Course Hero. "Life on the Screen: Identity in the Age of the Internet Study Guide." Course Hero. 1 May 2020. Web. 20 June 2021. <https://www.coursehero.com/lit/Life-on-the-Screen-Identity-in-the-Age-of-the-Internet/>.
Course Hero. (2020, May 1). Life on the Screen: Identity in the Age of the Internet Study Guide. In Course Hero. Retrieved June 20, 2021, from https://www.coursehero.com/lit/Life-on-the-Screen-Identity-in-the-Age-of-the-Internet/
(Course Hero, 2020)
Course Hero. "Life on the Screen: Identity in the Age of the Internet Study Guide." May 1, 2020. Accessed June 20, 2021. https://www.coursehero.com/lit/Life-on-the-Screen-Identity-in-the-Age-of-the-Internet/.
Course Hero, "Life on the Screen: Identity in the Age of the Internet Study Guide," May 1, 2020, accessed June 20, 2021, https://www.coursehero.com/lit/Life-on-the-Screen-Identity-in-the-Age-of-the-Internet/.
artificial intelligence (AI): computer systems able to perform tasks that normally require human intelligence
artificial life (A-Life): simulation of any aspect of life through computers, robotics, or biochemistry
bots: autonomous computer programs that can interact with systems or users
bricolage: process of tinkering or constructing using a diverse range of available items
cyberspace: environment in which communication over computer networks occurs
cyborg: a combination of a human and a machine
emergence: empirical and intuitive (as opposed to rule-oriented) approach to information processing
emoticon: representation of a facial expression using keyboard characters to convey a writer's tone or state of mind
hacker: skilled specialist who uses a computer to solve a problem or to gain unauthorized access to information
interface: device or program that enables a user to communicate with a computer
mobots: mobile robots, often used in artificial intelligence research
MUD: acronym for "Multi-User Domain," in which players participate in a computer-based or virtual reality game
perceptron: computer model devised to simulate functions of the human brain
practicum: practical section of a course of study
Turing test: test proposed in 1950 by British scientist Alan Turing to determine whether a computer can "think"
virtual reality (VR): a computer's simulation of a three-dimensional environment with which a user can interact in a seemingly real or physical way