Are there differences in how races use the Internet?
A broad study done in August 2000 by the Pew Internet & American Life Project, found
significant differences in Net usage between blacks and whites.
Blacks were 69 percent more like
Japanese Robot Cultural Patterns
Most famous manga character in all of Japan is Doraemon - equivalent of Mickey Mouse
in the U.S.
Doraemon and his namesake series symbolize to many the foibles and adventures of
Identity is social. Humans are naturally social. To engage in social interactions
(including commerce) people need something that persists and that can be used as a basis
for recognition of others an "identity."
Identity is subjective. Different people h
Internet users ages 33-72 are also significantly more likely than younger users to look
online for religious information and they are more likely to visit government websites in
search of information.
Generation X (internet users ages 33-44) continues to
The Digital Divide
Umbrella Term #1
ICT-centric; focus on digital connectivity & factors that separate the haves and the
Focus on infrastructure, access to ICTs, use and impediments to use
No pretense to study outcomes and e
Identity correlates to reputation and trust, and the construction of a good identity will
translate into successful online experience.
Online Identity is also less and less virtual in its consequences
People spending increasing amount of t
Access based on the difference between individuals with access and those without access
Usage based on individuals who know how to use these technologies and those who do
Usage quality based on the differences between those same
Pew Study on Technology Use
The biggest increase in internet use since 2005 can be seen in the 70-75 year-old age
group. While just over one-fourth (26%) of 70-75 year olds were online in 2005, 45% of
that age group is currently online.
For now young peop
Growth of Social Networking Sites
By mid-2004 there were over 200 social networking sites, including Friendster, LinkedIn,
Ryse, orkut, ZeroDegrees, Meetup, Tickle, and NeoSociety, Facebook, Twitter
In these communities, an initial set of founders sends o
Second Life (SL) is a virtual world developed by Linden Lab that launched on June 23,
2003 and is accessible via the Internet.
A free client program called the Second Life Viewer enables its users, called Residents, to
interact with each other
Robots as Relational Artifacts
Japan's evolving imaginary of a robot culture emphasizes technologies that are no
longer just meant to do things for humans, but to also do things to and with humans
Robots as social entities are expected to fu