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2. Background & Philosophy
In Gibson's and Stephenson's novels we can even find practical
instructions for authors of virtual worlds, for example:
· There are no collisions of avatars on the streets. Naturally
- why would they? But, the exclusion of collision is the direct
saving of processor time.
· There are no shadows on the streets for the same reason.
· Height of avatars is limited. That way we make the designers'
job easier (doors, cars and movements).
· Limited speed. There is limited speed of data transfer in
virtual worlds, as in the real world, or more precisely maximal
bandwidth. But in virtual worlds teleportation is possible.
And so on...
Some of these requirements were approved and became a part of
the ISO/IEC 14772 (VRML
97) specification, and in recommendation of working
groups of Web
3D Consortium. VRSpace server relies upon recommendation
of the Living Worlds working group of Web 3D consortium and
also relies on available open-source software.
One
of the important requirements, albeit only implicated in SF
novels, is portability: cyberspace works on Ono-Sendai consoles
same as on the consoles of other manufacturers, but it looks
better on better consoles (from Gibson's Neuromancer novel).
VRSpace literary implements this: bigger frame rate means more
objects in user's scene. Maximal number of objects and physical
size of the scene (horizon distance) are parameters of every
server. Size of every user's scene directly affects the load
of a server, and we change the size of the scene we must make
the load balancing of the server and client. Experimental VRML
client does some other optimisation tricks, namely it adds fog
on graphically weaker computers and draws semi-transparent cubes
until the geometry is downloaded (once we download the geometry
it stays in standard browser cache).
However,
more important component of virtual worlds are software agents,
e.g. Gibson's constructs Flatline and Finn, of Pohl's Von Shrink
and Einstein. Each of them is a specialized advisor: Einstein
for science, Flatline for cyberspace, etc. According to the
author's opinion their basic characteristics are adaptability
and understanding of human speech. Human speech is implemented
by AliceBot, and adaptivity by NeuroGrid. By custom <vrspace>
AIML tag, AliceBot is capable (for example if it doesn't know
the answer, Catchall category in AIML terminology) of starting
the distributed search. NeuroGrid will return a list of URLs
whose content is determined by user's preferences and neighbours'
advices. URL can be anything, even some web application. But
if the returned URL points to AIML file, AliceBot is also capable
of learning new language categories.
What
can these robots do? We have to consider that computers don't
have "senses" like people do. If we define "senses" as input/output
communication channels of a closed system, computers have, beside
"senses" for keyboard, sound and picture, 'senses" for pop3,
smtp and other network protocols. In Java implementation a robot
has all "senses" that are available to Java Virtual Machine.
VRSpace server gives to robots a "sense" for space, and sensors
when they need them: ProximitySensor, ObserverSensor, etc. That
is, it gives them all capabilities it gives to a user, at the
same time considering privileges and ownership, so by default
a robot can't change properties of any object except itself.
But if a user gives to a robot the ownership of his confidential
data, it is his responsibility to teach and maintain his robot
because in p2p environment, some of the confidential hosts could
teach robots how to give away that data (for example credit
card numbers), to format hard disks and other similar unwanted
activities. Regardless of your and your robot's trust in your
friends and trusted hosts, a successful break in on your DNS
can make your robot to execute code you don't want it to execute.
It is our opinion that not only DNS but any kind of hierarchical
systems are inertly insecure because the corruption of any element
in the hierarchy gives the opportunity for corruption of every
dependent items of the hierarchy. We suppose that trust systems
like NeuroGrid (http://www.neurogrid.net/)
and Reptile (http://reptile.openprivacy.org/)
can decrease distribution of corruption, but it remains to be
seen in practice. In any case, it is one of concepts that is
easier to test in virtual than in the real world.
Another
attribute of SF cyberspace can be described as "upload to the
net". It is important to say that http or ftp upload is not
the upload to the net, but to the strictly defined network location.
If that location for any reason stops to publish certain content,
than it is not available online anymore. Upload to cyberspace
should secure that information stays there forever. The nearest
to this idea we can get today are search engines like Google,
with its archives of news, mailing lists and web pages. But
"the final solution" are p2p networks: you just save a document
in the public directory on your disk and that's it.
Distribution and redundancy of information depend upon the interest
of other participants in the network. In p2p network data come
to life - populations of documents can be described by the genetic
algorithm whose fitness function is given by the end users.
For example both mail and news are p2p applications: when you
send us an email your mail server contacts out mail server and
mail is replicated to all who are interested in it. Mail now
waits on disk to be read, deleted or put into archive. In this
case, fitness function is directly implemented by a user, and
he decides whether he will delete it or put it in archive. Various
p2p systems implement different modifications of user's decisions,
so in fitness function they can take into account another conditions,
for example average time of reach of the original document.
But, beside distribution they take care of searching of distributed
information. In VRSpace we don't take into consideration ways
of reaching the data, because it distributes URLs, not documents.
Quality
virtual worlds contain a lot of geometry and multimedia. The
price of a server on the internet directly depends on the bandwidth,
and p2p is the cheapest way of distribution: a user can get
data from any node that has it on disk, from any user that has
seen it. For that reason VRSpace uses JXTA content management
system. We plan to closer integrate with JXTA and better access
to JXTA services, in the purpose of complete removal of hierarchy
from the system.
Now
we must mention the delicate question of copyrights and copying
in cyberspace. Our software has been published under the GNU
General Public Licence, meaning that you can do what you want
with it, until you publish source code of all changes that you
have made. We think it's the perfect licence for p2p networking,
with emphasis on sharing and cooperation instead of on restriction
and competition, what can be seen from the following example:
Ipsos-Reid
market research company reported in June that 81 percent of
music downloaders buy as many or more CDs than they did before
they started getting tunes from the Internet.
(You can read the whole article online at http://slate.msn.com/?id=2069732)
Anyway,
in VRSpace it is possible to charge for every request by implementation
of ISO 8553 protocol through the JPos - the same one that is
possibly in your bank machine. Basic idea is to enable developers
and world builders to make direct transactions with credit cards,
with purpose of direct money transactions between users and
authors. Accordingly, virtual worlds don't need salesmen: author
can charge his work the same moment a user sees it, hears it
or according to some other criteria (for example monthly subscription
in some internet community). Role of a salesman e.g. link between
author and user in virtual world takes over its network infrastructure.
Any specific implementation in VRSpace still doesn't exist -
possibility of financial transactions needs contracts with financial
institutions - but JPos is a tool which is checked in 56 countries,
so we can freely recommend to virtual banks.
Here
we have another delicate problem: how to tax that transactions.
To many governments' regret, users don't care (and usually even
don't know) if the host where transaction is done is located
in Croatia or in Zimbabwe. In cyberspace we usually trade with
things which actually don't exist - banners, files, codes, telephone
impulses, etc. No Big Brother system, no matter how sophisticated
it can be can't control the cyberspace - the only control happens
between users, the only efficient censorship is self-censorship.
At any rate, avoiding of control and censorship is an important
motif for the creation of cyberspace:
We
are creating a world that all may enter without privilege or
prejudice accorded by race, economic power, military force,
or station of birth. We are creating a world where anyone, anywhere
may express his or her beliefs, no matter how singular, without
fear of being coerced into silence or conformity. Your legal
concepts of property, expression, identity, movement, and context
do not apply to us. They are all based on matter, and there
is no matter here.
...
In our world, whatever the human mind may create can be reproduced
and distributed infinitely at no cost.
...
We will create a civilization of the Mind in Cyberspace. May
it be more humane and fair than the world your governments have
made before.
(A Declaration of the Independence of Cyberspace by John Perry
Barlow <barlow@eff.org>
http://www.eff.org/~barlow/Declaration-Final.html
)
The
real reality is considerably distributed: we have a piece of
reality here, and a piece there. When we move through the space
we perceive new objects, while other objects leave our perception.
But we don't forget those objects - next time we come to the
same place we will perceive the same objects, maybe even some
new objects added lately, and some objects will be gone. VRSpace
works in the precisely same way: as the client moves, incrementally
loads new objects while unnecessary objects are deleted from
the scene, but remain in the cache. In similar terms, VRSpace
is a distributed database/filesystem, that is to say distributed
content management system.
All
of our actions - movement, speech, mimic - is a group of events
in space. The space itself takes care about the mode of delivery
of the message about an event to all observers, using for example
light or sound waves. Observers do not receive a message about
an event at the same time, nor they know when the event happened,
nor the group of events that we can perceive defined in advance,
we are not even capable to perceive or explain majority of events
that are happening to us.
What is the meaning of this for VRSpace? Clients are observers,
and all other objects, including clients are observable, thus
realizing general event model.
Time
dimension doesn't exist (inside VR) for a number of reasons.
Let's mention some of them:
- man doesn't possess the particular
sense for time, and we don't know how the subjective perception
of time really functions
- the meaning of timestamp in
distributed asynchronous environment is relatively irrelevant,
and it significantly increases the net traffic
In
this respect, VRSpace is asynchronous messaging system.
If we close our eyes or shut our ears, we stop to perceive certain
classes of events, that is to say, we filter objects and events.
Much more complex filtering happens in human brain: neuron networks
in cascade filter senses, separate relevant from the irrelevant,
add or subtract details, which leads to generalization of perceived
objects and events. The scene of every client contains cascade
of filters and every perceived object is filtered, in a way
that every filter can delete an object from the scene, or change
object's attributes. Thus we can filter individual users, objects
and classes of objects, with or without subclasses. Filtering
of events is not implemented, mainly because of performance
reasons.
Considering
all this, VRSpace emulates the perception, as in this example:
…And the default in this kind of store is usually 'alone with
the merchandise'. If we want, we can see any other customers
who themselves choose to be seen. And if we want, we could be
visited by a shop assistant immediately. Or, if we hover around
long enough, one will eventually appear anyway, just to help
us toward a decision… (T. Williams: Otherland vol. I)
[Notes:
while other senses are relatively well studied and are the subject
of perpetual research, there is no scientific consensus on perception.
Terms like perception and senses are frequently considered as
synonyms, it is not even clear if the perception is physically
distributed in the brain or it occurs in brain waves (McFadden).
Although many mystics and researchers of mind altering substances
can say a lot about perception (Huxley), it is impossible to
use their research for this project. This implementation has
been inspired by teachings of Ki Society (http://www.ki-society.org/).]
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