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Thomas Barnett

RSA: DoD presentation – the "killer brief culture" shines through

Kaliya Young · March 4, 2006 · Leave a Comment

Glenda Turner who is at the DoD and Network and Information Integration / Chief Information Officer of the Office of Assistant Secretary of Defense.
I had heard about ‘the killer brief culture’ of the pentagon and DoD. Most particularly from Thomas Barnett. This presentation was just so indicative of it. IT was a hodge-podge of different slides from different peoples ‘killer briefs’.
They are highlighted here on Flickr
Number 1
Number 2
Number 3
Here is what I wrote down while she talked.
Network centric operations and warfare – Peacefair. “the next 15 years” how DoD is thinking and what is in progress to position information assurance.
There are:

  • 55 major organizations (military departments)
  • 4 million users
  • 100,000 have significant with IA related responsibilities.
  • Dataflows equivalent to the entire library of congress every 4 hours.
  • 100 major networks
  • 5000 major applications enabling critical military operations
  • 22000 applications providing suport and infrastructure.

It is big business:

  • 400 billion
  • 30 billion IT and 2 billion in Information Assurance

BIG
Difference industrial space and hostile environments.
Platforms:

  • Cooperative Engagement
  • Family of Systems – Regional networks
  • The Global Information Grid – Global internetwork for 21st Century.

Netcentricity this is a set of behaviour and how we conduct business
The quality of information and horizon…how far in the net you can see…
Make information avaliable on the network that people depend on and trust populate the network with new dynamic sources of informaiton
deny enemy advanatages and exploit weakness…
Sensor and Shooter + Command and control
Every sensor talks to every sensor…avaliable to all guns… put stress on net and information assurance.
We have been in the static mindest of control we are moving to dynamic mindset of enabling.
Global information environment is managed as a whole and develed.
Identity and access management are big topics here…
Entities dynamically discover adn freely interact with each other. They seamlessly acess everything they needs and concentrate ‘entities’ are a single device or person. Push envelope on identity and demands on this space for the global informaiton grid. Entities dynamically discover one another and interact. Set of objects and transactions. Information Assurance must get down to both level. Risk Adaptive – Dynamic Policy. Enforce confidentiality – through network boundaries. Manage by role or policy.
Aircraft carrier – 23 major networks. most driven by separation. We must
change the way we provision IT.
Capabilities based planning – enterprise IT portfolio Management.
Natioanl security strategy. USCOD 44 DoD Directive 8110.1
Enterprise IT. Investment management…
[my comment – Barfy graphics]. We buy information assurance.
Evaluation and prefformance management and outcomes based measurement…. this is going to be a huge growth area.
How do you judge different ways.
Informatoin Assurance becomes Information Technology.
Netcentric architechure – and war reference model.
Information assurance. SOA. Conforming to same rules everything else conforming to.

Identity and Gaming

Kaliya Young · July 5, 2005 · Leave a Comment

To prepare to talk with Susan Crawford I thought I would scan her three year old blog for any menitons of Identity. It turns out that Susan has done some extensive thought about identity and in particular in the context of online gaming. She has a link to a paper – Who’s in Charge of Who I am?: Identity and the Law Online. Here are some good quotes…

Online identities are emergent. Identity is by definition a group project, something created by the context in which the identified operates.
Online walled gardens will be come more prevalent, as concerns about security, viruses, spam and the unknown increase, as valuable content is made accessible only to those who have been permissioned to see it, and as hardware and software systems made available to the masses increasingly taken on “trusted” aspects. Online games are precursors of these future more serious, walled garden online worlds. Key characteristics of both games and walled worlds are limited access, clear boundaries, rules, roles/players, and feedback mechanisms that create reputation. … These characteristics of games make them ideal laboratories for experimentation with rulesets.

This is a great mention of the word – rulesets. I have been thinking a lot about them ever since I read Thomas Barnett’s book – The Pentagon’s New Map. How we as a society and how institutions that govern us determine what the ruleset’s are is important to think about. With the complexifying world we live in – robust, legitimate and fair systems to create good rulesets are needed. This is particularly true in the online space that is really built by and for us. I hope that all the effort that has gone into creating the Identity Commons structure can be just such a place.
Back to Susan…

Who owns identity? who owns reputation? From the intermediary’s perspective, software creates rules that control what social context can be moved elsewhere. Your identity is “really” a database entry, and the intermediary can argue that your identity is their intellectual property, not yours. You may attach great importance to it, but this identity (and its reputation) will not as a practical matter survive outside the world in which it was formed. Walled world designers have incentives to raise switching costs and capture all the vale of this reputation. In other words, controllers of online worlds are gods. But users may defect from environments and attempt to constrain them in how persistent their reputations and identities are. The difficult task for developers/intermediaries is how much freedom to give their users. This takes us from the realm of risks to the realm of opportunities.
AS real work becomes a more common online activity, identity created in connection with groups will be more and more meaningful.
Human nature will always tend toward group-ness.

  • What would be made visisble? The fact that someone’s identity has been taken away, and the reasons why? Or speech-related actions of the intermediary that have an impact on identity (but are less then “disappearing” someone?)
  • What about reputation? Is it right that a user must leave her reputation behind when she leaves a particular online world? Is “reputation portability” possible? Or is reputation so context-dependent that the online world should be permitted to own it? And what does the online world own exactly? A group-created construct?
  • Is this entire problem avoided by staying out of “walled gardens” and maintaining our own domains? Will this be possible, as online worlds become more and more attractive, and as hardware and software increasingly intertwine?

In the end, it boils down to the fact that the best government is the one that you can trust, which will be the one you know personally: the people close to you in your virtual community, who are held accountable precisely because of community ties. Your best government is going to be each other, because the man behind the curtain isn’t going to know any more than you know him.
Conculusion:
We are still in the early stages of the first two steps dealing with any technology: fear and opportunism. Enlightenment is not far away. I want to suggest that we skip quickly through the fear, linger on the opportunism, and move on to human betterment. This social benefit may come (as so many things do) from playfulness. Games have a great deal to teach us about how we establish and maintain identity. Now we need to consider who is in charge of these identities. It may be, in the end, that we are.
We need to forge a direct link between how we live and work online (especially within walled gardens) and how we structure control over online resources. If the new mode of work online is collaborative peer-production of resources, who will own a shared online space of identities? This ownership may have to be collective. The fundamental problem that is yet to be address is that while reputations and identities are group projects, legal ownership of collectively-created intangible identities currently appears to reside (by default) in online intermediaries. We may need to make some noise about this and ensure a better fit. Perhaps the game should belong to the players.

She raises some interesting questions for us to think about. I think looking at the governance and how to actualize that – this is what the distributed governance form of Identity Commons is designed to do. I didn’t really realize that she was involved with XNSORG several years back. She really liked you all and mentioned Bill Washburn and Drummond Reed by name.
While talking with her about identity and her paper she mentioned her connection to the State of Play conferences. The third one is coming up this fall and is entightled Social Revolution. Two panels look very relevant:

  • Collective Action in the Metaverse: Groups, Community and Power
  • Identity in the Metaverse: On-Line Identity in Virtual Worlds

It is the day after Web 2.0 but might be worth the trip 🙂

Chris hasn't blogged either

Kaliya Young · July 4, 2005 · Leave a Comment

I don’t feel so bad now…I see that Chris Cepi has not blogged since DIDW either. His last post highlights such as:

Best Semantic Transformation: Kim Cameron swapping “reify” for “thingify”
Most Predictable Vendor Behavior: Awkwardly inserting the recent Identity Theft instances into product and company pitches – for products and companies that do not provide technology that would have prevented any of the examples cited.

I missed Chris’ presentation cause I just was over tired and couldn’t find a plug at the back of the room. I promise I will make it to the next one.
I noticed visiting his blog that Thomas Barnett is in his blog roll – rad thinking our the state of our world related to connected and disconnectedness.

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