess "suites of emotions" comparable to an emotional wardrobe, from which they can pick the emotion they need to "wear", depending on the circumstances. That way they can be used in advertising campaigns to target their intended audience more effectively. [21]

In her essay "Mediated Faces" she analyzes the role of facial representation and interpretation in an online communication environment, suggesting that there are wider possibilities for online facial representation through the use of computer-enhanced environments than a simple linear pictorial representation of the human face. [22]

She has compared the anonymity of online flaming to the anonymity of vandalizing in real life. [23] [24]

Donath spoke on identity, anonymity, and the wiki at the August 2006 Wikimania conference. [25] She returned as Fellow of Berkman Center for Internet & Society at Harvard University. [26]

Publications (A selection)

Related Research Articles

<span class="mw-page-title-main">Cyberspace</span> Concept describing a widespread, interconnected digital technology

Cyberspace is an interconnected digital environment. It is a type of virtual world popularized with the rise of the Internet. The term entered popular culture from science fiction and the arts but is now used by technology strategists, security professionals, governments, military and industry leaders and entrepreneurs to describe the domain of the global technology environment, commonly defined as standing for the global network of interdependent information technology infrastructures, telecommunications networks and computer processing systems. Others consider cyberspace to be just a notional environment in which communication over computer networks occurs. The word became popular in the 1990s when the use of the Internet, networking, and digital communication were all growing dramatically; the term cyberspace was able to represent the many new ideas and phenomena that were emerging. As a social experience, individuals can interact, exchange ideas, share information, provide social support, conduct business, direct actions, create artistic media, play games, engage in political discussion, and so on, using this global network. Cyberspace users are sometimes referred to as cybernauts.

<span class="mw-page-title-main">Troll (slang)</span> Person who sows discord online

In slang, a troll is a person who posts deliberately offensive or provocative messages online or who performs similar behaviors in real life. The methods and motivations of trolls can range from benign to sadistic. These messages can be inflammatory, insincere, digressive, extraneous, or off-topic, and may have the intent of provoking others into displaying emotional responses, or manipulating others' perception, thus acting as a bully or a provocateur. The behavior is typically for the troll's amusement, or to achieve a specific result such as disrupting a rival's online activities or purposefully causing confusion or harm to other people. Trolling behaviors involve tactical aggression to incite emotional responses, which can adversely affect the target's well-being.

An internet relationship is a relationship between people who have met online, and in many cases know each other only via the Internet. Online relationships are similar in many ways to pen pal relationships. This relationship can be romantic, platonic, or even based on business affairs. An internet relationship is generally sustained for a certain amount of time before being titled a relationship, just as in-person relationships. The major difference here is that an internet relationship is sustained via computer or online service, and the individuals in the relationship may or may not ever meet each other in person. Otherwise, the term is quite broad and can include relationships based upon text, video, audio, or even virtual character. This relationship can be between people in different regions, different countries, different sides of the world, or even people who reside in the same area but do not communicate in person.

<span class="mw-page-title-main">Sherry Turkle</span> American social scientist and psychologist (born 1948)

Sherry Turkle is an American sociologist. She is the Abby Rockefeller Mauzé Professor of the Social Studies of Science and Technology at the Massachusetts Institute of Technology. She obtained a BA in social studies and later a PhD in sociology and personality psychology at Harvard University. She now focuses her research on psychoanalysis and human-technology interaction. She has written several books focusing on the psychology of human relationships with technology, especially in the realm of how people relate to computational objects. Her memoir 'Empathy Diaries' received excellent critical reviews.

A virtual community is a social work of individuals who connect through specific social media, potentially crossing geographical and political boundaries in order to pursue mutual interests or goals. Some of the most pervasive virtual communities are online communities operating under social networking services.

<span class="mw-page-title-main">Internet culture</span> Culture that has emerged from the use of computer networks

Internet culture is a quasi-underground culture developed and maintained among frequent and active users of the Internet who primarily communicate with one another online as members of online communities; that is, a culture whose influence is "mediated by computer screens" and information communication technology, specifically the Internet.

<span class="mw-page-title-main">Avatar (computing)</span> Graphical representation of a user or a users alter ego or character

In computing, an avatar is a graphical representation of a user, the user's character, or persona. Avatars can be two-dimensional icons in Internet forums and other online communities, where they are also known as profile pictures, userpics, or formerly picons. Alternatively, an avatar can take the form of a three-dimensional model, as used in online worlds and video games, or an imaginary character with no graphical appearance, as in text-based games or worlds such as MUDs.

<span class="mw-page-title-main">The WELL</span> Virtual community

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<span class="mw-page-title-main">Berkman Klein Center for Internet & Society</span> Research center at Harvard University

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"A Rape in Cyberspace, or How an Evil Clown, a Haitian Trickster Spirit, Two Wizards, and a Cast of Dozens Turned a Database into a Society" is an article written by freelance journalist Julian Dibbell and first published in The Village Voice in 1993. The article was later included in Dibbell's book My Tiny Life on his LambdaMOO experiences.

Internet identity (IID), also online identity, online personality, online persona or internet persona, is a social identity that an Internet user establishes in online communities and websites. It may also be an actively constructed presentation of oneself. Although some people choose to use their real names online, some Internet users prefer to be anonymous, identifying themselves by means of pseudonyms, which reveal varying amounts of personally identifiable information. An online identity may even be determined by a user's relationship to a certain social group they are a part of online. Some can be deceptive about their identity.

The OpenNet Initiative (ONI) was a joint project whose goal was to monitor and report on internet filtering and surveillance practices by nations. Started in 2002, the project employed a number of technical means, as well as an international network of investigators, to determine the extent and nature of government-run internet filtering programs. Participating academic institutions included the Citizen Lab at the Munk Centre for International Studies, University of Toronto; Berkman Center for Internet & Society at Harvard Law School; the Oxford Internet Institute (OII) at University of Oxford; and, The SecDev Group, which took over from the Advanced Network Research Group at the Cambridge Security Programme, University of Cambridge.

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References

  1. "Judith Donath". The Berkman Center for Internet and Society. Harvard University. Retrieved February 13, 2011.
  2. 1 2 3 Marcus Foth; Laura Forlano; Christine Satchell; Martin Gibbs (December 21, 2011). From Social Butterfly to Engaged Citizen: Urban Informatics, Social Media, Ubiquitous Computing, and Mobile Technology to Support Citizen Engagement. MIT Press. p. 499. ISBN   978-0-262-01651-3 . Retrieved November 3, 2012.
  3. "Judith Stefania Donath CV" (PDF). Retrieved November 5, 2012.
  4. Donath, Judith. "Judith Donath". smg.media.mit.edu.
  5. Lam, Francis. "Sociable Media Group - MIT Media Lab". smg.media.mit.edu.
  6. Marc A. Smith (February 10, 1999). Communities in Cyberspace. Taylor & Francis. p. 9. ISBN   978-0-415-19140-1 . Retrieved November 3, 2012.
  7. Paul Basu (April 15, 2006). Highland Homecomings Genealogy and Heritage Tourism in the Scottish Diaspora. Routledge. p. 94. ISBN   978-1-84472-128-3 . Retrieved November 3, 2012.
  8. Gunnar Liestøl; Andrew Morrison; Terje Rasmussen (September 1, 2004). Digital Media Revisited: Theoretical and Conceptual Innovations in Digital Domains. MIT Press. p. 538. ISBN   978-0-262-62192-2 . Retrieved November 3, 2012.
  9. Mark Poster (August 9, 2006). Information Please: Culture and Politics in the Age of Digital Machines. Duke University Press. p. 156. ISBN   978-0-8223-3839-0 . Retrieved November 3, 2012.
  10. Natasha Whiteman (January 6, 2012). Undoing Ethics: Rethinking Practice in Online Research. Springer. p. 103. ISBN   978-1-4614-1826-9 . Retrieved November 3, 2012.
  11. Carl Malamud (August 8, 1997). A World's Fair for the Global Village. Carl Malamud. p. 43. ISBN   978-0-262-13338-8 . Retrieved November 3, 2012.
  12. 1 2 3 "Judith Donath on Microsoft Research Social Computing Symposium". Microsoft Corporation. Retrieved November 5, 2012.
  13. Sabine Payr; Robert Trappl (June 11, 2004). Agent Culture: Human-agent interaction in A Multicultural World. Taylor & Francis. p. 17. ISBN   978-0-8058-4808-3 . Retrieved November 3, 2012.
  14. Paola Antonelli (March 1, 2008). Design and the Elastic Mind. The Museum of Modern Art. p. 161. ISBN   978-0-87070-732-2 . Retrieved November 3, 2012.
  15. Donath, J; d boyd (October 2004). "Public displays of connection" (PDF). BT Technology Journal. 22 (4): 71–82. doi:10.1023/B:BTTJ.0000047585.06264.cc. S2CID   14502590 . Retrieved November 4, 2012.
  16. Donald A. Norman (October 31, 2010). Living with Complexity. MIT Press. p. 269. ISBN   978-0-262-01486-1 . Retrieved November 3, 2012.
  17. Ken Goldberg (October 1, 2001). The Robot in the Garden: Telerobotics and Telepistemology in the Age of the Internet. MIT Press. p. 25. ISBN   978-0-262-57154-8 . Retrieved November 3, 2012.
  18. Tom Boellstorff (April 7, 2010). Coming of Age in Second Life: An Anthropologist Explores the Virtually Human. Princeton University Press. p. 67. ISBN   978-0-691-14627-0 . Retrieved November 3, 2012.
  19. Richard A. Bartle (2004). Designing Virtual Worlds. New Riders. p. 484. ISBN   978-0-13-101816-7 . Retrieved November 3, 2012.
  20. Mia Consalvo; Charles Ess (May 3, 2011). The Handbook of Internet Studies. John Wiley & Sons. pp. 277–278. ISBN   978-1-4051-8588-2 . Retrieved November 4, 2012.
  21. 1 2 Mark Stephen Meadows (December 28, 2007). I, Avatar: The Culture and Consequences of Having a Second Life. New Riders. p. 152. ISBN   978-0-321-53339-5 . Retrieved November 3, 2012.
  22. Kelly Gates (February 23, 2011). Our Biometric Future: Facial Recognition Technology and the Culture of Surveillance. NYU Press. pp. 264–265. ISBN   978-0-8147-3209-0 . Retrieved November 4, 2012.
  23. U.S. News & World Report. U.S. News Publishing Corporation. 2007. Retrieved November 4, 2012.
  24. Wilson, Chris (June 10, 2007). "Taming Internet Flamers and Attracting Adults to Boot New user sites find ways to add civility to the cacophony". U.S. News & World Report. Archived from the original on June 13, 2007. Retrieved November 4, 2012. The anonymity [of flaming] is the same as anonymity of vandalizing in real life," says Judith Donath, an associate professor at the Media Laboratory at MIT. The Net just makes it easier to do.
  25. "Proceedings:JD1 - Wikimania". wikimania2006.wikimedia.org.
  26. "Berkman Center Announces 2013-2014 Community". Berkman Center for Internet & Society. July 8, 2013. Retrieved July 8, 2013.