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	<title>users &#8211; Fountain Magazine</title>
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		<title>Smartphones and  the Future of Communication</title>
		<link>https://fountainmagazine.com/all-issues/2014/issue-101-september-october-2014/smartphones-and-the-future-september-2014/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Mon, 01 Sep 2014 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 101 (September - October 2014)]]></category>
		<category><![CDATA[charging]]></category>
		<category><![CDATA[communication]]></category>
		<category><![CDATA[display]]></category>
		<category><![CDATA[displays]]></category>
		<category><![CDATA[experience]]></category>
		<category><![CDATA[keyboard]]></category>
		<category><![CDATA[phone]]></category>
		<category><![CDATA[power]]></category>
		<category><![CDATA[prototypes]]></category>
		<category><![CDATA[provide]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[screen]]></category>
		<category><![CDATA[sensors]]></category>
		<category><![CDATA[smartphone]]></category>
		<category><![CDATA[smartphones]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[technology]]></category>
		<category><![CDATA[users]]></category>
		<category><![CDATA[wireless]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2014/issue-101-september-october-2014/smartphones-and-the-future-september-2014/</guid>

					<description><![CDATA[Although it has been two decades since the first introduction of smartphones, the true meaning of the smartphone changed with the introduction of the iPhone. Smartphones became an important part of our daily lives, and even the first object many people use after they wake up in the morning. It replaced many devices we use [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Although it has been two decades since the first introduction of smartphones, the true meaning of the smartphone changed with the introduction of the iPhone. Smartphones became an important part of our daily lives, and even the first object many people use after they wake up in the morning. It replaced many devices we use daily, including cameras, GPS devices, MP3 players, etc. Smartphones became an addiction for many, and changed how we communicate and interact with our surroundings. Despite its many benefits, smartphones are an important source of distraction, addiction, and rude behavior, and can cause many social problems.</p>
<p><span id="more-1696"></span></p>
<p>There are already 1.5 billion smartphone users and a total of 5 billion mobile phones in the world. Smartphone companies are announcing new phone models with improved capabilities every year. These are smarter and better phones with new sensors, powerful chips, and new capabilities. Newspapers and technology blogs often start discussing rumors about an upcoming smartphone several months before its launch.</p>
<p>Over the past few years, we have seen many futuristic prototypes and designs. Consumers request better and smarter phones that can handle more and more tasks with every new model. Although the phone companies are surprising us with new smartphones every year, we are far from seeing some of the technologies presented in prototypes. What do you expect to see in smartphones in the next 5 to 10 years? Let&#8217;s talk about some of the technologies that will end up in a smartphone in the near future.</p>
<p>One of the critical components in a smartphone is the battery. While most smartphones only support being charged from a wall plug, some of them are supporting inductive wireless charging out of the box. Although it is not a standard feature for most smartphones, wireless charging can be enabled using third-party cases and charging pads. Current wireless charging systems still require the smartphone to be placed on a pad for charging. A bigger step in powering smartphones will be touchless wireless charging. A new startup company, Ossia [1], recently unveiled the world&#8217;s first commercially viable touchless remote wireless power system. Imagine you are walking into your house or office, and the smartphone in your pocket is starting to charge via receiving electric waves through the air.</p>
<p>With wired or wireless charging, the battery technology of smartphones remained largely unchanged for years. A large percentage of smartphone bodies are occupied by lithium-ion batteries. With the developments of new power efficient displays and computing chips, smartphones are now using less and less power. This allows manufacturers to use smaller batteries with the same usage time. Battery technologies are not efficient enough to power smartphones more than a couple of days with average daily usage. People often carry extra batteries and chargers when travelling or spending time outside. Solar charging can help with some of these challenges by enabling smartphones to recharge under sunlight. Researchers are also exploring other materials to replace lithium-ion (e.g. graphene) in batteries to provide extra power for the ever-growing size of smartphone displays.</p>
<p>Smartphone displays are getting bigger and better with ultra-high screen resolutions that are sometimes even stronger than the human eye. Some manufacturers are already working on 4K ultra HD displays (3840 pixels wide by 2160 pixels tall). With the screen sizes getting larger, the distinction between a smartphone and tablet is becoming less clear. Some smartphones are even called phablet, a new category between smartphones and tablets, by newspapers and tech blogs.</p>
<p>A bigger jump in display technology will be through the use of flexible screens. There are already prototypes of 5-inch flexible displays or 50 inch curved televisions from several companies. One benefit of flexible displays would be fitting a tablet size screen on a small smartphone body. Users will be able to slide or unfold the display of a typical size (e.g. 4-inch) smartphone, and convert it to an 8-inch tablet. Companies are still looking for a good use case for flexible displays in daily life. Some applications of the smartphones with flexible displays make them closer to wearable devices. Some of them have appeared as watches or bracelets.</p>
<p>Another development in display technology is transparency. There are already prototypes of transparent displays in various sizes and forms. Transparency is important for heads-up displays and some models where seeing the background is necessary. This technology will allow displays on glasses, contact lenses, windows, and windshields. An obvious application of the transparent displays in cars is a GPS navigation system on the windshield [2]. This will open a full immersive experience by showing directions directly positioned on the road, virtual signs on the sidewalks, and even augmented information about companies and addresses directly on the walls of the buildings. Imagine seeing a large virtual menu or information panel with available seats, business hours, and prices on the wall of a restaurant. While the transparent displays are already available in various prototypes, the main challenge is achieving transparency in electronics and other components in a smartphone.</p>
<p>Even with flexible displays, you may not be able to carry and fold a 50-inch display into typical smartphone size. A major shift from increasing the display size will come via the use of pico-projectors. A smartphone, with a decent display size (e.g. 5 inch) for everyday use, can be turned into a full size (e.g. 50-inch) media consumption system with an integrated pico-projector. Although there are prototypes of pico-projectors embedded into smartphones, there are still many technical limitations in projection size, brightness, battery life, and cost of components.</p>
<p>While larger displays provide a better experience for users, the consumable content is mostly 2-dimensional. Even though there are games and movies designed and recorded in 3-dimensional environments, they still cannot provide a true 3D experience. All of this 3D content is projected onto a 2D screen in smartphones. There are prototypes giving the 3D effect by providing 2 separate images to both eyes by using a stereoscopy or parallax barrier. These technologies have limitations in field of view, viewing angle, interactivity, and distance of viewer. Researchers can create a pseudo 3D experience via head tracking, using camera or sensors to provide a glass-free experience. This allows users to see a different perspective of the scene on the phone by looking from different angles. The technology is still in its early steps with limited applications and hardware support for the full immersive experience and interaction.</p>
<p>The keyboard is main point of interaction in smartphones. One of the major changes in smartphones was eliminating the physical keyboard on the phone. Now most of the front face of the phone is covered with the display. Multi touch displays provide on-screen keyboard for text input. While they are similar in size, on-screen keyboards allow customization for different languages, use cases, and applications. On-screen keyboards try to imitate the haptic feedback through vibrations, but still cover almost half of the screen during typing. There are prototypes with air-inflatable buttons in real 3D forms using a transparent layer on the screen to provide realistic haptic feedback. The size of the keyboard is the main limitation for smartphones. A new prototype eliminates even the on-screen keyboard using laser projection. A small device projects a full size virtual keyboard on a flat surface like table using lasers, and tracks finger movements for recognizing key inputs. This allows both customization and experience of a full size keyboard, while making the screen fully available for other functions on the phone.</p>
<p>While the main input point for the phone is through virtual or on screen keyboards, a smartphone actually gets many inputs from outside through sensors. The full potential of these phones can only be achieved through new technological sensors in the phone. GPS and compass sensors allow navigation and direction capabilities, and replace the need for a GPS device for most users. Many smartphones are now listed as the most used camera devices on photography websites, and are getting closer to the quality of a DSLR camera with new image sensors. Proximity sensors understand the distance between device and user, and allow the device to turn off the display during phone calls to reduce battery usage. Accelerometer and gyro sensors provide new inputs for gaming and user interaction. Barometer, temperature, humidity, gesture, fingerprint, and heart rate sensors are becoming part of many smartphones. Researchers are already experimenting with ultrasound [3] and x-ray scanners [4] for smartphones, and we are getting one step closer to the Star Trek tricorder, a general-purpose science fiction health diagnosis device.</p>
<p>The future of smartphones is almost unlimited. We have already seen novel technologies introduced for smartphones as prototypes and concept designs. We can easily extend the list with intelligent assistants, nano-coating for waterproofing and self-cleaning, seamless integration of voice controls and augmented reality, environmental and medical sensors, and 3D and holographic displays. I can&#8217;t wait to see some of these technologies integrated into smartphones in the near future.</p>
<p>While smartphones revolutionized the way we communicate and how we carry out many of our daily tasks, at the same time they are challenging our privacy, safety, behavioral codes, social life, and the use of public space. The problems and discussions will not end here, and they are growing with the introduction of new sensors and capabilities. Increasing awareness through education about the security and privacy risks that smartphones present is the first step for protecting users from future problems. Parents and educators have a critical role for raising responsible generations, and they can start with becoming a good role model [5] on how they use their smartphones&#8230;</p>
<p><em>Acknowledgment: This article is produced at Mergeous [6], an online article and project development service for authors and publishers dedicated to the advancement of technologies in the merging realms of science and spiritual thought.</em></p>
<h3><b>References</b></h3>
<ol>
<li>Darrell Etherington. 2013. &#8220;Cota By Ossia Aims To Drive A Wireless Power Revolution And Change How We Think About Charging,&#8221; September.</li>
<li>Jared Newman. 2013. &#8220;GPS on Your Windshield: Garmin Brings Navigation HUDs to Regular Old Cars,&#8221; Time Magazine, July.</li>
<li>&#8220;Ultrasound scan and health check using your smartphone,&#8221; BBC News, December 2013.</li>
<li>James Plafke. 2013. &#8220;Tiny terahertz chips can give smartphones X-ray vision, tricorder-like functionality,&#8221; ExtremeTech, July.</li>
<li>Larry Magid. 2012. &#8220;Smartphone Guide for Parents of Tweens and Teens,&#8221; <a href="SafeKids.com">SafeKids.com</a>, August 2012.</li>
<li>Mergeous, Online article and project development service, <a href="mergeous.com">mergeous.com</a>.</li>
</ol>
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		<item>
		<title>Second Life or Afterlife?</title>
		<link>https://fountainmagazine.com/all-issues/2011/issue-79-january-february-2011/second-life-or-afterlife/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Sat, 01 Jan 2011 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 79 (January - February 2011)]]></category>
		<category><![CDATA[activities]]></category>
		<category><![CDATA[Afterlife]]></category>
		<category><![CDATA[educational]]></category>
		<category><![CDATA[ethical]]></category>
		<category><![CDATA[humans]]></category>
		<category><![CDATA[issues]]></category>
		<category><![CDATA[life]]></category>
		<category><![CDATA[live]]></category>
		<category><![CDATA[lives]]></category>
		<category><![CDATA[online]]></category>
		<category><![CDATA[people]]></category>
		<category><![CDATA[Perspectives]]></category>
		<category><![CDATA[real]]></category>
		<category><![CDATA[social]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[users]]></category>
		<category><![CDATA[virtual]]></category>
		<category><![CDATA[world]]></category>
		<category><![CDATA[worlds]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2011/issue-79-january-february-2011/second-life-or-afterlife/</guid>

					<description><![CDATA[What would you think if you overheard two people talking about Second Life? Although this may sound like the afterlife to most, that is, where, after facing the Judgment of God humans will be either admitted to Heaven by His mercy or driven into Hell by His justice, today, for millions of players, “Second Life” [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>What would you think if you overheard two people talking about Second Life? Although this may sound like the afterlife to most, that is, where, after facing the Judgment of God humans will be either admitted to Heaven by His mercy or driven into Hell by His justice, today, for millions of players, “Second Life” also refers to one of the most famous online virtual worlds where players can create an online life for themselves.</p>
<p>Every day, millions of people log on to online environments, seeking a second life in virtual worlds. It is noticeable that the average user is 26 years old, and spends 22 hours per week in his/her alternative lives [1]. After such dedicated players spend this much time in these worlds, not much is left for their offline activities. They literally live “in” these virtual worlds. What leads them to prefer a virtual life over a real one? Is something missing from the daily life? Why are people not happy or satisfied with what they have? Are they asking for more or looking for something they don’t have?</p>
<p>In Second Life, users can create a new character for themselves, a lifestyle, an environment or anything else they might imagine. Second Life, with about 17 million users, has its own economy and currency (Linden). Residents are able to buy and sell amongst themselves directly using Linden, which is also exchangeable for US dollars. Second Life&#8217;s GDP (2007) is estimated between $500 million and $600 million [2], which is larger than the GDP of 19 countries in the world. In October, 2008 users spent approximately $30 million. Although Second Life does not have a government, many countries have embassies in Second Life. The online world even has an in-world newspaper.</p>
<p>Many forms of sports activities have also appeared in Second Life. Residents can watch or participate in football, soccer, boxing, wrestling, and auto racing. Virtual art centers and museums allow artists to create and exhibit their works in a way which might not be possible in real life because of physical constraints or high costs. Streaming vocal and instrumental music or inworld instruments allow performances of live music. Live theater is also available in Second Life. The British act Redzone toured for their new album on Second Life (2007).</p>
<p>There are several studies [3] discussing how these online worlds could be used for educational purposes. There are regions in the virtual world of Second Life for educational purposes, and a variety of topics are covered. Virtual worlds are favored because they are thought to provide more engaging experiences than traditional online learning. Virtual worlds can provide an interactive imitation of real life classroom environments. 80 percent of British universities have teaching and learning activities in Second Life. More than 300 universities around the world are taking advantage of the platform to provide educational services at lower costs.</p>
<p>Good and evil exist in Second Life, so religion is also finding its way into this world. Many religious organizations have opened churches, cathedrals and meeting places in Second Life. People are more willing to explore and discuss spiritual things in a virtual world [4]. Second Life also has a place to perform the Hajj ritual, providing a virtual experience before making the actual pilgrimage in person. However, some residents find the idea of virtual worship odd. They prefer spending their time flying, shopping, or engaging in other activities.</p>
<p>Are all these activities making users happier or just helping them to forget their real life? The more users spend time in these worlds, the more they became addicted to their new lifestyle, becoming alienated from the events and responsibilities of real life.</p>
<p>Fethullah Gulen, a Turkish scholar, addresses this question in one of his latest articles [5] as follows: “In spite of the dizzying developments brought by science, the new opportunities offered by technology, and so many means promising us welfare and happiness, the people of our time do not seem very happy. On the contrary, they are overcome by unease and depression more than ever. Although it should not be expected to be any other way, mere worldly opportunities, which are not supported by personal relationships to faith or knowledge of God, are not deepened or given meaning, and obviously do not mean much.”</p>
<p>Despite the large number of educational and social features available in virtual worlds, the main motivation that leads players to games like Second Life seems to be a lack of satisfaction with their real lives. People are either not happy with their work, lifestyle or social environment, or they are seeking a second chance in life, a fresh start. These worlds approximate real life ever more closely with each new technological development. It remains to be seen how virtual worlds will affect real human relationships. One day people may not realize the difference between real and virtual worlds. Is Second Life simply taking over real life?</p>
<p>Gulen makes a similar connection between technological developments and the afterlife: “Even though it would not be correct to speculate today on the days to come, people who predict the future claim that the world will become so attractive for the people of physicality and carnal pleasures that it will make them forget Paradise. With a feeling and passion that gives priority to immediate pleasures and delights, they will say like Omar Khayyam, ‘The past and future are all but tales; enjoy yourself now, do not spoil your life.’ Thus, they will see life as only eating, drinking, and resting, constantly making their choices in favor of worldly ease and comfort.” The belief that on a particular day all humans will be held accountable before God for their actions in this life helps to support and protect the social dynamics of society. Success in the afterlife depends on remembering that one day we will be held responsible for every single deed of our earthly life.</p>
<p>Social dynamics and problems related to online gaming have been discussed widely in academic arenas. The large amount of time, money and resources spent on these games, as well as the associated social and behavioral problems, and loss of productivity are only some of the issues that come to mind. Scholarly articles on ethical issues of life in virtual worlds [6] have increased lately, and many topics are broached, including matters of privacy, monitoring and eavesdropping, the fear of exploitation, identity theft, the ethical impact of aesthetic decisions, values and ethics that are manifested in the social processes and their relevance to activities, professional ethics, standards of integrity, given identity issues and practices, malevolence and altruism, legal and ethical doctrines of confidential and privileged information, ethics for students and instructors, ethical development stages and issues, vandalism, harassment and crime.</p>
<p>Are we living our lives to the fullest? Everyone has the opportunity to choose how they live in this world. If this time is not well spent, that is, acting as if there is no responsibility or judgment for every action, what would be the difference between people living in this world as if it is a game, and those playing their lives away in these online worlds? The Holy Qur’an says: “This life of the world is but a pastime and a game, but the home of the Hereafter, that is Life if they but knew” [7]. Some people prefer their online lives to real life, and unfortunately many others are not aware that their actions evince their preference for the real life over the afterlife.</p>
<p>The movie Matrix has a similar story. The Matrix is a virtual world for people whose bodies are connected to the Machines, which use the bioelectricity and thermal energy of humans as their energy supply. Humans live out their lives in this virtual reality that resembles the 21st century without knowing that they are in a simulation. In the movie, a group of free humans attempts to rescue (unplug) others from the Matrix. The main challenge here is to make others believe that there is another life which is more real or important than the one they are living. In fact, as human beings we are all confronted with the same challenge. Either we gain an understanding of the meaning of our existence in the world and live accordingly, or we are enslaved by worldly ease and comfort, immediate pleasures and delights.</p>
<p>I would like to end with a point the Gulen made on happiness: “It seems that until human beings come to realize their essence, it will not be possible for them to put their affairs in order or to attain the happiness they long for. And this is particularly so if they are trying to suppress their spiritual appetite through luxury, comfort, and seeking to satisfy their physical pleasures because they are unable to realize their real problems.”</p>
<p>Acknowledgment: This article has been produced at MERGEOUS [8], an online article and project development service for authors and publishers dedicated to the advancement of technologies in the merging realm of science and religion.</p>
<p><em>Halil I. Demir is postdoctoral scholar in the area of Informatics, and lives in Iowa.</em></p>
<h3><b>References</b></h3>
<p>[1] Yee, N. “The demographics, motivations, and derived experiences of users of massively-multiuser online graphical environments.” Presence: Teleoperators and Virtual Environments 15:309–329.</p>
<p>[2] Wikipedia, Linden Dolar, http://en.wikipedia.org/wiki/Linden_dollar</p>
<p>[3] Delwiche, A. (2006). “Massively multiplayer online games (MMOs) in the new media classroom.” Educational Technology &amp; Society, 9 (3), 160-172.</p>
<p>[4] Anselmo, D., 08/01/2007, “A ‘Second’ Way to Save Souls” (churchsolutionsmag.com).</p>
<p>[5] Gulen, M. Fethullah, “Days of Depression and Our Atlas of Hope,” The Fountain Magazine, Issue 67, 2009.</p>
<p>[6] Emerging Ethical Issues of Life in Virtual Worlds, Information Age Publishing, Charlotte, NC, June 15, 2009.</p>
<p>[7] The Holy Quran (29:64).</p>
<p>[8] Mergeous, http://www.mergeous.com</p>
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		<title>Our Unique Digital Footprint</title>
		<link>https://fountainmagazine.com/all-issues/2010/issue-77-september-october-2010/our-unique-digital-footprint/</link>
		
		<dc:creator><![CDATA[Louima Cunningham]]></dc:creator>
		<pubDate>Wed, 01 Sep 2010 00:00:00 +0000</pubDate>
				<category><![CDATA[Issue 77 (September - October 2010)]]></category>
		<category><![CDATA[cameras]]></category>
		<category><![CDATA[consumption]]></category>
		<category><![CDATA[credit]]></category>
		<category><![CDATA[digital]]></category>
		<category><![CDATA[Environment]]></category>
		<category><![CDATA[Footprint]]></category>
		<category><![CDATA[friend]]></category>
		<category><![CDATA[gps]]></category>
		<category><![CDATA[information]]></category>
		<category><![CDATA[leave]]></category>
		<category><![CDATA[location]]></category>
		<category><![CDATA[person]]></category>
		<category><![CDATA[personal]]></category>
		<category><![CDATA[provide]]></category>
		<category><![CDATA[Science]]></category>
		<category><![CDATA[search]]></category>
		<category><![CDATA[share]]></category>
		<category><![CDATA[time]]></category>
		<category><![CDATA[traces]]></category>
		<category><![CDATA[users]]></category>
		<category><![CDATA[websites]]></category>
		<guid isPermaLink="false">http://107.21.79.195/all-issues/2010/issue-77-september-october-2010/our-unique-digital-footprint/</guid>

					<description><![CDATA[The term “footprint” refers in general to traces left or caused by human beings through the consumption of resources while guests in this physical world. It is the culmination of our environmental impact through consumption in our short lifetime. This consumption includes natural resources, time, money, energy, and most precious of all, our given lifetime [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>The term “footprint” refers in general to traces left or caused by human beings through the consumption of resources while guests in this physical world. It is the culmination of our environmental impact through consumption in our short lifetime. This consumption includes natural resources, time, money, energy, and most precious of all, our given lifetime and youth. Thus, our impact on the environment tells a lot about us and can be as unique as our fingerprints.</p>
<p><span id="more-1168"></span></p>
<p>According to a study by researchers of the Human Footprint Project [1], humans have influenced 83% of the earth’s surface. The study is based on four factors: population, travel routes, land use, and lights. One of the findings of the study shows that an average American is responsible for more carbon emissions in one year, than a person in Tanzania in a lifetime. This significant difference is certainly related to the average lifespan, income, culture, and climate. However, do any of us have the rights to disturb the environment more than others? Are we consuming something that doesn’t belong to us, and leaving an unsustainable environment for future generations? To answer these questions, it is imperative that we understand and acknowledge exactly what we have inherited, what we are responsible for, and what we will leave to future generations.</p>
<p>Our influence on the earth and environment in a general sense is not limited to the consumption of goods. One of the most influential yet less-visible traces is the footprint we leave in the digital environment. There are active or passive traces left in a digital environment by personal activity. An active trace is left when personal information is released by a person himself, whereas a passive trace (digital shadow) is left when personal data is collected during personal activity. These traces, also known as digital footprints, can spread very quickly and may reach to millions in a very short time. One can leave digital traces by simply visiting a website, sending a blog post, or posting a photo or message to a friend’s website.</p>
<p>Our digital traces affect the environment in many ways. Every trace takes our time to generate it and for others to read it. It consumes storage and network resources on the server that increase the costs, power usage, and eventually our carbon footprint, or the total greenhouse gas emissions. We need to seek a balance in our use of digital media in order to utilize the benefits efficiently and to minimize our consumption of time and other resources.</p>
<p>Have you ever wondered “how often a person leaves digital traces behind every day?” or “how much of our privacy are we sharing with others?” A recent study reveals some figures about the size of the digital universe as 281 billion gigabytes (GB) for 2008 and 1.8 billion terabytes for 2011 [2]. The digital trace generated by the average person on a daily basis was about 45 GB in 2008. This includes private information such as emails, photos, VOIP calls, and instant messages.</p>
<p>How about passive digital traces we leave behind by credit card purchases, bank accounts, phone records, web searches, general backup data, medical and hospital records, surveillance cameras, and so on? There are more passive traces collected than our active digital traces, which provide more personal information.</p>
<p>As of 2006, there were over 1 billion Visa credit cards worldwide and counting [3]. Credit cards give a lot of private information about a person: stores we prefer, movies we watch, places we travel, books we read, prescriptions we take, rent and utility fees we pay; mainly our lifestyle is hidden in our credit card statements. It might contain a lot of details we want to keep private. We can easily learn a lot about our social life just by analyzing one of our credit card statements.</p>
<p>Web searches provide more insightful information about a person. 113 billion web searches were conducted in July 2009, a 41 percent increase compared to 2008 [4]. Besides all the information we leave with our credit card, web searches may show things we have not actually done. They contain information about our future plans, such as travel, job search, health related issues, meetings, and education. Websites can provide smarter search results and personalized advertisements according to our search habits. Search engines even know how fast we type or process information, our typos, languages we speak, how smart we search, and even our physical location from the IP address.</p>
<p>Today many cars have GPS (Global Positioning System) capabilities and smart phones have GPS sensors. GPS devices can show our exact location anywhere in the world, provide turn-by-turn instructions from one location to another, provide a list of nearby stores, and warn us about traffic problems. A recent market research [5] estimates that the mobile location technology market that crosses the US will be $75 billion by 2013 with growing usage of GPS capabilities in automobiles and consumer electronics. Beside all the benefits, GPS devices leave an important digital trace behind, our exact location, which can be stored for later use or tracked by third parties.</p>
<p>Even if a person doesn’t have a GPS sensor with him, there are cameras all around the city that can help capture one’s location. We can see cameras inside and outside of the banks, stores, traffic lights, and even closed-circuit TV (CCTV) surveillance cameras in some cities. The total number of CCTV cameras in England is 4.2 million, or one for every 14 people according to an estimate. According to Scotland Yard, one crime per 1,000 CCTV cameras is solved in a year [6].</p>
<p>The number of smart phones increased 13.9 percent worldwide, compared to 2007, and reached 139 million in 2008 [7]. Many smart phones have real-time video streaming capabilities and are widely used. Users upload hundreds of thousands of videos per day to YouTube about themselves or people around them. Considering that there are thousands of video sharing websites like YouTube, sharing videos on these websites lies at the center of important privacy concerns. There are websites to share videos, photos, music, location, blog posts, and personal updates. With the rise of the micro-blogging trend, we can see real-time updates about a person on websites like Twitter. This allows us to track every minute of a person’s life.</p>
<p>Social networking is a new way of communication. Many websites provide tools to build online communities of people, who want to share and learn interests and activities of others. We can build our friend list and share photos, videos, and updates about our life. According to Nielsen Online’s report on Internet usage in June 2009 [8], users spent an average of 4 hours and 39 minutes during June on one of the most famous social networking sites, Facebook, which has 87 million visitors. Normally these websites provide privacy settings to limit who can access our friend list, photos, or other information. Since most of the people don’t refuse friend requests, it is very easy to be added as a friend and get access to all the private information of people we do not even know. Once we get accepted by a person as a friend, it gets easier to be accepted as friend by his/her friends, since we have mutual friends. These connections increase our friend list exponentially.</p>
<p>I had known about this process for some time, so I wanted to confirm it myself by setting up an account with fake information and identity on Facebook in 2008. I selected a college and input random personal information to my profile. I visited some group pages on Facebook and joined them. Then Facebook started to offer possible friend lists that have common interests with me. I started to make random friend requests to many users on these lists. In one day, I had around a hundred friends in my list that I don’t know personally. As a friend on their list, I have access to all information they share with others. Most of the users are using default settings and are not aware of privacy issues. Even if we are careful about all these settings and our privacy, our information is accessible by website managers. Digital traces left by users are valuable commercial assets for companies, and most of them share or sell this information to third party companies which provide online advertisements, products, and services.</p>
<p>There is a positive side of these digital traces. Websites provide better recommendation of products and services, targeted advertisements, smarter search results, and personal news. Entertainment businesses can provide appropriate suggestions by using location services. However, erasing our digital traces is difficult or even impossible in some cases. To protect our privacy and identity, it is essential that we are aware of places our personal information is stored. It is the responsibility of websites to protect user’s data. However, it will be a good start to be aware as users of our traces on the digital universe and to share personal information carefully.</p>
<p>With various effects on our natural and social environment, digital traces are one of the most influential and yet less known by-products of consumption. It is an important responsibility for us to decide how we affect our environment, how we spend our time, and what we are going to leave to future generations. With all the unique values given to humans, we need to learn to make meaningful contributions and carry more responsibility for our actions, especially in the digital world where boundaries are unlimited.</p>
<p>Acknowledgment: This article is produced either in part or a whole at MERGEOUS [9], an online article and project development service for authors and publishers dedicated to the advancement of technologies in the merging realm of science and religion.</p>
<p><em>Halil I. Demir is an internet entrepreneur and freelance writer.</em></p>
<h3><b>References</b></h3>
<ol>
<li>Wildlife Conservation Society [http://www.wcs.org/humanfootprint]</li>
<li>EMC Report, “The Diverse and Exploding Digital Universe,” 2008.</li>
<li>Visa USA Internal Statistics, Q4 2006.</li>
<li>ComScore Press Release, August 31, 2009.</li>
<li>RNCOS Market Research Report, “World GPS Market Forecast to 2013,” April 2009.</li>
<li>Telegraph, 24 Aug 2009.</li>
<li>Gartner Press Release, Worldwide Smartphone Sales, Mart 2009.</li>
<li>Nielsen Online’s Report, June 2009.</li>
<li>Mergeous [http://www.mergeous.com]</li>
</ol>
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