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Ryan McCloskey

Exploring Digital Identity: Beyond the Private Public Paradox | Stacey Koosel - Academi... - 1 views

  • As new media is transforming culture, we transform ourselves into digital iden-tities in the information age
  • Digital identities are who we say we are, when weare online. They can be a subtype of a public persona, an extension of our ‘true’selves, or they can be completely fabricated and fantastical, to function as a mask to hide the identity of an Internet user from rest of the world.
  • Digital identities arethe content of the Internet; they are the performers who draw in the audience,and inspire the passive audience to become more active, interactive and creative
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  • Online existence in online communities and digital identities are merely web-mediated human interactions
  • A digital identitycan spin intricate, interconnected webs utilising creative, social and interactiveplatforms that enable them to share and perform to an open or closed audience.(Cubitt) Both online identities and online communities are part of a virtual real-ity; simply put, a reality or existence that in most cases will only exist on theInternet and not ‘of  fl ine’ in real life.
asotelo94

ITS International - Digital identities in Europe could top €1tn by 2020 says BCS - 1 views

  • protection of personal data
  • It found that two-thirds of the value of digital identities could be lost if stakeholders fail to establish a trusted flow of personal data
Morgan Robinson

Social Construction of Mediated Experience and Self Identity on Social Media - 2 views

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    According to Ho and McLeod (2008) reduced observable social cues relative to face-to- face interactions, "computer-mediated communication has been shown to level the social playing field by encouraging more lively discussions and by generating more interesting arguments [...] and in light of these considerations, computer-mediated communication may have the potential to create an environment conductive for public deliberation by attenuating the effect of the undesirable social-psychological influences on opinion expression" (p. 191). Other communication researchers tend to agree about the possibilities of computer-mediated communication arguing that its effectiveness comes from anonymity and "deliberation"
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    As a result of these new elements, the Internet user has a dichotomous option - to either take this knowledge about the Internet deception into account or not. When it comes to self-representation, the potential danger influences the user to either represent himself/herself with his/her full identity, to select an Internet avatar, or two make a combination of these two choices and define himself/herself in ance with the audience and other Internet communicators that he/she is interacting with in a given moment.
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    Understandably, media literacy itself will significantly influence user's self-representation online because it will help the users to analyze and assess the communication momentum that he/she is dealing with in a given moment.
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    In terms of current experiences and expectations from the online communication it is clear that the users are well aware of both their own self-representation and their audience expect- ations and, at the same time, they seem to be aware of other people's self-representation in a given moment. From the interview transcripts it is visible that users constantly assess their online environment and based on their assessment they construct their own Internet play- ground where they choose roles they find suitable.
Morgan Robinson

My Self, My Avatar, My Rights? Avatar Identity in social virtual worlds. - 0 views

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    The term avatar, derived from the Sanskrit for 'incarnation,' has come to refer to a user's online representation of herself or himself.1 In this context, the term was originally used for a character in the 1985 computer game Ultima IV, before being popularised by Neal Stephenson in his 1992 cyberpunk classic Snow Crash.2 The term, can mean any online representation of a user, including a simple screen name, the purely text- based constructs of early Multi-User Dungeons (MUDs), a two-dimensional icon used on internet forums, a pre-set visual character used in computer games (such as Lara Croft in Tomb Raider or Fiona Belli in Haunting Ground), or a personalised three-dimensional visual representation used in social virtual worlds.
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    MMORPGs must be distinguished from what may be termed social virtual worlds, which are essentially platforms for unstructured social interaction, rather than goal-oriented games. In social virtual worlds, such as Second Life, (SL) users can create and operate their avatars largely free from restrictions or rules. The visual appearance of the avatar assumes the utmost importance as it is the key medium for users to express themselves and their individuality, and the main way for users to signal their identity to other users.
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    Interestingly, the relative lack of constraints in social virtual worlds, such as SL, does not mean that such worlds are characterised by a lack of rules. Indeed, it appears that rules and ritualised behaviour, generated by communities of users, become relatively more important than in other online environments. For example, in SL there are distinct communities of users, such as Goreans and vampire bloodlines, whose interactions are characterised by extremely strict, and often quite detailed, rules of behaviour.8
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    he rules imposed by the communities are strictly applied by the owners of the relevant sims.11 Essentially, avatars participate in the knowledge that they consent to abide by the rules on a 'take it or leave it' basis, and it appears that many people are happy to participate on such conditions, knowing there is scope to go and create alternative versions in other spaces. This indicates that the most powerful organising principles in this open society are in fact localised group or community rules, which are rigidly enforced.
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    Thus, the exaggerated appearance of avatars, which often take the form of highly stereotyped characters, transmits immediate visual signals that may form the basis for future interactions. Similarly, the adoption of strongly rule-based forms of behaviour serves to ease anxieties about predictability in the absence of the full range of offline signals.
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    s. What is clear is that, as users become more closely bonded with their avatars and invest more of themselves in those creations, they will become more concerned with protecting that investment, and the expressions of self-embodied in those creations. Also, as social worlds emerge into more commercial environments, the protection of the information and creativity embodied in those avatars will become more important
Morgan Robinson

Avatars and Emotional Engagement in Asynchronous Online Communication - 1 views

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    Many interactions that take place online are characterized by asynchronous communication, as in online bulletin boards. An asynchronous format makes the communica- tions accessible by more individuals, as messages persist beyond the moment of the actual interaction.
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    Many interactions that take place online are characterized by asynchronous communication, as in online bulletin boards. An asynchronous format makes the communica- tions accessible by more individuals, as messages persist beyond the moment of the actual interaction.
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    Research has found that avatars contribute to social presence during synchronous online communication, inducing greater emotional involvement (e.g., greater perceived intimacy, greater trust, and greater satisfaction with the communication) than text alone
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    Of course, asynchronous communication in an online en- vironment such as an online bulletin board is distinct from the communicative acts typical of presence research, with its emphasis on simultaneous communication. When avatars are used in the asynchronous communication characteristic of online bulletin boards, there is no immediate, two-way in- teraction.
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    Parasocial interaction (PSI) is the experience of a relationship on the part of a media user with a mediated persona,12 or a ''user response to a figure as if s/he were an acquaintance."
Edgar Westbrooks

Medical Education - 4 views

http://scienceroll.com/2007/06/17/top-10-virtual-medical-sites-in-second-life/ (It aims to assist students to become more proficient in initial exam history and physicals; to become more proficie...

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