Glossary

From Youth and Media
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== Add (or Friend) == Used as a verb, this means the action of requesting friendship via an SNS.

== Aggregator == A program or website that continuously collects data and information from other websites as changes and updates occur.

== Avatar == A person’s visual depiction of him/herself in cyberspace, used to interact with other users in virtual worlds such as Second Life. This visual image does not have to be realistic, thus allowing a person to choose any desired self-depiction.

== BitTorrent == A Web 2.0 method of downloading a file via a network, or “swarm,” of computers. A file is broken up into thousands of pieces, then the user can download pieces from different users as they become available. Once all the pieces are downloaded, they are reassembled into one file.

== Blogs == Online journals written by individual users. The term comes from “web log.” Blogs range from personal diary-type entries, to interest-specific musings, to highly political subject matter. Blogs are written by individuals, companies, and increasingly, news organizations.

== Chat Rooms/Chats == Real-time instant messaging forums where multiple users can chat using a shared window that displays each user’s messages to the group.

== Copyright == The legal declaration of sole ownership of the rights to use ideas or information, in works including software, pictures, music, and literature. Due to the ease of uploading these works on the internet, it is becoming more difficult for owners to enforce their copyrights to prevent the unlawful distribution, duplication, and re-use of copyrighted material.

== Cyberbullying == Harrasment and bullying occurring via digital mediums such as email, text messaging, websites, chat rooms, or instant messaging. The mediated and often anonymous nature of digital communication may embolden cyberbullies to engage in behavior that they would otherwise not. For victims, the digital marks left by cyberbullying (such as hurtful messages on cell phones of MySpace pages) in combination with the difficulty they face in attempting to escape this torment while constantly connected via digital technologies may increase the impact of cyberbullying.

== Deep Dive == Exploring more deeply information learned from grazing through the mass amounts of information that an individual receives and scans. A “deep dive” signifies a further, purposeful engagement with specific information. For example, in grazing through One’s RSS feed, an individual may choose to “deep dive” on a particular blog post – going to the site to read the entire post, read other’s comments, search the topic to learn more, and finally, enter into the feedback loop.

== Digital Exposure == Documentation, such as emails, records of instant message chats, or photos, of questionable activities can be easily captured, duplicates, and posted online. This documentation may later cause embarrassment to the exposed party, and has been in the past used as evidence of violating school rules or laws.

== Digital Immigrant == A person who has adopted the Internet and related technologies later in life, typically after adolescence and young adulthood. Like a geographical immigrant, this person may adopt some aspects of a digital native while still retaining old habits. For example, this person may purchase a CD to play on his/her computer instead of purchasing digital music from the internet.

== Digital Information Overload == The potential of increasingly available digital information to render itself inaccessible due to the sheer abundance of data and/or lack of efficient organization.

== Digital Native == A person raised in a technological environment, who accepts that environment as the norm. This person often has grown up surrounded by digital devices, such as MP3 players and cell phones, and regularly uses these devices to interact with other people and the outside world.

== Digital Tattoos == Content added to cyberspace that can be retained even after the original content is subsequently removed, making it difficult to permanently remove from the internet.

== Facebook == Facebook is a popular Social Networking Site that was originally only available to those with .edu email addresses, limiting access to college students and faculty. In September 2006, Facebook opened up to the general public. Users may upload textual content and photos, join common-interest groups, and “friend” others. However, each profile has a standard layout that can limit a user’s creativity.

== Feedback Loop == The “talk back” element of information navigation via digital technologies. Feeback refers to engaging with the information one acquires in a public fashion, weather by commenting, blogging, categorizing, or simply sharing. For example, an individual may engage in the feedback loop with a particular news story: he or she may post a comment on the news site, “tag” it on del.icio.us, write a blog about it, post a link about it on a message board, and send it to friends.

== Friends == A feature of all Social Networking Sites, users accumulate “friends” – other users with profiles to which they are most often publicly linked. “Friends” enjoy special privileges such as being able to view their friends’ profiles and pictures, or being able to publicly comment on the user’s profile. Users are afforded privacy settings of varied level of sophistication to enable them to control who can view various parts of their profiles.

== Grazing == A form of obtaining and lightly engaging with mass amounts of new information. This information may be accessed through websites, RSS feeds, text messages, and other disseminators of digital information. For example, one may “graze” the latest news by looking through one’s RSS feed, scanning one’s email inbox, and glancing over a media outlet’s homepage.

== Groups/Communities == Within SNSs, there are groups/communities that users can join based on common traits, such as geographic location or school attendance, or common interests, such as hobbies or political affiliations These groups have communicative features such as discussion boards, photo-sharing, and event planning.

== Instant Messaging (IM) == Real-time Internet communication via pop-up windows with a constantly updating transcription of the conversation. Instant Messenger communication is increasingly occurring via cell phones as well as computers. IM services provide a “buddy list” or “friend list” where one can see when contacts are online.

== Intellectual Property == A broad legal term that refers to creative works and ideas, along with their associated rights and ownership. The term “works” generally refers to content such as photographs, artwork, movies, music, books, software, and television broadcasts. “Ideas” can refer to inventions or certain business processes.

== MySpace == MySpace is a popular Social Networking Site, which as of January 2008 boasts over 200 million users. This Web 2.0 network allows friends from across the globe to share personal profiles, blogs, photos, videos, and music internationally. Users have a great deal of freedom in creating their profile content.

== Online Predators == An internet user who seeks to exploit other users, usually for financial or sexual purposes. Media attention has focused on sexual online predators, particularly pedophiles and sex offenders who create false and/or misleading digital identities to interact online and even arrange real-world meetings with minors. Less vocal yet growing concern exists about the abundance of unsolicited advertising aimed at young users who habitat online spaces.

== Ownership == A philosophical dilemma becoming increasingly pertinent that addresses what can be owned, who can own it, and for how long. A related issue is how work owned should be treated in the Internet era, which provides new channels for distribution.

== Participatory Culture == A culture where people create and share, enabling the exchange of ideas and collaboration. [Henry Jenkins defines Participatory Culture through five key points: 1) There are relatively low barriers to artistic expression and civic engagement; 2) There is strong support for creating and sharing what you create with others; 3) There is some kind of informal mentorship whereby what is known by the most experienced gets passed along to newbies and novices; 4) Members feel that their contributions matter; 5) Members feel some degree of social connection with each other, at least to the degree to which they care about what other people think towards what they have created.

== Peer-2-Peer (P2P) == A method of downloading a file via a computer-to-computer internet connection, generally involving two personal users. The entire file is transferred via a software platform from one computer to the other.

== Personalization (Customization) == The ability of a user to alter, add, or remove features on personal pages of social web platforms to fit his/her particular tastes. For example, MySpace allows users to customize the screen layout with HTML, Facebook users can add various applications to their profiles, and Second Life users can create customized avatars.

== Photo-Sharing Services == Websites that allow users to post images that can be viewed and commented on by others. Most such sites enable users to enact privacy settings that control if photos are viewable by the public or just a select audience. In addition to Facebook’s photo-sharing feature, popular photo-sharing websites include Flilckr and Photobucket.

== Platform Provider == The term for an organization that runs a website. The organization includes coders, programmers, website developers, and business developers.

== Profile == A web page that serves as a digital interface for SNS users. Profiles can be personalized though the use of text, photos, music, and videos. Profiles usually contain interactive features, allowing friends to interact with and comment on various elements of the profile.

== Profit/$$$ == The content and organization of commercial websites is often designed with profitability as one of the major factors. This profit-based motivation can impact users’ experiences of the websites.

Real-Time – Describes actively updating technology that can sustain text-based or Internet communication at a rate very close to in-person interaction.

== Revver == A video-sharing service that allows users to download files and earn money through the uploading of videos and sharing of other content on the website.

== RSS (Reader) == A program that monitors updates from websites and displays those updates as a real-time information feed. RSS users may go to one site, or receive on their mobile phone, all updates for sites they have elected, such as news sites and blog sites.

== Rip == The transfer of digital material from a media format (i.e. CD, DVD) to a hard disk. This term often refers to illegal duplication of copyrighted material, as copyright protection can be removed while the rest of the digital material (i.e. song or movie) is transferred.

== Search Engines == A service used for searching information by typing in key words. One of the most commonly used features of the Internet, these services organize the vast array of information into an ordered list based on relevance to key words, according to an algorithm.

== Second Life (Virtual World) == Second Life is an Internet-based virtual world released by Linden Lab in 2003. Inspired by the cyberpunk literary movement, Second Life is a user-generated world in which people play, interact and do business, using an avatar interface and a virtual currency.

== Social Networking Site (SNS) == A site, like Facebook or MySpace, that connects communities of people and enable the flow of information among users. Users create profiles, upload textual or visual content, and interact with and “friend” other users. According to a Pew report in early 2007, 55% of youth (12-17) use SNSs, mostly to reinforce existing relationships.

== Text Messaging == Text messages sent from one mobile phone to another. Unlike instant messaging, text messaging occurs in discrete messages with no shared window.

== Tagging == The process of labeling internet content, including web articles or other sites, photos, videos, or music. Online tagging differs from traditional labeling forms in that content may be tagged with an infinite number of tags, and each individual may tag content with different labels, allowing for multiple organization systems to function simultaneously.

== User Base == An estimate of the number of consistent users on a website, most of whom likely have registered accounts. The number of unique visitors a day is also a widely used performance metric. The larger the user base and site membership, the more appealing it is for users, investors, and advertisers.

== User Directed Content == Users of Web 2.0 sites often play a growing role in how content is organized. User directed content is content that people discover via others and also refers to the general schema of content organization within a website. Examples of user directed content is “tagging” and RSS feeds.

== User Generated Content == User generated content is a driving force behind the rise of Web 2.0, and refers to the unique content (music, blogs, vlogs, etc.) created by Internet users, uploaded onto websites, and often commented on by others.

== Video Mash-up == A video collage that consists of clips from multiple video, image and/or audio sources. Users collect content from movies, television, other users videos, photos and images, and music and sound, and cut, paste, and reconfigure this content to create a new video out of these disparate pieces.

== Video-Sharing Services == Websites that allow users to post video files that can be viewed by others. Content typically includes both original footage and video clips from popular movies and TV shows as well as original footage. While personal users may face legal battles for posting copyrighted material online, major media companies have started uploading their own clips in exchange for advertising and product placement deals on these websites. Popular video-sharing websites include YouTube and DailyMotion.

== Vlogs == Video logs, or video diaries, are video recordings created by individuals in which the creator usually speaks directly into the camera, and then uploaded to video-sharing sites. These are generally personal, comic, or issue-based in nature. Vlogs are particularly popular among youth.

== Web 2.0 == A term describing a set of web sites and internet platforms, in which users generate, catalogue, and distribute content. Examples of web 2.0 are social networking sites like MySpace, social bookmarking sites like del.icio.us, and blogging sites like Wordpress.

== Wiki == A web page and information resource in which information may be added, edited and deleted by users. This is a stand-alone wikipedia-modeled webpage focusing on a single topic or theme, with relevant subtopics.

== Wikipedia == A Web 2.0 encyclopedia. Unlike traditional encyclopedias, the topics and informational content are created directly by users. Users may also edit topics and content submitted by other users to correct or expand the information available.

== YouTube == The most widely used video-sharing service in the world and accounts for around ten percent of all Internet traffic. While YouTube faces the same problem as other video-sharing services with users uploading copyrighted material, it also houses an abundance of amateur video recordings. In addition to allowing users to post textual comments on other users’ videos, YouTube allows users to post video clips as comments.