Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome

2011-08-09 Thread BGB

On 8/8/2011 6:55 PM, Casey Ransberger wrote:
On Sun, Aug 7, 2011 at 3:48 AM, Giulio Prisco giu...@gmail.com 
mailto:giu...@gmail.com wrote:


SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome.


http://giulioprisco.blogspot.com/2011/08/secondplace-qwaqlife-or-telesim.html


I almost missed this thread. I'm also hunting that grail. VR for 
consumers that isn't lame. CC'd FONC because I think this is actually 
relevant to that conversation.


My feeling is, and I may be wrong, that the problems with Second Life 
are twofold:


1. There are technical problems with the implementation. It's very 
crashy and didn't scale well. My suspicion is that the biggest problem 
they have is getting the user generated texture maps out to all of the 
clients on the fly. This leads to usability issues, etc. It can take 
minutes to get to the point where one is actually participating after 
arriving in a sim, while all those textures and meshes load it just 
thrashes like crazy. Also there's the server-centric architecture, 
which is usually harder to scale than peer to peer technology. I have 
not yet determined what the weight of the OpenQwaq server is yet, 
though, because I don't have enough machines to build out a 
production-like environment currently. It seems a touch crawly 
running all of the services on my modest laptop under a single CentOS 
host in VMWare while the client is also running at the same time (heh) 
and this is not a real measure of server or client performance:) it's 
currently just a way to warm up my apartment.




[sorry in advance, I mostly ended up running off in an unrelated 
direction, but maybe it could still be interesting].



IMO, probably better (than centralized servers) is to have independent 
world-servers which run alongside a traditional web-server (such as 
Apache or similar).


one can jump to a server using its URL, pull down its local content via 
HTTP, and connect to a server which manages the shared VR world, ...


a partial issue though becomes how much client-specific content to 
allow, for example, if clients use their own avatars (which are bounced 
along using the webserver to distribute them to anyone who sees them), 
and a persons' avatar is derived from copyrighted material, there is 
always a risk that some jerkface lawyers may try to sue the person 
running the server, or the author of the VR software, with copyright 
infringement (unless of course one uses the usual sets of legal 
disclaimers and terms of use agreements and similar).


allowing user-created worlds on a shared server (sort of like a Wiki) 
poses similar problems.
the temptation for people to be lazy and use copyrighted 
images/music/... in their worlds is fairly large, and nearly any new 
technology is a major bait for opportunistic lawsuit-crazy lawyers...



2. Their entire business model ended up being a cultural toxin. Free 
accounts mean spam and griefing/trolling/abuse. A profit motive for 
users seemed like a good idea at the outset, as it's about the most 
marketable universal out there, but it seems that DRM+UGC = red light 
district, real estate, fashion, and a handful of enterprise 
applications which would probably be served at least as well by 
Teleplace. I think one ultimately wants user generated content, but 
I'm not sure what the right way to do it is. One might read a book 
about Logo:)




yep, and there is a question of what exact purposes these 3D worlds 
serve vs more traditional systems, such as good old web-pages.


games is a major application area for 3D, but the more open-ended world 
that is non-game systems is a much bigger problems, and the relative 
merits of 3D are much less obvious.


a partial issue at the time though is potentially the reasonably high 
costs of producing decent-quality 3D content (models, maps, ...) in 
contrast to most other content.


the industry-standard tools are typically expensive, have a steep 
learning curve, and still leave content production a rather long and 
tedious process (it is, in contrast, much faster and easier to produce 
spiffy-looking 2D graphics artwork, or for that matter to edit documents 
in a WYSIWYG editor).


also, the near-monopoly status that Autodesk holds in the DCC tools 
market is not ideal either (they tend to buy out most any competition 
which tends to gain any real semblance of market share).


also, there is also the general problem of a lack of non-suck free DCC 
tools.
yes, I have my own 3D DCC tools, but sadly, they are not exactly 
non-suck either...


another problem at the present time is the general lack of 
freely-available 3D artwork, meaning much content production has to 
start from the ground-up, from basic cubes and cylinders (again, this 
may have something to do with the present sad state of DCC tools).



Minecraft has been running with an honor system for awhile now, and 
people just don't seem to mess with each other as much there. They're 
implementing some anti-griefing 

VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread Casey Ransberger
Inline and abridged... and rather long anyhow. I *really* like some of the
ideas that are getting tossed around.

On Tue, Aug 9, 2011 at 2:05 AM, BGB cr88...@gmail.com wrote:

  On 8/8/2011 6:55 PM, Casey Ransberger wrote:

  I almost missed this thread. I'm also hunting that grail. VR for consumers
 that isn't lame. CC'd FONC because I think this is actually relevant to that
 conversation.

  My feeling is, and I may be wrong, that the problems with Second Life are
 twofold:


 [sorry in advance, I mostly ended up running off in an unrelated direction,
 but maybe it could still be interesting].


You're fine, I do it all the time:)

IMO, probably better (than centralized servers) is to have independent
 world-servers which run alongside a traditional web-server (such as Apache
 or similar).


This appears more or less to be the way OpenQwaq works. I'm pretty sure that
I haven't fully comprehended everything the server does and how that relates
to the more familiar (to me) client, though. I note that the models and such
seem to live on the server, and then get sent (synced?) to the client.


 one can jump to a server using its URL, pull down its local content via
 HTTP, and connect to a server which manages the shared VR world, ...


Ah, you're talking about running in a web browser? Yeah, that will probably
happen, but the web browser strikes me as a rather poor choice of life
support system for a 3D multimedia collaboration and learning environment at
least as of today... OTOH I guess it solves the problem of not being able to
deploy (e.g.) GPL'd code on platforms like iOS. I should say that I'm a huge
fan of things like Clamato and Lively Kernel, but I'm not sure the WebGL
thing is ready for prime time, and I'm not sure how something like e.g.
Croquet will translate at this point in time. I also don't have a Croquet
implemented in Javascript lying around anywhere, and it's not exactly a
small amount of work to implement the basis. I don't even understand how all
of the parts work or interact yet...


 a partial issue though becomes how much client-specific content to allow,
 for example, if clients use their own avatars (which are bounced along using
 the webserver to distribute them to anyone who sees them), and a persons'
 avatar is derived from copyrighted material, there is always a risk that
 some jerkface lawyers may try to sue the person running the server, or the
 author of the VR software, with copyright infringement (unless of course one
 uses the usual sets of legal disclaimers and terms of use agreements and
 similar).


Heh, yes. Fortunately there are places one can go to purchase assets which
can then be used under commercially compatible licenses... to be honest,
though, the avatar I've been testing with is *cough* Tron. Found it on the
web and couldn't really resist. Got to take him out of there before I can
deploy anything, I think, but I Am Not A Lawyer, so I can't say that I
actually know, and like most folks, I'm going to play it safe... what I do
know is that this is slightly embarrassing :O

Working on an original protagonist/avatar for my game but she's not quite
done yet. It's all dialed in but the clothes aren't right yet. Having to
learn to use this pile of expensive 3D animation software as I go... I
really wish I could just draw everything using a pencil and then use a
lightbox to transfer the keyframes to cell and paint, but I don't know how
to make hand drawn animation work in 3D. This is actually why I was curious
about the availability of the sources to SketchPad, because that constraints
in 3D idea seems to underly the automated inbetweening that goes on nowadays
and you could do stuff in 3D using a light pen with SketchPad, which seems
better than what I have now in a lot of ways.


 allowing user-created worlds on a shared server (sort of like a Wiki) poses
 similar problems.
 the temptation for people to be lazy and use copyrighted images/music/...
 in their worlds is fairly large, and nearly any new technology is a major
 bait for opportunistic lawsuit-crazy lawyers...


So it *seems* like the way most businesses deal with this is by taking UGC
down without quarter whenever someone complains. I'll probably end up having
to do something like this. It's still painful because one then needs to
employ people to actually handle that every day. I don't know, maybe there's
some way to use community policing to accomplish this.

In my view, though, if it happens, it isn't the worst problem in the world
to have. It means someone noticed that your product/service or what have you
exists! And if it was fatal, I don't think YouTube would still be on the
internet. In fact all of that bad press probably helped YouTube get
traction.

yep, and there is a question of what exact purposes these 3D worlds serve vs
 more traditional systems, such as good old web-pages.


I think being able to point at things and see by the eyes and the angle of
the head what people are looking at 

[fonc] MODULARITY: aosd.2012 - Second CFP on the Modularity Visions Track

2011-08-09 Thread Mónica Pinto
MODULARITY: aosd.2012
*** AOSD 2012 ***

March 25-30, 2012
Hasso-Plattner-Institut Potsdam, Germany
http://aosd.net/2012/

--
Modularity Visions Track – Call for Papers
-- 

Modularity properties are key determinants of quality in information
systems, software, and system production processes. Modularity influences
system diversity, dependability, performance, evolution, the structure and
the dynamics of the organizations that produce systems, human understanding
and management of systems, and ultimately system value.
 
Yet the nature of and possibilities for modularity, limits to modularity,
the mechanisms needed to achieve it in given forms, and its costs and
benefits remain poorly understood. Significant advances in modularity thus
are possible and promise to yield breakthroughs in our ability to conceive,
design, develop, validate, integrate, deploy, operate and evolve modern
information systems and their underlying software artifacts.
 
The Modularity Visions track of AOSD 2012 (MV) seeks papers presenting
compelling insights into modularity in information systems, including its
nature, forms, mechanisms, consequences, limits, costs and benefits. Rather
than ex post results, MV seeks promising ex ante proposals for future work.
The scope of MV is broad: open to submissions from all areas of computer
science, as well as from other fields.

Reviewing Process
--
Reviewing will be based on norms applied to peer-reviewed proposals to
programs that demand breakthrough potential. Papers must be well written,
present new perspectives on, or approaches to, important problems, formulate
clear hypotheses justified by analysis or results from preliminary work,
evaluate potential significance and risks, articulate how progress can be
evaluated, and discuss related and required future work.

MV will use a two-phase review process. Each paper will first be reviewed by
at least two members of the program committee (PC). Any paper receiving at
least one positive review will be reviewed by at least one more PC member.
The PC will then recommend acceptance, rejection, or an invitation to revise
and resubmit. Authors of revised papers should explain how they responded to
earlier reviews. MV may include invited papers.

Important Dates
---
All deadlines are at 23:59:59 Apia, Samoa time.
•   Paper submission: September 23, 2011
•   Notification: October 28, 2011
•   Invited revisions: November 25, 2011
•   Notification for revised submissions: December 16, 2011
•   Camera-ready copy to publisher: January 9, 2012

Instructions for Authors

Work submitted to the AOSD Modularity Visions track must not be under review
for publication in any other venue and must not already have been published.
Submission will be carried out electronically via CyberChair
(http://cyberchairpro.borbala.net/modvispapers/submit/). The AOSD 2012
Research Results and MV tracks use separate CyberChair URLs. Papers must be
submitted as PDF files not to exceed 12 pages (including bibliography,
appendices and figures) using the SIGPLAN Proceedings Format and a 10 point
font. By default the SIGPLAN Proceedings Format uses a 9 point font. If you
are formatting your paper using LaTeX, you will need to set the 10pt option
in the \documentclass command. If you are formatting your paper using Word,
you may use the provided Word template, which uses a 10pt font. Include page
numbers in submissions. Setting the preprint option in the \documentclass
command generates page numbers. Ensure that your submission is legible
printed when in black and white. Different colors must map to distinct gray
values and all writing must be readable.
Submission deadlines, length limits, and formatting instructions are firm.
Submissions that deviate materially will be rejected without review by the
program chair. Submitted papers must adhere to SIGPLAN's republication
policy.

Publication
---
Accepted papers will be published by the ACM in the AOSD 2012 Proceedings
and in the ACM Digital Library. Authors of accepted papers are expected to
revise papers in light of reviewers' comments, agree to provide camera-ready
versions by camera-ready deadlines, and agree to sign the standard ACM
copyright form.

Program Chair 
-
Kevin Sullivan , University of Virginia, USA

Program Committee 
-
Carliss Baldwin, Harvard Business School, USA

Richard Gabriel, IBM Research, USA

William Griswold, University of California San Diego, USA

Fabio Kon, University of São Paulo, Brazil

Kumiyo Nakakoji, Software Research Associates Inc., Japan 

Kevin Sullivan, University of Virginia, USA (Chair)

Laurence Tratt, Middlesex University, UK



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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread David Barbour
On Tue, Aug 9, 2011 at 2:05 AM, BGB cr88...@gmail.com wrote:

 if clients use their own avatars (which are bounced along using the
 webserver to distribute them to anyone who sees them), and a persons' avatar
 is derived from copyrighted material, there is always a risk that some
 jerkface lawyers may try to sue the person running the server, or the author
 of the VR software, with copyright infringement (unless of course one uses
 the usual sets of legal disclaimers and terms of use agreements and
 similar).


I can think of two more problems. First, there will undoubtedly be avatars
shaped like giant billboards, dicks, and other objectionable material.
Unlike signatures on bulletin boards, this will be a lot harder to police
since avatars move around.

Second, we probably want the ability to stylize avatars as they move between
worlds. For example, some worlds may prefer a cell-shaded art style. When I
was pursuing this back in 2003-4, I was looking into possibilities such as
CSS for 3D - not just for avatars, but for the world itself, so that people
could support proper world mashups.

My ideas there were more along the lines of providing a sort of 'DNA' for
the avatars and 3D worlds, describing them in a common ontology, with
variations from a norm (male, female; height, body-shape; crooked-nose, snub
nose; etc.) and sometimes tweaks or non-standard extensions per world. This
would allow developers of the world to prevent 'literal' dicks from entering
their world. It would also allow people to become non-humans (e.g. werewolf,
vampire, or orc, ... or dick) when they enter certain worlds... i.e. to take
on various roles in common games.


 games is a major application area for 3D, but the more open-ended world
 that is non-game systems is a much bigger problems, and the relative merits
 of 3D are much less obvious.


Yeah, 3D tends to be rather sparse of informational content. Today, I'm
interested in possibility of augmented reality... e.g. look through your
Tablet's video camera, and see a mixed camera/3D rendering of the scene.

A few pictures of a printer in context, along with meta-data about location
and network address, and we might be able to drag and drop documents onto a
'visible' printer in a 3D space.

There are a lot more privacy issues, of course, with augmented reality -
i.e. keeping people out of our homes and businesses unless they belong
there.
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread David Barbour
On Mon, Aug 8, 2011 at 6:55 PM, Casey Ransberger
casey.obrie...@gmail.comwrote:

 2. Their entire business model ended up being a cultural toxin. Free
 accounts mean spam and griefing/trolling/abuse. A profit motive for users
 seemed like a good idea at the outset, as it's about the most marketable
 universal out there, but it seems that DRM+UGC = red light district, real
 estate, fashion, and a handful of enterprise applications which would
 probably be served at least as well by Teleplace. I think one ultimately
 wants user generated content, but I'm not sure what the right way to do it
 is. One might read a book about Logo:)


I think any solution will need to accommodate porn, or it simply won't be
accepted. The idea should be, instead, to keep it from infecting everything
else and allow parents to protect their children.

My own interest, when I was pursuing this in 2003-4, was scalable
composition of federated worlds.

Today, I'm somewhat interested in 3D as an abstract space for layout of
information. For example, we can have a sort of XSLT or XQuery generating 3D
content, and thus see the same 'world' with many different views. This could
possibly solve the problems 3D has with information density. We'd get a 3D
world where the only real content is 'information', and the layout of that
information is up to the client.
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread Steve Wart
On Tue, Aug 9, 2011 at 8:47 AM, David Barbour dmbarb...@gmail.com wrote:


 I think any solution will need to accommodate porn, or it simply won't be
 accepted. The idea should be, instead, to keep it from infecting everything
 else and allow parents to protect their children.


3D design is extraordinarily expensive to develop properly - the
adult-oriented free-for-all in Second Life failed because it didn't scale
and there was no revenue model.

However some 3D virtual worlds are extraordinarily successful. World of
Warcraft, Minecraft and Roblox are some of my favourite examples.

And also note the lack of porn (although WoW has a high level of titillation
it also has been very successful in attracting women).


 My own interest, when I was pursuing this in 2003-4, was scalable
 composition of federated worlds.


It would have been good if some of the ideas that SL and others were
pursuing at the time took off. The original concept of VRML as a standard in
the hypertext model still makes sense to me, but the gaming platforms seem
to prefer the silo model.

The Teatime model seems promising but I confess I still have a hard time
getting my head around it. There are papers I need to read again, but I
found myself disagreeing with some of the assumptions and when that happens
I usually remain stuck with my preconceived notions.

Despite its commercial nature Minecraft seems very open and easy to adapt.
Interestingly this implementation does a lot more to show that Java is fast
enough for real-time 3D environments than Croquet was able to with Squeak.
Croquet always felt awkward to me, partly it was performance, but it was
also because some of the primitives were too primitive.

While Croquet allows the arbitrary import of geometric meshes, many other
important complex graphical and physical characteristics are completely
unsupported. Minecraft limits its primitives to simple blocks. While
counter-intuitive, they provide a useful abstraction that simplifies the
introduction of physics, lighting models and particle effects.


 Today, I'm somewhat interested in 3D as an abstract space for layout of
 information. For example, we can have a sort of XSLT or XQuery generating 3D
 content, and thus see the same 'world' with many different views. This could
 possibly solve the problems 3D has with information density. We'd get a 3D
 world where the only real content is 'information', and the layout of that
 information is up to the client.


Field is an exciting tool for visualization:
http://openendedgroup.com/field- it's very Smalltalk-like with an
extremely capable graphics library.

Regards,
Steve
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread Casey Ransberger
Cut it down to what I'm responding too, and inline.

On Tue, Aug 9, 2011 at 11:09 AM, Steve Wart st...@wart.ca wrote:



 Despite its commercial nature Minecraft seems very open and easy to adapt.
 Interestingly this implementation does a lot more to show that Java is fast
 enough for real-time 3D environments than Croquet was able to with Squeak.
 Croquet always felt awkward to me, partly it was performance, but it was
 also because some of the primitives were too primitive.


Have you checked out OpenQwaq? Runs on Cog. I have a feeling if I ran the
server on a different computer, rather than in VMWare on the same modest
hardware, performance would be a non-issue unless I allowed extremely
complex meshes or high-rez textures in. It's even totally acceptable and
usable even the way I'm currently running it, which is in a relatively
resource starved way. It chunks just a wee bit from time to time. I've been
really impressed with the performance so far. It would not, in any previous
year, have occurred to me to run an application that rendered 3D graphics
alongside an application that virtualized a big old enterprise operating
system at the same time on the same machine, but here I am doing it:)


 Regards,
 Steve

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-- 
Casey Ransberger
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread David Barbour
On Tue, Aug 9, 2011 at 11:09 AM, Steve Wart st...@wart.ca wrote:

 3D design is extraordinarily expensive to develop properly


That is not an essential property of 3D design. We could have an ontology /
'markup language' just for building and animating avatars, similar to
dressing up a doll, if we want to make one. And a modular ontology for
buildings (including concepts such as crenelations and gargoyles). And
another for environments. Etc. Given a suitably modular meta-language, we
can even have dedicated languages for describing zombies.

I see the impoverished languages of today as an opportunity. For
accessibility reasons - e.g. desktop vs. iPhone access to a world - it is
preferable that we develop in these high-level ontologies anyway.

My own vague interest has steered me towards modular, reusable, multi-player
interactive fiction - with a lot of inspiration from the Inform 7 language
[1]. I have a bunch of half-formed designs from my earlier work on the
subject, and my efforts in language design.




 And also note the lack of porn (although WoW has a high level of
 titillation it also has been very successful in attracting women).


Lol. Pornography is a human trait with an ancient and ignoble history, even
if male dominated. I once watched a rather funny (but somewhat perverted)
video called 'Ballad of the Sex Junkie' developed in WoW. It's NSFW, but is
tame enough for Youtube.

Anyhow, I'm speaking at the federated world level. It would be silly to deny
that those red-lights districts will exist. This rule is the same for all
computer security: you cannot protect against a threat by ignoring it! I
prefer soft security, wherever possible, and this means recognizing and
accommodating threats in order to gain some control of them. By recognizing
red lights districts, and the inevitable fallout (such as naked avatars
waltzing through worlds), we can isolate them (e.g. by ensuring that the
avatar has suitable clothing upon entering a 'no shirt no shoes no service'
world).



  The original concept of VRML as a standard in the hypertext model still
 makes sense to me, but the gaming platforms seem to prefer the silo model.


VRML is an awfully low-level ontology for building 3D models! I would
suggest that this is part of *why* we favor the silo model.

Think about what it would take to build designs that let us achieve
something similar to CSS for 3D and avatar animation. Separation of artistic
rendition (presentation) from content is important. Anything short of that
is ultimately unsuitable for world mashups! Working with cones and boxes is
not the right level for this.

I think we really do need an ontology for architecture, avatars,
environments, etc. as a common foundation in the world.



 The Teatime model seems promising


Teatime protocol is unscalable and insecure. It is suitable for LANs where
you trust the participants, but would die a slow, choking death if faced
with 'flash crowds', 'script kiddies', and their like. No variation on
Teatime will ever work at scale. Transactions scale poorly and have plenty
of flaws [2]

But there are some lessons you can take away from Teatime. Use of temporal
semantics is a suitable basis for consistency even without transactions - we
can tame this with a more commutative/idempotent model and *eventual
consistency*. Explicit delay is an effective approach to achieve near
wall-clock determinism in the face of distribution latencies (e.g. a signal
propagates to multiple clients, but triggers at some specific time in the
future).

I have developed a very simple and effective programming model - Reactive
Demand Programming - for solving these and related concerns [3]. One might
think of RDP as a fusion of eventless FRP and OOP - i.e. OOP where messages
and responses are replaced by continuous control signals, and state is
primarily replaced by continuous integrals. RDP is, by no small margin, the
most promising model for developing modular, federated, distributed command
and control systems, augmented reality systems, and 3D worlds.


 Croquet always felt awkward to me, partly it was performance, but it was
 also because some of the primitives were too primitive.


I agree that this is a problem. VRML is a problem for the same reason - i.e.
it is not clear what the physics should be, nor how we should recharacterize
for a different artistic style, and so on.

Regards,

Dave

[1] http://inform7.com/
[2] http://awelonblue.wordpress.com/2011/07/05/transaction-tribulation/
[3] http://awelonblue.wordpress.com/2011/05/21/comparing-frp-to-rdp/
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread BGB

On 8/9/2011 1:44 PM, David Barbour wrote:
On Tue, Aug 9, 2011 at 11:09 AM, Steve Wart st...@wart.ca 
mailto:st...@wart.ca wrote:


3D design is extraordinarily expensive to develop properly


That is not an essential property of 3D design. We could have an 
ontology / 'markup language' just for building and animating avatars, 
similar to dressing up a doll, if we want to make one. And a modular 
ontology for buildings (including concepts such as crenelations and 
gargoyles). And another for environments. Etc. Given a suitably 
modular meta-language, we can even have dedicated languages for 
describing zombies.


I see the impoverished languages of today as an opportunity. For 
accessibility reasons - e.g. desktop vs. iPhone access to a world - it 
is preferable that we develop in these high-level ontologies anyway.


My own vague interest has steered me towards modular, reusable, 
multi-player interactive fiction - with a lot of inspiration from the 
Inform 7 language [1]. I have a bunch of half-formed designs from my 
earlier work on the subject, and my efforts in language design.




yes, although sadly existing technology and tools have done a terrible 
job at this, and are still mostly at the level of:

create a cube;
stretch it to about the right size;
put a building exterior texture or similar on it;
...;
call it done.

or, one wants to build a building, and so resorts to endless geometric 
fiddling (placing/sizing/texturing cubes to make walls/doors, import a 
chair model and copy/paste it a crapload of times, ...).


yes, granted, a few programs have procedural modeling features, ...




And also note the lack of porn (although WoW has a high level of
titillation it also has been very successful in attracting women).


Lol. Pornography is a human trait with an ancient and ignoble history, 
even if male dominated. I once watched a rather funny (but somewhat 
perverted) video called 'Ballad of the Sex Junkie' developed in WoW. 
It's NSFW, but is tame enough for Youtube.


Anyhow, I'm speaking at the federated world level. It would be silly 
to deny that those red-lights districts will exist. This rule is the 
same for all computer security: you cannot protect against a threat by 
ignoring it! I prefer soft security, wherever possible, and this means 
recognizing and accommodating threats in order to gain some control of 
them. By recognizing red lights districts, and the inevitable fallout 
(such as naked avatars waltzing through worlds), we can isolate them 
(e.g. by ensuring that the avatar has suitable clothing upon entering 
a 'no shirt no shoes no service' world).


possibly, if done more like the existing web, then a person will have 
different user accounts and different avatars for different servers.


transferring from one location to another, or going to favorite places, 
may then inevitably involve some number login screens...





The original concept of VRML as a standard in the hypertext model
still makes sense to me, but the gaming platforms seem to prefer
the silo model.


VRML is an awfully low-level ontology for building 3D models! I would 
suggest that this is part of /why/ we favor the silo model.




VRML also looked like a mishmash of things that would not normally go 
together in game data files.


in many game engines, most of the game contents are spread across a 
large number of different files, each format typically fairly 
specialized, and integrated into a single combined world.


VRML seems to try to be more like HTML, and express the entire world 
structure in a single file.

IMO, this is not a terribly great approach.


granted, I hold a similar complaint against Collada as well (although it 
sees the world more from the POV of a traditional 3D modeling app).



Think about what it would take to build designs that let us achieve 
something similar to CSS for 3D and avatar animation. Separation of 
artistic rendition (presentation) from content is important. Anything 
short of that is ultimately unsuitable for world mashups! Working with 
cones and boxes is not the right level for this.




yep.

ideally, we should probably be working with higher-level entities 
instead of lower-level geometry.


like, say, one goes about defining an entity type, allowing for certain 
input parameters, ...


then, later, a piece of code may import the entity.

entity {
classname=someapp/my_entity_type
origin=...
...
}


Quake-series engines have generally done similar for most higher-level 
entities (excluding basic map geometry).


to some extent (and with a different syntax) Valve is already doing 
something vaguely similar with entities which may also import map 
geometry (one can do things like, say, import premade world objects in 
Hammer Editor, ...).


applying this at a larger scale may make some sense.


taken further, it could mean the elimination of brushes as 
traditionally understood in the map sense, with brushes essentially 
becoming 

Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread David Barbour
On Tue, Aug 9, 2011 at 3:40 PM, BGB cr88...@gmail.com wrote:

 ideally, we should probably be working with higher-level entities instead
 of lower-level geometry.


I agree with rendering high-level concepts rather than low-level geometries.

But I favor a more logical model - i.e. rendering a set of logical
predicates.

Either way, we have a set of records to render. But predicates can be
computed dynamically, a result of composing queries and computing views.
Predicates lack identity or state. This greatly affects how we manage the
opposite direction: modeling user input.


 possibly, ultimately all levels should be expressed, but what should be
 fundamental, what should be expressed in each map, ... is potentially a
 subject of debate.


I wouldn't want to build in any 'fundamental' features, except maybe strings
and numbers. But we should expect a lot of de-facto standards - including
forms, rooms, avatars, clothing, doors, buildings, landscapes, materials,
some SVG equivalent, common image formats, video, et cetera - as a natural
consequence of the development model. It would pay to make sure we have a
lot of *good* standards from the very start, along with a flexible model
(e.g. supporting declarative mixins might be nice).



 I am not familiar with the Teatime protocol. apparently Wikipedia doesn't
 really know about it either...


Teatime was developed for Croquet. You can look it up on the VPRI site. But
the short summary is:
* Each computer has a redundant copy of the world.
* New (or recovering) participant gets snapshot + set of recent messages.
* User input is sent to every computer by distributed transaction.
* Messages generated within the world run normally.
* Logical discrete clock with millisecond precision; you can schedule
incremental events for future.
* Smooth interpolation of more cyclic animations without discrete events is
achieved indirectly: renderer provides render-time.

This works well for medium-sized worlds and medium numbers of participants.
It scales further by connecting a lot of smaller worlds together (via
'portals'), which will have separate transaction queues.

It is feasible to make it scale further yet using specialized protocols for
handling 'crowds', e.g. if we were to model 10k participants viewing a
stage, we could model most of the crowd as relatively static NPCs, and use
some content-distribution techniques. But at this point we're already
fighting the technology, and there are still security concerns, disruption
tolerance concerns, and so on.

Regards,

Dave
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Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread Casey Ransberger
On Tue, Aug 9, 2011 at 4:17 PM, David Barbour dmbarb...@gmail.com wrote:

The best way to have a conversation with someone is in person,


 I think it depends on the nature of the conversation. There are significant
 advantages to written conversations, such as: the ability to spend more time
 thinking about our responses, the ability to operate at different times, and
 having a written record you can search and reference.


Well put. This is an excellent point, and I stand *quite* corrected. I wrote
this while slightly irked that a message I sent via a popular textual
communication medium was too long.

I still prefer a mailing list for most of the stuff I like to talk about:
case in point.

-- 
Casey Ransberger
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[fonc] Large places and lots of users (was Re: VR for the rest of us)

2011-08-09 Thread Casey Ransberger
Aha. This explains why various wonderful people warned me that what I wanted
to do would end up being expensive to implement.

There's been some talk about federated worlds and this is I *think* part
of what I'm after.

So let me ask you this: if I can find a way to cut down the time to load a
new room far enough to where users don't have to notice it very much, e.g.
by caching a lot of assets on disk, etc, find a way so that one can see into
the next room in a matrix of rooms, and then just make the portals invisible
and at compass boundaries between spaces, do you still think I'd need to rip
out TeaTime and replace it with something of a completely different design
in order to build a large, apparently (but not actually) continuous space?

I realize that I'm probably pushing my luck:) but crowds are important for
large groups like everyone, so this just got twice as interesting!

On Tue, Aug 9, 2011 at 5:37 PM, David Barbour dmbarb...@gmail.com wrote:

 On Tue, Aug 9, 2011 at 3:40 PM, BGB cr88...@gmail.com wrote:

 ideally, we should probably be working with higher-level entities
 instead of lower-level geometry.


 I agree with rendering high-level concepts rather than low-level
 geometries.

 But I favor a more logical model - i.e. rendering a set of logical
 predicates.

 Either way, we have a set of records to render. But predicates can be
 computed dynamically, a result of composing queries and computing views.
 Predicates lack identity or state. This greatly affects how we manage the
 opposite direction: modeling user input.


 possibly, ultimately all levels should be expressed, but what should be
 fundamental, what should be expressed in each map, ... is potentially a
 subject of debate.


 I wouldn't want to build in any 'fundamental' features, except maybe
 strings and numbers. But we should expect a lot of de-facto standards -
 including forms, rooms, avatars, clothing, doors, buildings, landscapes,
 materials, some SVG equivalent, common image formats, video, et cetera - as
 a natural consequence of the development model. It would pay to make sure we
 have a lot of *good* standards from the very start, along with a flexible
 model (e.g. supporting declarative mixins might be nice).



 I am not familiar with the Teatime protocol. apparently Wikipedia doesn't
 really know about it either...


 Teatime was developed for Croquet. You can look it up on the VPRI site. But
 the short summary is:
 * Each computer has a redundant copy of the world.
 * New (or recovering) participant gets snapshot + set of recent messages.
 * User input is sent to every computer by distributed transaction.
 * Messages generated within the world run normally.
 * Logical discrete clock with millisecond precision; you can schedule
 incremental events for future.
 * Smooth interpolation of more cyclic animations without discrete events is
 achieved indirectly: renderer provides render-time.

 This works well for medium-sized worlds and medium numbers of participants.
 It scales further by connecting a lot of smaller worlds together (via
 'portals'), which will have separate transaction queues.

 It is feasible to make it scale further yet using specialized protocols for
 handling 'crowds', e.g. if we were to model 10k participants viewing a
 stage, we could model most of the crowd as relatively static NPCs, and use
 some content-distribution techniques. But at this point we're already
 fighting the technology, and there are still security concerns, disruption
 tolerance concerns, and so on.

 Regards,

 Dave



 ___
 fonc mailing list
 fonc@vpri.org
 http://vpri.org/mailman/listinfo/fonc




-- 
Casey Ransberger
___
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fonc@vpri.org
http://vpri.org/mailman/listinfo/fonc


Re: VR for the rest of us (was Re: [fonc] Re: SecondPlace, QwaqLife or TeleSim? Open ended, comments welcome)

2011-08-09 Thread Casey Ransberger
This is actually exactly what I mean when I'm talking about turtles. I want
to be able to express a cartoon fairytale castle that uses forced
perspective to look bigger than it is in as little code as possible. Terrain
seems best arrived upon by way of parameters to fractals, but I haven't
figured out a way to this with man made structures quite yet (I'm sure
there's a way to do it, and I don't count the Seattle Art Museum, which just
looks like an amorphous blob.)

On Tue, Aug 9, 2011 at 1:44 PM, David Barbour dmbarb...@gmail.com wrote:

 On Tue, Aug 9, 2011 at 11:09 AM, Steve Wart st...@wart.ca wrote:

 3D design is extraordinarily expensive to develop properly


 That is not an essential property of 3D design. We could have an ontology /
 'markup language' just for building and animating avatars, similar to
 dressing up a doll, if we want to make one. And a modular ontology for
 buildings (including concepts such as crenelations and gargoyles). And
 another for environments. Etc. Given a suitably modular meta-language, we
 can even have dedicated languages for describing zombies.

 I see the impoverished languages of today as an opportunity. For
 accessibility reasons - e.g. desktop vs. iPhone access to a world - it is
 preferable that we develop in these high-level ontologies anyway.

 My own vague interest has steered me towards modular, reusable,
 multi-player interactive fiction - with a lot of inspiration from the Inform
 7 language [1]. I have a bunch of half-formed designs from my earlier work
 on the subject, and my efforts in language design.




 And also note the lack of porn (although WoW has a high level of
 titillation it also has been very successful in attracting women).


 Lol. Pornography is a human trait with an ancient and ignoble history, even
 if male dominated. I once watched a rather funny (but somewhat perverted)
 video called 'Ballad of the Sex Junkie' developed in WoW. It's NSFW, but is
 tame enough for Youtube.

 Anyhow, I'm speaking at the federated world level. It would be silly to
 deny that those red-lights districts will exist. This rule is the same for
 all computer security: you cannot protect against a threat by ignoring it! I
 prefer soft security, wherever possible, and this means recognizing and
 accommodating threats in order to gain some control of them. By recognizing
 red lights districts, and the inevitable fallout (such as naked avatars
 waltzing through worlds), we can isolate them (e.g. by ensuring that the
 avatar has suitable clothing upon entering a 'no shirt no shoes no service'
 world).



  The original concept of VRML as a standard in the hypertext model still
 makes sense to me, but the gaming platforms seem to prefer the silo model.


 VRML is an awfully low-level ontology for building 3D models! I would
 suggest that this is part of *why* we favor the silo model.

 Think about what it would take to build designs that let us achieve
 something similar to CSS for 3D and avatar animation. Separation of artistic
 rendition (presentation) from content is important. Anything short of that
 is ultimately unsuitable for world mashups! Working with cones and boxes is
 not the right level for this.

 I think we really do need an ontology for architecture, avatars,
 environments, etc. as a common foundation in the world.



 The Teatime model seems promising


 Teatime protocol is unscalable and insecure. It is suitable for LANs where
 you trust the participants, but would die a slow, choking death if faced
 with 'flash crowds', 'script kiddies', and their like. No variation on
 Teatime will ever work at scale. Transactions scale poorly and have plenty
 of flaws [2]

 But there are some lessons you can take away from Teatime. Use of temporal
 semantics is a suitable basis for consistency even without transactions - we
 can tame this with a more commutative/idempotent model and *eventual
 consistency*. Explicit delay is an effective approach to achieve near
 wall-clock determinism in the face of distribution latencies (e.g. a signal
 propagates to multiple clients, but triggers at some specific time in the
 future).

 I have developed a very simple and effective programming model - Reactive
 Demand Programming - for solving these and related concerns [3]. One might
 think of RDP as a fusion of eventless FRP and OOP - i.e. OOP where messages
 and responses are replaced by continuous control signals, and state is
 primarily replaced by continuous integrals. RDP is, by no small margin, the
 most promising model for developing modular, federated, distributed command
 and control systems, augmented reality systems, and 3D worlds.


 Croquet always felt awkward to me, partly it was performance, but it was
 also because some of the primitives were too primitive.


 I agree that this is a problem. VRML is a problem for the same reason -
 i.e. it is not clear what the physics should be, nor how we should
 recharacterize for a different artistic style, and so on.

 

Re: [fonc] Large places and lots of users (was Re: VR for the rest of us)

2011-08-09 Thread David Barbour
What would a blimp look like as it floats through this invisible matrix?
Could you ensure it is artifact free? Could you fire your canon at it from a
different room? Consider the possibility of a very large blimp (a bunch of
participants might be wining and dining up there).

I don't believe you'll need something 'completely different' from TeaTime.
You are clever. You will find workarounds, if you look for them. Consider,
instead, the possibility of 'TeaTime + careful discipline'. If you can
localize interactions, bound them to just a few cells in the matrix, you can
keep synchronization costs to a reasonable level - but this will cost you
expressiveness. Careful applications of idempotence and commutativity can
save you a lot of efforts by supporting 'eventual consistency' and reducing
the need for strict ordering of events within a time-slice - i.e. you can
find disciplined ways to weaken the transactions necessary (and thus improve
performance) - but this would require more careful expression of many
algorithms. Motion of objects (non-characters) through cells will be a
challenge to model, especially if they have dependencies (references) to
other objects in the environment.  Autonomous objects raise their own
challenges (Grab your rifles, men, we're going after that mutant kangaroo.
It's somewhere in this matrix.)

What federated worlds really means: you have many *independent* developers
linking their worlds together. At the Internet scale, this might mean *
millions* of concurrent developers, the way we have billions of web-pages
today. To ask a million developers to be 'disciplined' would be optimistic.
Even asking them to be 'benign' would be ineffective. A million developers
will have almost a million agendas. At large scales, discipline and security
must be systematic, and on the path of least resistance. The win is
commensurate with the challenge - rich content and relationships, secure
business integration, augmented reality, and a cloud of
not-entirely-trustworthy compute resources available for competitive prices
with an e-purse (but not every computation needs trust). This is part of
what I aim to achieve with RDP.

So long as your world is built by yourself or a small group, you can achieve
the discipline necessary to make TeaTime or a minor variation work at scale.
You can even allow some user-generated content, if you carefully control its
construction or at least limit damage.

Regards,

Dave

On Tue, Aug 9, 2011 at 8:39 PM, Casey Ransberger
casey.obrie...@gmail.comwrote:

 Aha. This explains why various wonderful people warned me that what I
 wanted to do would end up being expensive to implement.

 There's been some talk about federated worlds and this is I *think* part
 of what I'm after.

 So let me ask you this: if I can find a way to cut down the time to load a
 new room far enough to where users don't have to notice it very much, e.g.
 by caching a lot of assets on disk, etc, find a way so that one can see into
 the next room in a matrix of rooms, and then just make the portals invisible
 and at compass boundaries between spaces, do you still think I'd need to rip
 out TeaTime and replace it with something of a completely different design
 in order to build a large, apparently (but not actually) continuous space?

 I realize that I'm probably pushing my luck:) but crowds are important for
 large groups like everyone, so this just got twice as interesting!

 On Tue, Aug 9, 2011 at 5:37 PM, David Barbour dmbarb...@gmail.com wrote:

 On Tue, Aug 9, 2011 at 3:40 PM, BGB cr88...@gmail.com wrote:

 ideally, we should probably be working with higher-level entities
 instead of lower-level geometry.


 I agree with rendering high-level concepts rather than low-level
 geometries.

 But I favor a more logical model - i.e. rendering a set of logical
 predicates.

 Either way, we have a set of records to render. But predicates can be
 computed dynamically, a result of composing queries and computing views.
 Predicates lack identity or state. This greatly affects how we manage the
 opposite direction: modeling user input.


 possibly, ultimately all levels should be expressed, but what should be
 fundamental, what should be expressed in each map, ... is potentially a
 subject of debate.


 I wouldn't want to build in any 'fundamental' features, except maybe
 strings and numbers. But we should expect a lot of de-facto standards -
 including forms, rooms, avatars, clothing, doors, buildings, landscapes,
 materials, some SVG equivalent, common image formats, video, et cetera - as
 a natural consequence of the development model. It would pay to make sure we
 have a lot of *good* standards from the very start, along with a flexible
 model (e.g. supporting declarative mixins might be nice).



 I am not familiar with the Teatime protocol. apparently Wikipedia doesn't
 really know about it either...


 Teatime was developed for Croquet. You can look it up on the VPRI site.
 But the short summary is: