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This paper describes using wearable computing devices to perform "sousveillance" (inverse surveillance) as a counter to organizational surveillance. A variety of wearable computing devices generated different kinds of responses, and allowed for the collection of data in different situations. Visible sousveillance often evoked counter-performances by… (More)
In this paper, we describe the techniques, methods and context for hacking humans using publicly available information found on the Internet.
This paper explores using wearable computing devices to perform " sousveillance " (inverse surveillance) as a counter to organizational surveillance. A series of performances are used to question social norms of surveillance. A variety of wearable computing inventions generated different kinds of responses. Visible sousveillance often evoked… (More)
Developed by Steve Mann, " Nessie " the Hydraulophone is a water-driven, interactive musical object that provides children with open-ended and unstructured creative play opportunities with water and sound. Children have interacted with Nessie in a variety of spaces including the Canadian National Institute for the Blind's (CNIB) outdoor classroom, Ryerson… (More)
Although Neal Stephenson's Snow Crash (1992) is often noted as the inspiration for virtual worlds like Second Life, virtual environments were flourishing prior to its publication. Multiuser dungeons (MUDs), text-based and multiplayer environments for role-playing games, were popular in the 1980s. In the early 1990s, a new trajectory for online spaces was… (More)
"Those who cannot remember the past are condemned to repeat it." (George Santayana, 1906) Currently, Second Life is the de facto virtual reality environment in terms of size, number of users, diversity of possible interactions, global reach and general public awareness. That said, it is neither the beginning nor the apogee of the technology, but a space in… (More)