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Early Virtual Worlds & Collaborative Spaces Business Applications

Trust and Identity In Virtual Worlds and Collaborative Spaces Anthony Nadalin, Distinguished Engineer, IBM. Early Virtual Worlds & Collaborative Spaces Business Applications. Collaboration and Events. Commerce. Education and Training. Emerging Business Applications.

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Early Virtual Worlds & Collaborative Spaces Business Applications

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  1. Trust and Identity In Virtual Worlds and Collaborative SpacesAnthony Nadalin, Distinguished Engineer, IBM

  2. Early Virtual Worlds & Collaborative Spaces Business Applications Collaboration and Events Commerce Education and Training Emerging Business Applications

  3. Trust and identity in Virtual worlds and collaborative spaces • Think: Wikipedia, Second Life • International: open to everybody with access to the Internet • Collaborative: free information sharing, user-created content • Social: users can establish relationships with other users • Everybody can participate – and bad guys can act anonymously • Unclear basis for trust in the information you find in Wikipedia • Insufficient accountability for inappropriate content in virtual worlds • We are in the early days of commercial exploitation of these technologies • Resembling situation with electronic mail and spam 10 years ago • Trust and identity are key to the success of collaborative space – either way • Issues around trust threaten the continued success of collaborative spaces • Sound trust and easy to use federated identities enable new services

  4. Some examples of issues around trust and identity • False Claims: http://en.wikipedia.org/wiki/Essjay_controversy • "... claimed to hold doctoral degrees in theology and canon law as a tenured professor at a private university, he was in fact a community college dropout from Kentucky." • Illegal Content/Behavior: http://www.theregister.co.uk/2007/02/21/dutch_demand_ban_on_virtual_child_porn/ • "... reports about adult players with child avatars soliciting (paid) sex." • Online Predators: http://www.cbsnews.com/stories/2007/03/13/tech/main2563414.shtml • “… one of a half-dozen documented cases this past year alone in which older men used such Internet sites to set up sexual encounters with minor girls in Connecticut." • Online Harressment and Bullying: http://doc.weblogs.com/2007/03/28#whatItIsnt • "... abruptly cancelled her appearance at the O'Reilly ETech conference in San Diego, after receiving threatening and sexually graphic messages that made her afraid to leave her house." • Reputation Fraud: http://www.msnbc.msn.com/id/17171372/ • "... eBay suspended accounts identified in the article, ... the forger merely moved the operation to another Internet auction site for a few months before returning to eBay, setting up new accounts and picking up where he left off."

  5. Collaborative spaces and virtual communities Multi-service Platforms 3D/Realtime Internet/MMOGs Common problem: Trust and Identity Social Computing Enterprise Customers & Governments *MMOG = Massive Multiplayer Online Game  

  6. What is new, compared to 10 years ago? • History • Public key infrastructure (X509v3, SPKI, PGP, …), digital signature initiatives – late 90’s • Microsoft Passport (= Windows Live ID) – 2000 • Liberty Alliance – 2001 • What changed? • Awareness for the role of digital identity • Post-9/11 security concerns • High-profile privacy incidents – e.g., TJX: lost 45.7 million payment card numbers • Identity theft – 3.7% of all US citizens were victims of fraud due to identity theft • More valuable data online, e.g., healthcare portals • Value • Increasing value of identity per se: more and better services • Increasing value of portable identity: Web 2.0 connects people and data across enterprise boundaries • Increasing demand for user-centric, portable, life-long identity, and reputation • Increasing demand for strongidentity

  7. Scenarios 1. Trusted Content 2. Trusted Collaboration 3. Trusted Roaming 4. Trusted Delegation 5. Trusted Aggregation

  8. Scenario 1: Trusted Content • Can I trust this content? • Is this content correct? • Is this content authorized? • Is this content appropriate for me? • What is the creator’s reputation? • Can I trust this collaborative space? • Is all content correct? • Is all content authorized? • Is all content appropriate for me? • What is the creator’s reputation?

  9. Scenario 2: Trusted Collaboration Patrick Paul psmith@acme.com pauls@yahoo.com Request freetime • How can Patrick locate Paul’s calendar? • Can Paul trust this request? • Is this request legitimate? • Who is this requestor?

  10. Scenario 3: Trusted Roaming I do have an avatar in Second Life I want to see what World of Warcraft is about • I want to stand in SL look over the bridge into WoW • I want to go from “left” to “right” • And both with a minimum of overhead – no new registration, no new avatar design, no new reputation

  11. Scenario 4: Trusted Delegation Give Alice the right to see Bob’s images • How can Bob trust that only Alice sees the pictures, and how can he maintain control over the pictures? • How can Bob avoid telling the service who Alice is?

  12. Bank Health Insur. Aggregator Employer Scenario 5: Trusted Aggregation

  13. Scenarios • Interoperability of trust and identity systems • User-centricity, transparency, choice • Privacy and pseudonymity • Reputation of users and spaces • Cross-platform capability

  14. State of the Art

  15. Some Remarks on Policy • Identity • Online identities are essentially unregulated • Risk associated with using online identities is growing, number of high profile incidents will increase • Identity theft, e-banking, healthcare portals, reputation on eBay, … • Needed: best practices for trust and identity • Privacy • Privacy is a top concern for individuals • Similar privacy concerns and privacy regulations exist world-wide • Current privacy principles (OECD) seemingly collide with Web 2.0 paradigm: minimize vs. maximize info sharing • Needed: new societal norms and best practices

  16. Identity Technology • Status quo • Site-specific username / password • Low security, vulnerable to phishing, password management up to user • Application-specific identity • Sharing of identity information only within defined federations • Trends • User-centric identity • User controls release of identities and attributes • Decoupling of user’s from service provider’s view • Framework provides unified, abstract view on a multitude of specific identity systems • Security beyond username / password • Username / password  tokens containing identity claims • Framework approach enables strong mutual client-server authentication • Federated identity, portable identity in Web 2.0 • Lightweight, decentralized identity provider for single sign-on • Fine-grained, user-controlled attribute sharing with privacy

  17. Digital Identity Reputation Technology Summary of actual past behavior, by service provider Peer reviews portable specific Trust in specific attribute or future behavior?  Background check against external data Real identity Identity Verification, Identity Proofing = Strong Identity

  18. Outlook

  19.  IBM GIO 2006 On average: 20 20% growth/year BBC 2007 Technology Outlook 2. Future of Identity 1. Future of Identification • Life-long personal identities • People act as “free agents” who manage their digital identities and capabilities independently of their current “employers” or “schools” • Identities and attributes become independent from identity providers, and can be freely moved between providers • Some will stay for a user’s whole life, and need special protection • Strong identity proofing • Biometrics increasingly used to prove and authenticate identities • Online identity increasingly established through physical world identities 4. Future of Identity Systems 3. Future of Virtual Reality • User-centric, transparent identity management • Service-specific identities are managed transparently • User can create as many identities as he or she wishes • User maintains full control over his or her privacy (e.g., pseudonyms) • Access to identities is secured through strong authentication • Privacy friendly service discovery and search will emerge • Portable identities • Immersive user interfaces yield rich identities and complex attributes and capabilities • Users expect to carry their rich identities from one space (application) to the next

  20. AneComm 2008presentation –http://eCommMedia.comfor more

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