Life on the Screen: Identity in the Age of the Internet | Study Guide

Sherry Turkle

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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/>.

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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/

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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/.

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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/.

Life on the Screen: Identity in the Age of the Internet | Glossary

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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

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