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sousveillance.
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is most commonly defined as the recording of an activity by a participant in the activity typically by
way of small wearable or portable personal technologies. Sousveillance has also been described as
"inverse surveillance",based on the word surveillance (from the French sur, "from above", and veiller,
"to watch"), and substituting the prefix sous, "from below.
Passive Collecting
Passive data collection occur without any overt consumer interaction and generally includes capturing
user preferences and usage behavior, including location data from personal mobile devices. The bestknown example is the use of cookies on a user's computer to capture Internet browsing history.
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digital footprint
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A digital footprint is the trail of data that is left behind by users on digital services.There are two main
classifications for digital footprints: passive and active. A passive digital footprint is created when
data is collected about an action without any client activation, whereas active digital footprints are
created when personal data is released deliberately by a user for the purpose of sharing information
about oneself.
location tagging
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gamification
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Gamification is the use of game thinking and game mechanics in non-game contexts to engage users
in solving problems.Gamification techniques strive to leverage people's natural desires for
competition, achievement, status, self-expression, altruism, and closure.
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SenseCam
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Microsoft's SenseCam is a lifelogging camera with fisheye lens and trigger sensors such as
accelerometers, heat sensing and audio, invented by Lyndsay Williams, patent[1] granted in 2009.
Usually worn around the neck, Sensecam is used for the MyLifeBits project, a lifetime storage
database.
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capture/archive/retrieve
Data retrieval, in database management, involves extracting the wanted data from a database. The
two primary forms of the retrieved data are reports and queries.
Automatic identification and data capture (AIDC) refers to the methods of automatically identifying
objects, collecting data about them, and entering that data directly into computer systems (i.e.
without human involvement). Technologies typically considered as part of AIDC include bar codes,
Radio Frequency Identification (RFID), biometrics, magnetic stripes, Optical Character Recognition
(OCR), smart cards, and voice recognition.
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WEEK 8
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consensual hallucination
!In William Gibsons book, Neuromancer, he refers to cyberspace as a consensual hallucination that is
a graphic representation of data abstracted from banks of every computer in the human system.
The phrase is often used to describe virtual reality or cyberspace. "What seems so alluring about the
half-formed promise of VR technologies is the ideal of a world of one's own that one can share with
others through consensus but that one can enter or leave at will ... that brings with it a certain
guarantee of pleasure without danger.
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meatspace
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a term, originating from cyberpunk fiction and culture, referring to the real (that is, not virtual) world,
the world of flesh and blood. somewhat tongue-in-cheek. the opposite of cyberspace.
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disembodied consciousness
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The phenomenon of disembodied consciousness covers a wide range it could mean things such as
Extra-Sensory Perception, seeing the afterlife and returning again (near death experiences), prophecy
or simply people who claim they can disembody themselves.
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information superhighway
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The information superhighway or infobahn[1][2] was a popular term used through the 1990s to refer
to digital communication systems and the Internet telecommunications network. It is associated with
United States Senator and later Vice-President Al Gore.[3]
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gibsonian cyberspace
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"a consensual hallucination experienced daily by billions of legitimate operators, in every nation, by
children being taught mathematical concepts... A graphical representation of data abstracted from
the banks of every computer in the human system. Unthinkable complexity. Lines of light ranged in
the non-space of the mind, clusters and constellations of data
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barlovian cyberspace
Barlovian cyberspace is a way of naming and describing the ways we experience computers and the
Internet, in recognition that our experiences sit at the intersection of material and symbolic
understandings.
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qualities of cyberspace
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Web is impartial space. There are not racial or religious or sex prejudice (Wertheim, 1999). Horizontal
relationship (Hang, 1999) exists between members in cyberspace. Activities and benefits (Social
communication and information, and so on) on cyberspace are open to everyone who can use it.
Destruction of public communications (negative)
People in cyberspace give loose to communicate each other. There is not a supervisor or controller. So
public communication can be break and intergenerational communication gap (Jung, 2008) is able to
become serious. So far, there is not a rule or a regulation about cyber communication. And anonymity
makes control of communication in cyberspace impossible.
Cyber egoism (negative)
In fact, nobody can control or regulate actions on cyberspace. There is possibility of cyber egoism and
irresponsible behaviors have a negative eect (Wertheim, 1999; Park 2001) on realities of life. So far,
there is not a rule or a regulation about cyber communication. And nobody can punish a criminal act
on web.
Information Source
Systematizing or structuralizing of information
Information of cyberspace builds up network around nodes (Buchanan, 2002). The node means what
kind of information, which contents, and so on. Information on web is systematized or
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ICT
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Information and communications technology (ICT) is often used as an extended synonym for
information technology (IT), but is a more specific term that stresses the role of unified
communications[1] and the integration of telecommunications (telephone lines and wireless signals),
computers as well as necessary enterprise software, middleware, storage, and audio-visual systems,
which enable users to access, store, transmit, and manipulate information.[2]
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Persona
A persona (plural personae or personas), in the word's everyday usage, is a social role or a character
played by an actor.
Getting large amounts of data processed quickly and at low cost. Education & Outreach, Bringing data
to the public and allowing them to assist with data processing
crisis of mapping
Crisis mapping is the real-time gathering, display and analysis of data during a crisis, usually a
natural disaster or social/political conflict (violence, elections, etc.).[1] Crisis mapping projects
usually allows large numbers of people, including the public and crisis responders, to contribute
information either remotely or from the site of the crisis. One benefit of the crisis mapping method
over others is that it can increase situational awareness, since the public can report information and
improve data management.[2]
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dynamics of a community
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communities are largely driven by environmental fluctuations, and that member populations are, to
dierent extents, regulated through intraspecific interactions, the eects of interspecific interactions
remaining broadly minor. By decomposing the temporal variation in this way, we have been able to
show directly what has been previously inferred indirectly: compensatory dynamics are in fact largely
outweighed by environmental forcing, and the latter tends to synchronize the population dynamics.
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internet phenomenons
An Internet meme (/mim/ meem) is an idea, style or action which spreads, often as mimicry, from
person to person via the Internet, as with imitating the concept.
Viral
Viral phenomena are objects or patterns able to replicate themselves or convert other objects into
copies of themselves when these objects are exposed to them.
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