Identity & technology

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[edit] Virtual Worlds

A virtual world is a computer-based simulated environment intended for its users to inhabit and interact via avatars. This habitation usually is represented in the form of two or three-dimensional graphical representations of humanoids (or other graphical or text-based avatars). Some, but not all, virtual worlds allow for multiple users.

The virtual world spectrum includes:

  • massively multiplayer online role-playing games or MMORPGs where the user playing a specific character is a main feature of the game
  • massively multiplayer online real-life/rogue-like games or MMORLGs, the user can edit and alter their avatar at will, allowing them to play a more dynamic role, or multiple roles.
  • MMO versions of Real Time Strategy and first-person shooter games are also considered virtual worlds if the world editors allow for open editing of the terrains.

Another name used widely for 3D fully immersive environments is metaverse. The term metaverse comes from Neal Stephenson’s 1992 novel Snow Crash, and is now widely used to describe the vision behind current work on fully immersive 3D virtual spaces. These are environments where humans interact (as avatars) with each other (socially and economically) and with software agents in a cyber space, that uses the metaphor of the real world, but without its physical limitations.

[edit] Examples

[edit] Virtual Reality

Virtual reality (VR) is a technology which allows a user to interact with a computer-simulated environment, be it a real or imagined one. Most current virtual reality environments are primarily visual experiences, displayed either on a computer screen or through special or stereoscopic displays, but some simulations include additional sensory information, such as sound through speakers or headphones. Some advanced, haptic systems now include tactile information, generally known as force feedback, in medical and gaming applications. Users can interact with a virtual environment or a virtual artifact (VA) either through the use of standard input devices such as a keyboard and mouse, or through multimodal devices such as a wired glove, the Polhemus boom arm, and omnidirectional treadmill. The simulated environment can be similar to the real world, for example, simulations for pilot or combat training, or it can differ significantly from reality, as in VR games. Processing power, image resolution and communication bandwidth are currently limiting the attempts to create a high-fidelity virtual reality experience.

In a virtual reality environment, a user experiences immersion, or the feeling of being inside and a part of that world. He is also able to interact with his environment in meaningful ways. The combination of a sense of immersion and interactivity is called telepresence. Computer scientist Jonathan Steuer defined it as “the extent to which one feels present in the mediated environment, rather than in the immediate physical environment.”

The degree of interactivity varies from:

  • Passive exploration,
  • Navigation within a virtual environment

to

  • being able to modify the environment.

Input devices:

  • Joysticks
  • Force balls/tracking balls
  • Controller wands
  • Datagloves
  • Data suit
  • Voice recognition
  • Motion trackers/bodysuits
  • Treadmills
  • Cave Automatic Virtual Environments (images are projected on the walls, floor and ceiling of a room)


[edit] Application domains

[edit] Challenges and concerns

  • developing better tracking systems,
  • finding more natural ways to allow users to interact within a virtual environment
  • decreasing the time it takes to build virtual spaces
  • avoiding bad ergonomics (that could affect the sense of balance or inertia or cause cybersickness)
  • psychological effect on the user (desensitization, sociopathy, cyber addiction)
  • lack of legal framework for preventing emotional traumas caused by virtual attacks

More on the topic:

Illustrations:

[edit] Augmented Reality

Augmented reality (AR) is a field of computer research which deals with the combination of real world and computer generated data. At present, most AR research is concerned with the use of live video imagery which is digitally processed and "augmented" by the addition of computer generated graphics. Advanced research includes the use of motion tracking data, fiducial marker recognition using machine vision, and the construction of controlled environments containing any number of sensors and actuators.

Ronald Azuma's definition of AR is one of the more focused descriptions. It covers a subset of AR's original goal, but it has come to be understood as representing the whole domain of AR: Augmented reality is an environment that includes both virtual reality and real-world elements. For instance, an AR user might wear translucent goggles; through these, he could see the real world, as well as computer-generated images projected on top of that world. Azuma defines an augmented reality system as one that

   * Combines real and virtual.
   * Is interactive in real-time.
   * Is registered in 3D.

Reference: Azuma, Ronald T. "A Survey of Augmented Reality". Presence: Teleoperators and Virtual Environments 6, 4 (August 1997), 355–385.

Illustrations:

[edit] Identity and technology

  • ACLU Pizza movie - tales from a possible future
  • Is this perspective freightening for you? Write down 3 advantages you think a centralized identity system would bring, and 3 concerns you would have regarding it!(2 min)

[edit] Background: Why is Internet identity an issue?

  • Centralized Internet-wide identity systems are now widely acknowledged as being untenable. Most notably, Microsoft gave up its Net Passport initiative. The successor, Windows Live-ID is still causing trouble.

[edit] Current developments

  • Identity Commons - formed in 2001 to evangelize the creation of a decentralized user-centric identity infrastructure and to address the resulting social trust issues.
  • “Lightweight” identity systems, such as OpenID, LID, and SXIP have emerged.
    • OpenID is a decentralized single sign-on system. Using OpenID-enabled sites, web users do not need to remember traditional authentication tokens such as username and password. Instead, they only need to be previously registered on a website with an OpenID "identity provider" (IdP). Since OpenID is decentralized, any website can employ OpenID software as a way for users to sign in; OpenID solves the problem without relying on any centralized website to confirm digital identity. OpenID was originally developed by Brad Fitzpatrick of LiveJournal, but the term now also includes other similar protocols.
  • Many important players in the identity space – both old and new –began a cohesive conversation about the issues surrounding user-centric identity under the name "The Identity Gang”" (they are a working group of Identity Commons).
  • Kim Cameron is the author of the Identity blog- discussing the "Laws of Identity"
  • Identity 2.0 has emerged as the de facto term for describing visions of user-centric identity, thanks in part to SXIP founder Dick HardtÂ’s talks of the same name in 2005.
  • Identity 2.0, also called digital identity, is the anticipated revolution of identity verification on the internet using emerging user-centric technologies such as the OpenID standard or Microsoft Windows CardSpace. Identity 2.0 stems from the Web 2.0 theory of the world wide web transition. Its emphasis is a simple and open method of identity transactions similar to those in the physical world, such as driver's license.


http://hinchcliffe.org/img/twowaywebwithid20.jpg

Identity 2.0 diagram from the Web Services Journal article by Dion Hinchcliffe


More information in these presentations:

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