User talk:StineEliseJ

Feel free to post comments or change the definitions. StineEliseJ (discuss • contribs) 17:01, 24 March 2014 (UTC)

Always-on
The term "always-on" is used to refer to the way modern technology (mobile phones, computers etc.) continuously keep people connected to each other through the internet, and therefore always accessible. Sherry Turkle suggest that people have become so tethered with their "always-on" communication devices that the self has become attached to its devices and that life now has become both physical and digital lives on multiple screens: the devices are always ready in hand.

Others, such as Danah Boyd, look at this from a positive perspective, she says that the online world is always just around the corner, and that the online world does not necessarily have to be a bad thing. Boyd also say that most people are "always-on" without technology being the center of the activity; "there is no longer about on or off. It's about living in a world where being networked to people and information wherever and whenever you need it is just assumed". If people in some way are connected to the network, through a mobile phone, a computer, gaming console etc., they are considered to be "always-on".

While Boyd seems to make a relevant point that our online lives are as ‘real’ as our offline lives, more could be said about the significant difference between these two aspects of our lives, in particular how we behave online versus how we behave offline. Suler makes the point that when we communicate online, our input comes after some delay, perhaps minutes or hours or days, and this affects what we say, in text form, and how we say it. Importantly, he asserts that when we communicate face-to-face with others, “moment-by-moment responses between people powerfully shapes the ongoing flow of self-disclosure, usually in the direction of conforming to social norms”. If this is the case, if an increasing amount of our time is spent online this could perhaps leave some people struggling with face-to-face social skills necessary to fit into a particular environment, such as that of an organisation with a clear expectations of cultural behaviour, or to succeed in particular roles where face-to-face interaction with people is necessary. ( George Berrie (discuss • contribs) 10:51, 27 March 2014 (UTC) )

Disinhibition
The term "disinhibition", or "the disinhibition effect", has been defined, after years of research on psychology and the Internet, as a recognition of people behaving differently online, than they would in offline situations (real life situations). Examples of this type of behaviour is a person who outrageously flirt online, while acting completely opposite when offline. The fact that people cannot see or hear each other when online can be enough to trigger the disinhibition effect. Offline communications allows people to see facial expressions such as frowns, shaking hands and many other subtle signs to tell if a person is disapproving, which inhibits what people now are willing to express. ( George Berrie (discuss • contribs) 10:32, 27 March 2014 (UTC) )

Disinhibition can be split into two opposing directions, benign disinhibition and toxic disinhibition. When people show fear, reveal secret emotions, wishes, and in general share personal things about themselves it can be defined as benign disinhibition. It also suggest that people show unusual acts of generosity and kindness, and can go out of their way to help others. When people act in the opposite way, being rude, give harsh criticism, show anger and hatred and even threats, it can be defined as toxic disinhibition. This means that people visit the dark underworld of the Internet, places they would never explore in the real world, such as pornography, crime and violence-territory.

Dininhibition has also been defined as people expressing themselves in a way they cannot when offline. They behave in a certain way that expresses what can be defined as the "real me". The "real me" is not filtered, censored or fabricated and acted - following several dynamic reasons such as social norms and sanctions, shame and guilt. When offline, these people might feel trapped, and once online they feel freer to be closer to their basic personality structure and actualize psychological needs, which can only be done in cyberspace where they can stay anonymous if wanted. .

Low Fidelity/High Fidelity
Examples of "Low fidelity" communications are ones which are solely text-based or voice-based. Low fidelity is characterised by the lack of interpersonal and social context cues which determine how an individual feels or expresses their opinion. For example, text-based communications can lose the intended meaning depending on how the receiver interprets it. Different emphasis on certain words can change the importance significantly. Voice-based communications are of a slightly higher fidelity, but they lack facial expressions which are a clear indicator of one's position on a matter.

Communicating with strangers without face-to-face cues also may lead to the reader subconsciously creating a voice and/or visual image for the other person conducted from their own imagination. This, in turn, will create a different version of the person which the user is communicating with based on his/hers individual desires and needs. Thus, the "reality" of these types of conversations may be distorted and develop into a fantasy face-to-face conversation, imagined by the reader, where the stranger fits into a specific role which the reader requires. ( GemmaMiller (discuss • contribs) 13:53, 28 March 2014 (UTC) )

Video based communications give you both voice and facial recognition aspects but they provide a different atmosphere than from when you are in the same room as another human being. For example, content and micro facial expressions can be lost through a drop in signal or a low quality webcam. ( GemmaMiller (discuss • contribs) 14:28, 27 March 2014 (UTC) )

Locked In
Locked in is the idea that some software and ideas are used so much that they become industry standard and are accepted by most people to the extent that they are nearly impossible to change. Lanier often uses the example of MIDI, a system which was created in the early 1980's. This system concerns musical notes and it transfers them from electronic instruments to computers. Lanier argues that this system is not the best and has limitations; however, as many new and different programmes have been created and adapted to be able to use it, it means that MIDI is still currently used. Another example is the QWERTY keyboard. This layout of keyboard became popular and frequently used in type writers. As most people know how to type using this sort of keyboard and are familiar with this layout, using another one would most likely not be successful with people, meaning that the QWERTY keyboard remains used. ( Amandajayner (discuss • contribs) 16:34, 29 March 2014 (UTC) )

Technological Determinism
Technological determinism, also known as hard determinism, is the idea that technology has important effects on our lives. It argues that technology drives history and becomes determinant at a certain stage in history. This idea figures prominently in the popular imagination and political rhetoric. ( Ania-polish accent (discuss • contribs) 22:35, 1 April 2014 (UTC) )

Cultural Determinism
Cultural determinism, also known as soft determinism, is the idea that technology in itself do not have an important effect in peoples life, but people make technology important. Meaning that human agents intend to make technology an important part of their life.

Glossary
3G: Third Generation of Mobile Telecommunications Technology.

4G: Fourth generation of Mobile Telecommunications Technology succeeding 3G.

Always-on: Constantly accessible for communication through internet on different communication devices. E.g. "Checkin-in”, update internet status, upload pictures to portray a specific online identity etc.

Benign disinhibition: People show fear, reveal secret emotions, wishes and other personal things about themselves online.

Determinism: The idea that technology has important effects on peoples lives.

Facebook: Online social networking service. Founded by Mark Zuckerberg in 2004.

Google: Corporation that specializes in Internet-related services and products. This include searrch, sofware and online advertising technologies.

Google-Glass: Small screen attached to a pair of glasses which can record video, access email, and retrieve information from the web by connecting to a user's mobile phone through wireless internet.

Locked-In: The idea that some software and ideas are used so much that they become industry standard and are accepted by most people to the extent that they are nearly impossible to change.

LinkedIn: Business oriented social networking site.

Online Identity: Portraying of self as a living-out of states of being, becoming, belonging and behaving through the range of everyday social and discursive practices that are connected with the body.

The Tethered Self: How people are connected and have access to it via a communication device, e.g. smart phone.

Toxic disinhibition:

Twitter: Online social networking and miniblogging service. Users write and read 140-character messages known as "tweets".

Wi-Fi: A wireless technology that uses microwave radiation to transmit and receive signals between devices and because of its method of transmitting and receiving it is thus vulnerable to interference.

Comments

 * Hey! After today's meeting, we decided to use the APA style of referencing to keep consistency, there is examples of it and details in the module handbook. Also, Gemma found a good link for referencing on wikibooks which is: https://upload.wikimedia.org/wikipedia/commons/3/36/RefCodeHandout.pdf Amandajayner (discuss • contribs) 16:17, 31 March 2014 (UTC)


 * Hi Elise. Just been checking out other books - some have included a Glossary - which I think we should do because it is in the main book - and some haven't. And those who have are using different styles. The one for Always on looks good I think. Do you think we should just add to the main book as far as the Glossary goes and stick with the format that is there, or start ours from scratch? For what its worth, I think we should just add to what is there, adding only new stuff based on our own content. What do you think? George Berrie (discuss • contribs) 18:34, 1 April 2014 (UTC)


 * Hi George. Glossary sounds like a good idea. I think we should just add to what is already there. Should I just read everyone's discussion pages and find different words to put in the glossary, or should you send me the glossaries that you guys find most important in conjunction with each topic? StineEliseJ (discuss • contribs) 20:39, 1 April 2014 (UTC)
 * Hejka! Just to let you know that I have added first points about the psychological aspect of 'always-on'(Ania-polish accent (discuss • contribs) 13:14, 2 April 2014 (UTC))


 * Hi Elise - re the Glossaries I think your first idea is best - that is just read everyone's discussion pages and find different words to put in the glossary. Are you going to just go straight to our main page to do this - that would save time. If you do that, you could edit the main book at the bottom, where its says "contributors" and add your name there too.George Berrie (discuss • contribs) 16:24, 2 April 2014 (UTC)


 * Hi Elise - the name for the item is Suler (2005) - let me know if you need anything else ...George Berrie (discuss • contribs) 08:30, 3 April 2014 (UTC)


 * Hi Elise, did you get my email about not being able to make it on Monday 7th to arrange the presentation as I have another meeting at the same time? Do you know if we can reschedule as I feel I need to be there in order to put together the slides effectively. GemmaMiller (discuss • contribs) 16:01, 3 April 2014 (UTC)