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Virtual worlds, typically implemented as multi-user shared simulations, are becoming increasingly used for serious work in addition to the traditional uses of research and entertainment. Based on actual need identified by interaction with various customers when working on virtual world interoperability over the last four years, this draft summarizes the main interoperability functions required to satisfy those needs. From these use cases, requirements for the MMOX virtual world interoperability charter can be derived.
1.
Introduction
2.
Use Cases
2.1.
Friend Invite
2.1.1.
Description
2.1.2.
Benefits
2.2.
Collaborative Training
2.2.1.
Description
2.2.2.
Benefits
2.3.
Scene Transfer
2.3.1.
Description
2.3.2.
Benefits
2.4.
Analysis
2.4.1.
Description
2.4.2.
Benefits
2.5.
Data Logger
2.5.1.
Description
2.5.2.
Benefits
3.
Discussion
4.
Security Considerations
5.
IANA Considerations
6.
Informational References
§
Author's Address
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Over the past four years, Forterra Systems has worked with various customers to interoperate the OLIVE virtual world platform with various external systems, ranging from simple extraction-and-analysis tools up to full-on virtual world simulation interoperability. Based on this experience, the following five use cases have been extracted and presented for consideration as one basis from which to derive requirements for future vendor-neutral interoperability work. The use cases are formulated to clearly show the actions and affordances expected to be visible to end users, as well as showing what value interoperability brings to the table, as opposed to features implemented in a system specific manner.
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The benefit is that users of different virtual worlds can invite and communicate with each other using the virtual world metaphore, regardless of the particular virtual world technology used for their "home base" virtual world.
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The benefit, in addition to the Friend Invite use case, is that interoperability can be limited in time and (virtual) space to protect potentially sensitive information. Additionally, this use case shows the benefit of defining interactions between objects operated by one system with objects operated by another system, leading to synergistic simulation similar to that evidenced by the DIS protocol, but applicable to a broader, non-military audience.
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The benefit is that work done to develop virtual world content for one world can be transported to another world with minimal manual intervention. While things like scripting and simulation algorithms may not transfer over (depending on the degree of implementation similarity between source and destination), the main 3D content, including meshes, textures and layout, does. Additionally, such transfer is shown to respect intellectual property rights of content that may have been re-used to generate the scene.
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The benefit is that development effort to generate various tools can be replicated across multiple virtual worlds, saving a lot of re-implementation effort for ISVs interfacing with the virtual worlds market. Additionally, the benefit of a commonly agreed external data representation enables formulation of standardized metrics and measurements, which is expected to greatly help research into the use and evolution of virtual worlds.
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A generally agreed-upon data presentation and interchange standard, implemented using server peer-to-peer co-simulation of a shared space, enables a large variety of use cases. The Data Logger is interesting in that it shows how data can be both consumed, and produced, by systems that are not in themselves virtual worlds, yet provide clear benefits to users of virtual worlds. Like the use case Analysis, the ability to do this with any world significantly reduces the burden on ISVs. Additionally, one can consider the potential future markets that open up when virtual world record and playback (in full 3D, as opposed to a plain video stream) is a deployed, easy-to-use, generally applicable capability.
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For purposes of these use cases, we can consider cases where "A" means "OpenSim" and "B" means "OLIVE," or use cases where "A" means Croquet and "B" means "Second Life," or "A" means Project Wonderland and "B" means "Multiverse.net" (although representatives from those two organizations are not yet participating in MMOX). The point is that interoperability does not require the source and the destination to be from the same technology family, use the same simulation technology, or even that the clients must understand protocols other than those native to the respective simulation system.
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This document describes possible use cases of virtual world interoperability, and does not describe specific security related technology. The implementation of technology to provide functionality for these use cases needs to separately consider the security implications of such implementation.
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This documents does not require any IANA action.
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[IEEE1278] | “Distributed Interactive Simulation,” IEEE 1278. |
[IEEE1516] | “The High-Level Architecture,” IEEE 1516. |
[LESS] | “The Live Entity State Stream protocol,” March 2009. |
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Jon Watte | |
Forterra Systems | |
Email: | jwatte@gmail.com |