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Virtual Worlds and the Intelligence Community
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By Edward M. Roche, Ph.D., J.D.
Virtual Worlds
and the
Intelligence Community
If you recently saw James Cameron's new movie AVATAR, then perhaps you are thinking of having your own
personal avatar living somewhere in a virtual world. Many people are doing it, so why not you?
Let’s look at the basics: A virtual world is a computer-based three-dimensional simulation intended for its
users to inhabit and interact via avatars. Avatars are three-dimensional graphical representations of people,
much like video game characters. They are controlled remotely by their owner. Inside a virtual world, the
one's avatar expressed the participant's identity and personality.
Virtual worlds started out as a multi-party gaming platform. Individuals would be connected to each other over
a network. They would be able to interact in a cybernetic reflection of the real world, complete with buildings,
terraces, roadways, and other people. Today's virtual worlds have libraries, universities, research institutes,
facsimiles of the finest museums, and wonderful demonstrations of complex scientific phenomena.
Perhaps like many, you are skeptical about virtual worlds, but the facts point in a different direction. Although
the experience at first is strange, you probably will be surprised at how quickly your mind makes the
adjustment to living in a virtual reality.
Owners tend to quickly identify with their avatar. It has been reported that most users experience a sense of
tele-presence, particularly when other avatars are nearby and can be engaged in some type of social
communication. This “mind meld” effect is so great that some medical researchers are finding success in pain
therapy for burn patients when they are plugged in.
Current technology is not as advanced as seen in James Cameron's new movie AVATAR, but experiments
are being conducted in treatment of war veterans and paraplegics who might benefit from being able to live
“whole” again.
Virtual worlds are one of the most exotic and exciting technologies to come along in a long time. As measured
by both the number of participants, and the scale and scope of complexity, they continue to grow rapidly. The
number of participants has exceeded the population of some smaller European countries. Some argue that
the virtual world platform is the richest and most complex collaborative environment ever to come into
existence in cyberspace. It is the ultimate 3-D Internet social networking and social media platform.
Why are virtual worlds important? Are they merely giant online games, or something more? What, if anything,
do they have to do with crime and terrorism? How do they aid the dark hand of conspiracy?
The problem is that when globalization, technology and terrorism are combined, we see the emergence of
new and rather dark possibilities that must be accounted for. These “worlds” are full of pornographic sites,
sex dens, recreations of slave societies, vampire societies, witchcraft, and criminal activities. Recent research
has suggested a link between some activities in virtual worlds and international terrorism.
Virtual worlds, offer government and law enforcement an important source of intelligence. After all,
international criminal syndicates and terrorists are using virtual worlds to coordinate their activities. But in
order to leverage this new source, it will be necessary both to understand how this new form of social media
technology works, and to possess the training to exploit it.
The threat of criminal conspiracy and international terrorism is enough to pay attention. Crime scenes can be
virtual as well as real. A response from the government is required. Intelligence and law enforcement must
locate suitable personnel and integrate monitoring of virtual worlds into their standard surveillance and
intelligence-gathering activities.
The intelligence implications of virtual world platform will be governed by their underlying technological
infrastructure. Consequently, an appreciation of the relationship between technology and intelligence
capabilities in this environment is based on several factors: First, what may be done by actors on all sides
within these virtual world platform is enabled solely through the different applications and functions on the
menu; Second, how these systems are designed and provisioned gives a clue as to how they might be
compromised by either criminals or terrorists; Third, the underlying technology provides also a type of
landscape through which law enforcement and intelligence communities charged with monitoring and
responding to emerging threats can accomplish their work.
What is the vision for the future? Virtual worlds require 24x7 monitoring. Agents must be able to work in a
variety of languages. Many of the same techniques used to infiltrate criminal groups in the real world will be
used in the virtual world. It will be necessary to shield the identities of those involved. For foreign-based
virtual worlds, the challenges are stiffer. Besides foreign language skills and concealed identities, the analyst
must be able to communicate well enough to blend in and socially interact with those they meet. New types of
dossiers and record keeping systems must be integrated with social media analysis. A new art of surveillance
and cultivation of contacts must be leveraged. A watch system will be set up to trigger alarms when
suspicious activity is detected.
Other countries, particularly the People's Republic of China are moving ahead. It is not too late for the United
States, but the clock is ticking.
About Edward M. Roche
Edward M. Roche, Ph.D., J.D., is the Director of Scientific Intelligence for Barraclough Ltd. With more than
30 years of corporate experience in the IT sector, he had conducted a wide range of research projects
involving information technology, telecommunications, virtual worlds, national security, political economy and
industrial policies for technopolae and microelectronics. He is a member of the Intelligence and National
Security Alliance (INSA), the Association for Intelligence Officers (AFIO), FBI InfraGard and has provided
expert advice to the ODNI. He received his Doctorate in Political Science at Columbia University and J.D. at
Concord Law; a Masters in International Relations from the Johns Hopkins School of Advanced International
Studies (SAIS) in Washington, D.C.; and studied at the Fletcher School of Law and Diplomacy.
In the non-fiction VIRTUAL WORLDS REAL TERRORISM, Roche has produced a blue print detailing how
virtual worlds can be mobilized as an intelligence collection channel. Based on review of scientific literature,
development of case studies, as well as experimentation, VIRTUAL WORLDS REAL TERRORISM shows how
criminal and terrorist organizations can use virtual worlds to conduct their activities, including operation of
large fund-raising operations. Inside these complex and surprisingly large computer simulations, it is possible
to create a replica of a bank to be robbed, program in the movements of security guards, and rehearse their
attack. Roche covers the rise of virtual worlds in the People's Republic of China, the Middle East, and
elsewhere. He sees a world in which teams of intelligence and law enforcement professionals, including those
disabled from duty, work "on the beat" 24x7 on the lookout for emerging threats.
A professor of Intelligence Technology at Henley-Putnam University, he is part of the university’s diverse and
experienced faculty comprised of seasoned professionals with extensive hands-on experience in military, law
enforcement, counterterrorism and intelligence.