Unpublished, 1990 Abstract-- Meta-Ornament: Identity Vectors in Cyberspace I am a jewelry artist, and as such am concerned with the esthetic and psychological issues of self, and the augmentations of self (ornament) inherent in this most personal of all art forms. I believe the same motivations which result in ornament and style in the "real" world will be operant in cyberspace as well, manifesting as a kind of meta- ornament that I call "Identity Vectors". It is my contention that this Identity Vector (IV) paradigm can model useful, as well as decorative functions in cyberspace. A well-defined sense of self is a vital basis for all interactions within social structures, and to the extent that cyberspace will be a multi-participant system, there will be complex social interactions evolving. Likewise, a coherent self-sense will provide a degree of psy- chological familiarity, which might free long term voyagers in cyber- space from "simulator sickness" brought on by close, but not close enough, analogs to real experience. As in the "real" world, much of our self-sense in cyberspace will be derived from the reactions of others, and those reactions will be shaped largely by the kinds of signifiers we choose for representing ourselves in the cyberspace environment. Cyberspace presents the old notion of "crazy from too much choice"; when it is possible to represent oneself in almost any way one chooses, then one's choices become critical or arbitrary, depending on one's point of view. I believe these choices are important. Human voyagers in cyberspace will be represented by actors, and these actors will need to have some degree of standardization within each cyberspace system, both for purposes of communicative value and to min- imize computational strain. Identity Vectors are customizable aspects of these actors, which will enable the embodiment of a sense of style and individuality. Beyond the essentially practical function of IVs to facilitate self-sense, this style-encoding capability will enable a whole panoply of creative social interactions based on role playing and psychodrama, which will greatly enrich cyberspace as an arena for human intercourse. Ornament is a concept unique to our species, with psychological under- pinnings far more subtle than, say, the exaggerated display behaviors of certain birds. Although lost in the mists of prehistory, the origins of ornament are most certainly associated with the shamanistic practice of identification with totems representing a higher mythic reality. This unique quality, which underlies its more obvious func- tion as a signifier of wealth, social status, etc., can be reemphasized in the cyberspace environment to create sophisticated forms of psycho- logical involvement in an unfolding new paradigm for human existence. Identity Vectors will involve modification of selected aspects of the cyberspace actor, and should ideally control a large enough number of parameters and/or states that identical IVs would be unlikely in a given cyberspace system. Certain aspects, such as limb configuration and body size, might be a systemwide constant, while allowing color and patterning, for example, to vary. Dynamic varying of "face" analogs, while computationally heavy, would be an excellent way to convey emot- ional states. For minimum computational drag, it might become common to assign a particular place or area on actors for this sort of person- ality expression, a concept not far removed from that of jewelry in the "real" world. Obviously, the ultimate manifestation of meta-ornament will be found in those cyberspace systems dedicated to role playing and fantasy games, where a high premium will be placed on actor configurations. Even in applications as conservative as business negotiations, however, IVs could provide important cues, both true and false, about intent and motivation. I believe that the penetration by humankind into cyberspace will be one of the most interesting and fruitful voyages in the history of our species. I hope that my concept of "Identity Vectors" can provide a basis for preserving, and even expanding our human qualities, as we explore virtual reality.