I've been thinking about user interfaces. Someday I would like to be able to present a person with a pair of goggles, ingame, that shows objects to them and only them.
Applications include virtual heads up displays, meta-info (A pair of newbie goggles could show a user a brightly lit trail to help stations, a pair of shopping glasses could show a user what is for sale, maybe players could leave notecards in certain places, sort of a virtual graffiti).
The basic idea I had here was something similar to chat channels - an object could be set to a channel for rendering and interaction, allowing objects in a person's inventory to control what they can see and do. Useful for things like games, virtual-virtual reality, and so on. I know that this seems a little superfluous in light of object ownership and permissions, but in some ways I think that the more filters that are available, the better, assuming that it doesnt require a massive amount of processor power and doesnt bottleneck the existing system.
Maybe combined with visual filters that allow a script to alter the client's view (adding visual distortion, adjusting contrast, drawing 2d shapes like lines or text) one could implement stun grenades for shooters (that only effect players wearing a game object) or true temporary on rez "beer goggles" that make the user's visual output hazy and wobbly, and implement a drunken walking animation.
Sorry, I have a fever, and I can rarely think ideas through thoroughly, so I probably left something out that would help explain my idea. Please refrain from yelling at me.

Thanks-
Ivan