Judith Donath | |
---|---|
Born | May 7, 1962 |
Nationality | American |
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]
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]
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]
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.
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.
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.
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.
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.
The Whole Earth 'Lectronic Link, normally shortened to The WELL or, alternatively, The Well, is a virtual community that was launched in 1985. It is one of the oldest continuously operating virtual communities. By 1993 it had 7,000 members, a staff of 12, and gross annual income of $2 million. A 1997 feature in Wired magazine called it "The world's most influential online community." In 2012, when it was last publicly offered for sale, it had 2,693 members. It is best known for its Internet forums, but also provides email, shell accounts, and web pages. Discussion topics are organized into conferences that cover broad areas of interest. User anonymity is prohibited.
The Berkman Klein Center for Internet & Society is a research center at Harvard University that focuses on the study of cyberspace. Founded at Harvard Law School, the center traditionally focused on internet-related legal issues. On May 15, 2008, the center was elevated to an interfaculty initiative of Harvard University as a whole. It is named after the Berkman family. On July 5, 2016, the center added "Klein" to its name following a gift of $15 million from Michael R. Klein.
"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.
Online ethnography is an online research method that adapts ethnographic methods to the study of the communities and cultures created through computer-mediated social interaction. As modifications of the term ethnography, cyber-ethnography, online ethnography and virtual ethnography designate particular variations regarding the conduct of online fieldwork that adapts ethnographic methodology. There is no canonical approach to cyber-ethnography that prescribes how ethnography is adapted to the online setting. Instead individual researchers are left to specify their own adaptations. Netnography is another form of online ethnography or cyber-ethnography with more specific sets of guidelines and rules, and a common multidisciplinary base of literature and scholars. This article is not about a particular neologism, but the general application of ethnographic methods to online fieldwork as practiced by anthropologists, sociologists, and other scholars.
Chip Morningstar is an American software architect, mainly for online entertainment and communication.
Danah boyd is a technology and social media scholar. She is a partner researcher at Microsoft Research, the founder of Data & Society Research Institute, and a distinguished visiting professor at Georgetown University.
Identity tourism may refer to the act of assuming a racial, ethnic, socioeconomic, sexual or gender identity for recreational purposes, or the construction of cultural identities and re-examination of one's ethnic and cultural heritage from what tourism offers its patrons.
The TeleGarden was a telerobotic community garden for the Internet. Starting in the mid-1990s, it allowed users to view, plant and take care of a small garden, using an Adept-1 industrial robotic arm controlled online.
The Alphaville Herald is an online newspaper covering virtual worlds, founded by the American philosopher Peter Ludlow in 2003.
Carmen Hermosillo, A.K.A. humdog, was a community manager/research analyst, essayist, and poet. A contributor to 2GQ, FringeWare Review, wired, and Leonardo, Peter Ludlow's High Noon on the Electronic Frontier, and How to Mutate and Take Over the World, she was a participant in many online communities including early chat rooms and internet forums such as The WELL, BBSs, and later activities such as Second Life.
Technoself studies, commonly referred to as TSS, is an emerging, interdisciplinary domain of scholarly research dealing with all aspects of human identity in a technological society focusing on the changing nature of relationships between the human and technology. As new and constantly changing experiences of human identity emerge due to constant technological change, technoself studies seeks to map and analyze these mutually influential developments with a focus on identity, rather than technical developments. Therefore, the self is a key concept of TSS. The term "technoself", advanced by Luppicini (2013), broadly denotes evolving human identity as a result of the adoption of new technology, while avoiding ideological or philosophical biases inherent in other related terms including cyborg, posthuman, transhuman, techno-human, beman, digital identity, avatar, and homotechnicus though Luppicini acknowledges that these categories "capture important aspects of human identity". Technoself is further elaborated and explored in Luppicini's "Handbook of Research on Technoself: Identity in a Technological Environment".
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.