Implanted Tech

From Discovered

The evolution of tech from laptop to tablet to smartphone to watch has continued and by 2034, most people in the developed world have adopted implantable technology of some form as a convenience. In it's most basic form, next generation secure RFID (crypto RFID or CID) are injected as a token that can be tied to all the forms of identification carried in the early part of the century. Driver's licence, electronic lock access, credit, medical records, etc, are all tied to these CIDs and, as such, there is little need for wallets. More advanced forms include storage and can be used to store passwords, documents, and other electronic content, but these require actual implantation and are not universally accepted. Powered implants are available that can do even more. These can vibrate, as required, to act as alarms, notifications, and other communications systems. The most advanced (and most invasive) include a full microprocessor and can respond or interact with the world. Functions can include control of other devices, short range communication, even glowing under the skin (a fad for a while with the glitterati with subcutaneous light shows enhancing tattoos).

The implants are not neuro-integrated in general, although work is progressing in that direction, with tech capable of causing a tingle instead of a vibrate in beta testing, and are generally just stand-alone units (and more experimental work on neurocontrol) that interact with other devices. For the powered units, inductive charging is used to replenish the batteries. Hard-core gamers (with the credit to do it) make good use of implants to provide a degree of sensory information (for example, vibration in the back to indicate a foe is behind you), carry custom macros and configuration files, and login to game systems wherever they go, but these modifications give them a real advantage over those without them and so the younger generation is increasingly embracing and desiring the technology.