Results tagged “Virtual Worlds” from Securing GovSpace

Testing Sobriety Online: Google adds a Virtual Breathalyzer

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Google has announced a new feature in Gmail that is getting an amazing amount of media coverage world-wide. ABC News called it a breathalyzer to stop drunken emails with math in an article called Think Before You Drink and Draft.  Here's an excerpt:

"You know you shouldn't do it, but that liquid courage convinces you otherwise and, soon enough, you've fired off a hasty e-mail to an ex, a co-worker or, worst of all, a boss.

Many a relationship has been prolonged -- and perhaps many a career has been cut short -- by the dreaded drunken e-mail."

At first, I thought this was a bad joke. Was Google trying to add some comic relief to our lives? Could this be an attempt to change the subject away from our 401Ks and our current Wall Street banking woes?

But I kept running into this story all week. Some on mainstreet are honestly thinking that this is some type of breakthrough. Even morning talk shows are offering demos on how hard the Google math is.  The Internet has plenty of video interviews on this topic. One video from NBC San Diego can be seen here.

Personally, I find this topic to be beyond humorous. Is this really such a big problem? Will people really use this new feature? Perhaps I'm living on a different planet or not consuming enough alcohol, but are millions of cyber surfers really drunk? 

OK, I'll try and offer some serious commentary on this new development.

The Problem: Sure, people send emails and instant messages in poor judgment. They hit the return button millions of times each day - only to regret the message later. We all need to stop and think before we click. Sometimes these messages are accidental and other times they are intentional but naive or unwise. 

Most people occasionally use the Internet when they should go offline and talk in person. I've intervened in many email wars at work over the past decade between professionals sitting in back to back cubes. This happens even when people are sober.  

The Good: People are finally confronting the fact that there are real-world consequences to their virtual actions. As I've said in several blogs, our virtual worlds and real world events are merging at home and work.

The Trend: Get ready for more technology tools and techniques to build trust online. We have a long way to go in this area. How can we connect our offlines values with our online world? How about a virtual conscience based on your professed values? More accountability must come with more social networking opportunites at work.

The Solution: What we need is cyber ethics for grown-ups. This involves people, processes and technology. Although technology can help (and more tools are coming), no Google or Microsoft tool will do this for you. We're talking about character and integrity in a cyberspace that resembles the Wild Wild West.  I describe this trend and personal solutions in detail in my soon to be released book, Virtual Integrity.

One final thought, Google is very good at marketing and offering what customers want. Obviously, they did some market research before rolling this out. It clearly passed the "cool" or "daily buzz" litmus test. So how can we offer similar security tools that help overcome risk and also meet customer needs at work? There is a lesson in this (somewhere) for IT professionals.

Any ideas on how to make it cool to change your password? Now that would be a breakthrough.       

 

 

 

Virtual Actions Leading to Headlines in Real Life

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Authorities in Delaware recently reported that a woman from North Carolina tried to kidnap her former virtual boyfriend who lives in Delaware. Although their relationship was born in Second Life, the most famous virtual world, the attempted kidnap happened in the real world.

The story, which was reported by CBS 3 in Claymont, Delaware, was receiving major coverage in cyberspace over the weekend. The referenced story includes video reporting from the scene. Here's an excerpt:

"The pair apparently met online in "Second Life." A virtual relationship began between the victim, whose character was a Lion, and Jerrigan, whose online persona was said to be a virtual woman. When the two met in reality several months ago, police said the victim ended the relationship, sending Jernigan into a downward spiral.

In the beginning of August, Jernigan allegedly drove to the victim's Pennsylvania workplace and attempted to kidnap him at gunpoint. While she was unsuccessful, she returned two weeks later to track down the victim's Delaware address."

 Why do I mention this story? There is a growing debate online regarding the real life relevance of actions which occur in cyberspace. On one sideline - those who view virtual worlds as fun playgrounds where actions don't count in the real world, at least in terms of the law. In many circumstances this makes common sense, such as when people play online games like Grand Theft Auto. Take for example this article entiled, "Do Real World Laws Apply in Virtual Worlds?" from earlier this year, which quotes many legal scholars:

"... the law, in most cases, pertains only to physical acts, not virtual ones. Thus, virtual theft, virtual murder and virtual rape are quite different under the law than real theft, murder and rape -- no matter how upset it makes the "victim." In most cases, Kerr concludes, the real world law would not be applicable." 

On the other sideline are those who say "not so fast." Consider the Business Week article, "Virtual Exchanges Get Real."  In this case, "Linden Dollars" were stolen from Second Life stock exchanges. So what's the problem? Linden Dollars can be exchanged for real dollars just like the British Pound Sterling or Euros. In this case, the equivalent of $10,000 was missing.

Meanwhile states like Missouri have set up offices in Second Life where avatars represent real workers recruiting real people for real jobs in the real world. Companies like IBM have set up virtual headquarters online and meet with real-world customers in a variety of ways. This is clearly more than just a big game. There are huge advantages and big wins for governments who enter into virtual worlds, but who makes the rules? More importantly, how are they enforced?

These are just a few of the tough questions that will need to be answered in the coming years as virtual worlds and the real world merge together in news ways. One thing is clear to me, just as this woman tried to kidnap her ex-virtual boyfriend, more and more actvities happening in virtual worlds will spill-over to real life, and visa versa.  Recent reactions of shock to this incident will seem strange to people five or more years from now.

In my view, virtual world actions do count in the real world - whether all of the laws count or not. Our character, reputations and relationships can be helped or put at risk by online actions - just like your "Google rep."

No doubt, much of what is going on in cyberspace is just for fun and games, but increasingly we're discussing serious virtual business issues with real consequences. Virtual integrity is linked to real-world integrity in more ways than most currently realize.

What's your opinion?     

Pass Me An Avatar Please -Virtual Worlds and Security

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For many in government technology, virtual worlds still equate to the games people play. Well you'd better start to adjust your thinking. Despite the fact that many are blocking Second Life (SL) and other virtual worlds, some version of the "The Matrix" is coming to a government near you, and you'll probably have an avatar in your future.

Don't believe me? Check out this 2-minute video out from Xerox on Second Life. (Oops, better check first to see if you're allowed to watch YouTube videos at work.) That's right this is the new Xerox - that copier company.

Want to learn more on virtual worlds now? There are plenty of recent articles and guidance on the web right now, and this topic was very popular at recent Spring IT conferences. Here are some good articles to become informed on this topic:

1) This is Not a Game: Virtual Worlds Coming to Your Business, Forrester Predicts.

2) Virtual (Global) Office  

Here are two quotes from that Business Week article: "Cisco is among companies that recruit in Second Life. "My extended team uses Second Life primarily to recruit new talent," says Andrew Sage, a marketing vice-president at Cisco, adding that Second Life is good for finding workers under the age of 25.

"Sun Microsystems also wanted to be able to run a virtual world that could connect to its own databases and user-verification systems. "When we started experimenting with Second Life, we quickly realized it wasn't an appropriate environment for business collaboration," says Sun's Yankelovich. So Sun created Project Wonderland, freely available 3D software for creating a virtual world, as well as the avatars and animations within that world."

Missouri has received great coverage  for their Second Life activities, including their education recruiting.

Government Technology ran a piece on Missouri's recruiting effort

So what are the Security Risks? They are deep and wide ....

Gartner lists five main areas
1. IT-Related Security Risks
2. Identity Authentication and Access Management
3. Confidentiality
4. Brand and Reputation Risk Management
5. Productivity

No, I'm not advocating a big jump to open up Second Life on your government networks, but get educated now. Virtual Worlds are coming - along with new security issues. I'll be blogging much more on this topic in the future.

What are your thoughts on Virtual Worlds in government offices anytime soon?

 

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