fingerprint identification

Although fingerprinting smacks of police techniques used long before the dawn of the information age, its digital successor finger scanning is the most widely used biometric technology. It relies on the fact that a fingerprint's uniqueness can be defined by analysing the so-called "minutiae" in somebody's fingerprint. Minutae include sweat pores, distance between ridges, bifurcations, etc. It is estimated that the likelihood of two individuals having the same fingerprint is less than one in a billion.

As an access control device, fingerprint scanning is particularly popular with military institutions, including the Pentagon, and military research facilities. Banks are also among the principal users of this technology, and there are efforts of major credit card companies such as Visa and MasterCard to incorporate this finger print recognition into the bank card environment.

Problems of inaccuracy resulting from oily, soiled or cracked skins, a major impediment in fingerprint technology, have recently been tackled by the development a contactless capturing device (http://www.ddsi-cpc.com) which translates the characteristics of a fingerprint into a digitised image.

As in other biometric technologies, fingerprint recognition is an area where the "criminal justice" market meets the "security market", yet another indication of civilian spheres becomes indistinguishable from the military. The utopia of a prisonless society seems to come within the reach of a technology capable of undermining freedom by an upward spiral driven by identification needs and identification technologies.

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Identity vs. Identification

It has become a commonplace observation that the history of modernity has been accompanied by what one might call a general weakening of identity, both as a theoretical concept and as a social and cultural reality. This blurring of identity has come to full fruition in the 20th century. As a theoretical concept, identity has lost its metaphysical foundation of "full correspondence" following the destruction of metaphysics by thinkers such as Nietzsche, Heidegger, Witgenstein or Davidson. Nietzsche's "dead god", his often-quoted metaphor for the demise of metaphysics, has left western cultures not only with the problem of having to learn how to think without permanent foundations; it has left them with both the liberty of constructing identities, and the structural obligation to do so. The dilemmas arising out of this ambivalent situation have given rise to the comment that "god is dead, and men is not doing so well himself". The new promise of freedom is accompanied by the threat of enslavement. Modern, technologically saturated cultures survive and propagate and emancipate themselves by acting as the gatekeepers of their own technological prisons.

On the social and cultural levels, traditional clear-cut identities have become weakened as traditional cultural belonging has been undermined or supplanted by modern socio-technological structures. The question as to "who one is" has become increasingly difficult to answer: hybrid identities are spreading, identities are multiple, temporary, fleeting rather than reflecting an inherited sense of belonging. The war cry of modern culture industry "be yourself" demands the impossible and offers a myriad of tools all outcompeting each other in their promise to fulfil the impossible.

For many, identity has become a matter of choice rather than of cultural or biological heritage, although being able to chose may not have been the result of a choice. A large superstructure of purchasable identification objects caters for an audience finding itself propelled into an ever accelerating and vertiginous spiral of identification and estrangement. In the supermarket of identities, what is useful and cool today is the waste of tomorrow. What is offered as the latest advance in helping you to "be yourself" is as ephemeral as your identification with it; it is trash in embryonic form.

Identity has become both problematic and trivial, causing modern subjects a sense of thrownness and uprootedness as well as granting them the opportunity of overcoming established authoritarian structures. In modern, technologically saturated societies, the general weakening of identities is a prerequisite for emancipation. The return to "strong" clear-cut "real" identities is the way of new fundamentalism demanding a rehabilitation of "traditional values" and protected zones for metaphysical thought, both of which are to be had only at the price of suppression and violence.

It has become difficult to know "who one is", but this difficulty is not merely a private problem. It is also a problem for the exercise of power, for the state and other power institutions also need to know "who you are". With the spread of weak identities, power is exercised in a different manner. Power cannot be exercised without being clear who it addresses; note the dual significance of "subject". A weakened, hybrid undefined subject (in the philosophical sense) cannot be a "good" subject (in the political sense), it is not easy to sub-ject. Without identification, power cannot be exercised. And while identification is itself not a sufficient precondition for authoritarianism, it is certainly a necessary one.

Identities are therefore reconstructed using technologies of identification in order to keep the weakened and hence evasive subjects "sub-jected". States have traditionally employed bureaucratic identification techniques and sanctioned those who trying to evade the grip of administration. Carrying several passports has been the privilege of spies and of dubious outlaws, and not possessing an "ID" at all is the fate of millions of refugees fleeing violence or economic destitution. Lack of identification is structurally sanctioned by placelessness.

The technisised acceleration of societies and the weakening of identities make identification a complicated matter. On the one hand, bureaucratic identification techniques can be technologically bypassed. Passports and signatures can be forged; data can be manipulated and played with. On the other hand, traditional bureaucratic methods are slow. The requirements resulting from these constraints are met by biometric technology.

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Further Tools: Photography

Art has always contributed a lot to disinformation.
Many modern tools for disinformation are used in art/photography.
Harold D. Lasswell once stated that propaganda was cheaper than violence. Today this is no longer true. Technology has created new tools for propaganda and disinformation - and they are expensive. But by now our possibilities to manipulate pictures and stories have gone so far that it can get difficult to tell the difference between the original and a manipulation.

Trillions of photographs have been taken in the 20th century. Too many to look at, too many to control them and their use. A paradise for manipulation.
We have to keep in mind: There is the world, and there exist pictures of the world, which does not mean that both are the same thing. Photographs are not objective, because the photographer selects the part of the world which is becoming a picture. The rest is left out.

Some tools for manipulation of photography are:



Some of those are digital ways of manipulation, which helps to change pictures in many ways without showing the manipulation.

Pictures taken from the internet could be anything and come from anywhere. To proof the source is nearly impossible. Therefore scientists created on watermarks for pictures, which make it impossible to "steal" or manipulate a picture out of the net.

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to decipher/decode

to put the ciphers/codes back into the plaintext

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Core copyright industries

Those encompass the industries that create copyrighted works as their primary product. These industries include the motion picture industry (television, theatrical, and home video), the recording industry (records, tapes and CDs), the music publishing industry, the book, journal and newspaper publishing industry, and the computer software industry (including data processing, business applications and interactive entertainment software on all platforms), legitimate theater, advertising, and the radio, television and cable broadcasting industries.

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Computer programming language

A computer programming language is any of various languages for expressing a set of detailed instructions for a digital computer. Such a language consists of characters and rules for combining them into symbols and words.

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