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Date: Mon, 7 Mar 2011 09:16:08 +0000
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Networked Communication of Objects: some thoughts
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Christopher, your post
http://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html of a few
weeks ago and its linked PDF gave me much food for thought.  Web-oriented
communication with objects in virtual worlds is useful, but it seems to me
that this is really just a subset of a larger field of interest:
communication *between objects* in virtual worlds.

It's rather remarkable that throughout the long AWG->OGP->MMOX->OGPX->VWRAP
process, we never considered inter-object communication between VWs.  Yet,
communication with and between VW objects is undoubtedly an important aspec=
t
of VW interop, as it provides essential mechanisms for integration.

That was a failure on our part, probably caused by excessive familiarity
with the largest commercial VW service, which unfortunately doesn't
recognize the existence of other virtual worlds and the need to communicate
with them.  We need to do better than this if we're trying to bring in a
future of interop.

Since we're already defining an abstract data type and some serialization
formats to carry it, why don't we extend the role of these definitions to
inter-object communication as well?  It's a relatively small step from LLSD
to an LLSD-based messaging format --- the only additional requirement is a
scheme for VW object addressing so that an LLSD-formatted message can reach
the right object in the intended virtual world.

I can think of several ways of achieving this in a flexible way, and
numerous applications for it.  Perhaps it's worth discussing?


Morgaine.



=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Jan 16, 2011 at 4:54 AM, L. Christopher Bird <zenmondo@gmail.com>wr=
ote:

> Before we turn off the lights...
>
> I have recently written a paper Entitled Networked Communication of Secon=
d
> Life=AE Objects using LSL, php, and MySQL. And it can be found at
> http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Objec=
ts.pdfIts short so I will wait while you read it.
>
> So this got me to thinking, though my application is specific to Second
> Life, there is no reason that communication between objects in various gr=
ids
> with non-persistent URLs could not be obtained with a simple extension to
> this method.  Though my method specifically uses the LSL HTTP server (whi=
ch
> I believe up to this point is not reproduced in the OpenSimulator LSL clo=
ne)
> any object in any virtual space that can send and receive HTTP requests
> should be able to join in one of the networks described in the paper.
>
> The best part is that this is built on existing standards and all that is
> needed  in any virtual world to implement something like this is an HTTP
> channel to your virtual object.
>
> Thoughts? Criticisms? Comments?
>
> -- Christopher (ZenMondo)
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

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Christopher, your post <a href=3D"http://www.ietf.org/mail-archive/web/vwra=
p/current/msg00528.html">http://www.ietf.org/mail-archive/web/vwrap/current=
/msg00528.html</a> of a few weeks ago and its linked PDF gave me much food =
for thought.=A0 Web-oriented communication with objects in virtual worlds i=
s useful, but it seems to me that this is really just a subset of a larger =
field of interest:=A0 communication <i><b>between objects</b></i> in virtua=
l worlds.<br>
<br>It&#39;s rather remarkable that throughout the long AWG-&gt;OGP-&gt;MMO=
X-&gt;OGPX-&gt;VWRAP process, we never considered inter-object communicatio=
n between VWs.=A0 Yet, communication with and between VW objects is undoubt=
edly an important aspect of VW interop, as it provides essential mechanisms=
 for integration.<br>
<br>That was a failure on our part, probably caused by excessive familiarit=
y with the largest commercial VW service, which unfortunately doesn&#39;t r=
ecognize the existence of other virtual worlds and the need to communicate =
with them.=A0 We need to do better than this if we&#39;re trying to bring i=
n a future of interop.<br>
<br>Since we&#39;re already defining an abstract data type and some seriali=
zation formats to carry it, why don&#39;t we extend the role of these defin=
itions to inter-object communication as well?=A0 It&#39;s a relatively smal=
l step from LLSD to an LLSD-based messaging format --- the only additional =
requirement is a scheme for VW object addressing so that an LLSD-formatted =
message can reach the right object in the intended virtual world.<br>
<br>I can think of several ways of achieving this in a flexible way, and nu=
merous applications for it.=A0 Perhaps it&#39;s worth discussing?<br><br><b=
r>Morgaine.<br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><b=
r>
<div class=3D"gmail_quote">On Sun, Jan 16, 2011 at 4:54 AM, L. Christopher =
Bird <span dir=3D"ltr">&lt;<a href=3D"mailto:zenmondo@gmail.com">zenmondo@g=
mail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=
=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); p=
adding-left: 1ex;">
Before we turn off the lights...<br><br>I have recently written a paper Ent=
itled Networked Communication of Second Life=AE Objects using LSL, php, and=
 MySQL. And it can be found at <a href=3D"http://flynnos.org/Networked%20Co=
mmunication%20of%20Second%20Life%20Objects.pdf" target=3D"_blank">http://fl=
ynnos.org/Networked%20Communication%20of%20Second%20Life%20Objects.pdf</a> =
Its short so I will wait while you read it. <br>

<br>So this got me to thinking, though my application is specific to Second=
 Life, there is no reason that communication between objects in various gri=
ds with non-persistent URLs could not be obtained with a simple extension t=
o this method.=A0 Though my method specifically uses the LSL HTTP server (w=
hich I believe up to this point is not reproduced in the OpenSimulator LSL =
clone) any object in any virtual space that can send and receive HTTP reque=
sts should be able to join in one of the networks described in the paper.<b=
r>

<br>The best part is that this is built on existing standards and all that =
is needed=A0 in any virtual world to implement something like this is an HT=
TP channel to your virtual object.<br><br>Thoughts? Criticisms? Comments?<b=
r>

<br>-- Christopher (ZenMondo)<br>
<br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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Subject: Re: [vwrap] Networked Communication of Objects: some thoughts
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For me, the best existing examples of networked objects are the 
Cobalt/Croquet implementations of David Reed's Teatime Architecture and 
the original Kansas collaborative environment from Sun. Of course, they 
were relatively easy to
implement because the languages used, Smalltalk and Self, are OOP "all 
the way down," so there's no programmer skill required for sending 
messages to remote objects in different applications/computers because 
its all OOP messaging. You can fake the messaging in various ways with 
non-pure-OOP languages, and obviously when more than one language comes 
into play, things get more complicated.

But, the basic relationships stay the same, even with multiple 
languages. Until you examine what is done with the pure OOP 
implementations of this idea, you're going to be limited in what you 
think can be done in this scenario (hint, its a lot more than you 
think... a LOT more) because you'll limit your ideas due to 
complications of the implementation.

My own take is that virtual worlds should take an existing OOP 
implementation, like Teatime, and use it as the lingua franca for 
messaging between worlds. To the messaging system, its all TObjects 
passing messages back and forth. Within the TObject, the implementation 
can be done in any language on any hardware. The hard part, fully 
orthogonal message-passing between remote objects using existing network 
and IPC protocols, has already been solved by TeaTime, so why try to 
reinvent the wheel? Just use Squeak as the carrier for OOP interop 
between worlds and worry about the API between objects in terms of 
smalltalk message definitions.

All else is implementation detail for the behavior of objects within the 
individual worlds, which is an already-solved problem.

Boom. You're done.


Lawson


On 3/7/11 2:16 AM, Morgaine wrote:
> Christopher, your post 
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html of a 
> few weeks ago and its linked PDF gave me much food for thought.  
> Web-oriented communication with objects in virtual worlds is useful, 
> but it seems to me that this is really just a subset of a larger field 
> of interest:  communication /*between objects*/ in virtual worlds.
>
> It's rather remarkable that throughout the long 
> AWG->OGP->MMOX->OGPX->VWRAP process, we never considered inter-object 
> communication between VWs.  Yet, communication with and between VW 
> objects is undoubtedly an important aspect of VW interop, as it 
> provides essential mechanisms for integration.
>
> That was a failure on our part, probably caused by excessive 
> familiarity with the largest commercial VW service, which 
> unfortunately doesn't recognize the existence of other virtual worlds 
> and the need to communicate with them.  We need to do better than this 
> if we're trying to bring in a future of interop.
>
> Since we're already defining an abstract data type and some 
> serialization formats to carry it, why don't we extend the role of 
> these definitions to inter-object communication as well?  It's a 
> relatively small step from LLSD to an LLSD-based messaging format --- 
> the only additional requirement is a scheme for VW object addressing 
> so that an LLSD-formatted message can reach the right object in the 
> intended virtual world.
>
> I can think of several ways of achieving this in a flexible way, and 
> numerous applications for it.  Perhaps it's worth discussing?
>
>
> Morgaine.
>
>
>
> =======================================
>
> On Sun, Jan 16, 2011 at 4:54 AM, L. Christopher Bird 
> <zenmondo@gmail.com <mailto:zenmondo@gmail.com>> wrote:
>
>     Before we turn off the lights...
>
>     I have recently written a paper Entitled Networked Communication
>     of Second LifeŽ Objects using LSL, php, and MySQL. And it can be
>     found at
>     http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Objects.pdf
>     Its short so I will wait while you read it.
>
>     So this got me to thinking, though my application is specific to
>     Second Life, there is no reason that communication between objects
>     in various grids with non-persistent URLs could not be obtained
>     with a simple extension to this method.  Though my method
>     specifically uses the LSL HTTP server (which I believe up to this
>     point is not reproduced in the OpenSimulator LSL clone) any object
>     in any virtual space that can send and receive HTTP requests
>     should be able to join in one of the networks described in the paper.
>
>     The best part is that this is built on existing standards and all
>     that is needed  in any virtual world to implement something like
>     this is an HTTP channel to your virtual object.
>
>     Thoughts? Criticisms? Comments?
>
>     -- Christopher (ZenMondo)
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap


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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN">
<html>
  <head>
    <meta content="text/html; charset=ISO-8859-1"
      http-equiv="Content-Type">
    <title></title>
  </head>
  <body bgcolor="#ffffff" text="#000000">
    For me, the best existing examples of networked objects are the
    Cobalt/Croquet implementations of David Reed's Teatime Architecture
    and the original Kansas collaborative environment from Sun. Of
    course, they were relatively easy to <br>
    implement because the languages used, Smalltalk and Self, are OOP
    "all the way down," so there's no programmer skill required for
    sending messages to remote objects in different
    applications/computers because its all OOP messaging. You can fake
    the messaging in various ways with non-pure-OOP languages, and
    obviously when more than one language comes into play, things get
    more complicated.<br>
    <br>
    But, the basic relationships stay the same, even with multiple
    languages. Until you examine what is done with the pure OOP
    implementations of this idea, you're going to be limited in what you
    think can be done in this scenario (hint, its a lot more than you
    think... a LOT more) because you'll limit your ideas due to
    complications of the implementation.<br>
    <br>
    My own take is that virtual worlds should take an existing OOP
    implementation, like Teatime, and use it as the lingua franca for
    messaging between worlds. To the messaging system, its all TObjects
    passing messages back and forth. Within the TObject, the
    implementation can be done in any language on any hardware. The hard
    part, fully orthogonal message-passing between remote objects using
    existing network and IPC protocols, has already been solved by
    TeaTime, so why try to reinvent the wheel? Just use Squeak as the
    carrier for OOP interop between worlds and worry about the API
    between objects in terms of smalltalk message definitions.<br>
    <br>
    All else is implementation detail for the behavior of objects within
    the individual worlds, which is an already-solved problem.<br>
    <br>
    Boom. You're done.<br>
    <br>
    <br>
    Lawson<br>
    <br>
    <br>
    On 3/7/11 2:16 AM, Morgaine wrote:
    <blockquote
      cite="mid:AANLkTimFpEqh6qDR_FExVcodtQb3dPLyXXPPzUh8kqnS@mail.gmail.com"
      type="cite">Christopher, your post <a moz-do-not-send="true"
        href="http://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html">http://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html</a>
      of a few weeks ago and its linked PDF gave me much food for
      thought.&nbsp; Web-oriented communication with objects in virtual
      worlds is useful, but it seems to me that this is really just a
      subset of a larger field of interest:&nbsp; communication <i><b>between
          objects</b></i> in virtual worlds.<br>
      <br>
      It's rather remarkable that throughout the long
      AWG-&gt;OGP-&gt;MMOX-&gt;OGPX-&gt;VWRAP process, we never
      considered inter-object communication between VWs.&nbsp; Yet,
      communication with and between VW objects is undoubtedly an
      important aspect of VW interop, as it provides essential
      mechanisms for integration.<br>
      <br>
      That was a failure on our part, probably caused by excessive
      familiarity with the largest commercial VW service, which
      unfortunately doesn't recognize the existence of other virtual
      worlds and the need to communicate with them.&nbsp; We need to do
      better than this if we're trying to bring in a future of interop.<br>
      <br>
      Since we're already defining an abstract data type and some
      serialization formats to carry it, why don't we extend the role of
      these definitions to inter-object communication as well?&nbsp; It's a
      relatively small step from LLSD to an LLSD-based messaging format
      --- the only additional requirement is a scheme for VW object
      addressing so that an LLSD-formatted message can reach the right
      object in the intended virtual world.<br>
      <br>
      I can think of several ways of achieving this in a flexible way,
      and numerous applications for it.&nbsp; Perhaps it's worth discussing?<br>
      <br>
      <br>
      Morgaine.<br>
      <br>
      <br>
      <br>
      =======================================<br>
      <br>
      <div class="gmail_quote">On Sun, Jan 16, 2011 at 4:54 AM, L.
        Christopher Bird <span dir="ltr">&lt;<a moz-do-not-send="true"
            href="mailto:zenmondo@gmail.com">zenmondo@gmail.com</a>&gt;</span>
        wrote:<br>
        <blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt
          0.8ex; border-left: 1px solid rgb(204, 204, 204);
          padding-left: 1ex;">
          Before we turn off the lights...<br>
          <br>
          I have recently written a paper Entitled Networked
          Communication of Second Life&reg; Objects using LSL, php, and
          MySQL. And it can be found at <a moz-do-not-send="true"
href="http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Objects.pdf"
            target="_blank">http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Objects.pdf</a>
          Its short so I will wait while you read it. <br>
          <br>
          So this got me to thinking, though my application is specific
          to Second Life, there is no reason that communication between
          objects in various grids with non-persistent URLs could not be
          obtained with a simple extension to this method.&nbsp; Though my
          method specifically uses the LSL HTTP server (which I believe
          up to this point is not reproduced in the OpenSimulator LSL
          clone) any object in any virtual space that can send and
          receive HTTP requests should be able to join in one of the
          networks described in the paper.<br>
          <br>
          The best part is that this is built on existing standards and
          all that is needed&nbsp; in any virtual world to implement
          something like this is an HTTP channel to your virtual object.<br>
          <br>
          Thoughts? Criticisms? Comments?<br>
          <br>
          -- Christopher (ZenMondo)<br>
          <br>
          _______________________________________________<br>
          vwrap mailing list<br>
          <a moz-do-not-send="true" href="mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
          <a moz-do-not-send="true"
            href="https://www.ietf.org/mailman/listinfo/vwrap"
            target="_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
          <br>
        </blockquote>
      </div>
      <br>
      <pre wrap="">
<fieldset class="mimeAttachmentHeader"></fieldset>
_______________________________________________
vwrap mailing list
<a class="moz-txt-link-abbreviated" href="mailto:vwrap@ietf.org">vwrap@ietf.org</a>
<a class="moz-txt-link-freetext" href="https://www.ietf.org/mailman/listinfo/vwrap">https://www.ietf.org/mailman/listinfo/vwrap</a>
</pre>
    </blockquote>
    <br>
  </body>
</html>

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From morgaine.dinova@googlemail.com  Tue Mar  8 04:10:02 2011
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Subject: Re: [vwrap] Networked Communication of Objects: some thoughts
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Interesting points, Lawson.

As you know, IETF protocols are generally concerned with on-the-wire messag=
e
exchange, and hence they usually focus on message representation and messag=
e
sequencing, as opposed to language-dependent issues such as object
orientation or the syntax of messaging calls.  This has the colossal benefi=
t
of making protocols usable from literally thousands of network-aware
languages.

In this group we are very strongly concerned with interoperability.
Language agnosticism of protocols provides an immense boost for interop ---
the Web would be a much poorer place if its protocols had been defined in
terms of its designers' favorite languages instead of using
language-agnostic messaging.  This is a benefit which we must not sacrifice
away.

Fortunately, your OO-focused suggestion can be incorporated quite easily
into a language-agnostic messaging protocol, because support for OO in a
network protocol requires nothing more than including sender and recipient
fields in each message to identify the source and target objects.  That's
easy.  UUIDs are perfectly adequate as object identifiers even on a
world-size scale.

If we take an on-the-wire ADT serialization of the LLSD kind, and we define
messages which include UUID fields as source/destination object identifiers=
,
this gives us a sufficient framework for expressing inter-object
communication not only between objects in different virtual worlds, but als=
o
in a manner entirely independent of the languages in which those objects ar=
e
programmed.  It's even independent of computing paradigm.

On-the-wire message definitions are truly a lingua franca.  That's where we
need to go.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D

On Mon, Mar 7, 2011 at 6:13 PM, Lawson English <lenglish5@cox.net> wrote:

>  For me, the best existing examples of networked objects are the
> Cobalt/Croquet implementations of David Reed's Teatime Architecture and t=
he
> original Kansas collaborative environment from Sun. Of course, they were
> relatively easy to
> implement because the languages used, Smalltalk and Self, are OOP "all th=
e
> way down," so there's no programmer skill required for sending messages t=
o
> remote objects in different applications/computers because its all OOP
> messaging. You can fake the messaging in various ways with non-pure-OOP
> languages, and obviously when more than one language comes into play, thi=
ngs
> get more complicated.
>
> But, the basic relationships stay the same, even with multiple languages.
> Until you examine what is done with the pure OOP implementations of this
> idea, you're going to be limited in what you think can be done in this
> scenario (hint, its a lot more than you think... a LOT more) because you'=
ll
> limit your ideas due to complications of the implementation.
>
> My own take is that virtual worlds should take an existing OOP
> implementation, like Teatime, and use it as the lingua franca for messagi=
ng
> between worlds. To the messaging system, its all TObjects passing message=
s
> back and forth. Within the TObject, the implementation can be done in any
> language on any hardware. The hard part, fully orthogonal message-passing
> between remote objects using existing network and IPC protocols, has alre=
ady
> been solved by TeaTime, so why try to reinvent the wheel? Just use Squeak=
 as
> the carrier for OOP interop between worlds and worry about the API betwee=
n
> objects in terms of smalltalk message definitions.
>
> All else is implementation detail for the behavior of objects within the
> individual worlds, which is an already-solved problem.
>
> Boom. You're done.
>
>
> Lawson
>
>
>
> On 3/7/11 2:16 AM, Morgaine wrote:
>
> Christopher, your post
> http://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html of a few
> weeks ago and its linked PDF gave me much food for thought.  Web-oriented
> communication with objects in virtual worlds is useful, but it seems to m=
e
> that this is really just a subset of a larger field of interest:
> communication *between objects* in virtual worlds.
>
> It's rather remarkable that throughout the long AWG->OGP->MMOX->OGPX->VWR=
AP
> process, we never considered inter-object communication between VWs.  Yet=
,
> communication with and between VW objects is undoubtedly an important asp=
ect
> of VW interop, as it provides essential mechanisms for integration.
>
> That was a failure on our part, probably caused by excessive familiarity
> with the largest commercial VW service, which unfortunately doesn't
> recognize the existence of other virtual worlds and the need to communica=
te
> with them.  We need to do better than this if we're trying to bring in a
> future of interop.
>
> Since we're already defining an abstract data type and some serialization
> formats to carry it, why don't we extend the role of these definitions to
> inter-object communication as well?  It's a relatively small step from LL=
SD
> to an LLSD-based messaging format --- the only additional requirement is =
a
> scheme for VW object addressing so that an LLSD-formatted message can rea=
ch
> the right object in the intended virtual world.
>
> I can think of several ways of achieving this in a flexible way, and
> numerous applications for it.  Perhaps it's worth discussing?
>
>
> Morgaine.
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Sun, Jan 16, 2011 at 4:54 AM, L. Christopher Bird <zenmondo@gmail.com>=
wrote:
>
>> Before we turn off the lights...
>>
>> I have recently written a paper Entitled Networked Communication of Seco=
nd
>> Life=AE Objects using LSL, php, and MySQL. And it can be found at
>> http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Obje=
cts.pdfIts short so I will wait while you read it.
>>
>> So this got me to thinking, though my application is specific to Second
>> Life, there is no reason that communication between objects in various g=
rids
>> with non-persistent URLs could not be obtained with a simple extension t=
o
>> this method.  Though my method specifically uses the LSL HTTP server (wh=
ich
>> I believe up to this point is not reproduced in the OpenSimulator LSL cl=
one)
>> any object in any virtual space that can send and receive HTTP requests
>> should be able to join in one of the networks described in the paper.
>>
>> The best part is that this is built on existing standards and all that i=
s
>> needed  in any virtual world to implement something like this is an HTTP
>> channel to your virtual object.
>>
>> Thoughts? Criticisms? Comments?
>>
>> -- Christopher (ZenMondo)
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
> _______________________________________________
> vwrap mailing listvwrap@ietf.orghttps://www.ietf.org/mailman/listinfo/vwr=
ap
>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--00248c6a66d64304a0049df782d6
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Interesting points, Lawson.<br><br>As you know, IETF protocols are generall=
y concerned with on-the-wire message exchange, and hence they usually focus=
 on message representation and message sequencing, as opposed to language-d=
ependent issues such as object orientation or the syntax of messaging calls=
.=A0 This has the colossal benefit of making protocols usable from literall=
y thousands of network-aware languages.<br>
<br>In this group we are very strongly concerned with interoperability.=A0 =
Language agnosticism of protocols provides an immense boost for interop ---=
 the Web would be a much poorer place if its protocols had been defined in =
terms of its designers&#39; favorite languages instead of using language-ag=
nostic messaging.=A0 This is a benefit which we must not sacrifice away.<br=
>
<br>Fortunately, your OO-focused suggestion can be incorporated quite easil=
y into a language-agnostic messaging protocol, because support for OO in a =
network protocol requires nothing more than including sender and recipient =
fields in each message to identify the source and target objects.=A0 That&#=
39;s easy.=A0 UUIDs are perfectly adequate as object identifiers even on a =
world-size scale.<br>
<br>If we take an on-the-wire ADT serialization of the LLSD kind, and we de=
fine messages which include UUID fields as source/destination object identi=
fiers, this gives us a sufficient framework for expressing inter-object com=
munication not only between objects in different virtual worlds, but also i=
n a manner entirely independent of the languages in which those objects are=
 programmed.=A0 It&#39;s even independent of computing paradigm.<br>
<br>On-the-wire message definitions are truly a lingua franca.=A0 That&#39;=
s where we need to go.<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Mon, Mar 7, 2011 at 6:13 =
PM, Lawson English <span dir=3D"ltr">&lt;<a href=3D"mailto:lenglish5@cox.ne=
t">lenglish5@cox.net</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">

 =20
   =20
   =20
 =20
  <div bgcolor=3D"#ffffff" text=3D"#000000">
    For me, the best existing examples of networked objects are the
    Cobalt/Croquet implementations of David Reed&#39;s Teatime Architecture
    and the original Kansas collaborative environment from Sun. Of
    course, they were relatively easy to <br>
    implement because the languages used, Smalltalk and Self, are OOP
    &quot;all the way down,&quot; so there&#39;s no programmer skill requir=
ed for
    sending messages to remote objects in different
    applications/computers because its all OOP messaging. You can fake
    the messaging in various ways with non-pure-OOP languages, and
    obviously when more than one language comes into play, things get
    more complicated.<br>
    <br>
    But, the basic relationships stay the same, even with multiple
    languages. Until you examine what is done with the pure OOP
    implementations of this idea, you&#39;re going to be limited in what yo=
u
    think can be done in this scenario (hint, its a lot more than you
    think... a LOT more) because you&#39;ll limit your ideas due to
    complications of the implementation.<br>
    <br>
    My own take is that virtual worlds should take an existing OOP
    implementation, like Teatime, and use it as the lingua franca for
    messaging between worlds. To the messaging system, its all TObjects
    passing messages back and forth. Within the TObject, the
    implementation can be done in any language on any hardware. The hard
    part, fully orthogonal message-passing between remote objects using
    existing network and IPC protocols, has already been solved by
    TeaTime, so why try to reinvent the wheel? Just use Squeak as the
    carrier for OOP interop between worlds and worry about the API
    between objects in terms of smalltalk message definitions.<br>
    <br>
    All else is implementation detail for the behavior of objects within
    the individual worlds, which is an already-solved problem.<br>
    <br>
    Boom. You&#39;re done.<br><font color=3D"#888888">
    <br>
    <br>
    Lawson</font><div><div></div><div class=3D"h5"><br>
    <br>
    <br>
    On 3/7/11 2:16 AM, Morgaine wrote:
    <blockquote type=3D"cite">Christopher, your post <a href=3D"http://www.=
ietf.org/mail-archive/web/vwrap/current/msg00528.html" target=3D"_blank">ht=
tp://www.ietf.org/mail-archive/web/vwrap/current/msg00528.html</a>
      of a few weeks ago and its linked PDF gave me much food for
      thought.=A0 Web-oriented communication with objects in virtual
      worlds is useful, but it seems to me that this is really just a
      subset of a larger field of interest:=A0 communication <i><b>between
          objects</b></i> in virtual worlds.<br>
      <br>
      It&#39;s rather remarkable that throughout the long
      AWG-&gt;OGP-&gt;MMOX-&gt;OGPX-&gt;VWRAP process, we never
      considered inter-object communication between VWs.=A0 Yet,
      communication with and between VW objects is undoubtedly an
      important aspect of VW interop, as it provides essential
      mechanisms for integration.<br>
      <br>
      That was a failure on our part, probably caused by excessive
      familiarity with the largest commercial VW service, which
      unfortunately doesn&#39;t recognize the existence of other virtual
      worlds and the need to communicate with them.=A0 We need to do
      better than this if we&#39;re trying to bring in a future of interop.=
<br>
      <br>
      Since we&#39;re already defining an abstract data type and some
      serialization formats to carry it, why don&#39;t we extend the role o=
f
      these definitions to inter-object communication as well?=A0 It&#39;s =
a
      relatively small step from LLSD to an LLSD-based messaging format
      --- the only additional requirement is a scheme for VW object
      addressing so that an LLSD-formatted message can reach the right
      object in the intended virtual world.<br>
      <br>
      I can think of several ways of achieving this in a flexible way,
      and numerous applications for it.=A0 Perhaps it&#39;s worth discussin=
g?<br>
      <br>
      <br>
      Morgaine.<br>
      <br>
      <br>
      <br>
      =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
      <br>
      <div class=3D"gmail_quote">On Sun, Jan 16, 2011 at 4:54 AM, L.
        Christopher Bird <span dir=3D"ltr">&lt;<a href=3D"mailto:zenmondo@g=
mail.com" target=3D"_blank">zenmondo@gmail.com</a>&gt;</span>
        wrote:<br>
        <blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8e=
x; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
          Before we turn off the lights...<br>
          <br>
          I have recently written a paper Entitled Networked
          Communication of Second Life=AE Objects using LSL, php, and
          MySQL. And it can be found at <a href=3D"http://flynnos.org/Netwo=
rked%20Communication%20of%20Second%20Life%20Objects.pdf" target=3D"_blank">=
http://flynnos.org/Networked%20Communication%20of%20Second%20Life%20Objects=
.pdf</a>
          Its short so I will wait while you read it. <br>
          <br>
          So this got me to thinking, though my application is specific
          to Second Life, there is no reason that communication between
          objects in various grids with non-persistent URLs could not be
          obtained with a simple extension to this method.=A0 Though my
          method specifically uses the LSL HTTP server (which I believe
          up to this point is not reproduced in the OpenSimulator LSL
          clone) any object in any virtual space that can send and
          receive HTTP requests should be able to join in one of the
          networks described in the paper.<br>
          <br>
          The best part is that this is built on existing standards and
          all that is needed=A0 in any virtual world to implement
          something like this is an HTTP channel to your virtual object.<br=
>
          <br>
          Thoughts? Criticisms? Comments?<br>
          <br>
          -- Christopher (ZenMondo)<br>
          <br>
          _______________________________________________<br>
          vwrap mailing list<br>
          <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.or=
g</a><br>
          <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D=
"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
          <br>
        </blockquote>
      </div>
      <br>
      <pre><fieldset></fieldset>
_______________________________________________
vwrap mailing list
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a>
</pre>
    </blockquote>
    <br>
  </div></div></div>

<br>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></div><br>

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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Reminder: If anyone's done anything related to what's below, please
post here and get some discussion going.  There's still about two and
a half weeks to get something ready.

Barry, as chair

On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org> wrot=
e:
> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org> wr=
ote:
>>> As for timescales, we already started work on a new Intro in October an=
d
>>> November, as I described in my first email in this thread.=A0 It was be=
ing
>>> done informally, not as an official draft but as input to a totally new
>>> draft.=A0 It was not being done as a revision because the previous Intr=
o
>>> simply did not meet key requirements for many contributors, as was clea=
r
>>> from the group's very intense discussions of September.
>>
>> Can you see if you can get it into reasonable shape to introduce
>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =A0That
>> would give people something concrete to work from.
>
> I haven't seen any activity on this, so let me repeat this with a deadlin=
e:
>
> The chairs ask the proponents to please get a new intro document into
> reasonable (not final) shape to introduce publicly, and to submit it
> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
> by 10 April (the significance of which will be left for the reader to
> research, should s/he care to). =A0There may, of course, be any
> (reasonable) number of authors listed on the draft, and any one may be
> the name chosen to live in the draft name.
>
> If we're not able to do that, I think we need to seriously question
> whether there's enough real energy to continue.
>
> Barry, as chair
>

From vaughn.deluca@gmail.com  Fri Mar 25 08:41:04 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: vwrap@ietf.org
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Cc: Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Absolute radio silence on the list...
VWRAP is clearly in a crisis.  The major players have all moved on,
and those who are left do not seem to be able to generate the needed
energy to carry the project forward.

I have always been in the fringe of this group. I am not a profesional
in the field, and i dont feel capable of leading the project. However
simply letting it die does not feel right either...

So it seems its time to take a vote, how many of us are *at all*
interested in keeping VWRAP alive? I cant believe we will simply give
up. Are we really forced to conclude we no longer have enough core
participation?

On 3/23/11, Barry Leiba <barryleiba@computer.org> wrote:
> Reminder: If anyone's done anything related to what's below, please
> post here and get some discussion going.  There's still about two and
> a half weeks to get something ready.
>
> Barry, as chair
>
> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
> wrote:
>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>>>> As for timescales, we already started work on a new Intro in October and
>>>> November, as I described in my first email in this thread.  It was being
>>>> done informally, not as an official draft but as input to a totally new
>>>> draft.  It was not being done as a revision because the previous Intro
>>>> simply did not meet key requirements for many contributors, as was clear
>>>> from the group's very intense discussions of September.
>>>
>>> Can you see if you can get it into reasonable shape to introduce
>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ?  That
>>> would give people something concrete to work from.
>>
>> I haven't seen any activity on this, so let me repeat this with a
>> deadline:
>>
>> The chairs ask the proponents to please get a new intro document into
>> reasonable (not final) shape to introduce publicly, and to submit it
>> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>> by 10 April (the significance of which will be left for the reader to
>> research, should s/he care to).  There may, of course, be any
>> (reasonable) number of authors listed on the draft, and any one may be
>> the name chosen to live in the draft name.
>>
>> If we're not able to do that, I think we need to seriously question
>> whether there's enough real energy to continue.
>>
>> Barry, as chair
>>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From nexiim@gmail.com  Fri Mar 25 09:01:29 2011
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Date: Fri, 25 Mar 2011 16:03:02 +0000
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From: Nexii Malthus <nexiim@gmail.com>
To: Vaughn Deluca <vaughn.deluca@gmail.com>
Content-Type: multipart/alternative; boundary=000e0ce0b50e85b040049f50badf
Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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--000e0ce0b50e85b040049f50badf
Content-Type: text/plain; charset=ISO-8859-1

Chiming in here my own agreement with Vaughn along similiar lines.

- Nexii

On Fri, Mar 25, 2011 at 3:42 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> Absolute radio silence on the list...
> VWRAP is clearly in a crisis.  The major players have all moved on,
> and those who are left do not seem to be able to generate the needed
> energy to carry the project forward.
>
> I have always been in the fringe of this group. I am not a profesional
> in the field, and i dont feel capable of leading the project. However
> simply letting it die does not feel right either...
>
> So it seems its time to take a vote, how many of us are *at all*
> interested in keeping VWRAP alive? I cant believe we will simply give
> up. Are we really forced to conclude we no longer have enough core
> participation?
>
> On 3/23/11, Barry Leiba <barryleiba@computer.org> wrote:
> > Reminder: If anyone's done anything related to what's below, please
> > post here and get some discussion going.  There's still about two and
> > a half weeks to get something ready.
> >
> > Barry, as chair
> >
> > On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
> > wrote:
> >> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>
> >> wrote:
> >>>> As for timescales, we already started work on a new Intro in October
> and
> >>>> November, as I described in my first email in this thread.  It was
> being
> >>>> done informally, not as an official draft but as input to a totally
> new
> >>>> draft.  It was not being done as a revision because the previous Intro
> >>>> simply did not meet key requirements for many contributors, as was
> clear
> >>>> from the group's very intense discussions of September.
> >>>
> >>> Can you see if you can get it into reasonable shape to introduce
> >>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ?  That
> >>> would give people something concrete to work from.
> >>
> >> I haven't seen any activity on this, so let me repeat this with a
> >> deadline:
> >>
> >> The chairs ask the proponents to please get a new intro document into
> >> reasonable (not final) shape to introduce publicly, and to submit it
> >> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
> >> by 10 April (the significance of which will be left for the reader to
> >> research, should s/he care to).  There may, of course, be any
> >> (reasonable) number of authors listed on the draft, and any one may be
> >> the name chosen to live in the draft name.
> >>
> >> If we're not able to do that, I think we need to seriously question
> >> whether there's enough real energy to continue.
> >>
> >> Barry, as chair
> >>
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> _______________________________________________
> vwrap mailing list
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Chiming in here my own agreement with Vaughn along similiar lines.<div><br>=
</div><div>- Nexii<br><br><div class=3D"gmail_quote">On Fri, Mar 25, 2011 a=
t 3:42 PM, Vaughn Deluca <span dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.del=
uca@gmail.com">vaughn.deluca@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1p=
x #ccc solid;padding-left:1ex;">Absolute radio silence on the list...<br>
VWRAP is clearly in a crisis. =A0The major players have all moved on,<br>
and those who are left do not seem to be able to generate the needed<br>
energy to carry the project forward.<br>
<br>
I have always been in the fringe of this group. I am not a profesional<br>
in the field, and i dont feel capable of leading the project. However<br>
simply letting it die does not feel right either...<br>
<br>
So it seems its time to take a vote, how many of us are *at all*<br>
interested in keeping VWRAP alive? I cant believe we will simply give<br>
up. Are we really forced to conclude we no longer have enough core<br>
participation?<br>
<div><div></div><div class=3D"h5"><br>
On 3/23/11, Barry Leiba &lt;<a href=3D"mailto:barryleiba@computer.org">barr=
yleiba@computer.org</a>&gt; wrote:<br>
&gt; Reminder: If anyone&#39;s done anything related to what&#39;s below, p=
lease<br>
&gt; post here and get some discussion going. =A0There&#39;s still about tw=
o and<br>
&gt; a half weeks to get something ready.<br>
&gt;<br>
&gt; Barry, as chair<br>
&gt;<br>
&gt; On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba &lt;<a href=3D"mailto:bar=
ryleiba@computer.org">barryleiba@computer.org</a>&gt;<br>
&gt; wrote:<br>
&gt;&gt; On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba &lt;<a href=3D"mailto=
:barryleiba@computer.org">barryleiba@computer.org</a>&gt;<br>
&gt;&gt; wrote:<br>
&gt;&gt;&gt;&gt; As for timescales, we already started work on a new Intro =
in October and<br>
&gt;&gt;&gt;&gt; November, as I described in my first email in this thread.=
 =A0It was being<br>
&gt;&gt;&gt;&gt; done informally, not as an official draft but as input to =
a totally new<br>
&gt;&gt;&gt;&gt; draft. =A0It was not being done as a revision because the =
previous Intro<br>
&gt;&gt;&gt;&gt; simply did not meet key requirements for many contributors=
, as was clear<br>
&gt;&gt;&gt;&gt; from the group&#39;s very intense discussions of September=
.<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; Can you see if you can get it into reasonable shape to introdu=
ce<br>
&gt;&gt;&gt; publicly, and then submit it as draft-morgaine-vwrap-intro-00 =
? =A0That<br>
&gt;&gt;&gt; would give people something concrete to work from.<br>
&gt;&gt;<br>
&gt;&gt; I haven&#39;t seen any activity on this, so let me repeat this wit=
h a<br>
&gt;&gt; deadline:<br>
&gt;&gt;<br>
&gt;&gt; The chairs ask the proponents to please get a new intro document i=
nto<br>
&gt;&gt; reasonable (not final) shape to introduce publicly, and to submit =
it<br>
&gt;&gt; as an Internet Draft with a name like &quot;draft-SOMEONE-vwrap-in=
tro-00&quot;<br>
&gt;&gt; by 10 April (the significance of which will be left for the reader=
 to<br>
&gt;&gt; research, should s/he care to). =A0There may, of course, be any<br=
>
&gt;&gt; (reasonable) number of authors listed on the draft, and any one ma=
y be<br>
&gt;&gt; the name chosen to live in the draft name.<br>
&gt;&gt;<br>
&gt;&gt; If we&#39;re not able to do that, I think we need to seriously que=
stion<br>
&gt;&gt; whether there&#39;s enough real energy to continue.<br>
&gt;&gt;<br>
&gt;&gt; Barry, as chair<br>
&gt;&gt;<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br></div>

--000e0ce0b50e85b040049f50badf--

From kmancuso@gmail.com  Fri Mar 25 12:14:04 2011
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From: Katherine Mancuso <kmancuso@gmail.com>
Date: Fri, 25 Mar 2011 12:15:19 -0700
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As I've said before, I will continue in my specialist role dealing
with accessibility and additionally contribute to polishing drafts
(since I'm a writer with a good understanding of technical topics) -
but we still need folks who are willing to be software architects and
implementers.

The other suggestion I have is forget rechartering, go with some of
the drafts Meadhbh & Zha and a few others have written, admit that
what they did was actually hard and the rest of this group has so far
failed to reproduce such an achievement, and use it as a base to move
forward and build upon.  Internet drafts are basically not set in
stone until they become actual RFCs anyway.

Katheirne

From izzyalanis@gmail.com  Fri Mar 25 13:32:00 2011
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Date: Fri, 25 Mar 2011 16:33:33 -0400
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From: Izzy Alanis <izzyalanis@gmail.com>
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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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If you're interested in automated *testing* of web applications with
browser quirks and behavior in mind, I've heard really good things
about Watir.

If you're interested in automated access to web pages from java for
something like data scraping, and if it was just for a particular
website... I'd probably hack around the javascript requirements of the
login page in question and just use curl or apache's HttpClient
libraries (ah the heresy!).

If you're interested in automated *rendering* of HTML pages from Java,
I've had some success with the Lobo project's Cobra toolkit, but that
project is pretty stagnant (and if you're C/C++ minded, run straight
to WebKit!).

Personally, I make extensive use of httpunit's ServletUnit
functionality for unit testing servlets -- primarily for web-services
and the like. It's great! But I don't really ever find myself in need
of the built in javascript features. This is a bit philosophical, but
I consider Unit testing separate from Integration testing, and if
you're testing on a live running server, it feels a lot more like
integration testing to me... That's just my personal opinion though.




On Fri, Mar 25, 2011 at 2:31 PM, Dee Ayy <dee.ayy@gmail.com> wrote:
> I'm trying httpunit because I am trying to login via script to a
> website that I assume is running JavaScript as part of its
> authentication method and I needed something to run the returned
> JavaScript which CURL does not run.
>
> I got an error:
> org.mozilla.javascript.EcmaError: TypeError: Cannot find function
> addEventListener. (httpunit#19)
>
> Then noticed "addEventListener" is not listed here
> http://httpunit.sourceforge.net/doc/javascript-support.html
>
> Then I added HttpUnitOptions per
> http://httpunit.sourceforge.net/doc/faq.html#unsupported
> and saw many more errors with the first displaying as:
> failed: org.mozilla.javascript.EcmaError: TypeError: Cannot find
> function addEventListener. (httpunit#19)
>
> Are the "httpunit#" 's known unsupported TODO features?
> Are they listed anywhere? -- probably in the httpunit source.
>
> On my first target page, I have many 19's, so I'd vote for that as a
> priority, but I also have:
> 19
> 32
> 9
> 838
> 624
> 226
> 1
>
> I suppose I am at a dead end regarding my script login task.
>
> Can anyone recommend a different free offering that may be able to
> login via "automation"?
>
> But I was also considering Google V8 JavaScript Engine
> http://code.google.com/p/v8/ "V8 is Google's open source JavaScript
> engine."
>
> The httpunit developers may want to consider using V8 for their
> JavaScript support. =A0I may try V8 myself with either CURL or httpunit.
> =A0I saw that getDOM method which I believe is the data V8 wants.
>
> Regards,
> Dee
>
> -------------------------------------------------------------------------=
-----
> Enable your software for Intel(R) Active Management Technology to meet th=
e
> growing manageability and security demands of your customers. Businesses
> are taking advantage of Intel(R) vPro (TM) technology - will your softwar=
e
> be a part of the solution? Download the Intel(R) Manageability Checker
> today! http://p.sf.net/sfu/intel-dev2devmar
> _______________________________________________
> Httpunit-develop mailing list
> Httpunit-develop@lists.sourceforge.net
> https://lists.sourceforge.net/lists/listinfo/httpunit-develop
>

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Subject: Re: [vwrap] Status and future of the VWRAP working group
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... retract that last... I'm having a bad e-mail day...
What I meant to send was:

I feel similarly. I would hate to see VWRAP die.

But on a separate, somewhat related, note; every time I even *think*
... "Hmm... what would I like to see in that draft WRAP intro
document?", I start to think about the abstract type system, the very
first bullet point in the charter, and I think about the crap that is
LLSD (no offense to the folks at Linden Labs) and then I think about
protocolbuffers and Thrift and think... why on earth would we ever
continue with LLSD. Yuck! And then I get wrapped up in those projects
instead. (I've very fickle).

From ohmeadhbh@gmail.com  Fri Mar 25 14:05:01 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Fri, 25 Mar 2011 14:06:15 -0700
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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so what would you replace LLSD with?

--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Fri, Mar 25, 2011 at 1:34 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> ... retract that last... I'm having a bad e-mail day...
> What I meant to send was:
>
> I feel similarly. I would hate to see VWRAP die.
>
> But on a separate, somewhat related, note; every time I even *think*
> ... "Hmm... what would I like to see in that draft WRAP intro
> document?", I start to think about the abstract type system, the very
> first bullet point in the charter, and I think about the crap that is
> LLSD (no offense to the folks at Linden Labs) and then I think about
> protocolbuffers and Thrift and think... why on earth would we ever
> continue with LLSD. Yuck! And then I get wrapped up in those projects
> instead. (I've very fickle).
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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Meadhbh Hamrick wrote:
> so what would you replace LLSD with?


There is no reason to replace LLSD. If I did, it wouldn't be with JSON. 
It strange to see how JSON was suppose to be simple eval(), yet now how 
turned into the same direction SQL statements have with injection 
problems. JSON has become complex, and maybe now people see why XML is 
simpler.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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No, not JSON.

If protobuf/protocol buffers were a formal standard, I would
unhesitatingly say protocol buffers. Since it's not a formal standard,
I say... protocol buffers. Just with hesitation.

To be fair, the binary serialization of LLSD + LLIDL isn't all that
different from protobuf (at least at some level). But it feels wrong
to rely on a serialization format made specifically for virtual
worlds.

We don't want to re-invent the transport level protocols, why do we
want to invent our own data serialization and interface definition
formats? LLSD implementations aren't going to be as thoroughly
reviewed, bug fixed, optimized, and readily available as an
actively-developed protocol-agnostic format like protobuf. Maybe there
was a good argument for LLSD when LL was still involved, but why now?
Other than historical reasons?



On Fri, Mar 25, 2011 at 6:33 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> Meadhbh Hamrick wrote:
>>
>> so what would you replace LLSD with?
>
>
> There is no reason to replace LLSD. If I did, it wouldn't be with JSON. It
> strange to see how JSON was suppose to be simple eval(), yet now how turned
> into the same direction SQL statements have with injection problems. JSON
> has become complex, and maybe now people see why XML is simpler.
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

From djshag@hotmail.com  Fri Mar 25 16:01:51 2011
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Cc: Meadhbh Hamrick <ohmeadhbh@gmail.com>, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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The more the protocol is standard the more it will attract new user to it, I
mean if we choose XML, there's alot of people who already know / use XML.
It will be easier for them without learning a completely new set of tools.

What is important for VWRAP is that in the end it get adopted by as many
game developer as possible. So using the standards the industry has to offer
seem just the right thing to do.

-----Message d'origine----- 
From: Izzy Alanis
Sent: Friday, March 25, 2011 6:52 PM
To: Dzonatas Sol
Cc: vwrap@ietf.org ; Meadhbh Hamrick ; Barry Leiba
Subject: Re: [vwrap] Status and future of the VWRAP working group

No, not JSON.

If protobuf/protocol buffers were a formal standard, I would
unhesitatingly say protocol buffers. Since it's not a formal standard,
I say... protocol buffers. Just with hesitation.

To be fair, the binary serialization of LLSD + LLIDL isn't all that
different from protobuf (at least at some level). But it feels wrong
to rely on a serialization format made specifically for virtual
worlds.

We don't want to re-invent the transport level protocols, why do we
want to invent our own data serialization and interface definition
formats? LLSD implementations aren't going to be as thoroughly
reviewed, bug fixed, optimized, and readily available as an
actively-developed protocol-agnostic format like protobuf. Maybe there
was a good argument for LLSD when LL was still involved, but why now?
Other than historical reasons?



On Fri, Mar 25, 2011 at 6:33 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> Meadhbh Hamrick wrote:
>>
>> so what would you replace LLSD with?
>
>
> There is no reason to replace LLSD. If I did, it wouldn't be with JSON. It
> strange to see how JSON was suppose to be simple eval(), yet now how 
> turned
> into the same direction SQL statements have with injection problems. JSON
> has become complex, and maybe now people see why XML is simpler.
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>
_______________________________________________
vwrap mailing list
vwrap@ietf.org
https://www.ietf.org/mailman/listinfo/vwrap 


From izzyalanis@gmail.com  Fri Mar 25 17:53:38 2011
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Was that an argument for or against LLSD?

Of course this all may not matter unless somebody actually addresses the und=
erlying issue: That the group needs to start producing documents.

  - Izzy


On Mar 25, 2011, at 7:03 PM, "Patnad Babii" <djshag@hotmail.com> wrote:

> The more the protocol is standard the more it will attract new user to it,=
 I
> mean if we choose XML, there's alot of people who already know / use XML.
> It will be easier for them without learning a completely new set of tools.=

>=20
> What is important for VWRAP is that in the end it get adopted by as many
> game developer as possible. So using the standards the industry has to off=
er
> seem just the right thing to do.
>=20
> -----Message d'origine----- From: Izzy Alanis
> Sent: Friday, March 25, 2011 6:52 PM
> To: Dzonatas Sol
> Cc: vwrap@ietf.org ; Meadhbh Hamrick ; Barry Leiba
> Subject: Re: [vwrap] Status and future of the VWRAP working group
>=20
> No, not JSON.
>=20
> If protobuf/protocol buffers were a formal standard, I would
> unhesitatingly say protocol buffers. Since it's not a formal standard,
> I say... protocol buffers. Just with hesitation.
>=20
> To be fair, the binary serialization of LLSD + LLIDL isn't all that
> different from protobuf (at least at some level). But it feels wrong
> to rely on a serialization format made specifically for virtual
> worlds.
>=20
> We don't want to re-invent the transport level protocols, why do we
> want to invent our own data serialization and interface definition
> formats? LLSD implementations aren't going to be as thoroughly
> reviewed, bug fixed, optimized, and readily available as an
> actively-developed protocol-agnostic format like protobuf. Maybe there
> was a good argument for LLSD when LL was still involved, but why now?
> Other than historical reasons?
>=20
>=20
>=20
> On Fri, Mar 25, 2011 at 6:33 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>> Meadhbh Hamrick wrote:
>>>=20
>>> so what would you replace LLSD with?
>>=20
>>=20
>> There is no reason to replace LLSD. If I did, it wouldn't be with JSON. I=
t
>> strange to see how JSON was suppose to be simple eval(), yet now how turn=
ed
>> into the same direction SQL statements have with injection problems. JSON=

>> has become complex, and maybe now people see why XML is simpler.
>>=20
>> --
>> --- https://twitter.com/Dzonatas_Sol ---
>> Web Development, Software Engineering, Virtual Reality, Consultant
>>=20
>>=20
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap=20
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap

From vaughn.deluca@gmail.com  Sat Mar 26 02:39:33 2011
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Right, we need to produce documents. Part of the reason we are stalled
is that the current drafts were critisized, most notably by Morgaine,
but no concrete steps were taken to follow up on the critisism.

So, i agree with Katherine her proposal (in another tread) and suggest
we keep working within the current charter. What we could do is the
absolute bare minimum of change to the drafts to keep us floating, and
start a campaign for new blood. This is such a cool project, i simply
can't imagine we wont be able to attract some new people that can help
to make it happen.

-- Vaughn

On 3/26/11, Izzy Alanis <izzyalanis@gmail.com> wrote:
> Was that an argument for or against LLSD?
>
> Of course this all may not matter unless somebody actually addresses the
> underlying issue: That the group needs to start producing documents.
>
>   - Izzy
>
>
> On Mar 25, 2011, at 7:03 PM, "Patnad Babii" <djshag@hotmail.com> wrote:
>
>> The more the protocol is standard the more it will attract new user to it,
>> I
>> mean if we choose XML, there's alot of people who already know / use XML.
>> It will be easier for them without learning a completely new set of tools.
>>
>> What is important for VWRAP is that in the end it get adopted by as many
>> game developer as possible. So using the standards the industry has to
>> offer
>> seem just the right thing to do.
>>
>> -----Message d'origine----- From: Izzy Alanis
>> Sent: Friday, March 25, 2011 6:52 PM
>> To: Dzonatas Sol
>> Cc: vwrap@ietf.org ; Meadhbh Hamrick ; Barry Leiba
>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>
>> No, not JSON.
>>
>> If protobuf/protocol buffers were a formal standard, I would
>> unhesitatingly say protocol buffers. Since it's not a formal standard,
>> I say... protocol buffers. Just with hesitation.
>>
>> To be fair, the binary serialization of LLSD + LLIDL isn't all that
>> different from protobuf (at least at some level). But it feels wrong
>> to rely on a serialization format made specifically for virtual
>> worlds.
>>
>> We don't want to re-invent the transport level protocols, why do we
>> want to invent our own data serialization and interface definition
>> formats? LLSD implementations aren't going to be as thoroughly
>> reviewed, bug fixed, optimized, and readily available as an
>> actively-developed protocol-agnostic format like protobuf. Maybe there
>> was a good argument for LLSD when LL was still involved, but why now?
>> Other than historical reasons?
>>
>>
>>
>> On Fri, Mar 25, 2011 at 6:33 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>>> Meadhbh Hamrick wrote:
>>>>
>>>> so what would you replace LLSD with?
>>>
>>>
>>> There is no reason to replace LLSD. If I did, it wouldn't be with JSON.
>>> It
>>> strange to see how JSON was suppose to be simple eval(), yet now how
>>> turned
>>> into the same direction SQL statements have with injection problems. JSON
>>> has become complex, and maybe now people see why XML is simpler.
>>>
>>> --
>>> --- https://twitter.com/Dzonatas_Sol ---
>>> Web Development, Software Engineering, Virtual Reality, Consultant
>>>
>>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From carlo@alinoe.com  Sat Mar 26 06:35:26 2011
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From: Carlo Wood <carlo@alinoe.com>
To: Vaughn Deluca <vaughn.deluca@gmail.com>
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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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On Fri, Mar 25, 2011 at 04:42:37PM +0100, Vaughn Deluca wrote:
> Absolute radio silence on the list...
> VWRAP is clearly in a crisis.  The major players have all moved on,
> and those who are left do not seem to be able to generate the needed
> energy to carry the project forward.
[...]
> So it seems its time to take a vote, how many of us are *at all*
> interested in keeping VWRAP alive? I cant believe we will simply give
> up. Are we really forced to conclude we no longer have enough core
> participation?

The reason I abandonned this project (as in: stopped replying and
even reading it) is because (back then) certain "major players"
completely dominated the whole effort.

This effort was clearly carried by a few companies at the time,
and major decisions were made behind the scenes, not on the list.
They were made by individuals with enough company behind them to
be taken (too) seriously; but individuals nevertheless (I don't
believe(d) for a second that they really were backed up by other
PEOPLE).

If people take airplanes to meet somewhere face to face while
staying in hotels and then claim that that is the only place
where "real work can be done" then they shut people like me
completely out.

If people write HUGE documents with exclusively their own ideas,
claiming it is really what their (huge) commercial companies wants
and basically dooming the project without the support of that
company, and mostly ignoring the "little people" on this list...

It clearly made no difference how much effort I'd put into this
project. I'd alway be considered to be a nobody and not be listened
to these "major players".

What is wrong here is that I *AM* a major player (or could be):
I have a lot of time, a lot experience and a lot of analytic insight
and understanding of complex communication protocols. I just don't
have a company behind me; so nobody cared if I'd leave; so it was
very easy to just ignore me and only concentrate on making a consensus
with those "who mattered".

The Right Thing to do would be to make all decisions on the list,
after discussions on the list and treating everyone equal; or well,
treating the more intelligent people more equal than those who
don't have an idea what they are saying perhaps - but not only
listening to those who have a lot of weight in commercial terms.

In particular-- and please note that I never said a single word
about this before: I just silently left, but now, in the light of
this post I feel it is required to mention it-- I left because of
the role that Meadhbh Hamrick had taken. At the time he was still
working for Linden Lab and doing all of the above wrong, often in
an almost autistic and certainly self-centered way. He left no room
whatsoever to get into the discussion / project in a reasonable way.
When I decided to give up, the exact words that I thought were:
I might get back if Meadhbh leaves the project, but not before.

There was some short lived hope when he left Linden Lab...
I'm still waiting and have no intention to put (waste) time
here as long as he's part of this team.

Sorry to be this blunt-- but I thought you wanted to know
(from everyone) why they backed out and stopped being responsive.
So here is my story.

-- 
Carlo Wood <carlo@alinoe.com>

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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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On Fri, Mar 25, 2011 at 04:34:39PM -0400, Izzy Alanis wrote:
> document?", I start to think about the abstract type system, the very
> first bullet point in the charter, and I think about the crap that is
> LLSD (no offense to the folks at Linden Labs) and then I think about

Same here.

If I'd be in charge of this project, we'd start from SCRATCH.
We'd start by making a list of things we want and need, not
start from some old heritage and try to force and mold it
at all costs into VWRAP.

There are a few very essential things wrong with the core
of the current design. It's also not flexible enough.
The current draft is exclusively aimed at defending the
market position of a dieing company and has nothing to do
with what would be technically the best protocol.

-- 
Carlo Wood <carlo@alinoe.com>

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Cc: "<vwrap@ietf.org>" <vwrap@ietf.org>, Meadhbh Hamrick <ohmeadhbh@gmail.com>, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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On Sat, Mar 26, 2011 at 10:41:06AM +0100, Vaughn Deluca wrote:
> Right, we need to produce documents. Part of the reason we are stalled
> is that the current drafts were critisized, most notably by Morgaine,
> but no concrete steps were taken to follow up on the critisism.

I respect Morgaine (although I don't always agree with her) for the
time she has put to keeping people aware of what was going on.
And if her efforts are the reason that the project stalled then YAY!
That was one hell of job. I didn't have the time to it myself, but
I think it's a step forwards. Anything but just one or two people
dominating the list, producing documents and causing anyone who oppose
(like me) to go silent, and then God Forbid - turning that into a standard.

> So, i agree with Katherine her proposal (in another tread) and suggest
> we keep working within the current charter. What we could do is the
> absolute bare minimum of change to the drafts to keep us floating, and

No... See, that's where you make a fatal mistake of taking a step
backwards. This is not about pushing SOME "standard" at all costs.
It's about designing a standard that is clearly technically the best,
so that everyone agrees with that. Imho, we need to start from scratch.

Oops, no I said 'we'... but count me out. I still see the same people
around here and it's still going to fail just as bad as last time (or,
as I expected the first time around... some "standard" is going to
be produced that sucks; and that is either going to be ignored, or
adopted by a few large "players" who then all get major head aches
and problems that they can't fix; and in the end it will be the users
who suffer most from having a bad protocol of course :/.

> start a campaign for new blood. This is such a cool project, i simply
> can't imagine we wont be able to attract some new people that can help
> to make it happen.
> 
> -- Vaughn

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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
I'm glad to see some discussion going.  Izzy is right when he says this:
> Of course this all may not matter unless somebody actually addresses
> the underlying issue: That the group needs to start producing documents.

Indeed.  We, the chairs, need to see real progress on the documents...
particularly the introduction document.

This discussion is a start, and, as I say, I'm pleased to see it, but
it has to turn into real document editing very soon.

I want to say one other thing:

> Oops, no I said 'we'... but count me out. I still see the same people
> around here and it's still going to fail just as bad as last time (or,
> as I expected the first time around... some "standard" is going to
> be produced that sucks; and that is either going to be ignored, or
> adopted by a few large "players" who then all get major head aches
> and problems that they can't fix; and in the end it will be the users
> who suffer most from having a bad protocol of course :/.

Carlo, Meadhbh is still around, thought she (note gender) has given up
the editorship of the documents.  Your input is welcome -- encouraged
-- though, of course, if you choose not to participate for whatever
reason, that's your choice.  I think choosing not to participate
because some particular person is also participating is a poor choice,
but it's your choice to make.  I would like to see you reconsider
that, if you're willing to do the work.

What I do *not* want to see, and what we won't tolerate, are personal
attacks on any participant here.  Do not engage in name-calling, do
not question people's integrity, do not malign the companies they work
for, and do not accuse people of malfeasance because they disagree
with you.  If you present your ideas and others agree with what you
say, those ideas will make it forward.  That's how we aim to work,
here, and if this working group can continue and make progress, that's
indeed how we'll work.

So... will we make some progress on the intro document?  Can we get
some real discussion on it, and a draft that shows some level of
consensus within the nest few weeks?

Barry, as chair

From djshag@hotmail.com  Sat Mar 26 08:01:44 2011
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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What we should focus on, is this I believe, are we going to keep LLSD (is it 
good enought). Is it really needed or shall we start from scratch, with the 
aim of using some new viewer / browser.

Opensim (open source virtual platform with alot of grids already) is using 
LLSD, especially because the viewer LL made is using LLSD.

To be honest I keep saying since the beginning of these working groups (the 
various ones, ogpx, vwrap, mmox..) we should put aside the existing stuff, 
work more with Opensim, since they are the key to this new journey that is 
open virtual worlds, its good they have HyperGrid already which does some 
amazing stuff!

What we need is a consensus, something we all agree on and go forward with 
the docs.

-----Message d'origine----- 
From: Barry Leiba
Sent: Saturday, March 26, 2011 10:40 AM
To: Carlo Wood
Cc: vwrap@ietf.org
Subject: Re: [vwrap] Status and future of the VWRAP working group

Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
I'm glad to see some discussion going.  Izzy is right when he says this:
> Of course this all may not matter unless somebody actually addresses
> the underlying issue: That the group needs to start producing documents.

Indeed.  We, the chairs, need to see real progress on the documents...
particularly the introduction document.

This discussion is a start, and, as I say, I'm pleased to see it, but
it has to turn into real document editing very soon.

I want to say one other thing:

> Oops, no I said 'we'... but count me out. I still see the same people
> around here and it's still going to fail just as bad as last time (or,
> as I expected the first time around... some "standard" is going to
> be produced that sucks; and that is either going to be ignored, or
> adopted by a few large "players" who then all get major head aches
> and problems that they can't fix; and in the end it will be the users
> who suffer most from having a bad protocol of course :/.

Carlo, Meadhbh is still around, thought she (note gender) has given up
the editorship of the documents.  Your input is welcome -- encouraged
-- though, of course, if you choose not to participate for whatever
reason, that's your choice.  I think choosing not to participate
because some particular person is also participating is a poor choice,
but it's your choice to make.  I would like to see you reconsider
that, if you're willing to do the work.

What I do *not* want to see, and what we won't tolerate, are personal
attacks on any participant here.  Do not engage in name-calling, do
not question people's integrity, do not malign the companies they work
for, and do not accuse people of malfeasance because they disagree
with you.  If you present your ideas and others agree with what you
say, those ideas will make it forward.  That's how we aim to work,
here, and if this working group can continue and make progress, that's
indeed how we'll work.

So... will we make some progress on the intro document?  Can we get
some real discussion on it, and a draft that shows some level of
consensus within the nest few weeks?

Barry, as chair
_______________________________________________
vwrap mailing list
vwrap@ietf.org
https://www.ietf.org/mailman/listinfo/vwrap 


From dzonatas@gmail.com  Sat Mar 26 08:37:49 2011
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Patnad Babii wrote:
> To be honest I keep saying since the beginning of these working groups 
> (the various ones, ogpx, vwrap, mmox..) we should put aside the 
> existing stuff, work more with Opensim, since they are the key to this 
> new journey that is open virtual worlds, its good they have HyperGrid 
> already which does some amazing stuff!

OpenSim is not open in direction of development; therefore, we can not 
use opensim and expect to be free from their direction. Just because we 
do not agree with their client/server terminology should be no reason 
for them to assume out-of-bound attitudes towards anybody is ok.

The goal of opensim/lib was to reverse engineer the SL protocol, not to 
develop one from an open basis from scratch.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From izzyalanis@gmail.com  Sat Mar 26 08:53:15 2011
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+1 to: put aside the existing stuff

For the purposes of the Intro doc, I think it would be possible to
table the decision between LLSD/LLIDL and something else (protobuf)
for the abstract type system / interface descriptions *if* the doc was
couched in terms of a VWRAP-IDL that we then specify/decide on in the
following IDL/type system doc.

One thing we should make a decision on, and that I think is fuzzy in
the draft-hamrick-vwrap-intro-01 doc, is whether the serializations
are negotiated between services, or whether VWRAP mandates LLSD as the
only approved serialization.

Sections 2.3.1:
 "Web-based applications may choose to use JSON or XML.
Server-to-server interactions may use the VWRAP specific binary
serialization scheme..."

Seems to conflict with (2.3.3):
  " VWRAP uses the LLSD abstract type system and the LLIDL interface
       description language to describe the structure and type semantics
       of elements in messages sent between systems.  Because LLSD makes
       extensive use of variable width, clearly delineated data fields,
       services which consume protocol messages may identify and extract
       only those message elements they know how to handle."

I'd like to take this opportunity to point out that protobuff supports
the same variable width, extensibility, default values, yada yada
yada.









we could couch that in terms of only the IDL, and leave serialization
of messages up to content negotiation between services involved.

On Sat, Mar 26, 2011 at 11:03 AM, Patnad Babii <djshag@hotmail.com> wrote:
> What we should focus on, is this I believe, are we going to keep LLSD (is=
 it
> good enought). Is it really needed or shall we start from scratch, with t=
he
> aim of using some new viewer / browser.
>
> Opensim (open source virtual platform with alot of grids already) is usin=
g
> LLSD, especially because the viewer LL made is using LLSD.
>
> To be honest I keep saying since the beginning of these working groups (t=
he
> various ones, ogpx, vwrap, mmox..) we should put aside the existing stuff=
,
> work more with Opensim, since they are the key to this new journey that i=
s
> open virtual worlds, its good they have HyperGrid already which does some
> amazing stuff!
>
> What we need is a consensus, something we all agree on and go forward wit=
h
> the docs.
>
> -----Message d'origine----- From: Barry Leiba
> Sent: Saturday, March 26, 2011 10:40 AM
> To: Carlo Wood
> Cc: vwrap@ietf.org
> Subject: Re: [vwrap] Status and future of the VWRAP working group
>
> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
> I'm glad to see some discussion going. =A0Izzy is right when he says this=
:
>>
>> Of course this all may not matter unless somebody actually addresses
>> the underlying issue: That the group needs to start producing documents.
>
> Indeed. =A0We, the chairs, need to see real progress on the documents...
> particularly the introduction document.
>
> This discussion is a start, and, as I say, I'm pleased to see it, but
> it has to turn into real document editing very soon.
>
> I want to say one other thing:
>
>> Oops, no I said 'we'... but count me out. I still see the same people
>> around here and it's still going to fail just as bad as last time (or,
>> as I expected the first time around... some "standard" is going to
>> be produced that sucks; and that is either going to be ignored, or
>> adopted by a few large "players" who then all get major head aches
>> and problems that they can't fix; and in the end it will be the users
>> who suffer most from having a bad protocol of course :/.
>
> Carlo, Meadhbh is still around, thought she (note gender) has given up
> the editorship of the documents. =A0Your input is welcome -- encouraged
> -- though, of course, if you choose not to participate for whatever
> reason, that's your choice. =A0I think choosing not to participate
> because some particular person is also participating is a poor choice,
> but it's your choice to make. =A0I would like to see you reconsider
> that, if you're willing to do the work.
>
> What I do *not* want to see, and what we won't tolerate, are personal
> attacks on any participant here. =A0Do not engage in name-calling, do
> not question people's integrity, do not malign the companies they work
> for, and do not accuse people of malfeasance because they disagree
> with you. =A0If you present your ideas and others agree with what you
> say, those ideas will make it forward. =A0That's how we aim to work,
> here, and if this working group can continue and make progress, that's
> indeed how we'll work.
>
> So... will we make some progress on the intro document? =A0Can we get
> some real discussion on it, and a draft that shows some level of
> consensus within the nest few weeks?
>
> Barry, as chair
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From ohmeadhbh@gmail.com  Sat Mar 26 09:52:17 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sat, 26 Mar 2011 09:53:31 -0700
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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yup. i'm still around.

the documents are in SVN. check them out and edit them.

there were ( i believe ) reasons why this effort originally had a
focus on SL and OpenSim: the people who organized the working group
and corralled opposing viewpoints into consensus for a charter were
employees of linden and ibm who had write access to linden's code
repository and (at least one) of the code repositories associated with
OpenSim.

we were the two parties who were interested in defining
interoperability for our implementations through this forum. the
charter of the group was not to create an entirely new virtual world
protocol, but to rectify and complete two implementations developed
independently by linden and ibm.

the reason things were done "behind your back" and "off the list" is
that we were trying to develop an interop protocol for two
implementations with differing levels of functionality and
completeness. conversations on the list frequently started with: "hey,
i have some code that does foo? should we still do foo or should we do
bar?" and ended with a number of people talking about how we should
really doing "baz" or "qux", both of which had no relation to the code
or the problem domain described in the intro document and charter.

that being said... having code is not a requirement for a working
group, but it does seem that IETF culture is deferential towards those
who produce code.

now that people with an interest in this group no longer have write
access to the linden code repository, that ability to produce one
independent implementation of the standard has gone away. which is one
of the reasons this group is rebooting.

i have on several occasions offered my assistance to anyone interested
in drafting a new charter or editing new documents. so far no one's
taken me up on my offer. i'm still happy to do a "how to write RFCs
with XML" class in-world. but again, no one's indicated an interest.

barry's been calling for participation for the last couple of months.
but as far as i can tell, morgaine's been the only person who's
produced anything. but even that.. something like 1000 or 2000 words
are probably insufficient to communicate complicated technical
concepts this group is supposed to be manipulating.

the cool thing about this group at this moment is if you want to take
over this group and recharter it, you really have to do only a small
amount of work. and honestly, if you can't manage the effort of
opening a text editor and typing out five or six paragraphs that
define the starting point for a new group charter, you're going to
find the process of actually writing RFCs to bit much.

if this group dies, it's not the end of the world for virtual worlds
and standardization. i think barry's said it several times. this group
failing is not going to be a major hindrance to forming another VW
focused group in the future.

-Cheers
-Meadhbh

--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Mar 26, 2011 at 7:40 AM, Barry Leiba <barryleiba@computer.org> wrot=
e:
> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
> I'm glad to see some discussion going. =A0Izzy is right when he says this=
:
>> Of course this all may not matter unless somebody actually addresses
>> the underlying issue: That the group needs to start producing documents.
>
> Indeed. =A0We, the chairs, need to see real progress on the documents...
> particularly the introduction document.
>
> This discussion is a start, and, as I say, I'm pleased to see it, but
> it has to turn into real document editing very soon.
>
> I want to say one other thing:
>
>> Oops, no I said 'we'... but count me out. I still see the same people
>> around here and it's still going to fail just as bad as last time (or,
>> as I expected the first time around... some "standard" is going to
>> be produced that sucks; and that is either going to be ignored, or
>> adopted by a few large "players" who then all get major head aches
>> and problems that they can't fix; and in the end it will be the users
>> who suffer most from having a bad protocol of course :/.
>
> Carlo, Meadhbh is still around, thought she (note gender) has given up
> the editorship of the documents. =A0Your input is welcome -- encouraged
> -- though, of course, if you choose not to participate for whatever
> reason, that's your choice. =A0I think choosing not to participate
> because some particular person is also participating is a poor choice,
> but it's your choice to make. =A0I would like to see you reconsider
> that, if you're willing to do the work.
>
> What I do *not* want to see, and what we won't tolerate, are personal
> attacks on any participant here. =A0Do not engage in name-calling, do
> not question people's integrity, do not malign the companies they work
> for, and do not accuse people of malfeasance because they disagree
> with you. =A0If you present your ideas and others agree with what you
> say, those ideas will make it forward. =A0That's how we aim to work,
> here, and if this working group can continue and make progress, that's
> indeed how we'll work.
>
> So... will we make some progress on the intro document? =A0Can we get
> some real discussion on it, and a draft that shows some level of
> consensus within the nest few weeks?
>
> Barry, as chair
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From ohmeadhbh@gmail.com  Sat Mar 26 10:30:29 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sat, 26 Mar 2011 10:31:40 -0700
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To: Izzy Alanis <izzyalanis@gmail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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fwiw.. i think this discussion indicates a little confusion over what LLSD =
is.

LLSD is not a transfer syntax. it is an abstract type system and
interface description language that defines three transfer syntaxes.
ProtoBufs is not an abstract type system as it's type semantics are
not defined. The objective of LLSD was to allow us to describe
services independent of any particular technology.

sadly, that was never made abundantly clear in the docs. but in the
list discussion, many of us who had used LLSD mentioned several times
that we were focusing on LLSD serialized with JSON or XML over
HTTP(S), but there was no reason it couldn't be carried over XMPP or
ProtoBufs. it's just that no one seemed to think those use cases were
interesting enough to sit down with a text editor and whip up some
code.

so... even if you dump LLSD moving forward, i would encourage you to
not use ProtoBufs to define service interfaces. my experience with
large systems and protobufs is you have to make everything optional to
cover the use case of two systems running slightly different versions
of an interface.

that being said, producing a map from LLSD to ProtoBufs should be
pretty straight forward.

but that's just my 2 cents.
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Mar 26, 2011 at 8:54 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> +1 to: put aside the existing stuff
>
> For the purposes of the Intro doc, I think it would be possible to
> table the decision between LLSD/LLIDL and something else (protobuf)
> for the abstract type system / interface descriptions *if* the doc was
> couched in terms of a VWRAP-IDL that we then specify/decide on in the
> following IDL/type system doc.
>
> One thing we should make a decision on, and that I think is fuzzy in
> the draft-hamrick-vwrap-intro-01 doc, is whether the serializations
> are negotiated between services, or whether VWRAP mandates LLSD as the
> only approved serialization.
>
> Sections 2.3.1:
> =A0"Web-based applications may choose to use JSON or XML.
> Server-to-server interactions may use the VWRAP specific binary
> serialization scheme..."
>
> Seems to conflict with (2.3.3):
> =A0" VWRAP uses the LLSD abstract type system and the LLIDL interface
> =A0 =A0 =A0 description language to describe the structure and type seman=
tics
> =A0 =A0 =A0 of elements in messages sent between systems. =A0Because LLSD=
 makes
> =A0 =A0 =A0 extensive use of variable width, clearly delineated data fiel=
ds,
> =A0 =A0 =A0 services which consume protocol messages may identify and ext=
ract
> =A0 =A0 =A0 only those message elements they know how to handle."
>
> I'd like to take this opportunity to point out that protobuff supports
> the same variable width, extensibility, default values, yada yada
> yada.
>
>
>
>
>
>
>
>
>
> we could couch that in terms of only the IDL, and leave serialization
> of messages up to content negotiation between services involved.
>
> On Sat, Mar 26, 2011 at 11:03 AM, Patnad Babii <djshag@hotmail.com> wrote=
:
>> What we should focus on, is this I believe, are we going to keep LLSD (i=
s it
>> good enought). Is it really needed or shall we start from scratch, with =
the
>> aim of using some new viewer / browser.
>>
>> Opensim (open source virtual platform with alot of grids already) is usi=
ng
>> LLSD, especially because the viewer LL made is using LLSD.
>>
>> To be honest I keep saying since the beginning of these working groups (=
the
>> various ones, ogpx, vwrap, mmox..) we should put aside the existing stuf=
f,
>> work more with Opensim, since they are the key to this new journey that =
is
>> open virtual worlds, its good they have HyperGrid already which does som=
e
>> amazing stuff!
>>
>> What we need is a consensus, something we all agree on and go forward wi=
th
>> the docs.
>>
>> -----Message d'origine----- From: Barry Leiba
>> Sent: Saturday, March 26, 2011 10:40 AM
>> To: Carlo Wood
>> Cc: vwrap@ietf.org
>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>
>> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
>> I'm glad to see some discussion going. =A0Izzy is right when he says thi=
s:
>>>
>>> Of course this all may not matter unless somebody actually addresses
>>> the underlying issue: That the group needs to start producing documents=
.
>>
>> Indeed. =A0We, the chairs, need to see real progress on the documents...
>> particularly the introduction document.
>>
>> This discussion is a start, and, as I say, I'm pleased to see it, but
>> it has to turn into real document editing very soon.
>>
>> I want to say one other thing:
>>
>>> Oops, no I said 'we'... but count me out. I still see the same people
>>> around here and it's still going to fail just as bad as last time (or,
>>> as I expected the first time around... some "standard" is going to
>>> be produced that sucks; and that is either going to be ignored, or
>>> adopted by a few large "players" who then all get major head aches
>>> and problems that they can't fix; and in the end it will be the users
>>> who suffer most from having a bad protocol of course :/.
>>
>> Carlo, Meadhbh is still around, thought she (note gender) has given up
>> the editorship of the documents. =A0Your input is welcome -- encouraged
>> -- though, of course, if you choose not to participate for whatever
>> reason, that's your choice. =A0I think choosing not to participate
>> because some particular person is also participating is a poor choice,
>> but it's your choice to make. =A0I would like to see you reconsider
>> that, if you're willing to do the work.
>>
>> What I do *not* want to see, and what we won't tolerate, are personal
>> attacks on any participant here. =A0Do not engage in name-calling, do
>> not question people's integrity, do not malign the companies they work
>> for, and do not accuse people of malfeasance because they disagree
>> with you. =A0If you present your ideas and others agree with what you
>> say, those ideas will make it forward. =A0That's how we aim to work,
>> here, and if this working group can continue and make progress, that's
>> indeed how we'll work.
>>
>> So... will we make some progress on the intro document? =A0Can we get
>> some real discussion on it, and a draft that shows some level of
>> consensus within the nest few weeks?
>>
>> Barry, as chair
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From izzyalanis@gmail.com  Sat Mar 26 11:56:11 2011
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From: Izzy Alanis <izzyalanis@gmail.com>
Date: Sat, 26 Mar 2011 14:57:42 -0400
To: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Cc: "vwrap@ietf.org" <vwrap@ietf.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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I certainly am confused about what you want LLSD to be.

Many protocols need mechanisms for both describing structured data in a lang=
uage/technology neutral way (via interface definition language) and a concre=
te serialized form or forms -- primarily used for transfer, but also for sto=
rage/retrieval, archival purposes, etc, etc, etc.

Protobuffs doesn't say anything about transfer protocols (neither does LLSD)=
, protobuffs doesn't say anything about language/technology stack requiremen=
ts (neither does LLSD).

> my experience with
> large systems and protobufs is you have to make everything optional to
> cover the use case of two systems running slightly different versions
> of an interface.

How was LLSD's extension mechanism different? LLSD and protobuff are not tha=
t different except that LLSD allows for multiple serialization forms, which (=
IMHO) adds confusion and complexity.

For example, serializing LLSD over JSON means you need a specialized LLSD-JS=
ON serializer/deserializer. Why? Because the serializer needs to follow the L=
LSD imposed rules about default values, required data fields, etc. Explain t=
hat to a programmer who thinks, "yay it's JSON, I know how to parse that!" W=
ell, you can use that JSON parser, but you'll end up with incomplete data st=
ructs.

- Izzy

On Mar 26, 2011, at 1:31 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:

> fwiw.. i think this discussion indicates a little confusion over what LLSD=
 is.
>=20
> LLSD is not a transfer syntax. it is an abstract type system and
> interface description language that defines three transfer syntaxes.
> ProtoBufs is not an abstract type system as it's type semantics are
> not defined. The objective of LLSD was to allow us to describe
> services independent of any particular technology.
>=20
> sadly, that was never made abundantly clear in the docs. but in the
> list discussion, many of us who had used LLSD mentioned several times
> that we were focusing on LLSD serialized with JSON or XML over
> HTTP(S), but there was no reason it couldn't be carried over XMPP or
> ProtoBufs. it's just that no one seemed to think those use cases were
> interesting enough to sit down with a text editor and whip up some
> code.
>=20
> so... even if you dump LLSD moving forward, i would encourage you to
> not use ProtoBufs to define service interfaces. my experience with
> large systems and protobufs is you have to make everything optional to
> cover the use case of two systems running slightly different versions
> of an interface.
>=20
> that being said, producing a map from LLSD to ProtoBufs should be
> pretty straight forward.
>=20
> but that's just my 2 cents.
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>=20
>=20
>=20
> On Sat, Mar 26, 2011 at 8:54 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:=

>> +1 to: put aside the existing stuff
>>=20
>> For the purposes of the Intro doc, I think it would be possible to
>> table the decision between LLSD/LLIDL and something else (protobuf)
>> for the abstract type system / interface descriptions *if* the doc was
>> couched in terms of a VWRAP-IDL that we then specify/decide on in the
>> following IDL/type system doc.
>>=20
>> One thing we should make a decision on, and that I think is fuzzy in
>> the draft-hamrick-vwrap-intro-01 doc, is whether the serializations
>> are negotiated between services, or whether VWRAP mandates LLSD as the
>> only approved serialization.
>>=20
>> Sections 2.3.1:
>>  "Web-based applications may choose to use JSON or XML.
>> Server-to-server interactions may use the VWRAP specific binary
>> serialization scheme..."
>>=20
>> Seems to conflict with (2.3.3):
>>  " VWRAP uses the LLSD abstract type system and the LLIDL interface
>>       description language to describe the structure and type semantics
>>       of elements in messages sent between systems.  Because LLSD makes
>>       extensive use of variable width, clearly delineated data fields,
>>       services which consume protocol messages may identify and extract
>>       only those message elements they know how to handle."
>>=20
>> I'd like to take this opportunity to point out that protobuff supports
>> the same variable width, extensibility, default values, yada yada
>> yada.
>>=20
>>=20
>>=20
>>=20
>>=20
>>=20
>>=20
>>=20
>>=20
>> we could couch that in terms of only the IDL, and leave serialization
>> of messages up to content negotiation between services involved.
>>=20
>> On Sat, Mar 26, 2011 at 11:03 AM, Patnad Babii <djshag@hotmail.com> wrote=
:
>>> What we should focus on, is this I believe, are we going to keep LLSD (i=
s it
>>> good enought). Is it really needed or shall we start from scratch, with t=
he
>>> aim of using some new viewer / browser.
>>>=20
>>> Opensim (open source virtual platform with alot of grids already) is usi=
ng
>>> LLSD, especially because the viewer LL made is using LLSD.
>>>=20
>>> To be honest I keep saying since the beginning of these working groups (=
the
>>> various ones, ogpx, vwrap, mmox..) we should put aside the existing stuf=
f,
>>> work more with Opensim, since they are the key to this new journey that i=
s
>>> open virtual worlds, its good they have HyperGrid already which does som=
e
>>> amazing stuff!
>>>=20
>>> What we need is a consensus, something we all agree on and go forward wi=
th
>>> the docs.
>>>=20
>>> -----Message d'origine----- From: Barry Leiba
>>> Sent: Saturday, March 26, 2011 10:40 AM
>>> To: Carlo Wood
>>> Cc: vwrap@ietf.org
>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>=20
>>> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
>>> I'm glad to see some discussion going.  Izzy is right when he says this:=

>>>>=20
>>>> Of course this all may not matter unless somebody actually addresses
>>>> the underlying issue: That the group needs to start producing documents=
.
>>>=20
>>> Indeed.  We, the chairs, need to see real progress on the documents...
>>> particularly the introduction document.
>>>=20
>>> This discussion is a start, and, as I say, I'm pleased to see it, but
>>> it has to turn into real document editing very soon.
>>>=20
>>> I want to say one other thing:
>>>=20
>>>> Oops, no I said 'we'... but count me out. I still see the same people
>>>> around here and it's still going to fail just as bad as last time (or,
>>>> as I expected the first time around... some "standard" is going to
>>>> be produced that sucks; and that is either going to be ignored, or
>>>> adopted by a few large "players" who then all get major head aches
>>>> and problems that they can't fix; and in the end it will be the users
>>>> who suffer most from having a bad protocol of course :/.
>>>=20
>>> Carlo, Meadhbh is still around, thought she (note gender) has given up
>>> the editorship of the documents.  Your input is welcome -- encouraged
>>> -- though, of course, if you choose not to participate for whatever
>>> reason, that's your choice.  I think choosing not to participate
>>> because some particular person is also participating is a poor choice,
>>> but it's your choice to make.  I would like to see you reconsider
>>> that, if you're willing to do the work.
>>>=20
>>> What I do *not* want to see, and what we won't tolerate, are personal
>>> attacks on any participant here.  Do not engage in name-calling, do
>>> not question people's integrity, do not malign the companies they work
>>> for, and do not accuse people of malfeasance because they disagree
>>> with you.  If you present your ideas and others agree with what you
>>> say, those ideas will make it forward.  That's how we aim to work,
>>> here, and if this working group can continue and make progress, that's
>>> indeed how we'll work.
>>>=20
>>> So... will we make some progress on the intro document?  Can we get
>>> some real discussion on it, and a draft that shows some level of
>>> consensus within the nest few weeks?
>>>=20
>>> Barry, as chair
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>=20
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>=20

From mysticaldemina@xrgrid.com  Sat Mar 26 12:25:13 2011
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I wouldn't say OpenSim is the future.  This still has to be proven.  Even
SL, even though has a fairly large customer base only fits a narrow set of
use cases and this is why we don't see more advanced virtual world
applications using it.

If fact I think this is one of the main issues with this group.  To justify
its purpose they need to define the use case it is to be used for.  I have
trouble understanding the use case outside of SL.  And since SL has not show
any interest now I find it hard to understand the purpose of this group.

M.



-----Original Message-----
From: vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] On Behalf Of
Patnad Babii
Sent: Saturday, March 26, 2011 11:03 AM
To: vwrap@ietf.org
Subject: Re: [vwrap] Status and future of the VWRAP working group

What we should focus on, is this I believe, are we going to keep LLSD (is it

good enought). Is it really needed or shall we start from scratch, with the 
aim of using some new viewer / browser.

Opensim (open source virtual platform with alot of grids already) is using 
LLSD, especially because the viewer LL made is using LLSD.

To be honest I keep saying since the beginning of these working groups (the 
various ones, ogpx, vwrap, mmox..) we should put aside the existing stuff, 
work more with Opensim, since they are the key to this new journey that is 
open virtual worlds, its good they have HyperGrid already which does some 
amazing stuff!

What we need is a consensus, something we all agree on and go forward with 
the docs.

-----Message d'origine----- 
From: Barry Leiba
Sent: Saturday, March 26, 2011 10:40 AM
To: Carlo Wood
Cc: vwrap@ietf.org
Subject: Re: [vwrap] Status and future of the VWRAP working group

Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
I'm glad to see some discussion going.  Izzy is right when he says this:
> Of course this all may not matter unless somebody actually addresses
> the underlying issue: That the group needs to start producing documents.

Indeed.  We, the chairs, need to see real progress on the documents...
particularly the introduction document.

This discussion is a start, and, as I say, I'm pleased to see it, but
it has to turn into real document editing very soon.

I want to say one other thing:

> Oops, no I said 'we'... but count me out. I still see the same people
> around here and it's still going to fail just as bad as last time (or,
> as I expected the first time around... some "standard" is going to
> be produced that sucks; and that is either going to be ignored, or
> adopted by a few large "players" who then all get major head aches
> and problems that they can't fix; and in the end it will be the users
> who suffer most from having a bad protocol of course :/.

Carlo, Meadhbh is still around, thought she (note gender) has given up
the editorship of the documents.  Your input is welcome -- encouraged
-- though, of course, if you choose not to participate for whatever
reason, that's your choice.  I think choosing not to participate
because some particular person is also participating is a poor choice,
but it's your choice to make.  I would like to see you reconsider
that, if you're willing to do the work.

What I do *not* want to see, and what we won't tolerate, are personal
attacks on any participant here.  Do not engage in name-calling, do
not question people's integrity, do not malign the companies they work
for, and do not accuse people of malfeasance because they disagree
with you.  If you present your ideas and others agree with what you
say, those ideas will make it forward.  That's how we aim to work,
here, and if this working group can continue and make progress, that's
indeed how we'll work.

So... will we make some progress on the intro document?  Can we get
some real discussion on it, and a draft that shows some level of
consensus within the nest few weeks?

Barry, as chair
_______________________________________________
vwrap mailing list
vwrap@ietf.org
https://www.ietf.org/mailman/listinfo/vwrap 

_______________________________________________
vwrap mailing list
vwrap@ietf.org
https://www.ietf.org/mailman/listinfo/vwrap


From ohmeadhbh@gmail.com  Sat Mar 26 12:34:35 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sat, 26 Mar 2011 12:35:47 -0700
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actually protobufs says quite a bit about transfer syntax. as does LLSD.

here's a link to an overview of ProtoBuf line encoding.

if you read the document, the entire back half of the document
describes serialization schemes used to concretize abstract data for
transmission over the network. since we use JSON and XML for 2/3 of
our wire format specification, we reference the ECMAscript and XML
standards rather than replicate them in the LLSD drafts.

LLSD and ProtoBufs ARE both transport agnostic, though the only
defined interoperability profile for LLSD was transporting messages
over HTTP. some people said they were interested in XMPP, but they
never produced any documentation for it.

LLSD defines multiple transfer syntaxes because there was a
requirement that it work with existing XML and JSON tools. The binary
format was something added to save space on disk and in packets,
though honestly, transferring XML or JSON with gzip content encoding
gets you to encoding sizes that are pretty close to binary encoding.

and yes, if you use JSON, you have to deal with JSON's flaws. but
guess what? if you use XML, you have to deal with XML's flaws. but at
the end of the day, some people use XML and some people use JSON.
we're not going to tell you which to use, because ultimately it's
pretty insignificant compared to the semantics of messages that flow
between services.

but sure, if you're down with having an argument about why we should
all use ProtocolBuffers, be my guest. I'll check in with you in a
couple years and see how close you are to consensus.

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Sat, Mar 26, 2011 at 11:57 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> I certainly am confused about what you want LLSD to be.
>
> Many protocols need mechanisms for both describing structured data in a l=
anguage/technology neutral way (via interface definition language) and a co=
ncrete serialized form or forms -- primarily used for transfer, but also fo=
r storage/retrieval, archival purposes, etc, etc, etc.
>
> Protobuffs doesn't say anything about transfer protocols (neither does LL=
SD), protobuffs doesn't say anything about language/technology stack requir=
ements (neither does LLSD).
>
>> my experience with
>> large systems and protobufs is you have to make everything optional to
>> cover the use case of two systems running slightly different versions
>> of an interface.
>
> How was LLSD's extension mechanism different? LLSD and protobuff are not =
that different except that LLSD allows for multiple serialization forms, wh=
ich (IMHO) adds confusion and complexity.
>
> For example, serializing LLSD over JSON means you need a specialized LLSD=
-JSON serializer/deserializer. Why? Because the serializer needs to follow =
the LLSD imposed rules about default values, required data fields, etc. Exp=
lain that to a programmer who thinks, "yay it's JSON, I know how to parse t=
hat!" Well, you can use that JSON parser, but you'll end up with incomplete=
 data structs.
>
> - Izzy
>
> On Mar 26, 2011, at 1:31 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote:
>
>> fwiw.. i think this discussion indicates a little confusion over what LL=
SD is.
>>
>> LLSD is not a transfer syntax. it is an abstract type system and
>> interface description language that defines three transfer syntaxes.
>> ProtoBufs is not an abstract type system as it's type semantics are
>> not defined. The objective of LLSD was to allow us to describe
>> services independent of any particular technology.
>>
>> sadly, that was never made abundantly clear in the docs. but in the
>> list discussion, many of us who had used LLSD mentioned several times
>> that we were focusing on LLSD serialized with JSON or XML over
>> HTTP(S), but there was no reason it couldn't be carried over XMPP or
>> ProtoBufs. it's just that no one seemed to think those use cases were
>> interesting enough to sit down with a text editor and whip up some
>> code.
>>
>> so... even if you dump LLSD moving forward, i would encourage you to
>> not use ProtoBufs to define service interfaces. my experience with
>> large systems and protobufs is you have to make everything optional to
>> cover the use case of two systems running slightly different versions
>> of an interface.
>>
>> that being said, producing a map from LLSD to ProtoBufs should be
>> pretty straight forward.
>>
>> but that's just my 2 cents.
>> --
>> meadhbh hamrick * it's pronounced "maeve"
>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>
>>
>>
>> On Sat, Mar 26, 2011 at 8:54 AM, Izzy Alanis <izzyalanis@gmail.com> wrot=
e:
>>> +1 to: put aside the existing stuff
>>>
>>> For the purposes of the Intro doc, I think it would be possible to
>>> table the decision between LLSD/LLIDL and something else (protobuf)
>>> for the abstract type system / interface descriptions *if* the doc was
>>> couched in terms of a VWRAP-IDL that we then specify/decide on in the
>>> following IDL/type system doc.
>>>
>>> One thing we should make a decision on, and that I think is fuzzy in
>>> the draft-hamrick-vwrap-intro-01 doc, is whether the serializations
>>> are negotiated between services, or whether VWRAP mandates LLSD as the
>>> only approved serialization.
>>>
>>> Sections 2.3.1:
>>> =A0"Web-based applications may choose to use JSON or XML.
>>> Server-to-server interactions may use the VWRAP specific binary
>>> serialization scheme..."
>>>
>>> Seems to conflict with (2.3.3):
>>> =A0" VWRAP uses the LLSD abstract type system and the LLIDL interface
>>> =A0 =A0 =A0 description language to describe the structure and type sem=
antics
>>> =A0 =A0 =A0 of elements in messages sent between systems. =A0Because LL=
SD makes
>>> =A0 =A0 =A0 extensive use of variable width, clearly delineated data fi=
elds,
>>> =A0 =A0 =A0 services which consume protocol messages may identify and e=
xtract
>>> =A0 =A0 =A0 only those message elements they know how to handle."
>>>
>>> I'd like to take this opportunity to point out that protobuff supports
>>> the same variable width, extensibility, default values, yada yada
>>> yada.
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>>
>>> we could couch that in terms of only the IDL, and leave serialization
>>> of messages up to content negotiation between services involved.
>>>
>>> On Sat, Mar 26, 2011 at 11:03 AM, Patnad Babii <djshag@hotmail.com> wro=
te:
>>>> What we should focus on, is this I believe, are we going to keep LLSD =
(is it
>>>> good enought). Is it really needed or shall we start from scratch, wit=
h the
>>>> aim of using some new viewer / browser.
>>>>
>>>> Opensim (open source virtual platform with alot of grids already) is u=
sing
>>>> LLSD, especially because the viewer LL made is using LLSD.
>>>>
>>>> To be honest I keep saying since the beginning of these working groups=
 (the
>>>> various ones, ogpx, vwrap, mmox..) we should put aside the existing st=
uff,
>>>> work more with Opensim, since they are the key to this new journey tha=
t is
>>>> open virtual worlds, its good they have HyperGrid already which does s=
ome
>>>> amazing stuff!
>>>>
>>>> What we need is a consensus, something we all agree on and go forward =
with
>>>> the docs.
>>>>
>>>> -----Message d'origine----- From: Barry Leiba
>>>> Sent: Saturday, March 26, 2011 10:40 AM
>>>> To: Carlo Wood
>>>> Cc: vwrap@ietf.org
>>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>>
>>>> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
>>>> I'm glad to see some discussion going. =A0Izzy is right when he says t=
his:
>>>>>
>>>>> Of course this all may not matter unless somebody actually addresses
>>>>> the underlying issue: That the group needs to start producing documen=
ts.
>>>>
>>>> Indeed. =A0We, the chairs, need to see real progress on the documents.=
..
>>>> particularly the introduction document.
>>>>
>>>> This discussion is a start, and, as I say, I'm pleased to see it, but
>>>> it has to turn into real document editing very soon.
>>>>
>>>> I want to say one other thing:
>>>>
>>>>> Oops, no I said 'we'... but count me out. I still see the same people
>>>>> around here and it's still going to fail just as bad as last time (or=
,
>>>>> as I expected the first time around... some "standard" is going to
>>>>> be produced that sucks; and that is either going to be ignored, or
>>>>> adopted by a few large "players" who then all get major head aches
>>>>> and problems that they can't fix; and in the end it will be the users
>>>>> who suffer most from having a bad protocol of course :/.
>>>>
>>>> Carlo, Meadhbh is still around, thought she (note gender) has given up
>>>> the editorship of the documents. =A0Your input is welcome -- encourage=
d
>>>> -- though, of course, if you choose not to participate for whatever
>>>> reason, that's your choice. =A0I think choosing not to participate
>>>> because some particular person is also participating is a poor choice,
>>>> but it's your choice to make. =A0I would like to see you reconsider
>>>> that, if you're willing to do the work.
>>>>
>>>> What I do *not* want to see, and what we won't tolerate, are personal
>>>> attacks on any participant here. =A0Do not engage in name-calling, do
>>>> not question people's integrity, do not malign the companies they work
>>>> for, and do not accuse people of malfeasance because they disagree
>>>> with you. =A0If you present your ideas and others agree with what you
>>>> say, those ideas will make it forward. =A0That's how we aim to work,
>>>> here, and if this working group can continue and make progress, that's
>>>> indeed how we'll work.
>>>>
>>>> So... will we make some progress on the intro document? =A0Can we get
>>>> some real discussion on it, and a draft that shows some level of
>>>> consensus within the nest few weeks?
>>>>
>>>> Barry, as chair
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>

From vaughn.deluca@gmail.com  Sat Mar 26 14:42:16 2011
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Date: Sat, 26 Mar 2011 22:43:49 +0100
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Carlo Wood <carlo@alinoe.com>
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Cc: "<vwrap@ietf.org>" <vwrap@ietf.org>, Meadhbh Hamrick <ohmeadhbh@gmail.com>, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Carlo writes:

>What is wrong here is that I *AM* a major player (or could be):
>I have a lot of time, a lot experience and a lot of analytic insight
>and understanding of complex communication protocols.

Come on Carlo, grow up. You do yourself a disservice by acting as a
spoiled child.
I fully agree with you that the off-list development was very
demotivating, and at several occasions I have complained loudly about
that. But when i wrote "major players" i was thinking in terms of
input to the group, -of actual work done-, and not at all about
company size. So please, act like  the  professional you are. If you
drop the hurt tone, and take a constructive approach, I am very very
sure you will be listend to, and become a major player in the sense
that i meant it.

>Sorry to be this blunt-- but I thought you wanted to know
>(from everyone) why they backed out and stopped being responsive.

First, yes you were indeed blunt and i think somewhat out of line as
well,  but i do not want to enter into that discussion here and now.
Second No, i did *not* ask why people stopped responding, i asked who
was still willing to do some real work here.  The first and foremost
problem we have is a lack of critical mass, and in particular input
from people that have the needed technical background.  And clearly
you are one of those that we need badly.  So please put whatever
trouble you may have had with meadhbh behind you. She is no longer
editor, and Linden Lab is not interested anymore in VWRAP.
Things have changed, and I can see very little reason to stop you from
participating here again, and that would be a real solid step towards
reviving this group. It would be really nice if you would reconsider
your position.

--Vaughn

On 3/26/11, Carlo Wood <carlo@alinoe.com> wrote:
> On Sat, Mar 26, 2011 at 10:41:06AM +0100, Vaughn Deluca wrote:
>> Right, we need to produce documents. Part of the reason we are stalled
>> is that the current drafts were critisized, most notably by Morgaine,
>> but no concrete steps were taken to follow up on the critisism.
>
> I respect Morgaine (although I don't always agree with her) for the
> time she has put to keeping people aware of what was going on.
> And if her efforts are the reason that the project stalled then YAY!
> That was one hell of job. I didn't have the time to it myself, but
> I think it's a step forwards. Anything but just one or two people
> dominating the list, producing documents and causing anyone who oppose
> (like me) to go silent, and then God Forbid - turning that into a standard.
>
>> So, i agree with Katherine her proposal (in another tread) and suggest
>> we keep working within the current charter. What we could do is the
>> absolute bare minimum of change to the drafts to keep us floating, and
>
> No... See, that's where you make a fatal mistake of taking a step
> backwards. This is not about pushing SOME "standard" at all costs.
> It's about designing a standard that is clearly technically the best,
> so that everyone agrees with that. Imho, we need to start from scratch.
>
> Oops, no I said 'we'... but count me out. I still see the same people
> around here and it's still going to fail just as bad as last time (or,
> as I expected the first time around... some "standard" is going to
> be produced that sucks; and that is either going to be ignored, or
> adopted by a few large "players" who then all get major head aches
> and problems that they can't fix; and in the end it will be the users
> who suffer most from having a bad protocol of course :/.
>
>> start a campaign for new blood. This is such a cool project, i simply
>> can't imagine we wont be able to attract some new people that can help
>> to make it happen.
>>
>> -- Vaughn
>

From morgaine.dinova@googlemail.com  Sat Mar 26 17:07:53 2011
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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I'm glad to see some renewed participation here!  Perhaps the threat of
death sharpens the mind. ;-)

Since there seems to be some fresh thinking in the air, I am going to add
two short points to the discussion.  The first is a matter of procedure, and
the second is related to our technical direction:


   - Notwithstanding that the IETF places certain duties on Barry and others
   to ensure that there is visible progress in the form of documents, I must
   say that "documents at all costs" is not a particularly good way of
   achieving technical progress.  It's the "documents at all costs" push that
   gave us several documents previously, only one of which turned out to be
   usable for interoperation between VWs.  Documents churned out before there
   is agreement on goals and direction are a hindrance to the process, not an
   indicator of progress, and they waste everyone's time.  Progress is
   certainly not a matter of just putting pen to paper, as has been suggested.
   Far from it.  First we must agree as a group on how a given protocol is
   going to meet our goals, and drafts then present that formally with hard
   technical details added.  Done the other way around just results in much
   angst and wasted effort, as happened here.


   - Given the almost unanimous agreement that crystallized around Crista's
   thread of a few months ago which could be paraphrased as "The VWRAP
   documents do nothing for interop between virtual worlds", I would like to
   suggest that instead of continuing to beat the dead horse of OGP that we
   still have on our hands, why don't we focus on delivering something that is
   actually *usable* by compatible groups like Opensim and realXtend and
   iED?  There is a nugget of gold at the heart of the VWRAP concept which can
   provide exactly that:  the idea of *shared asset services*, and a
   protocol for accessing them.


There is a huge amount of activity in our sector of the virtual worlds
community.  There is also no end of interest in interoperation, but the
trouble seems to be that each group is rather narrowly focused on their own
particular code base.  Where I think a group such as ours can contribute is
by providing a lightweight protocol which is easily used by all, without the
previous baggage.  Simple problems demand simple solutions, and while a
massively scalable shared asset service is not exactly simple, it is
nevertheless a lot simpler than the much larger task that we had set
ourselves previously.

Perhaps that would be a good place to start, afresh.


Morgaine.






=====================================

On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>wrote:

> Reminder: If anyone's done anything related to what's below, please
> post here and get some discussion going.  There's still about two and
> a half weeks to get something ready.
>
> Barry, as chair
>
> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
> wrote:
> > On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>
> wrote:
> >>> As for timescales, we already started work on a new Intro in October
> and
> >>> November, as I described in my first email in this thread.  It was
> being
> >>> done informally, not as an official draft but as input to a totally new
> >>> draft.  It was not being done as a revision because the previous Intro
> >>> simply did not meet key requirements for many contributors, as was
> clear
> >>> from the group's very intense discussions of September.
> >>
> >> Can you see if you can get it into reasonable shape to introduce
> >> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ?  That
> >> would give people something concrete to work from.
> >
> > I haven't seen any activity on this, so let me repeat this with a
> deadline:
> >
> > The chairs ask the proponents to please get a new intro document into
> > reasonable (not final) shape to introduce publicly, and to submit it
> > as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
> > by 10 April (the significance of which will be left for the reader to
> > research, should s/he care to).  There may, of course, be any
> > (reasonable) number of authors listed on the draft, and any one may be
> > the name chosen to live in the draft name.
> >
> > If we're not able to do that, I think we need to seriously question
> > whether there's enough real energy to continue.
> >
> > Barry, as chair
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--90e6ba180db2ee51ef049f6ba350
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I&#39;m glad to see some renewed participation here!=A0 Perhaps the threat =
of death sharpens the mind. ;-)<br><br>Since there seems to be some fresh t=
hinking in the air, I am going to add two short points to the discussion.=
=A0 The first is a matter of procedure, and the second is related to our te=
chnical direction:<br>

<br><ul><li>Notwithstanding that the IETF places certain duties on Barry an=
d others to ensure that there is visible progress in the form of documents,=
 I must say that &quot;documents at all costs&quot; is not a particularly g=
ood way of achieving technical progress.=A0 It&#39;s the &quot;documents at=
 all costs&quot; push that gave us several documents previously, only one o=
f which turned out to be usable for interoperation between VWs.=A0 Document=
s churned out before there is agreement on goals and direction are a hindra=
nce to the process, not an indicator of progress, and they waste everyone&#=
39;s time.=A0 Progress is certainly not a matter of just putting pen to pap=
er, as has been suggested.=A0 Far from it.=A0 First we must agree as a grou=
p on how a given protocol is going to meet our goals, and drafts then prese=
nt that formally with hard technical details added.=A0 Done the other way a=
round just results in much angst and wasted effort, as happened here.<br>

</li></ul><ul><li>Given the almost unanimous agreement that crystallized ar=
ound Crista&#39;s thread of a few months ago which could be paraphrased as =
&quot;The VWRAP documents do nothing for interop between virtual worlds&quo=
t;, I would like to suggest that instead of continuing to beat the dead hor=
se of OGP that we still have on our hands, why don&#39;t we focus on delive=
ring something that is actually <i>usable</i> by compatible groups like Ope=
nsim and realXtend and iED?=A0 There is a nugget of gold at the heart of th=
e VWRAP concept which can provide exactly that:=A0 the idea of <b>shared as=
set services</b>, and a protocol for accessing them.<br>

</li></ul><br>There is a huge amount of activity in our sector of the virtu=
al worlds community.=A0 There is also no end of interest in interoperation,=
 but the trouble seems to be that each group is rather narrowly focused on =
their own particular code base.=A0 Where I think a group such as ours can c=
ontribute is by providing a lightweight protocol which is easily used by al=
l, without the previous baggage.=A0 Simple problems demand simple solutions=
, and while a massively scalable shared asset service is not exactly simple=
, it is nevertheless a lot simpler than the much larger task that we had se=
t ourselves previously.<br>
<br>Perhaps that would be a good place to start, afresh.<br><br><br>Morgain=
e.<br><br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br><div class=3D"gmail_quote">On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba=
 <span dir=3D"ltr">&lt;<a href=3D"mailto:barryleiba@computer.org" target=3D=
"_blank">barryleiba@computer.org</a>&gt;</span> wrote:<br><blockquote class=
=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid=
 rgb(204, 204, 204); padding-left: 1ex;">

Reminder: If anyone&#39;s done anything related to what&#39;s below, please=
<br>
post here and get some discussion going. =A0There&#39;s still about two and=
<br>
a half weeks to get something ready.<br>
<br>
Barry, as chair<br>
<div><div></div><div><br>
On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba &lt;<a href=3D"mailto:barrylei=
ba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt; wrote:<b=
r>
&gt; On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba &lt;<a href=3D"mailto:bar=
ryleiba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt; wro=
te:<br>
&gt;&gt;&gt; As for timescales, we already started work on a new Intro in O=
ctober and<br>
&gt;&gt;&gt; November, as I described in my first email in this thread.=A0 =
It was being<br>
&gt;&gt;&gt; done informally, not as an official draft but as input to a to=
tally new<br>
&gt;&gt;&gt; draft.=A0 It was not being done as a revision because the prev=
ious Intro<br>
&gt;&gt;&gt; simply did not meet key requirements for many contributors, as=
 was clear<br>
&gt;&gt;&gt; from the group&#39;s very intense discussions of September.<br=
>
&gt;&gt;<br>
&gt;&gt; Can you see if you can get it into reasonable shape to introduce<b=
r>
&gt;&gt; publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =
=A0That<br>
&gt;&gt; would give people something concrete to work from.<br>
&gt;<br>
&gt; I haven&#39;t seen any activity on this, so let me repeat this with a =
deadline:<br>
&gt;<br>
&gt; The chairs ask the proponents to please get a new intro document into<=
br>
&gt; reasonable (not final) shape to introduce publicly, and to submit it<b=
r>
&gt; as an Internet Draft with a name like &quot;draft-SOMEONE-vwrap-intro-=
00&quot;<br>
&gt; by 10 April (the significance of which will be left for the reader to<=
br>
&gt; research, should s/he care to). =A0There may, of course, be any<br>
&gt; (reasonable) number of authors listed on the draft, and any one may be=
<br>
&gt; the name chosen to live in the draft name.<br>
&gt;<br>
&gt; If we&#39;re not able to do that, I think we need to seriously questio=
n<br>
&gt; whether there&#39;s enough real energy to continue.<br>
&gt;<br>
&gt; Barry, as chair<br>
&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

--90e6ba180db2ee51ef049f6ba350--

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References: <AANLkTi=hAM-UowEcXBdtZ3y9KK_cQ5wUsWJKTv=rOXT_@mail.gmail.com> <4D30F6FE.4020805@ics.uci.edu> <AANLkTinGQ_Up1Ot_rszzMNrofAqOyPczZ8Ei9NyqzKsg@mail.gmail.com> <AANLkTine3_sGOf_TLUqY+te634_+PcVHKB7ovpOSLKZq@mail.gmail.com> <AANLkTi=ihYsXqDaHwWFi88iM2SgoXWWy3jo2_-AhrLaJ@mail.gmail.com> <AANLkTimyRmOjwV=K=rU2bismpdCkNsT52_MWtFeDFRTZ@mail.gmail.com> <AANLkTim0DFg1VXfegJ85cQSQuTZ66NmQULi7kf+pVwib@mail.gmail.com> <AANLkTika90EbV8qFcwq43YSujfoarfLTtnnuM=EMPDUr@mail.gmail.com> <AANLkTimSnWb1g09+P++=ZTEgzkrir9RrNPUKNf2jOAr0@mail.gmail.com> <AANLkTik5SNwv9jEf1QBwOoji0GTYNRvPdiT=P2pDfJ44@mail.gmail.com> <AANLkTinLZNps6h=x16gCgexaJFXdAYPgBdaj4UGs73S0@mail.gmail.com> <AANLkTimhWbyQMKWTbtu-8ci1Q39igXSEYHFkb_Vyqx+N@mail.gmail.com> <AANLkTimQavrUESFHZkTA8hF1pOiU0v4szX-Q6ejEjef9@mail.gmail.com> <AANLkTi=9rE5fEnT3GeAk6_+8u_USpO3KmaFqjVcL5LS1@mail.gmail.com> <AANLkTimSJa8b2_+=TvSE9R3+aPatgLhF0rM_P8Bh0SgL@mail.gmail.com> <AANLkTim69a+pY0vaHzCnZjK4OpsE+SFW=240ETRkHpXP@mail.gmail.com>
Date: Sat, 26 Mar 2011 20:29:06 -0400
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From: Izzy Alanis <izzyalanis@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Are you suggesting a re-charter around shared services only?
Or that we shift the deliverables to push that to the forefront? (In
which case, we still really do need an intro doc and to address the
messaging semantics)

I'm not quite convinced that the charter is unsalvageable. I think the
last rev of the intro has a lot of good things in it too -- lots I
would like to see changed, but good stuff too.



On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> I'm glad to see some renewed participation here!=A0 Perhaps the threat of
> death sharpens the mind. ;-)
>
> Since there seems to be some fresh thinking in the air, I am going to add
> two short points to the discussion.=A0 The first is a matter of procedure=
, and
> the second is related to our technical direction:
>
> Notwithstanding that the IETF places certain duties on Barry and others t=
o
> ensure that there is visible progress in the form of documents, I must sa=
y
> that "documents at all costs" is not a particularly good way of achieving
> technical progress.=A0 It's the "documents at all costs" push that gave u=
s
> several documents previously, only one of which turned out to be usable f=
or
> interoperation between VWs.=A0 Documents churned out before there is agre=
ement
> on goals and direction are a hindrance to the process, not an indicator o=
f
> progress, and they waste everyone's time.=A0 Progress is certainly not a
> matter of just putting pen to paper, as has been suggested.=A0 Far from i=
t.
> First we must agree as a group on how a given protocol is going to meet o=
ur
> goals, and drafts then present that formally with hard technical details
> added.=A0 Done the other way around just results in much angst and wasted
> effort, as happened here.
>
> Given the almost unanimous agreement that crystallized around Crista's
> thread of a few months ago which could be paraphrased as "The VWRAP
> documents do nothing for interop between virtual worlds", I would like to
> suggest that instead of continuing to beat the dead horse of OGP that we
> still have on our hands, why don't we focus on delivering something that =
is
> actually usable by compatible groups like Opensim and realXtend and iED?
> There is a nugget of gold at the heart of the VWRAP concept which can
> provide exactly that:=A0 the idea of shared asset services, and a protoco=
l for
> accessing them.
>
> There is a huge amount of activity in our sector of the virtual worlds
> community.=A0 There is also no end of interest in interoperation, but the
> trouble seems to be that each group is rather narrowly focused on their o=
wn
> particular code base.=A0 Where I think a group such as ours can contribut=
e is
> by providing a lightweight protocol which is easily used by all, without =
the
> previous baggage.=A0 Simple problems demand simple solutions, and while a
> massively scalable shared asset service is not exactly simple, it is
> nevertheless a lot simpler than the much larger task that we had set
> ourselves previously.
>
> Perhaps that would be a good place to start, afresh.
>
>
> Morgaine.
>
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>
> wrote:
>>
>> Reminder: If anyone's done anything related to what's below, please
>> post here and get some discussion going. =A0There's still about two and
>> a half weeks to get something ready.
>>
>> Barry, as chair
>>
>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>> > On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>
>> > wrote:
>> >>> As for timescales, we already started work on a new Intro in October
>> >>> and
>> >>> November, as I described in my first email in this thread.=A0 It was
>> >>> being
>> >>> done informally, not as an official draft but as input to a totally
>> >>> new
>> >>> draft.=A0 It was not being done as a revision because the previous I=
ntro
>> >>> simply did not meet key requirements for many contributors, as was
>> >>> clear
>> >>> from the group's very intense discussions of September.
>> >>
>> >> Can you see if you can get it into reasonable shape to introduce
>> >> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =A0Th=
at
>> >> would give people something concrete to work from.
>> >
>> > I haven't seen any activity on this, so let me repeat this with a
>> > deadline:
>> >
>> > The chairs ask the proponents to please get a new intro document into
>> > reasonable (not final) shape to introduce publicly, and to submit it
>> > as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>> > by 10 April (the significance of which will be left for the reader to
>> > research, should s/he care to). =A0There may, of course, be any
>> > (reasonable) number of authors listed on the draft, and any one may be
>> > the name chosen to live in the draft name.
>> >
>> > If we're not able to do that, I think we need to seriously question
>> > whether there's enough real energy to continue.
>> >
>> > Barry, as chair
>> >
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

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To: Morgaine <morgaine.dinova@googlemail.com>
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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Meant to say "shared *asset* services" there...

On Sat, Mar 26, 2011 at 8:29 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> Are you suggesting a re-charter around shared services only?
> Or that we shift the deliverables to push that to the forefront? (In
> which case, we still really do need an intro doc and to address the
> messaging semantics)
>
> I'm not quite convinced that the charter is unsalvageable. I think the
> last rev of the intro has a lot of good things in it too -- lots I
> would like to see changed, but good stuff too.
>
>
>
> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
>> I'm glad to see some renewed participation here!=A0 Perhaps the threat o=
f
>> death sharpens the mind. ;-)
>>
>> Since there seems to be some fresh thinking in the air, I am going to ad=
d
>> two short points to the discussion.=A0 The first is a matter of procedur=
e, and
>> the second is related to our technical direction:
>>
>> Notwithstanding that the IETF places certain duties on Barry and others =
to
>> ensure that there is visible progress in the form of documents, I must s=
ay
>> that "documents at all costs" is not a particularly good way of achievin=
g
>> technical progress.=A0 It's the "documents at all costs" push that gave =
us
>> several documents previously, only one of which turned out to be usable =
for
>> interoperation between VWs.=A0 Documents churned out before there is agr=
eement
>> on goals and direction are a hindrance to the process, not an indicator =
of
>> progress, and they waste everyone's time.=A0 Progress is certainly not a
>> matter of just putting pen to paper, as has been suggested.=A0 Far from =
it.
>> First we must agree as a group on how a given protocol is going to meet =
our
>> goals, and drafts then present that formally with hard technical details
>> added.=A0 Done the other way around just results in much angst and waste=
d
>> effort, as happened here.
>>
>> Given the almost unanimous agreement that crystallized around Crista's
>> thread of a few months ago which could be paraphrased as "The VWRAP
>> documents do nothing for interop between virtual worlds", I would like t=
o
>> suggest that instead of continuing to beat the dead horse of OGP that we
>> still have on our hands, why don't we focus on delivering something that=
 is
>> actually usable by compatible groups like Opensim and realXtend and iED?
>> There is a nugget of gold at the heart of the VWRAP concept which can
>> provide exactly that:=A0 the idea of shared asset services, and a protoc=
ol for
>> accessing them.
>>
>> There is a huge amount of activity in our sector of the virtual worlds
>> community.=A0 There is also no end of interest in interoperation, but th=
e
>> trouble seems to be that each group is rather narrowly focused on their =
own
>> particular code base.=A0 Where I think a group such as ours can contribu=
te is
>> by providing a lightweight protocol which is easily used by all, without=
 the
>> previous baggage.=A0 Simple problems demand simple solutions, and while =
a
>> massively scalable shared asset service is not exactly simple, it is
>> nevertheless a lot simpler than the much larger task that we had set
>> ourselves previously.
>>
>> Perhaps that would be a good place to start, afresh.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>>>
>>> Reminder: If anyone's done anything related to what's below, please
>>> post here and get some discussion going. =A0There's still about two and
>>> a half weeks to get something ready.
>>>
>>> Barry, as chair
>>>
>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
>>> wrote:
>>> > On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org=
>
>>> > wrote:
>>> >>> As for timescales, we already started work on a new Intro in Octobe=
r
>>> >>> and
>>> >>> November, as I described in my first email in this thread.=A0 It wa=
s
>>> >>> being
>>> >>> done informally, not as an official draft but as input to a totally
>>> >>> new
>>> >>> draft.=A0 It was not being done as a revision because the previous =
Intro
>>> >>> simply did not meet key requirements for many contributors, as was
>>> >>> clear
>>> >>> from the group's very intense discussions of September.
>>> >>
>>> >> Can you see if you can get it into reasonable shape to introduce
>>> >> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =A0T=
hat
>>> >> would give people something concrete to work from.
>>> >
>>> > I haven't seen any activity on this, so let me repeat this with a
>>> > deadline:
>>> >
>>> > The chairs ask the proponents to please get a new intro document into
>>> > reasonable (not final) shape to introduce publicly, and to submit it
>>> > as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>>> > by 10 April (the significance of which will be left for the reader to
>>> > research, should s/he care to). =A0There may, of course, be any
>>> > (reasonable) number of authors listed on the draft, and any one may b=
e
>>> > the name chosen to live in the draft name.
>>> >
>>> > If we're not able to do that, I think we need to seriously question
>>> > whether there's enough real energy to continue.
>>> >
>>> > Barry, as chair
>>> >
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>

From izzyalanis@gmail.com  Sat Mar 26 18:04:53 2011
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Lol, I'd never argue that one tool fits all needs for all purposes.
But this one is a good fit for a LLSD replacement, and it has a good,
active user community, and a corporation with lots of money to back it
up.

I don't feel like I'm hearing good arguments against protobuf though.

> LLSD defines multiple transfer syntaxes because there was a
> requirement that it work with existing XML and JSON tools.

LLSD imposes extra deserialization rules upon those schemes, so I
don't just need an XML parser, I need an LLSD+XML parser. I don't need
a JSON parser, I need a LLSD+JSON parser/library. And if I need yet
another library anyway, why did it matter that the underlying transfer
re-used a XML or JSON syntax?

Here are some of my own qualms about protobuf:
* What if I want to embed a message inside a container that only
supports XML? Such as inside a SOAP or XMPP message?
* But there isn't an RFC to really define protocol buffers!
* But if it's not specific to VWRAP, what if the protobuf people
decide to add things in there that make it... too complicated,
inappropriate, too weird... (what happens if we give up control?)

I understand you have a vested interest in LLSD and I apologize for my
initial brashness calling it 'crap'.  But the group has enough
problems ahead of it. Trying to invent/standardize a new multi-purpose
"Abstract Type System" isn't something the group really needs to do.


On Sat, Mar 26, 2011 at 3:35 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrot=
e:
> actually protobufs says quite a bit about transfer syntax. as does LLSD.
>
> here's a link to an overview of ProtoBuf line encoding.
>
> if you read the document, the entire back half of the document
> describes serialization schemes used to concretize abstract data for
> transmission over the network. since we use JSON and XML for 2/3 of
> our wire format specification, we reference the ECMAscript and XML
> standards rather than replicate them in the LLSD drafts.
>
> LLSD and ProtoBufs ARE both transport agnostic, though the only
> defined interoperability profile for LLSD was transporting messages
> over HTTP. some people said they were interested in XMPP, but they
> never produced any documentation for it.
>
> LLSD defines multiple transfer syntaxes because there was a
> requirement that it work with existing XML and JSON tools. The binary
> format was something added to save space on disk and in packets,
> though honestly, transferring XML or JSON with gzip content encoding
> gets you to encoding sizes that are pretty close to binary encoding.
>
> and yes, if you use JSON, you have to deal with JSON's flaws. but
> guess what? if you use XML, you have to deal with XML's flaws. but at
> the end of the day, some people use XML and some people use JSON.
> we're not going to tell you which to use, because ultimately it's
> pretty insignificant compared to the semantics of messages that flow
> between services.
>
> but sure, if you're down with having an argument about why we should
> all use ProtocolBuffers, be my guest. I'll check in with you in a
> couple years and see how close you are to consensus.
>
> -cheers
> -meadhbh
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Sat, Mar 26, 2011 at 11:57 AM, Izzy Alanis <izzyalanis@gmail.com> wrot=
e:
>> I certainly am confused about what you want LLSD to be.
>>
>> Many protocols need mechanisms for both describing structured data in a =
language/technology neutral way (via interface definition language) and a c=
oncrete serialized form or forms -- primarily used for transfer, but also f=
or storage/retrieval, archival purposes, etc, etc, etc.
>>
>> Protobuffs doesn't say anything about transfer protocols (neither does L=
LSD), protobuffs doesn't say anything about language/technology stack requi=
rements (neither does LLSD).
>>
>>> my experience with
>>> large systems and protobufs is you have to make everything optional to
>>> cover the use case of two systems running slightly different versions
>>> of an interface.
>>
>> How was LLSD's extension mechanism different? LLSD and protobuff are not=
 that different except that LLSD allows for multiple serialization forms, w=
hich (IMHO) adds confusion and complexity.
>>
>> For example, serializing LLSD over JSON means you need a specialized LLS=
D-JSON serializer/deserializer. Why? Because the serializer needs to follow=
 the LLSD imposed rules about default values, required data fields, etc. Ex=
plain that to a programmer who thinks, "yay it's JSON, I know how to parse =
that!" Well, you can use that JSON parser, but you'll end up with incomplet=
e data structs.
>>
>> - Izzy
>>
>> On Mar 26, 2011, at 1:31 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote=
:
>>
>>> fwiw.. i think this discussion indicates a little confusion over what L=
LSD is.
>>>
>>> LLSD is not a transfer syntax. it is an abstract type system and
>>> interface description language that defines three transfer syntaxes.
>>> ProtoBufs is not an abstract type system as it's type semantics are
>>> not defined. The objective of LLSD was to allow us to describe
>>> services independent of any particular technology.
>>>
>>> sadly, that was never made abundantly clear in the docs. but in the
>>> list discussion, many of us who had used LLSD mentioned several times
>>> that we were focusing on LLSD serialized with JSON or XML over
>>> HTTP(S), but there was no reason it couldn't be carried over XMPP or
>>> ProtoBufs. it's just that no one seemed to think those use cases were
>>> interesting enough to sit down with a text editor and whip up some
>>> code.
>>>
>>> so... even if you dump LLSD moving forward, i would encourage you to
>>> not use ProtoBufs to define service interfaces. my experience with
>>> large systems and protobufs is you have to make everything optional to
>>> cover the use case of two systems running slightly different versions
>>> of an interface.
>>>
>>> that being said, producing a map from LLSD to ProtoBufs should be
>>> pretty straight forward.
>>>
>>> but that's just my 2 cents.
>>> --
>>> meadhbh hamrick * it's pronounced "maeve"
>>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>>
>>>
>>>
>>> On Sat, Mar 26, 2011 at 8:54 AM, Izzy Alanis <izzyalanis@gmail.com> wro=
te:
>>>> +1 to: put aside the existing stuff
>>>>
>>>> For the purposes of the Intro doc, I think it would be possible to
>>>> table the decision between LLSD/LLIDL and something else (protobuf)
>>>> for the abstract type system / interface descriptions *if* the doc was
>>>> couched in terms of a VWRAP-IDL that we then specify/decide on in the
>>>> following IDL/type system doc.
>>>>
>>>> One thing we should make a decision on, and that I think is fuzzy in
>>>> the draft-hamrick-vwrap-intro-01 doc, is whether the serializations
>>>> are negotiated between services, or whether VWRAP mandates LLSD as the
>>>> only approved serialization.
>>>>
>>>> Sections 2.3.1:
>>>> =A0"Web-based applications may choose to use JSON or XML.
>>>> Server-to-server interactions may use the VWRAP specific binary
>>>> serialization scheme..."
>>>>
>>>> Seems to conflict with (2.3.3):
>>>> =A0" VWRAP uses the LLSD abstract type system and the LLIDL interface
>>>> =A0 =A0 =A0 description language to describe the structure and type se=
mantics
>>>> =A0 =A0 =A0 of elements in messages sent between systems. =A0Because L=
LSD makes
>>>> =A0 =A0 =A0 extensive use of variable width, clearly delineated data f=
ields,
>>>> =A0 =A0 =A0 services which consume protocol messages may identify and =
extract
>>>> =A0 =A0 =A0 only those message elements they know how to handle."
>>>>
>>>> I'd like to take this opportunity to point out that protobuff supports
>>>> the same variable width, extensibility, default values, yada yada
>>>> yada.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> we could couch that in terms of only the IDL, and leave serialization
>>>> of messages up to content negotiation between services involved.
>>>>
>>>> On Sat, Mar 26, 2011 at 11:03 AM, Patnad Babii <djshag@hotmail.com> wr=
ote:
>>>>> What we should focus on, is this I believe, are we going to keep LLSD=
 (is it
>>>>> good enought). Is it really needed or shall we start from scratch, wi=
th the
>>>>> aim of using some new viewer / browser.
>>>>>
>>>>> Opensim (open source virtual platform with alot of grids already) is =
using
>>>>> LLSD, especially because the viewer LL made is using LLSD.
>>>>>
>>>>> To be honest I keep saying since the beginning of these working group=
s (the
>>>>> various ones, ogpx, vwrap, mmox..) we should put aside the existing s=
tuff,
>>>>> work more with Opensim, since they are the key to this new journey th=
at is
>>>>> open virtual worlds, its good they have HyperGrid already which does =
some
>>>>> amazing stuff!
>>>>>
>>>>> What we need is a consensus, something we all agree on and go forward=
 with
>>>>> the docs.
>>>>>
>>>>> -----Message d'origine----- From: Barry Leiba
>>>>> Sent: Saturday, March 26, 2011 10:40 AM
>>>>> To: Carlo Wood
>>>>> Cc: vwrap@ietf.org
>>>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>>>
>>>>> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
>>>>> I'm glad to see some discussion going. =A0Izzy is right when he says =
this:
>>>>>>
>>>>>> Of course this all may not matter unless somebody actually addresses
>>>>>> the underlying issue: That the group needs to start producing docume=
nts.
>>>>>
>>>>> Indeed. =A0We, the chairs, need to see real progress on the documents=
...
>>>>> particularly the introduction document.
>>>>>
>>>>> This discussion is a start, and, as I say, I'm pleased to see it, but
>>>>> it has to turn into real document editing very soon.
>>>>>
>>>>> I want to say one other thing:
>>>>>
>>>>>> Oops, no I said 'we'... but count me out. I still see the same peopl=
e
>>>>>> around here and it's still going to fail just as bad as last time (o=
r,
>>>>>> as I expected the first time around... some "standard" is going to
>>>>>> be produced that sucks; and that is either going to be ignored, or
>>>>>> adopted by a few large "players" who then all get major head aches
>>>>>> and problems that they can't fix; and in the end it will be the user=
s
>>>>>> who suffer most from having a bad protocol of course :/.
>>>>>
>>>>> Carlo, Meadhbh is still around, thought she (note gender) has given u=
p
>>>>> the editorship of the documents. =A0Your input is welcome -- encourag=
ed
>>>>> -- though, of course, if you choose not to participate for whatever
>>>>> reason, that's your choice. =A0I think choosing not to participate
>>>>> because some particular person is also participating is a poor choice=
,
>>>>> but it's your choice to make. =A0I would like to see you reconsider
>>>>> that, if you're willing to do the work.
>>>>>
>>>>> What I do *not* want to see, and what we won't tolerate, are personal
>>>>> attacks on any participant here. =A0Do not engage in name-calling, do
>>>>> not question people's integrity, do not malign the companies they wor=
k
>>>>> for, and do not accuse people of malfeasance because they disagree
>>>>> with you. =A0If you present your ideas and others agree with what you
>>>>> say, those ideas will make it forward. =A0That's how we aim to work,
>>>>> here, and if this working group can continue and make progress, that'=
s
>>>>> indeed how we'll work.
>>>>>
>>>>> So... will we make some progress on the intro document? =A0Can we get
>>>>> some real discussion on it, and a draft that shows some level of
>>>>> consensus within the nest few weeks?
>>>>>
>>>>> Barry, as chair
>>>>> _______________________________________________
>>>>> vwrap mailing list
>>>>> vwrap@ietf.org
>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>> _______________________________________________
>>>>> vwrap mailing list
>>>>> vwrap@ietf.org
>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>
>

From dzonatas@gmail.com  Sat Mar 26 18:40:42 2011
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Date: Sat, 26 Mar 2011 18:41:42 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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To: Izzy Alanis <izzyalanis@gmail.com>
References: <AANLkTi=hAM-UowEcXBdtZ3y9KK_cQ5wUsWJKTv=rOXT_@mail.gmail.com>	<AANLkTine3_sGOf_TLUqY+te634_+PcVHKB7ovpOSLKZq@mail.gmail.com>	<AANLkTi=ihYsXqDaHwWFi88iM2SgoXWWy3jo2_-AhrLaJ@mail.gmail.com>	<AANLkTimyRmOjwV=K=rU2bismpdCkNsT52_MWtFeDFRTZ@mail.gmail.com>	<AANLkTim0DFg1VXfegJ85cQSQuTZ66NmQULi7kf+pVwib@mail.gmail.com>	<AANLkTika90EbV8qFcwq43YSujfoarfLTtnnuM=EMPDUr@mail.gmail.com>	<AANLkTimSnWb1g09+P++=ZTEgzkrir9RrNPUKNf2jOAr0@mail.gmail.com>	<AANLkTik5SNwv9jEf1QBwOoji0GTYNRvPdiT=P2pDfJ44@mail.gmail.com>	<AANLkTinLZNps6h=x16gCgexaJFXdAYPgBdaj4UGs73S0@mail.gmail.com>	<AANLkTimhWbyQMKWTbtu-8ci1Q39igXSEYHFkb_Vyqx+N@mail.gmail.com>	<AANLkTimQavrUESFHZkTA8hF1pOiU0v4szX-Q6ejEjef9@mail.gmail.com>	<AANLkTi=9rE5fEnT3GeAk6_+8u_USpO3KmaFqjVcL5LS1@mail.gmail.com>	<AANLkTimSJa8b2_+=TvSE9R3+aPatgLhF0rM_P8Bh0SgL@mail.gmail.com>	<AANLkTim69a+pY0vaHzCnZjK4OpsE+SFW=240ETRkHpXP@mail.gmail.com> <AANLkTim8CNXT7eK+CeTuKhsjSvfTRj7xtOT+GjTL0Tyv@mail.gmail.com>
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Cc: vwrap@ietf.org, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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If there was focus only on the login (agent domain) and inventory 
services, then I think we will get some where.

Yes, we know there are issues with inventory that are already in the 
simulator side, so this is the suggestion to build apart from those 
issues. Start from there.


Izzy Alanis wrote:
> Are you suggesting a re-charter around shared services only?
> Or that we shift the deliverables to push that to the forefront? (In
> which case, we still really do need an intro doc and to address the
> messaging semantics)
>
> I'm not quite convinced that the charter is unsalvageable. I think the
> last rev of the intro has a lot of good things in it too -- lots I
> would like to see changed, but good stuff too.
>
>
>
> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
>   
>> I'm glad to see some renewed participation here!ďż˝ Perhaps the threat of
>> death sharpens the mind. ;-)
>>
>> Since there seems to be some fresh thinking in the air, I am going to add
>> two short points to the discussion.ďż˝ The first is a matter of procedure, and
>> the second is related to our technical direction:
>>
>> Notwithstanding that the IETF places certain duties on Barry and others to
>> ensure that there is visible progress in the form of documents, I must say
>> that "documents at all costs" is not a particularly good way of achieving
>> technical progress.ďż˝ It's the "documents at all costs" push that gave us
>> several documents previously, only one of which turned out to be usable for
>> interoperation between VWs.ďż˝ Documents churned out before there is agreement
>> on goals and direction are a hindrance to the process, not an indicator of
>> progress, and they waste everyone's time.ďż˝ Progress is certainly not a
>> matter of just putting pen to paper, as has been suggested.ďż˝ Far from it.
>> First we must agree as a group on how a given protocol is going to meet our
>> goals, and drafts then present that formally with hard technical details
>> added.ďż˝ Done the other way around just results in much angst and wasted
>> effort, as happened here.
>>
>> Given the almost unanimous agreement that crystallized around Crista's
>> thread of a few months ago which could be paraphrased as "The VWRAP
>> documents do nothing for interop between virtual worlds", I would like to
>> suggest that instead of continuing to beat the dead horse of OGP that we
>> still have on our hands, why don't we focus on delivering something that is
>> actually usable by compatible groups like Opensim and realXtend and iED?
>> There is a nugget of gold at the heart of the VWRAP concept which can
>> provide exactly that:ďż˝ the idea of shared asset services, and a protocol for
>> accessing them.
>>
>> There is a huge amount of activity in our sector of the virtual worlds
>> community.ďż˝ There is also no end of interest in interoperation, but the
>> trouble seems to be that each group is rather narrowly focused on their own
>> particular code base.ďż˝ Where I think a group such as ours can contribute is
>> by providing a lightweight protocol which is easily used by all, without the
>> previous baggage.ďż˝ Simple problems demand simple solutions, and while a
>> massively scalable shared asset service is not exactly simple, it is
>> nevertheless a lot simpler than the much larger task that we had set
>> ourselves previously.
>>
>> Perhaps that would be a good place to start, afresh.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>>
>> =====================================
>>
>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>>     
>>> Reminder: If anyone's done anything related to what's below, please
>>> post here and get some discussion going. ďż˝There's still about two and
>>> a half weeks to get something ready.
>>>
>>> Barry, as chair
>>>
>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
>>> wrote:
>>>       
>>>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>
>>>> wrote:
>>>>         
>>>>>> As for timescales, we already started work on a new Intro in October
>>>>>> and
>>>>>> November, as I described in my first email in this thread.ďż˝ It was
>>>>>> being
>>>>>> done informally, not as an official draft but as input to a totally
>>>>>> new
>>>>>> draft.ďż˝ It was not being done as a revision because the previous Intro
>>>>>> simply did not meet key requirements for many contributors, as was
>>>>>> clear
>>>>>> from the group's very intense discussions of September.
>>>>>>             
>>>>> Can you see if you can get it into reasonable shape to introduce
>>>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? ďż˝That
>>>>> would give people something concrete to work from.
>>>>>           
>>>> I haven't seen any activity on this, so let me repeat this with a
>>>> deadline:
>>>>
>>>> The chairs ask the proponents to please get a new intro document into
>>>> reasonable (not final) shape to introduce publicly, and to submit it
>>>> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>>>> by 10 April (the significance of which will be left for the reader to
>>>> research, should s/he care to). ďż˝There may, of course, be any
>>>> (reasonable) number of authors listed on the draft, and any one may be
>>>> the name chosen to live in the draft name.
>>>>
>>>> If we're not able to do that, I think we need to seriously question
>>>> whether there's enough real energy to continue.
>>>>
>>>> Barry, as chair
>>>>
>>>>         
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>       
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>     
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Sat Mar 26 19:10:17 2011
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Date: Sun, 27 Mar 2011 03:11:50 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Indeed, server-side inventories are one of the worst design decisions of th=
e
existing implementations.

They give us no end of problems, such as the impossibility of high-speed
client-side searching and regular lag issues, not to mention being
non-portable because each world provider would implement them differently.
They're also non-scalable because they're centralized, and non supportive o=
f
VW tourism because a given world provider would control what can be put int=
o
them, instead of the traveling user being in control.

Inventories need to be client-side (I refer to the trees of asset metadata,
not the asset data, in case that's not clear), with an auto sync of deltas
to a configured asset service for resilience/backup.  That way only those
people who do not look after their local inventory resources will suffer
client-server transport lag to recreate them, and the full power of
client-side CPUs and client-side databases and scripting can be deployed to
make inventories a real powerhouse.

All we really need are shared asset services that are independent of the
world providers.  That alone is enough to virtually ensure portability,
interoperability, and scalability, as long as a lightweight protocol can be
found that is also extensible to support tomorrow's worlds.  Making a
standard to support only what we're doing today isn't particularly
interesting.


Morgaine.






=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> If there was focus only on the login (agent domain) and inventory service=
s,
> then I think we will get some where.
>
> Yes, we know there are issues with inventory that are already in the
> simulator side, so this is the suggestion to build apart from those issue=
s.
> Start from there.
>
>
>
> Izzy Alanis wrote:
>
>> Are you suggesting a re-charter around shared services only?
>> Or that we shift the deliverables to push that to the forefront? (In
>> which case, we still really do need an intro doc and to address the
>> messaging semantics)
>>
>> I'm not quite convinced that the charter is unsalvageable. I think the
>> last rev of the intro has a lot of good things in it too -- lots I
>> would like to see changed, but good stuff too.
>>
>>
>>
>> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
>> <morgaine.dinova@googlemail.com> wrote:
>>
>>
>>> I'm glad to see some renewed participation here!=EF=BF=BD Perhaps the t=
hreat of
>>> death sharpens the mind. ;-)
>>>
>>> Since there seems to be some fresh thinking in the air, I am going to a=
dd
>>> two short points to the discussion.=EF=BF=BD The first is a matter of p=
rocedure,
>>> and
>>> the second is related to our technical direction:
>>>
>>> Notwithstanding that the IETF places certain duties on Barry and others
>>> to
>>> ensure that there is visible progress in the form of documents, I must
>>> say
>>> that "documents at all costs" is not a particularly good way of achievi=
ng
>>> technical progress.=EF=BF=BD It's the "documents at all costs" push tha=
t gave us
>>> several documents previously, only one of which turned out to be usable
>>> for
>>> interoperation between VWs.=EF=BF=BD Documents churned out before there=
 is
>>> agreement
>>> on goals and direction are a hindrance to the process, not an indicator
>>> of
>>> progress, and they waste everyone's time.=EF=BF=BD Progress is certainl=
y not a
>>> matter of just putting pen to paper, as has been suggested.=EF=BF=BD Fa=
r from it.
>>> First we must agree as a group on how a given protocol is going to meet
>>> our
>>> goals, and drafts then present that formally with hard technical detail=
s
>>> added.=EF=BF=BD Done the other way around just results in much angst an=
d wasted
>>> effort, as happened here.
>>>
>>> Given the almost unanimous agreement that crystallized around Crista's
>>> thread of a few months ago which could be paraphrased as "The VWRAP
>>> documents do nothing for interop between virtual worlds", I would like =
to
>>> suggest that instead of continuing to beat the dead horse of OGP that w=
e
>>> still have on our hands, why don't we focus on delivering something tha=
t
>>> is
>>> actually usable by compatible groups like Opensim and realXtend and iED=
?
>>> There is a nugget of gold at the heart of the VWRAP concept which can
>>> provide exactly that:=EF=BF=BD the idea of shared asset services, and a=
 protocol
>>> for
>>> accessing them.
>>>
>>> There is a huge amount of activity in our sector of the virtual worlds
>>> community.=EF=BF=BD There is also no end of interest in interoperation,=
 but the
>>> trouble seems to be that each group is rather narrowly focused on their
>>> own
>>> particular code base.=EF=BF=BD Where I think a group such as ours can c=
ontribute
>>> is
>>> by providing a lightweight protocol which is easily used by all, withou=
t
>>> the
>>> previous baggage.=EF=BF=BD Simple problems demand simple solutions, and=
 while a
>>> massively scalable shared asset service is not exactly simple, it is
>>> nevertheless a lot simpler than the much larger task that we had set
>>> ourselves previously.
>>>
>>> Perhaps that would be a good place to start, afresh.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>>
>>>
>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>
>>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>
>>> wrote:
>>>
>>>
>>>> Reminder: If anyone's done anything related to what's below, please
>>>> post here and get some discussion going. =EF=BF=BDThere's still about =
two and
>>>> a half weeks to get something ready.
>>>>
>>>> Barry, as chair
>>>>
>>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org>
>>>> wrote:
>>>>
>>>>
>>>>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org=
>
>>>>> wrote:
>>>>>
>>>>>
>>>>>> As for timescales, we already started work on a new Intro in October
>>>>>>> and
>>>>>>> November, as I described in my first email in this thread.=EF=BF=BD=
 It was
>>>>>>> being
>>>>>>> done informally, not as an official draft but as input to a totally
>>>>>>> new
>>>>>>> draft.=EF=BF=BD It was not being done as a revision because the pre=
vious
>>>>>>> Intro
>>>>>>> simply did not meet key requirements for many contributors, as was
>>>>>>> clear
>>>>>>> from the group's very intense discussions of September.
>>>>>>>
>>>>>>>
>>>>>> Can you see if you can get it into reasonable shape to introduce
>>>>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =EF=
=BF=BDThat
>>>>>> would give people something concrete to work from.
>>>>>>
>>>>>>
>>>>> I haven't seen any activity on this, so let me repeat this with a
>>>>> deadline:
>>>>>
>>>>> The chairs ask the proponents to please get a new intro document into
>>>>> reasonable (not final) shape to introduce publicly, and to submit it
>>>>> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>>>>> by 10 April (the significance of which will be left for the reader to
>>>>> research, should s/he care to). =EF=BF=BDThere may, of course, be any
>>>>> (reasonable) number of authors listed on the draft, and any one may b=
e
>>>>> the name chosen to live in the draft name.
>>>>>
>>>>> If we're not able to do that, I think we need to seriously question
>>>>> whether there's enough real energy to continue.
>>>>>
>>>>> Barry, as chair
>>>>>
>>>>>
>>>>>
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--90e6ba180db2a1e962049f6d59b6
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Indeed, server-side inventories are one of the worst design decisions of th=
e existing implementations.<br><br>They give us no end of problems, such as=
 the impossibility of high-speed client-side searching and regular lag issu=
es, not to mention being non-portable because each world provider would imp=
lement them differently.=C2=A0 They&#39;re also non-scalable because they&#=
39;re centralized, and non supportive of VW tourism because a given world p=
rovider would control what can be put into them, instead of the traveling u=
ser being in control.<br>
<br>Inventories need to be client-side (I refer to the trees of asset metad=
ata, not the asset data, in case that&#39;s not clear), with an auto sync o=
f deltas to a configured asset service for resilience/backup.=C2=A0 That wa=
y only those people who do not look after their local inventory resources w=
ill suffer client-server transport lag to recreate them, and the full power=
 of client-side CPUs and client-side databases and scripting can be deploye=
d to make inventories a real powerhouse.<br>
<br>All we really need are shared asset services that are independent of th=
e world providers.=C2=A0 That alone is enough to virtually ensure portabili=
ty, interoperability, and scalability, as long as a lightweight protocol ca=
n be found that is also extensible to support tomorrow&#39;s worlds.=C2=A0 =
Making a standard to support only what we&#39;re doing today isn&#39;t part=
icularly interesting.<br>
<br><br>Morgaine.<br><br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br=
><br><div class=3D"gmail_quote">On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas S=
ol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gma=
il.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">If there was focu=
s only on the login (agent domain) and inventory services, then I think we =
will get some where.<br>

<br>
Yes, we know there are issues with inventory that are already in the simula=
tor side, so this is the suggestion to build apart from those issues. Start=
 from there.<div><div></div><div class=3D"h5"><br>
<br>
<br>
Izzy Alanis wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Are you suggesting a re-charter around shared services only?<br>
Or that we shift the deliverables to push that to the forefront? (In<br>
which case, we still really do need an intro doc and to address the<br>
messaging semantics)<br>
<br>
I&#39;m not quite convinced that the charter is unsalvageable. I think the<=
br>
last rev of the intro has a lot of good things in it too -- lots I<br>
would like to see changed, but good stuff too.<br>
<br>
<br>
<br>
On Sat, Mar 26, 2011 at 8:09 PM, Morgaine<br>
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">mor=
gaine.dinova@googlemail.com</a>&gt; wrote:<br>
 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
I&#39;m glad to see some renewed participation here!=EF=BF=BD Perhaps the t=
hreat of<br>
death sharpens the mind. ;-)<br>
<br>
Since there seems to be some fresh thinking in the air, I am going to add<b=
r>
two short points to the discussion.=EF=BF=BD The first is a matter of proce=
dure, and<br>
the second is related to our technical direction:<br>
<br>
Notwithstanding that the IETF places certain duties on Barry and others to<=
br>
ensure that there is visible progress in the form of documents, I must say<=
br>
that &quot;documents at all costs&quot; is not a particularly good way of a=
chieving<br>
technical progress.=EF=BF=BD It&#39;s the &quot;documents at all costs&quot=
; push that gave us<br>
several documents previously, only one of which turned out to be usable for=
<br>
interoperation between VWs.=EF=BF=BD Documents churned out before there is =
agreement<br>
on goals and direction are a hindrance to the process, not an indicator of<=
br>
progress, and they waste everyone&#39;s time.=EF=BF=BD Progress is certainl=
y not a<br>
matter of just putting pen to paper, as has been suggested.=EF=BF=BD Far fr=
om it.<br>
First we must agree as a group on how a given protocol is going to meet our=
<br>
goals, and drafts then present that formally with hard technical details<br=
>
added.=EF=BF=BD Done the other way around just results in much angst and wa=
sted<br>
effort, as happened here.<br>
<br>
Given the almost unanimous agreement that crystallized around Crista&#39;s<=
br>
thread of a few months ago which could be paraphrased as &quot;The VWRAP<br=
>
documents do nothing for interop between virtual worlds&quot;, I would like=
 to<br>
suggest that instead of continuing to beat the dead horse of OGP that we<br=
>
still have on our hands, why don&#39;t we focus on delivering something tha=
t is<br>
actually usable by compatible groups like Opensim and realXtend and iED?<br=
>
There is a nugget of gold at the heart of the VWRAP concept which can<br>
provide exactly that:=EF=BF=BD the idea of shared asset services, and a pro=
tocol for<br>
accessing them.<br>
<br>
There is a huge amount of activity in our sector of the virtual worlds<br>
community.=EF=BF=BD There is also no end of interest in interoperation, but=
 the<br>
trouble seems to be that each group is rather narrowly focused on their own=
<br>
particular code base.=EF=BF=BD Where I think a group such as ours can contr=
ibute is<br>
by providing a lightweight protocol which is easily used by all, without th=
e<br>
previous baggage.=EF=BF=BD Simple problems demand simple solutions, and whi=
le a<br>
massively scalable shared asset service is not exactly simple, it is<br>
nevertheless a lot simpler than the much larger task that we had set<br>
ourselves previously.<br>
<br>
Perhaps that would be a good place to start, afresh.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba &lt;<a href=3D"mailto:barrylei=
ba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt;<br>
wrote:<br>
 =C2=A0 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Reminder: If anyone&#39;s done anything related to what&#39;s below, please=
<br>
post here and get some discussion going. =EF=BF=BDThere&#39;s still about t=
wo and<br>
a half weeks to get something ready.<br>
<br>
Barry, as chair<br>
<br>
On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba &lt;<a href=3D"mailto:barrylei=
ba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt;<br>
wrote:<br>
 =C2=A0 =C2=A0 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba &lt;<a href=3D"mailto:barrylei=
ba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt;<br>
wrote:<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><blockquote class=
=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid=
 rgb(204, 204, 204); padding-left: 1ex;">

As for timescales, we already started work on a new Intro in October<br>
and<br>
November, as I described in my first email in this thread.=EF=BF=BD It was<=
br>
being<br>
done informally, not as an official draft but as input to a totally<br>
new<br>
draft.=EF=BF=BD It was not being done as a revision because the previous In=
tro<br>
simply did not meet key requirements for many contributors, as was<br>
clear<br>
from the group&#39;s very intense discussions of September.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
Can you see if you can get it into reasonable shape to introduce<br>
publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =EF=BF=BDTh=
at<br>
would give people something concrete to work from.<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
I haven&#39;t seen any activity on this, so let me repeat this with a<br>
deadline:<br>
<br>
The chairs ask the proponents to please get a new intro document into<br>
reasonable (not final) shape to introduce publicly, and to submit it<br>
as an Internet Draft with a name like &quot;draft-SOMEONE-vwrap-intro-00&qu=
ot;<br>
by 10 April (the significance of which will be left for the reader to<br>
research, should s/he care to). =EF=BF=BDThere may, of course, be any<br>
(reasonable) number of authors listed on the draft, and any one may be<br>
the name chosen to live in the draft name.<br>
<br>
If we&#39;re not able to do that, I think we need to seriously question<br>
whether there&#39;s enough real energy to continue.<br>
<br>
Barry, as chair<br>
<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br>
 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
 =C2=A0<br>
</blockquote>
<br>
<br></div></div><div><div></div><div class=3D"h5">
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--90e6ba180db2a1e962049f6d59b6--

From carlo@alinoe.com  Sun Mar 27 06:17:17 2011
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Date: Sun, 27 Mar 2011 15:18:43 +0200
From: Carlo Wood <carlo@alinoe.com>
To: Vaughn Deluca <vaughn.deluca@gmail.com>
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Cc: "<vwrap@ietf.org>" <vwrap@ietf.org>, Meadhbh Hamrick <ohmeadhbh@gmail.com>, Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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On Sat, Mar 26, 2011 at 10:43:49PM +0100, Vaughn Deluca wrote:
> problem we have is a lack of critical mass, and in particular input
> from people that have the needed technical background.  And clearly
> you are one of those that we need badly.

The way I'd like to move forward is anything but producing
documents fast however; and that seems to be the requirement.

If you want input from me regarding the survival of this group;
I'd create a wiki that everyone who requests it can edit.
The first and most important part of that wiki would be a glossary
with every word that is frequently used in the discussions.
That list of words should be complete rather quickly, then
people can add their definitions to it. If two people have
different definitions then those definitions should be signed;
Once, for a particular word, everyone has added the definitions
and/or remarks to the wiki (all on one page per word), we can
start a discussion on this list on how to reformulize and change
the definition of that word. Some might have to change their
semantics, but in the end the goal would be that every word
has one defintion, used and understood by everyone -- and
clearly documented on the wiki, with discussion history as
usual. If a discussion gets completely stuck on semantics,
then people can just sign (put their name under) the definition
the want and we'd just count the signatures and pick one.
After all, it's just semantics and has nothing to do with what
the protocol REALLY will do.

Only then, we can take the next step; for which I'd also
use the wiki.

Also, as I wrote in old posts before... I am still CONVINCED that
we can impossibly create a protocol that will address everything
that will be needed in the future. All we can do is create something
that is a good starting point and FOCUS on flexibility: create
a protocol that can evolve. In order to do that, we need (further
completely protocol neutral) protocol negotiation for every p2p
link that is created in the process, which allows such evolution.

The use of XML as basis for a protocol would mean the following:
1) It takes overhead, so it's not possible to use it for
   highbandwidth usage (ie video, or file transfers). But it could
   do at out-of-band control channel.
2) If it's pure XML than we won't have to worry about the
   implementation of serializing/deserializing as much, although
   that only really has it's advantages when we will need VWRAP
   to work for implementations in multiple programming languages
   before it gets accepted widely. As far as I can see, we will
   need C# and C++, and most likely C for religious reasons.
3) The ONLY benefit that XML has (on top of existing serialization
   libraries) is that it is extensible: You can add new parameters
   without confusing old code that doesn't expect it.

Point 3, however, is just a weak attempt to be flexible. Imho,
it is by far not flexible enough. We'd still need a well defined
way for the evolving protocol negotiation, and once that is in
place, we won't really need this feature of XML anymore.

Thus, provided we add "evolving protocol negotiation", we should
probably choose the serialization/deserialization method based on
grounds that I can't judge at this point in the design.

So for the near future:
- Glossary and agreement on definitions of used jargon.
- Abstract agreement on the use of an evolving protocol.
- Definition of all possible p2p connection for which serialization is necessary.
- Choice of what serialization mechanism is used where.
- Abstract discussion (and agreement) of the use of Abelian operators
  for distributed states and identity authorities (see another
  old post from me). If we don't do that before anything else,
  we'd just shoot ourself in the foot.
- etc

This is no doubt the work of years, and won't lead to any document
any time soon.

-- 
Carlo Wood <carlo@alinoe.com>

From toni@playsign.net  Sat Mar 26 14:29:48 2011
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Subject: [vwrap] realXtend is interested in implementing, and human friendly URNs
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Hi,

I'm sorry for not participating here earlier. Just a quick note to say
that we are interested in implementing good VW standards in the
realXtend project -- the long term goal of the project is
standardization, like the frontpage says right at start: "realXtend
speeds up the development of the global standardized 3D internet of
virtual worlds".

Our strategy for it has been to implement quickly what we need, so
haven't had much time for talks (the Finnish style :) But using existing
standards such as HTTP, ECMAScript (Javascript), XMPP, COLLADA etc., via
existing open source libs (qt, telepathy, openassetimport, ..)

So if there are people here who can work on specs etc., we're happy to
work both on prototyping and adopting the already existing
implementations, which are already in production use, to use the
standards. We can also give commit rights for developers from anywhere.

Our very basics are put together now, the Tundra SDK is close to being
frozen for 1.0, so can now take a breath a bit and look into standards
and interop more. The requirements from our part are somewhat clear,
'cause the implementation and demos feature the basics of what we need.

So far we've done very little regarding recent VWRAP output, but it's
still a beginning: this handles vwrap calmj launch docs in the internal
web viewer in Naali which can be used as the login UI / startup screen,
https://github.com/realXtend/naali/blob/tundra/bin/pymodules/login/webui.py .. the plan is to use that against the simiangrid integration on the Tundra server side, which is at https://github.com/realXtend/naali/blob/tundra/bin/pymodules/simiangrid/auth.py
(currently only works for simple username+password auth against
simiangrid)

One reason why we haven't participated earlier in VWRAP is that our
focus has been on the scene functionality and application APIs. The
equivalent of the DOM in the html land basically. IIRC it was John
Hurliman who said on IRC last autumn or so that it's still out of scope
for VWRAP, that you perhaps get to it in some years? For authentication
and such we are happy to use existing things like openid/oath/something
if they are good, and I trust this group to tell what works :) One
reason why I started work on the simiangrid integration was to get
OpenID auth back to our new Tundra platform -- the Opensimulator based
Taiga had it since the beginning 'cause we implemented it to Cable Beach
(the old version of simiangrid, and a standards effort that John merged
to VWRAP).

For scene / application functionality we are proposing the
entity-component model, which is implemented in Naali/Tundra and also
for partial functionality in the ModRex module for Opensimulator.
Opensimulator would also want it for core, but it's not there yet. For
more info, there's a draft article submitted for a magazine, currently
under review:
https://github.com/realXtend/doc/blob/master/arch_article/simple.pdf?raw=true (also a html view is available, but github fails to show the images there: https://github.com/realXtend/doc/blob/master/arch_article/simple.rst . Any comments about the article are very welcome btw!

Google protobufs, or something like that, is fine for messaging. We are
currently using the knet library for networking -- it is application
independent, not VW specific, just a basic udp lib like enet, but it can
run over tcp as well. Has a message description system similar to
protobufs, but the serialization is independent of the transport so
allows using protobufs or any other serialization too. There is two
reasons for using knet currently: a) it performed better than enet
regarding flow control in our tests b) it is written by the guy (Jukka
JylĂ¤nki) who integrated it to Naali/Tundra, and the job had to be done
really quickly (in a month or so last autumn). The lib does predate reX
and wasn't originally made for VWs so is not a worst case of NIH :) Code
is at https://bitbucket.org/clb/knet/ and docs (good! better than enet
or almost any similar udp lib?) at http://clb.demon.fi/knet/

Finally a bit about URNs, as that is the reason what drove me to look
into standards now. I'd like to implement URN asset references, as a
simple way to put objects in scenes without needing to worry about
locations and to support both offline & online use etc. This is my
current draft:

xxx:std:cube.mesh #a standard 1,1,1 cube that everyone agrees on
xxx:std:teapot.mesh #come on, we could have this at least?-)
xxx:rex:white_tailed_deer.mesh #currently in
http://www.realxtend.org/world/lvm/White_Tailed_Deer/ .. but is not
really tied to this world. is currently reX's best shot at making a
white tailed deer, not necessarily what everyone agrees for standard.

The namespace idea is similar to the existing: urn:ietf:rfc:2648

I wanted to make a new little demo where can walk around as the deer, in
a different setting than the scene in that 'lvm' (Chesapeake bay,
actually) project. Could just use http refs, but would not like to break
how our little demo scenes work also offline. Eventually plan to use
content based addressing for the actual data fetching, like magnet /
something bittorrent style, which I saw had been discussed here too
extensively.

But on top of that, I'd want named refs to give two things:
1) nice human usable names
2) mutability

The idea is that if that named asset is updated, the refs should pick up
the new version. I think this is a bit similar to how inventory works in
SL (am not sure, haven't used inventories much, we don't basically use
them at all in reX anymore .. for Tundra there isn't even an
implementation, and it would be an application level thing / a script
anyway).

The question is: what should 'xxx' be?-) 

My current idea is name:std:cube.mesh but 'name' feels stupid as a URN
scheme, 'cause every URN is a name :o .. urn:file:std:mesh.cube might
kind of make sense, 'cause it is a filename in the end, but that seems
bad 'cause file: is also a URL type of course. urn:filename?

I don't think this should be VW specific.

~Toni

BTW: I've no idea whether it's better to keep this work here, or restart
somehow, but I do hope that some sort of standards and interops efforts
continue. Am still mostly interested in the 3d scene stuff, for example
I'm fairly certain that we can have JS level interoperability in e.g.
Naali, OpenWonderland and Sirikata so that api-wise simple things like
camera animation scripts can work in all. For example a decent 3rd
person camera implementation basically only needs raycasting or some
other way to get occlusion info from the scene, and means to move and
rotate the camera. But then the camera movement logic code itself can be
very complex. 


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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Morgaine,

All very well, but you did not answer Izzy's question about rechartering.
I agree with Izzy that it is by no means clear that the current
charter is unsalvageable.

For instance, your post below you write:
>All we really need are shared asset services that are independent of the w=
orld providers.

I my view this is square within the current charter were it says:

"Within a VWRAP virtual environment, services may be deployed by
multiple organizations having varying policies and trust domains."

I have always read that as meaning that an inventory could be
*anywhere* and owned by *anybody*, and that surely covers my own
client side inventory as well (possibly implemented as a personal
asset service running on my own machine?)

The decision to have server side inventory is clearly the choice of
that servers operator, and it is my chose use that inventory if that
suits me.  If client side inventory is superior that will become clear
by users preferring to use it. I fail to see  how our current approach
is an obstacle on this path.

Can you point out what part of the charter needs to be changed, or
better make a proposal for that change so we have something concrete
to work from?

I strongly feel we need to build some consensus in this group, and to
do so we need to be crystal clear about our aims. We should start
front be very top. You had a first attempt at restructuring the intro
document, but we need to address the charter first. My view is that it
is not yet needed to change that, and if you feel different this is
the time to say so.

-- Vaughn

On 3/27/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
> Indeed, server-side inventories are one of the worst design decisions of =
the
> existing implementations.
>
> They give us no end of problems, such as the impossibility of high-speed
> client-side searching and regular lag issues, not to mention being
> non-portable because each world provider would implement them differently=
.
> They're also non-scalable because they're centralized, and non supportive=
 of
> VW tourism because a given world provider would control what can be put i=
nto
> them, instead of the traveling user being in control.
>
> Inventories need to be client-side (I refer to the trees of asset metadat=
a,
> not the asset data, in case that's not clear), with an auto sync of delta=
s
> to a configured asset service for resilience/backup.  That way only those
> people who do not look after their local inventory resources will suffer
> client-server transport lag to recreate them, and the full power of
> client-side CPUs and client-side databases and scripting can be deployed =
to
> make inventories a real powerhouse.
>
> All we really need are shared asset services that are independent of the
> world providers.  That alone is enough to virtually ensure portability,
> interoperability, and scalability, as long as a lightweight protocol can =
be
> found that is also extensible to support tomorrow's worlds.  Making a
> standard to support only what we're doing today isn't particularly
> interesting.
>
>
> Morgaine.
>
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:
>
>> If there was focus only on the login (agent domain) and inventory
>> services,
>> then I think we will get some where.
>>
>> Yes, we know there are issues with inventory that are already in the
>> simulator side, so this is the suggestion to build apart from those
>> issues.
>> Start from there.
>>
>>
>>
>> Izzy Alanis wrote:
>>
>>> Are you suggesting a re-charter around shared services only?
>>> Or that we shift the deliverables to push that to the forefront? (In
>>> which case, we still really do need an intro doc and to address the
>>> messaging semantics)
>>>
>>> I'm not quite convinced that the charter is unsalvageable. I think the
>>> last rev of the intro has a lot of good things in it too -- lots I
>>> would like to see changed, but good stuff too.
>>>
>>>
>>>
>>> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
>>> <morgaine.dinova@googlemail.com> wrote:
>>>
>>>
>>>> I'm glad to see some renewed participation here!=EF=BF=BD Perhaps the =
threat of
>>>> death sharpens the mind. ;-)
>>>>
>>>> Since there seems to be some fresh thinking in the air, I am going to
>>>> add
>>>> two short points to the discussion.=EF=BF=BD The first is a matter of =
procedure,
>>>> and
>>>> the second is related to our technical direction:
>>>>
>>>> Notwithstanding that the IETF places certain duties on Barry and other=
s
>>>> to
>>>> ensure that there is visible progress in the form of documents, I must
>>>> say
>>>> that "documents at all costs" is not a particularly good way of
>>>> achieving
>>>> technical progress.=EF=BF=BD It's the "documents at all costs" push th=
at gave us
>>>> several documents previously, only one of which turned out to be usabl=
e
>>>> for
>>>> interoperation between VWs.=EF=BF=BD Documents churned out before ther=
e is
>>>> agreement
>>>> on goals and direction are a hindrance to the process, not an indicato=
r
>>>> of
>>>> progress, and they waste everyone's time.=EF=BF=BD Progress is certain=
ly not a
>>>> matter of just putting pen to paper, as has been suggested.=EF=BF=BD F=
ar from
>>>> it.
>>>> First we must agree as a group on how a given protocol is going to mee=
t
>>>> our
>>>> goals, and drafts then present that formally with hard technical detai=
ls
>>>> added.=EF=BF=BD Done the other way around just results in much angst a=
nd wasted
>>>> effort, as happened here.
>>>>
>>>> Given the almost unanimous agreement that crystallized around Crista's
>>>> thread of a few months ago which could be paraphrased as "The VWRAP
>>>> documents do nothing for interop between virtual worlds", I would like
>>>> to
>>>> suggest that instead of continuing to beat the dead horse of OGP that =
we
>>>> still have on our hands, why don't we focus on delivering something th=
at
>>>> is
>>>> actually usable by compatible groups like Opensim and realXtend and iE=
D?
>>>> There is a nugget of gold at the heart of the VWRAP concept which can
>>>> provide exactly that:=EF=BF=BD the idea of shared asset services, and =
a protocol
>>>> for
>>>> accessing them.
>>>>
>>>> There is a huge amount of activity in our sector of the virtual worlds
>>>> community.=EF=BF=BD There is also no end of interest in interoperation=
, but the
>>>> trouble seems to be that each group is rather narrowly focused on thei=
r
>>>> own
>>>> particular code base.=EF=BF=BD Where I think a group such as ours can =
contribute
>>>> is
>>>> by providing a lightweight protocol which is easily used by all, witho=
ut
>>>> the
>>>> previous baggage.=EF=BF=BD Simple problems demand simple solutions, an=
d while a
>>>> massively scalable shared asset service is not exactly simple, it is
>>>> nevertheless a lot simpler than the much larger task that we had set
>>>> ourselves previously.
>>>>
>>>> Perhaps that would be a good place to start, afresh.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>
>>>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.org>
>>>> wrote:
>>>>
>>>>
>>>>> Reminder: If anyone's done anything related to what's below, please
>>>>> post here and get some discussion going. =EF=BF=BDThere's still about=
 two and
>>>>> a half weeks to get something ready.
>>>>>
>>>>> Barry, as chair
>>>>>
>>>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <barryleiba@computer.org=
>
>>>>> wrote:
>>>>>
>>>>>
>>>>>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.or=
g>
>>>>>> wrote:
>>>>>>
>>>>>>
>>>>>>> As for timescales, we already started work on a new Intro in Octobe=
r
>>>>>>>> and
>>>>>>>> November, as I described in my first email in this thread.=EF=BF=
=BD It was
>>>>>>>> being
>>>>>>>> done informally, not as an official draft but as input to a totall=
y
>>>>>>>> new
>>>>>>>> draft.=EF=BF=BD It was not being done as a revision because the pr=
evious
>>>>>>>> Intro
>>>>>>>> simply did not meet key requirements for many contributors, as was
>>>>>>>> clear
>>>>>>>> from the group's very intense discussions of September.
>>>>>>>>
>>>>>>>>
>>>>>>> Can you see if you can get it into reasonable shape to introduce
>>>>>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ? =EF=
=BF=BDThat
>>>>>>> would give people something concrete to work from.
>>>>>>>
>>>>>>>
>>>>>> I haven't seen any activity on this, so let me repeat this with a
>>>>>> deadline:
>>>>>>
>>>>>> The chairs ask the proponents to please get a new intro document int=
o
>>>>>> reasonable (not final) shape to introduce publicly, and to submit it
>>>>>> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-00"
>>>>>> by 10 April (the significance of which will be left for the reader t=
o
>>>>>> research, should s/he care to). =EF=BF=BDThere may, of course, be an=
y
>>>>>> (reasonable) number of authors listed on the draft, and any one may =
be
>>>>>> the name chosen to live in the draft name.
>>>>>>
>>>>>> If we're not able to do that, I think we need to seriously question
>>>>>> whether there's enough real energy to continue.
>>>>>>
>>>>>> Barry, as chair
>>>>>>
>>>>>>
>>>>>>
>>>>> _______________________________________________
>>>>> vwrap mailing list
>>>>> vwrap@ietf.org
>>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>>
>>>>>
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>
>>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>
>>
>> --
>> --- https://twitter.com/Dzonatas_Sol ---
>> Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>
>

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As pointed out earlier, there is documentation on client-side REST based 
abilities.

http://wiki.secondlife.com/wiki/User:Dzonatas_Sol/SNOW-375_Resources

That doesn't have to be HTTP. It is just easiest to demonstrate with HTTP.

As for who owns inventories, of course it is a mistake to assume the 
server-side owns inventories. The avatar own's their inventories.

We've talked about the manufactured objects in which different people 
own different parts of an object, and how to deal with such issue. The 
current design is not even able to handle this complex.

Vaughn Deluca wrote:
> Can you point out what part of the charter needs to be changed, or
> better make a proposal for that change so we have something concrete
> to work from?
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Sun Mar 27 10:24:18 2011
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Date: Sun, 27 Mar 2011 19:25:52 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Great!, thanks a lot for the constructive input!

I disagree however that this "won't lead to any document any time
soon" It depends on the definition of "document" I might be a while
before it produces an RFC, but I certainly would call the glossary,
wiki pages documenting group consensus, and Definitions "documents".

 I like the wiki idea, (something along those lines was suggested by
Morgaine also). I just requested a password, and it seems i can edit
the Wiki  :) I will put up a VWRAP glossary page later today.

On 3/27/11, Carlo Wood <carlo@alinoe.com> wrote:
> On Sat, Mar 26, 2011 at 10:43:49PM +0100, Vaughn Deluca wrote:
>> problem we have is a lack of critical mass, and in particular input
>> from people that have the needed technical background.  And clearly
>> you are one of those that we need badly.
>
> The way I'd like to move forward is anything but producing
> documents fast however; and that seems to be the requirement.
>
> If you want input from me regarding the survival of this group;
> I'd create a wiki that everyone who requests it can edit.
> The first and most important part of that wiki would be a glossary
> with every word that is frequently used in the discussions.
> That list of words should be complete rather quickly, then
> people can add their definitions to it. If two people have
> different definitions then those definitions should be signed;
> Once, for a particular word, everyone has added the definitions
> and/or remarks to the wiki (all on one page per word), we can
> start a discussion on this list on how to reformulize and change
> the definition of that word. Some might have to change their
> semantics, but in the end the goal would be that every word
> has one defintion, used and understood by everyone -- and
> clearly documented on the wiki, with discussion history as
> usual. If a discussion gets completely stuck on semantics,
> then people can just sign (put their name under) the definition
> the want and we'd just count the signatures and pick one.
> After all, it's just semantics and has nothing to do with what
> the protocol REALLY will do.
>
> Only then, we can take the next step; for which I'd also
> use the wiki.
>
> Also, as I wrote in old posts before... I am still CONVINCED that
> we can impossibly create a protocol that will address everything
> that will be needed in the future. All we can do is create something
> that is a good starting point and FOCUS on flexibility: create
> a protocol that can evolve. In order to do that, we need (further
> completely protocol neutral) protocol negotiation for every p2p
> link that is created in the process, which allows such evolution.
>
> The use of XML as basis for a protocol would mean the following:
> 1) It takes overhead, so it's not possible to use it for
>    highbandwidth usage (ie video, or file transfers). But it could
>    do at out-of-band control channel.
> 2) If it's pure XML than we won't have to worry about the
>    implementation of serializing/deserializing as much, although
>    that only really has it's advantages when we will need VWRAP
>    to work for implementations in multiple programming languages
>    before it gets accepted widely. As far as I can see, we will
>    need C# and C++, and most likely C for religious reasons.
> 3) The ONLY benefit that XML has (on top of existing serialization
>    libraries) is that it is extensible: You can add new parameters
>    without confusing old code that doesn't expect it.
>
> Point 3, however, is just a weak attempt to be flexible. Imho,
> it is by far not flexible enough. We'd still need a well defined
> way for the evolving protocol negotiation, and once that is in
> place, we won't really need this feature of XML anymore.
>
> Thus, provided we add "evolving protocol negotiation", we should
> probably choose the serialization/deserialization method based on
> grounds that I can't judge at this point in the design.
>
> So for the near future:
> - Glossary and agreement on definitions of used jargon.
> - Abstract agreement on the use of an evolving protocol.
> - Definition of all possible p2p connection for which serialization is
> necessary.
> - Choice of what serialization mechanism is used where.
> - Abstract discussion (and agreement) of the use of Abelian operators
>   for distributed states and identity authorities (see another
>   old post from me). If we don't do that before anything else,
>   we'd just shoot ourself in the foot.
> - etc
>
> This is no doubt the work of years, and won't lead to any document
> any time soon.
>
> --
> Carlo Wood <carlo@alinoe.com>
>

From vaughn.deluca@gmail.com  Sun Mar 27 14:16:22 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Done -- (at least the very first step).

On 3/27/11, Vaughn Deluca <vaughn.deluca@gmail.com> wrote:
> Great!, thanks a lot for the constructive input!
>
> I disagree however that this "won't lead to any document any time
> soon" It depends on the definition of "document" I might be a while
> before it produces an RFC, but I certainly would call the glossary,
> wiki pages documenting group consensus, and Definitions "documents".
>
>  I like the wiki idea, (something along those lines was suggested by
> Morgaine also). I just requested a password, and it seems i can edit
> the Wiki  :) I will put up a VWRAP glossary page later today.
>
> On 3/27/11, Carlo Wood <carlo@alinoe.com> wrote:
>> On Sat, Mar 26, 2011 at 10:43:49PM +0100, Vaughn Deluca wrote:
>>> problem we have is a lack of critical mass, and in particular input
>>> from people that have the needed technical background.  And clearly
>>> you are one of those that we need badly.
>>
>> The way I'd like to move forward is anything but producing
>> documents fast however; and that seems to be the requirement.
>>
>> If you want input from me regarding the survival of this group;
>> I'd create a wiki that everyone who requests it can edit.
>> The first and most important part of that wiki would be a glossary
>> with every word that is frequently used in the discussions.
>> That list of words should be complete rather quickly, then
>> people can add their definitions to it. If two people have
>> different definitions then those definitions should be signed;
>> Once, for a particular word, everyone has added the definitions
>> and/or remarks to the wiki (all on one page per word), we can
>> start a discussion on this list on how to reformulize and change
>> the definition of that word. Some might have to change their
>> semantics, but in the end the goal would be that every word
>> has one defintion, used and understood by everyone -- and
>> clearly documented on the wiki, with discussion history as
>> usual. If a discussion gets completely stuck on semantics,
>> then people can just sign (put their name under) the definition
>> the want and we'd just count the signatures and pick one.
>> After all, it's just semantics and has nothing to do with what
>> the protocol REALLY will do.
>>
>> Only then, we can take the next step; for which I'd also
>> use the wiki.
>>
>> Also, as I wrote in old posts before... I am still CONVINCED that
>> we can impossibly create a protocol that will address everything
>> that will be needed in the future. All we can do is create something
>> that is a good starting point and FOCUS on flexibility: create
>> a protocol that can evolve. In order to do that, we need (further
>> completely protocol neutral) protocol negotiation for every p2p
>> link that is created in the process, which allows such evolution.
>>
>> The use of XML as basis for a protocol would mean the following:
>> 1) It takes overhead, so it's not possible to use it for
>>    highbandwidth usage (ie video, or file transfers). But it could
>>    do at out-of-band control channel.
>> 2) If it's pure XML than we won't have to worry about the
>>    implementation of serializing/deserializing as much, although
>>    that only really has it's advantages when we will need VWRAP
>>    to work for implementations in multiple programming languages
>>    before it gets accepted widely. As far as I can see, we will
>>    need C# and C++, and most likely C for religious reasons.
>> 3) The ONLY benefit that XML has (on top of existing serialization
>>    libraries) is that it is extensible: You can add new parameters
>>    without confusing old code that doesn't expect it.
>>
>> Point 3, however, is just a weak attempt to be flexible. Imho,
>> it is by far not flexible enough. We'd still need a well defined
>> way for the evolving protocol negotiation, and once that is in
>> place, we won't really need this feature of XML anymore.
>>
>> Thus, provided we add "evolving protocol negotiation", we should
>> probably choose the serialization/deserialization method based on
>> grounds that I can't judge at this point in the design.
>>
>> So for the near future:
>> - Glossary and agreement on definitions of used jargon.
>> - Abstract agreement on the use of an evolving protocol.
>> - Definition of all possible p2p connection for which serialization is
>> necessary.
>> - Choice of what serialization mechanism is used where.
>> - Abstract discussion (and agreement) of the use of Abelian operators
>>   for distributed states and identity authorities (see another
>>   old post from me). If we don't do that before anything else,
>>   we'd just shoot ourself in the foot.
>> - etc
>>
>> This is no doubt the work of years, and won't lead to any document
>> any time soon.
>>
>> --
>> Carlo Wood <carlo@alinoe.com>
>>
>

From fleep513@gmail.com  Sun Mar 27 15:40:49 2011
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We've discussed the wiki concept several times and several of us started a
wiki some months ago, but Peter reminded us that there is an official wiki
that should be used for these efforts.  See his message below.

- Chris/Fleep

Chris M. Collins (SL: Fleep Tuque)
Project Manager, UC Second Life
Second Life Ambassador, Ohio Learning Network
UCit Instructional & Research Computing
University of Cincinnati
406E Zimmer Hall
PO Box 210088
Cincinnati, OH 45221-0088
(513)556-3018
chris.collins@uc.edu


---------- Forwarded message ----------
From: Peter Saint-Andre <stpeter@stpeter.im>
Date: Thu, Jan 20, 2011 at 10:04 PM
Subject: Re: [vwrap] Status and future of the VWRAP working group
To: vwrap@ietf.org


With my area director hat on:

a.) I like the idea of collaborative effort at a wiki. This lowers the
barriers to entry. A big +1.

b.) I'd prefer to see this happen at the official working group wiki:

   http://trac.tools.ietf.org/wg/vwrap/trac/wiki

The main factor here is the IETF's policy on contributions, a.k.a. "Note
Well"...

   http://www.ietf.org/about/note-well.html

I am not a lawyer, but I doubt that work happening at a wiki site
somewhere else is covered under "Note Well". The last thing we want is
ambiguity about copyrights and patents, so I strongly encourage folks to
do this work at the Trac URL I posted above.

To request login credentials, go here:

   http://trac.tools.ietf.org/tools/loginmgr/newlogin

Thanks!

Peter

UC Second Life:   http://homepages.uc.edu/secondlife
OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php

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We&#39;ve discussed the wiki concept several times and several of us starte=
d a wiki some months ago, but Peter reminded us that there is an official w=
iki that should be used for these efforts. =A0See his message below.<div>
<br></div><div>- Chris/Fleep</div><div><br></div><div>Chris M. Collins (SL:=
 Fleep Tuque)</div><div>Project Manager, UC Second Life=A0</div><div>Second=
 Life Ambassador, Ohio Learning Network=A0</div><div>UCit Instructional &am=
p; Research Computing</div>

<div>University of Cincinnati=A0</div><div>406E Zimmer Hall</div><div>PO Bo=
x 210088</div><div>Cincinnati, OH 45221-0088</div><div><a href=3D"tel:%2851=
3%29556-3018" target=3D"_blank">(513)556-3018</a></div><div><a href=3D"mail=
to:chris.collins@uc.edu" target=3D"_blank">chris.collins@uc.edu</a></div>
<div>
<br></div><div><br></div><div>---------- Forwarded message ----------<br>Fr=
om:=A0<b class=3D"gmail_sendername">Peter Saint-Andre</b>=A0<span dir=3D"lt=
r">&lt;<a href=3D"mailto:stpeter@stpeter.im">stpeter@stpeter.im</a>&gt;</sp=
an><br>
Date: Thu, Jan 20, 2011 at 10:04 PM<br>Subject: Re: [vwrap] Status and futu=
re of the VWRAP working group<br>To: <a href=3D"mailto:vwrap@ietf.org">vwra=
p@ietf.org</a><br><br><br>With my area director hat on:<br><br>a.) I like t=
he idea of collaborative effort at a wiki. This lowers the<br>
barriers to entry. A big +1.<br><br>b.) I&#39;d prefer to see this happen a=
t the official working group wiki:<br><br>=A0 =A0<a href=3D"http://trac.too=
ls.ietf.org/wg/vwrap/trac/wiki" target=3D"_blank">http://trac.tools.ietf.or=
g/wg/vwrap/trac/wiki</a><br>
<br>The main factor here is the IETF&#39;s policy on contributions, a.k.a. =
&quot;Note<br>Well&quot;...<br><br>=A0 =A0<a href=3D"http://www.ietf.org/ab=
out/note-well.html" target=3D"_blank">http://www.ietf.org/about/note-well.h=
tml</a><br>
<br>I am not a lawyer, but I doubt that work happening at a wiki site<br>so=
mewhere else is covered under &quot;Note Well&quot;. The last thing we want=
 is<br>ambiguity about copyrights and patents, so I strongly encourage folk=
s to<br>
do this work at the Trac URL I posted above.<br><br>To request login creden=
tials, go here:<br><br>=A0 =A0<a href=3D"http://trac.tools.ietf.org/tools/l=
oginmgr/newlogin" target=3D"_blank">http://trac.tools.ietf.org/tools/loginm=
gr/newlogin</a><br>
<br>Thanks!<br><font color=3D"#888888"><br>Peter<br></font></div><div><font=
 color=3D"#888888"><br></font></div><div>UC Second Life: =A0 <a href=3D"htt=
p://homepages.uc.edu/secondlife" target=3D"_blank">http://homepages.uc.edu/=
secondlife</a></div>
<div>OLN Second Life: <a href=3D"http://www.oln.org/emerging_technologies/e=
mtech.php" target=3D"_blank">http://www.oln.org/emerging_technologies/emtec=
h.php</a></div>
<div><br></div><div><br></div><div><br></div>

--00163630e91759aac2049f7e8ab3--

From vaughn.deluca@gmail.com  Sun Mar 27 15:47:37 2011
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Fleep Tuque <fleep513@gmail.com>
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Cc: "<vwrap@ietf.org>" <vwrap@ietf.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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> I'd prefer to see this happen at the official working group wiki:
> http://trac.tools.ietf.org/wg/vwrap/trac/wiki

And that is were it is now.  :)

--Vaughn

On 3/28/11, Fleep Tuque <fleep513@gmail.com> wrote:
> We've discussed the wiki concept several times and several of us started a
> wiki some months ago, but Peter reminded us that there is an official wiki
> that should be used for these efforts.  See his message below.
>
> - Chris/Fleep
>
> Chris M. Collins (SL: Fleep Tuque)
> Project Manager, UC Second Life
> Second Life Ambassador, Ohio Learning Network
> UCit Instructional & Research Computing
> University of Cincinnati
> 406E Zimmer Hall
> PO Box 210088
> Cincinnati, OH 45221-0088
> (513)556-3018
> chris.collins@uc.edu
>
>
> ---------- Forwarded message ----------
> From: Peter Saint-Andre <stpeter@stpeter.im>
> Date: Thu, Jan 20, 2011 at 10:04 PM
> Subject: Re: [vwrap] Status and future of the VWRAP working group
> To: vwrap@ietf.org
>
>
> With my area director hat on:
>
> a.) I like the idea of collaborative effort at a wiki. This lowers the
> barriers to entry. A big +1.
>
> b.) I'd prefer to see this happen at the official working group wiki:
>
>    http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>
> The main factor here is the IETF's policy on contributions, a.k.a. "Note
> Well"...
>
>    http://www.ietf.org/about/note-well.html
>
> I am not a lawyer, but I doubt that work happening at a wiki site
> somewhere else is covered under "Note Well". The last thing we want is
> ambiguity about copyrights and patents, so I strongly encourage folks to
> do this work at the Trac URL I posted above.
>
> To request login credentials, go here:
>
>    http://trac.tools.ietf.org/tools/loginmgr/newlogin
>
> Thanks!
>
> Peter
>
> UC Second Life:   http://homepages.uc.edu/secondlife
> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>

From morgaine.dinova@googlemail.com  Sun Mar 27 17:15:59 2011
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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I think I may have unconconsciously been evading the question of
rechartering up to now, possibly because it was and is such a pain point.
No more evading though, if we want to get something done.

Re-chartering seems inevitable to me, because the existing charter failed s=
o
very dramatically to guide us towards the requirement that we recently made
explicit, namely interoperation between virtual worlds.

I'm not too surprised at that failure, since it has been very clear from th=
e
start that everybody except the main sponsoring companies expected interop
between virtual worlds to materialize from our work.  Consequently, I could
see the problem coming our way once the realization that it wasn't on the
agenda finally hit home more widely.  Crista did us a great service by
triggering that understanding within the group.

Armed with that understanding now, it is easy to see how the charter sold u=
s
a bridge.  After all, nowhere does it state that the goal is interoperation
between virtual worlds, so it has been wishful thinking alone that made so
many people expect otherwise.  While it mentions asset services being run b=
y
more than one organization, it never stated that these asset services could
serve multiple virtual worlds and hence act as the essential bridge for
interop of assets between them.  Again, it was just wishful thinking that
made some people interpret it that way, but as we now know, it was not the
design goal.

There are many such occurrences in the charter.  It seems to vaguely use th=
e
language of interop, but only in respect of growing virtual worlds by addin=
g
regions to them (ie. it's an *intra*-world protocol, not *inter*-world).  I=
t
does not offer anything to allow such virtual worlds to interoperate in the
way most people expect, for example supporting virtual tourism between them=
.

Since the charter does not expressly state what we want, it is incorrect, o=
r
worse, misdirecting.

I see no alternative to rechartering if we expect the outcome to be interop
between virtual worlds.  If we do not recharter, it will not describe our
goals, and it will not be meaningful to other readers.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Sun, Mar 27, 2011 at 3:37 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wro=
te:

> Morgaine,
>
> All very well, but you did not answer Izzy's question about rechartering.
> I agree with Izzy that it is by no means clear that the current
> charter is unsalvageable.
>
> For instance, your post below you write:
> >All we really need are shared asset services that are independent of the
> world providers.
>
> I my view this is square within the current charter were it says:
>
> "Within a VWRAP virtual environment, services may be deployed by
> multiple organizations having varying policies and trust domains."
>
> I have always read that as meaning that an inventory could be
> *anywhere* and owned by *anybody*, and that surely covers my own
> client side inventory as well (possibly implemented as a personal
> asset service running on my own machine?)
>
> The decision to have server side inventory is clearly the choice of
> that servers operator, and it is my chose use that inventory if that
> suits me.  If client side inventory is superior that will become clear
> by users preferring to use it. I fail to see  how our current approach
> is an obstacle on this path.
>
> Can you point out what part of the charter needs to be changed, or
> better make a proposal for that change so we have something concrete
> to work from?
>
> I strongly feel we need to build some consensus in this group, and to
> do so we need to be crystal clear about our aims. We should start
> front be very top. You had a first attempt at restructuring the intro
> document, but we need to address the charter first. My view is that it
> is not yet needed to change that, and if you feel different this is
> the time to say so.
>
> -- Vaughn
>
> On 3/27/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
> > Indeed, server-side inventories are one of the worst design decisions o=
f
> the
> > existing implementations.
> >
> > They give us no end of problems, such as the impossibility of high-spee=
d
> > client-side searching and regular lag issues, not to mention being
> > non-portable because each world provider would implement them
> differently.
> > They're also non-scalable because they're centralized, and non supporti=
ve
> of
> > VW tourism because a given world provider would control what can be put
> into
> > them, instead of the traveling user being in control.
> >
> > Inventories need to be client-side (I refer to the trees of asset
> metadata,
> > not the asset data, in case that's not clear), with an auto sync of
> deltas
> > to a configured asset service for resilience/backup.  That way only tho=
se
> > people who do not look after their local inventory resources will suffe=
r
> > client-server transport lag to recreate them, and the full power of
> > client-side CPUs and client-side databases and scripting can be deploye=
d
> to
> > make inventories a real powerhouse.
> >
> > All we really need are shared asset services that are independent of th=
e
> > world providers.  That alone is enough to virtually ensure portability,
> > interoperability, and scalability, as long as a lightweight protocol ca=
n
> be
> > found that is also extensible to support tomorrow's worlds.  Making a
> > standard to support only what we're doing today isn't particularly
> > interesting.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> >
> >
> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> >
> > On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas Sol <dzonatas@gmail.com>
> wrote:
> >
> >> If there was focus only on the login (agent domain) and inventory
> >> services,
> >> then I think we will get some where.
> >>
> >> Yes, we know there are issues with inventory that are already in the
> >> simulator side, so this is the suggestion to build apart from those
> >> issues.
> >> Start from there.
> >>
> >>
> >>
> >> Izzy Alanis wrote:
> >>
> >>> Are you suggesting a re-charter around shared services only?
> >>> Or that we shift the deliverables to push that to the forefront? (In
> >>> which case, we still really do need an intro doc and to address the
> >>> messaging semantics)
> >>>
> >>> I'm not quite convinced that the charter is unsalvageable. I think th=
e
> >>> last rev of the intro has a lot of good things in it too -- lots I
> >>> would like to see changed, but good stuff too.
> >>>
> >>>
> >>>
> >>> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
> >>> <morgaine.dinova@googlemail.com> wrote:
> >>>
> >>>
> >>>> I'm glad to see some renewed participation here!=EF=BF=BD Perhaps th=
e threat
> of
> >>>> death sharpens the mind. ;-)
> >>>>
> >>>> Since there seems to be some fresh thinking in the air, I am going t=
o
> >>>> add
> >>>> two short points to the discussion.=EF=BF=BD The first is a matter o=
f
> procedure,
> >>>> and
> >>>> the second is related to our technical direction:
> >>>>
> >>>> Notwithstanding that the IETF places certain duties on Barry and
> others
> >>>> to
> >>>> ensure that there is visible progress in the form of documents, I mu=
st
> >>>> say
> >>>> that "documents at all costs" is not a particularly good way of
> >>>> achieving
> >>>> technical progress.=EF=BF=BD It's the "documents at all costs" push =
that gave
> us
> >>>> several documents previously, only one of which turned out to be
> usable
> >>>> for
> >>>> interoperation between VWs.=EF=BF=BD Documents churned out before th=
ere is
> >>>> agreement
> >>>> on goals and direction are a hindrance to the process, not an
> indicator
> >>>> of
> >>>> progress, and they waste everyone's time.=EF=BF=BD Progress is certa=
inly not a
> >>>> matter of just putting pen to paper, as has been suggested.=EF=BF=BD=
 Far from
> >>>> it.
> >>>> First we must agree as a group on how a given protocol is going to
> meet
> >>>> our
> >>>> goals, and drafts then present that formally with hard technical
> details
> >>>> added.=EF=BF=BD Done the other way around just results in much angst=
 and
> wasted
> >>>> effort, as happened here.
> >>>>
> >>>> Given the almost unanimous agreement that crystallized around Crista=
's
> >>>> thread of a few months ago which could be paraphrased as "The VWRAP
> >>>> documents do nothing for interop between virtual worlds", I would li=
ke
> >>>> to
> >>>> suggest that instead of continuing to beat the dead horse of OGP tha=
t
> we
> >>>> still have on our hands, why don't we focus on delivering something
> that
> >>>> is
> >>>> actually usable by compatible groups like Opensim and realXtend and
> iED?
> >>>> There is a nugget of gold at the heart of the VWRAP concept which ca=
n
> >>>> provide exactly that:=EF=BF=BD the idea of shared asset services, an=
d a
> protocol
> >>>> for
> >>>> accessing them.
> >>>>
> >>>> There is a huge amount of activity in our sector of the virtual worl=
ds
> >>>> community.=EF=BF=BD There is also no end of interest in interoperati=
on, but
> the
> >>>> trouble seems to be that each group is rather narrowly focused on
> their
> >>>> own
> >>>> particular code base.=EF=BF=BD Where I think a group such as ours ca=
n
> contribute
> >>>> is
> >>>> by providing a lightweight protocol which is easily used by all,
> without
> >>>> the
> >>>> previous baggage.=EF=BF=BD Simple problems demand simple solutions, =
and while
> a
> >>>> massively scalable shared asset service is not exactly simple, it is
> >>>> nevertheless a lot simpler than the much larger task that we had set
> >>>> ourselves previously.
> >>>>
> >>>> Perhaps that would be a good place to start, afresh.
> >>>>
> >>>>
> >>>> Morgaine.
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
> >>>>
> >>>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba <barryleiba@computer.or=
g
> >
> >>>> wrote:
> >>>>
> >>>>
> >>>>> Reminder: If anyone's done anything related to what's below, please
> >>>>> post here and get some discussion going. =EF=BF=BDThere's still abo=
ut two and
> >>>>> a half weeks to get something ready.
> >>>>>
> >>>>> Barry, as chair
> >>>>>
> >>>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba <
> barryleiba@computer.org>
> >>>>> wrote:
> >>>>>
> >>>>>
> >>>>>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba <
> barryleiba@computer.org>
> >>>>>> wrote:
> >>>>>>
> >>>>>>
> >>>>>>> As for timescales, we already started work on a new Intro in
> October
> >>>>>>>> and
> >>>>>>>> November, as I described in my first email in this thread.=EF=BF=
=BD It was
> >>>>>>>> being
> >>>>>>>> done informally, not as an official draft but as input to a
> totally
> >>>>>>>> new
> >>>>>>>> draft.=EF=BF=BD It was not being done as a revision because the =
previous
> >>>>>>>> Intro
> >>>>>>>> simply did not meet key requirements for many contributors, as w=
as
> >>>>>>>> clear
> >>>>>>>> from the group's very intense discussions of September.
> >>>>>>>>
> >>>>>>>>
> >>>>>>> Can you see if you can get it into reasonable shape to introduce
> >>>>>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ?
> =EF=BF=BDThat
> >>>>>>> would give people something concrete to work from.
> >>>>>>>
> >>>>>>>
> >>>>>> I haven't seen any activity on this, so let me repeat this with a
> >>>>>> deadline:
> >>>>>>
> >>>>>> The chairs ask the proponents to please get a new intro document
> into
> >>>>>> reasonable (not final) shape to introduce publicly, and to submit =
it
> >>>>>> as an Internet Draft with a name like "draft-SOMEONE-vwrap-intro-0=
0"
> >>>>>> by 10 April (the significance of which will be left for the reader
> to
> >>>>>> research, should s/he care to). =EF=BF=BDThere may, of course, be =
any
> >>>>>> (reasonable) number of authors listed on the draft, and any one ma=
y
> be
> >>>>>> the name chosen to live in the draft name.
> >>>>>>
> >>>>>> If we're not able to do that, I think we need to seriously questio=
n
> >>>>>> whether there's enough real energy to continue.
> >>>>>>
> >>>>>> Barry, as chair
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>> _______________________________________________
> >>>>> vwrap mailing list
> >>>>> vwrap@ietf.org
> >>>>> https://www.ietf.org/mailman/listinfo/vwrap
> >>>>>
> >>>>>
> >>>> _______________________________________________
> >>>> vwrap mailing list
> >>>> vwrap@ietf.org
> >>>> https://www.ietf.org/mailman/listinfo/vwrap
> >>>>
> >>>>
> >>>>
> >>>>
> >>> _______________________________________________
> >>> vwrap mailing list
> >>> vwrap@ietf.org
> >>> https://www.ietf.org/mailman/listinfo/vwrap
> >>>
> >>>
> >>>
> >>
> >>
> >> --
> >> --- https://twitter.com/Dzonatas_Sol ---
> >> Web Development, Software Engineering, Virtual Reality, Consultant
> >>
> >>
> >
>

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Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

I think I may have unconconsciously been evading the question of recharteri=
ng up to now, possibly because it was and is such a pain point.=C2=A0 No mo=
re evading though, if we want to get something done.<br><br>Re-chartering s=
eems inevitable to me, because the existing charter failed so very dramatic=
ally to guide us towards the requirement that we recently made explicit, na=
mely interoperation between virtual worlds.<br>
<br>I&#39;m not too surprised at that failure, since it has been very clear=
 from the start that everybody except the main sponsoring companies expecte=
d interop between virtual worlds to materialize from our work.=C2=A0 Conseq=
uently, I could see the problem coming our way once the realization that it=
 wasn&#39;t on the agenda finally hit home more widely.=C2=A0 Crista did us=
 a great service by triggering that understanding within the group.<br>
<br>Armed with that understanding now, it is easy to see how the charter so=
ld us a bridge.=C2=A0 After all, nowhere does it state that the goal is int=
eroperation between virtual worlds, so it has been wishful thinking alone t=
hat made so many people expect otherwise.=C2=A0 While it mentions asset ser=
vices being run by more than one organization, it never stated that these a=
sset services could serve multiple virtual worlds and hence act as the esse=
ntial bridge for interop of assets between them.=C2=A0 Again, it was just w=
ishful thinking that made some people interpret it that way, but as we now =
know, it was not the design goal.<br>
<br>There are many such occurrences in the charter.=C2=A0 It seems to vague=
ly use the language of interop, but only in respect of growing virtual worl=
ds by adding regions to them (ie. it&#39;s an <i>intra</i>-world protocol, =
not <i>inter</i>-world).=C2=A0 It does not offer anything to allow such vir=
tual worlds to interoperate in the way most people expect, for example supp=
orting virtual tourism between them.<br>
<br>Since the charter does not expressly state what we want, it is incorrec=
t, or worse, misdirecting.<br><br>I see no alternative to rechartering if w=
e expect the outcome to be interop between virtual worlds.=C2=A0 If we do n=
ot recharter, it will not describe our goals, and it will not be meaningful=
 to other readers.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><=
div class=3D"gmail_quote">On Sun, Mar 27, 2011 at 3:37 PM, Vaughn Deluca <s=
pan dir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluc=
a@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Morgaine,<br>
<br>
All very well, but you did not answer Izzy&#39;s question about recharterin=
g.<br>
I agree with Izzy that it is by no means clear that the current<br>
charter is unsalvageable.<br>
<div class=3D"im"><br>
For instance, your post below you write:<br>
&gt;All we really need are shared asset services that are independent of th=
e world providers.<br>
<br>
</div>I my view this is square within the current charter were it says:<br>
<br>
&quot;Within a VWRAP virtual environment, services may be deployed by<br>
multiple organizations having varying policies and trust domains.&quot;<br>
<br>
I have always read that as meaning that an inventory could be<br>
*anywhere* and owned by *anybody*, and that surely covers my own<br>
client side inventory as well (possibly implemented as a personal<br>
asset service running on my own machine?)<br>
<br>
The decision to have server side inventory is clearly the choice of<br>
that servers operator, and it is my chose use that inventory if that<br>
suits me. =C2=A0If client side inventory is superior that will become clear=
<br>
by users preferring to use it. I fail to see =C2=A0how our current approach=
<br>
is an obstacle on this path.<br>
<br>
Can you point out what part of the charter needs to be changed, or<br>
better make a proposal for that change so we have something concrete<br>
to work from?<br>
<br>
I strongly feel we need to build some consensus in this group, and to<br>
do so we need to be crystal clear about our aims. We should start<br>
front be very top. You had a first attempt at restructuring the intro<br>
document, but we need to address the charter first. My view is that it<br>
is not yet needed to change that, and if you feel different this is<br>
the time to say so.<br>
<font color=3D"#888888"><br>
-- Vaughn<br>
</font><div><div></div><div class=3D"h5"><br>
On 3/27/11, Morgaine &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">=
morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
&gt; Indeed, server-side inventories are one of the worst design decisions =
of the<br>
&gt; existing implementations.<br>
&gt;<br>
&gt; They give us no end of problems, such as the impossibility of high-spe=
ed<br>
&gt; client-side searching and regular lag issues, not to mention being<br>
&gt; non-portable because each world provider would implement them differen=
tly.<br>
&gt; They&#39;re also non-scalable because they&#39;re centralized, and non=
 supportive of<br>
&gt; VW tourism because a given world provider would control what can be pu=
t into<br>
&gt; them, instead of the traveling user being in control.<br>
&gt;<br>
&gt; Inventories need to be client-side (I refer to the trees of asset meta=
data,<br>
&gt; not the asset data, in case that&#39;s not clear), with an auto sync o=
f deltas<br>
&gt; to a configured asset service for resilience/backup. =C2=A0That way on=
ly those<br>
&gt; people who do not look after their local inventory resources will suff=
er<br>
&gt; client-server transport lag to recreate them, and the full power of<br=
>
&gt; client-side CPUs and client-side databases and scripting can be deploy=
ed to<br>
&gt; make inventories a real powerhouse.<br>
&gt;<br>
&gt; All we really need are shared asset services that are independent of t=
he<br>
&gt; world providers. =C2=A0That alone is enough to virtually ensure portab=
ility,<br>
&gt; interoperability, and scalability, as long as a lightweight protocol c=
an be<br>
&gt; found that is also extensible to support tomorrow&#39;s worlds. =C2=A0=
Making a<br>
&gt; standard to support only what we&#39;re doing today isn&#39;t particul=
arly<br>
&gt; interesting.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas Sol &lt;<a href=3D"mailto:dz=
onatas@gmail.com">dzonatas@gmail.com</a>&gt; wrote:<br>
&gt;<br>
&gt;&gt; If there was focus only on the login (agent domain) and inventory<=
br>
&gt;&gt; services,<br>
&gt;&gt; then I think we will get some where.<br>
&gt;&gt;<br>
&gt;&gt; Yes, we know there are issues with inventory that are already in t=
he<br>
&gt;&gt; simulator side, so this is the suggestion to build apart from thos=
e<br>
&gt;&gt; issues.<br>
&gt;&gt; Start from there.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; Izzy Alanis wrote:<br>
&gt;&gt;<br>
&gt;&gt;&gt; Are you suggesting a re-charter around shared services only?<b=
r>
&gt;&gt;&gt; Or that we shift the deliverables to push that to the forefron=
t? (In<br>
&gt;&gt;&gt; which case, we still really do need an intro doc and to addres=
s the<br>
&gt;&gt;&gt; messaging semantics)<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; I&#39;m not quite convinced that the charter is unsalvageable.=
 I think the<br>
&gt;&gt;&gt; last rev of the intro has a lot of good things in it too -- lo=
ts I<br>
&gt;&gt;&gt; would like to see changed, but good stuff too.<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; On Sat, Mar 26, 2011 at 8:09 PM, Morgaine<br>
&gt;&gt;&gt; &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine=
.dinova@googlemail.com</a>&gt; wrote:<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; I&#39;m glad to see some renewed participation here!=EF=BF=
=BD Perhaps the threat of<br>
&gt;&gt;&gt;&gt; death sharpens the mind. ;-)<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; Since there seems to be some fresh thinking in the air, I =
am going to<br>
&gt;&gt;&gt;&gt; add<br>
&gt;&gt;&gt;&gt; two short points to the discussion.=EF=BF=BD The first is =
a matter of procedure,<br>
&gt;&gt;&gt;&gt; and<br>
&gt;&gt;&gt;&gt; the second is related to our technical direction:<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; Notwithstanding that the IETF places certain duties on Bar=
ry and others<br>
&gt;&gt;&gt;&gt; to<br>
&gt;&gt;&gt;&gt; ensure that there is visible progress in the form of docum=
ents, I must<br>
&gt;&gt;&gt;&gt; say<br>
&gt;&gt;&gt;&gt; that &quot;documents at all costs&quot; is not a particula=
rly good way of<br>
&gt;&gt;&gt;&gt; achieving<br>
&gt;&gt;&gt;&gt; technical progress.=EF=BF=BD It&#39;s the &quot;documents =
at all costs&quot; push that gave us<br>
&gt;&gt;&gt;&gt; several documents previously, only one of which turned out=
 to be usable<br>
&gt;&gt;&gt;&gt; for<br>
&gt;&gt;&gt;&gt; interoperation between VWs.=EF=BF=BD Documents churned out=
 before there is<br>
&gt;&gt;&gt;&gt; agreement<br>
&gt;&gt;&gt;&gt; on goals and direction are a hindrance to the process, not=
 an indicator<br>
&gt;&gt;&gt;&gt; of<br>
&gt;&gt;&gt;&gt; progress, and they waste everyone&#39;s time.=EF=BF=BD Pro=
gress is certainly not a<br>
&gt;&gt;&gt;&gt; matter of just putting pen to paper, as has been suggested=
.=EF=BF=BD Far from<br>
&gt;&gt;&gt;&gt; it.<br>
&gt;&gt;&gt;&gt; First we must agree as a group on how a given protocol is =
going to meet<br>
&gt;&gt;&gt;&gt; our<br>
&gt;&gt;&gt;&gt; goals, and drafts then present that formally with hard tec=
hnical details<br>
&gt;&gt;&gt;&gt; added.=EF=BF=BD Done the other way around just results in =
much angst and wasted<br>
&gt;&gt;&gt;&gt; effort, as happened here.<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; Given the almost unanimous agreement that crystallized aro=
und Crista&#39;s<br>
&gt;&gt;&gt;&gt; thread of a few months ago which could be paraphrased as &=
quot;The VWRAP<br>
&gt;&gt;&gt;&gt; documents do nothing for interop between virtual worlds&qu=
ot;, I would like<br>
&gt;&gt;&gt;&gt; to<br>
&gt;&gt;&gt;&gt; suggest that instead of continuing to beat the dead horse =
of OGP that we<br>
&gt;&gt;&gt;&gt; still have on our hands, why don&#39;t we focus on deliver=
ing something that<br>
&gt;&gt;&gt;&gt; is<br>
&gt;&gt;&gt;&gt; actually usable by compatible groups like Opensim and real=
Xtend and iED?<br>
&gt;&gt;&gt;&gt; There is a nugget of gold at the heart of the VWRAP concep=
t which can<br>
&gt;&gt;&gt;&gt; provide exactly that:=EF=BF=BD the idea of shared asset se=
rvices, and a protocol<br>
&gt;&gt;&gt;&gt; for<br>
&gt;&gt;&gt;&gt; accessing them.<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; There is a huge amount of activity in our sector of the vi=
rtual worlds<br>
&gt;&gt;&gt;&gt; community.=EF=BF=BD There is also no end of interest in in=
teroperation, but the<br>
&gt;&gt;&gt;&gt; trouble seems to be that each group is rather narrowly foc=
used on their<br>
&gt;&gt;&gt;&gt; own<br>
&gt;&gt;&gt;&gt; particular code base.=EF=BF=BD Where I think a group such =
as ours can contribute<br>
&gt;&gt;&gt;&gt; is<br>
&gt;&gt;&gt;&gt; by providing a lightweight protocol which is easily used b=
y all, without<br>
&gt;&gt;&gt;&gt; the<br>
&gt;&gt;&gt;&gt; previous baggage.=EF=BF=BD Simple problems demand simple s=
olutions, and while a<br>
&gt;&gt;&gt;&gt; massively scalable shared asset service is not exactly sim=
ple, it is<br>
&gt;&gt;&gt;&gt; nevertheless a lot simpler than the much larger task that =
we had set<br>
&gt;&gt;&gt;&gt; ourselves previously.<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; Perhaps that would be a good place to start, afresh.<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; Morgaine.<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba &lt;<a href=
=3D"mailto:barryleiba@computer.org">barryleiba@computer.org</a>&gt;<br>
&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt; Reminder: If anyone&#39;s done anything related to wha=
t&#39;s below, please<br>
&gt;&gt;&gt;&gt;&gt; post here and get some discussion going. =EF=BF=BDTher=
e&#39;s still about two and<br>
&gt;&gt;&gt;&gt;&gt; a half weeks to get something ready.<br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt; Barry, as chair<br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt; On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba &lt;<a hr=
ef=3D"mailto:barryleiba@computer.org">barryleiba@computer.org</a>&gt;<br>
&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt; On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba &lt;<=
a href=3D"mailto:barryleiba@computer.org">barryleiba@computer.org</a>&gt;<b=
r>
&gt;&gt;&gt;&gt;&gt;&gt; wrote:<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt; As for timescales, we already started work on =
a new Intro in October<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; and<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; November, as I described in my first email=
 in this thread.=EF=BF=BD It was<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; being<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; done informally, not as an official draft =
but as input to a totally<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; new<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; draft.=EF=BF=BD It was not being done as a=
 revision because the previous<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; Intro<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; simply did not meet key requirements for m=
any contributors, as was<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; clear<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt; from the group&#39;s very intense discussi=
ons of September.<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt; Can you see if you can get it into reasonable =
shape to introduce<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt; publicly, and then submit it as draft-morgaine=
-vwrap-intro-00 ? =EF=BF=BDThat<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt; would give people something concrete to work f=
rom.<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt; I haven&#39;t seen any activity on this, so let me=
 repeat this with a<br>
&gt;&gt;&gt;&gt;&gt;&gt; deadline:<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt; The chairs ask the proponents to please get a new =
intro document into<br>
&gt;&gt;&gt;&gt;&gt;&gt; reasonable (not final) shape to introduce publicly=
, and to submit it<br>
&gt;&gt;&gt;&gt;&gt;&gt; as an Internet Draft with a name like &quot;draft-=
SOMEONE-vwrap-intro-00&quot;<br>
&gt;&gt;&gt;&gt;&gt;&gt; by 10 April (the significance of which will be lef=
t for the reader to<br>
&gt;&gt;&gt;&gt;&gt;&gt; research, should s/he care to). =EF=BF=BDThere may=
, of course, be any<br>
&gt;&gt;&gt;&gt;&gt;&gt; (reasonable) number of authors listed on the draft=
, and any one may be<br>
&gt;&gt;&gt;&gt;&gt;&gt; the name chosen to live in the draft name.<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt; If we&#39;re not able to do that, I think we need =
to seriously question<br>
&gt;&gt;&gt;&gt;&gt;&gt; whether there&#39;s enough real energy to continue=
.<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt; Barry, as chair<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt; _______________________________________________<br>
&gt;&gt;&gt;&gt;&gt; vwrap mailing list<br>
&gt;&gt;&gt;&gt;&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><b=
r>
&gt;&gt;&gt;&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap=
" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt; _______________________________________________<br>
&gt;&gt;&gt;&gt; vwrap mailing list<br>
&gt;&gt;&gt;&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt;&gt;&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" ta=
rget=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt;&gt;<br>
&gt;&gt;&gt; _______________________________________________<br>
&gt;&gt;&gt; vwrap mailing list<br>
&gt;&gt;&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt;&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=
=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; --<br>
&gt;&gt; --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank"=
>https://twitter.com/Dzonatas_Sol</a> ---<br>
&gt;&gt; Web Development, Software Engineering, Virtual Reality, Consultant=
<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>

--000e0cd25caeb9e698049f7fde8b--

From izzyalanis@gmail.com  Sun Mar 27 21:19:42 2011
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From: Izzy Alanis <izzyalanis@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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I definitely agree that the charter reflect (define!) our goals... but
what are those goals?

I prefer to read the existing charter as very ambitious. Trying ...
not to bridge existing worlds, but allow for the creation of new
worlds in which new things are possible. But the rest of the
documentation is littered with implementation details about the
existing virtual worlds.

It's the pull and tug between breaking free with new ideas (and,
Morgaine, you have a lot of cool new ideas) and being tied to the
existing infrastructure that's at conflict here.

When I say that the existing charter was salvageable, I mean this: If
we're going to follow that ambitious goal and forge ahead (possibly
leaving the existing virtual worlds behind)... then yeah, I think we
can work under this charter.  If we need to step back and rein in our
ambition (focus on interoperability and asset sharing between existing
virtual worlds?), then the charter should reflect that to give the
group focus.


On Sun, Mar 27, 2011 at 8:17 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> I think I may have unconconsciously been evading the question of
> rechartering up to now, possibly because it was and is such a pain point.
> No more evading though, if we want to get something done.
>
> Re-chartering seems inevitable to me, because the existing charter failed=
 so
> very dramatically to guide us towards the requirement that we recently ma=
de
> explicit, namely interoperation between virtual worlds.
>
> I'm not too surprised at that failure, since it has been very clear from =
the
> start that everybody except the main sponsoring companies expected intero=
p
> between virtual worlds to materialize from our work.=C2=A0 Consequently, =
I could
> see the problem coming our way once the realization that it wasn't on the
> agenda finally hit home more widely.=C2=A0 Crista did us a great service =
by
> triggering that understanding within the group.
>
> Armed with that understanding now, it is easy to see how the charter sold=
 us
> a bridge.=C2=A0 After all, nowhere does it state that the goal is interop=
eration
> between virtual worlds, so it has been wishful thinking alone that made s=
o
> many people expect otherwise.=C2=A0 While it mentions asset services bein=
g run by
> more than one organization, it never stated that these asset services cou=
ld
> serve multiple virtual worlds and hence act as the essential bridge for
> interop of assets between them.=C2=A0 Again, it was just wishful thinking=
 that
> made some people interpret it that way, but as we now know, it was not th=
e
> design goal.
>
> There are many such occurrences in the charter.=C2=A0 It seems to vaguely=
 use the
> language of interop, but only in respect of growing virtual worlds by add=
ing
> regions to them (ie. it's an intra-world protocol, not inter-world).=C2=
=A0 It
> does not offer anything to allow such virtual worlds to interoperate in t=
he
> way most people expect, for example supporting virtual tourism between th=
em.
>
> Since the charter does not expressly state what we want, it is incorrect,=
 or
> worse, misdirecting.
>
> I see no alternative to rechartering if we expect the outcome to be inter=
op
> between virtual worlds.=C2=A0 If we do not recharter, it will not describ=
e our
> goals, and it will not be meaningful to other readers.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Sun, Mar 27, 2011 at 3:37 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
> wrote:
>>
>> Morgaine,
>>
>> All very well, but you did not answer Izzy's question about rechartering=
.
>> I agree with Izzy that it is by no means clear that the current
>> charter is unsalvageable.
>>
>> For instance, your post below you write:
>> >All we really need are shared asset services that are independent of th=
e
>> > world providers.
>>
>> I my view this is square within the current charter were it says:
>>
>> "Within a VWRAP virtual environment, services may be deployed by
>> multiple organizations having varying policies and trust domains."
>>
>> I have always read that as meaning that an inventory could be
>> *anywhere* and owned by *anybody*, and that surely covers my own
>> client side inventory as well (possibly implemented as a personal
>> asset service running on my own machine?)
>>
>> The decision to have server side inventory is clearly the choice of
>> that servers operator, and it is my chose use that inventory if that
>> suits me. =C2=A0If client side inventory is superior that will become cl=
ear
>> by users preferring to use it. I fail to see =C2=A0how our current appro=
ach
>> is an obstacle on this path.
>>
>> Can you point out what part of the charter needs to be changed, or
>> better make a proposal for that change so we have something concrete
>> to work from?
>>
>> I strongly feel we need to build some consensus in this group, and to
>> do so we need to be crystal clear about our aims. We should start
>> front be very top. You had a first attempt at restructuring the intro
>> document, but we need to address the charter first. My view is that it
>> is not yet needed to change that, and if you feel different this is
>> the time to say so.
>>
>> -- Vaughn
>>
>> On 3/27/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
>> > Indeed, server-side inventories are one of the worst design decisions =
of
>> > the
>> > existing implementations.
>> >
>> > They give us no end of problems, such as the impossibility of high-spe=
ed
>> > client-side searching and regular lag issues, not to mention being
>> > non-portable because each world provider would implement them
>> > differently.
>> > They're also non-scalable because they're centralized, and non
>> > supportive of
>> > VW tourism because a given world provider would control what can be pu=
t
>> > into
>> > them, instead of the traveling user being in control.
>> >
>> > Inventories need to be client-side (I refer to the trees of asset
>> > metadata,
>> > not the asset data, in case that's not clear), with an auto sync of
>> > deltas
>> > to a configured asset service for resilience/backup. =C2=A0That way on=
ly
>> > those
>> > people who do not look after their local inventory resources will suff=
er
>> > client-server transport lag to recreate them, and the full power of
>> > client-side CPUs and client-side databases and scripting can be deploy=
ed
>> > to
>> > make inventories a real powerhouse.
>> >
>> > All we really need are shared asset services that are independent of t=
he
>> > world providers. =C2=A0That alone is enough to virtually ensure portab=
ility,
>> > interoperability, and scalability, as long as a lightweight protocol c=
an
>> > be
>> > found that is also extensible to support tomorrow's worlds. =C2=A0Maki=
ng a
>> > standard to support only what we're doing today isn't particularly
>> > interesting.
>> >
>> >
>> > Morgaine.
>> >
>> >
>> >
>> >
>> >
>> >
>> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>> >
>> > On Sun, Mar 27, 2011 at 2:41 AM, Dzonatas Sol <dzonatas@gmail.com>
>> > wrote:
>> >
>> >> If there was focus only on the login (agent domain) and inventory
>> >> services,
>> >> then I think we will get some where.
>> >>
>> >> Yes, we know there are issues with inventory that are already in the
>> >> simulator side, so this is the suggestion to build apart from those
>> >> issues.
>> >> Start from there.
>> >>
>> >>
>> >>
>> >> Izzy Alanis wrote:
>> >>
>> >>> Are you suggesting a re-charter around shared services only?
>> >>> Or that we shift the deliverables to push that to the forefront? (In
>> >>> which case, we still really do need an intro doc and to address the
>> >>> messaging semantics)
>> >>>
>> >>> I'm not quite convinced that the charter is unsalvageable. I think t=
he
>> >>> last rev of the intro has a lot of good things in it too -- lots I
>> >>> would like to see changed, but good stuff too.
>> >>>
>> >>>
>> >>>
>> >>> On Sat, Mar 26, 2011 at 8:09 PM, Morgaine
>> >>> <morgaine.dinova@googlemail.com> wrote:
>> >>>
>> >>>
>> >>>> I'm glad to see some renewed participation here!=EF=BF=BD Perhaps t=
he threat
>> >>>> of
>> >>>> death sharpens the mind. ;-)
>> >>>>
>> >>>> Since there seems to be some fresh thinking in the air, I am going =
to
>> >>>> add
>> >>>> two short points to the discussion.=EF=BF=BD The first is a matter =
of
>> >>>> procedure,
>> >>>> and
>> >>>> the second is related to our technical direction:
>> >>>>
>> >>>> Notwithstanding that the IETF places certain duties on Barry and
>> >>>> others
>> >>>> to
>> >>>> ensure that there is visible progress in the form of documents, I
>> >>>> must
>> >>>> say
>> >>>> that "documents at all costs" is not a particularly good way of
>> >>>> achieving
>> >>>> technical progress.=EF=BF=BD It's the "documents at all costs" push=
 that gave
>> >>>> us
>> >>>> several documents previously, only one of which turned out to be
>> >>>> usable
>> >>>> for
>> >>>> interoperation between VWs.=EF=BF=BD Documents churned out before t=
here is
>> >>>> agreement
>> >>>> on goals and direction are a hindrance to the process, not an
>> >>>> indicator
>> >>>> of
>> >>>> progress, and they waste everyone's time.=EF=BF=BD Progress is cert=
ainly not
>> >>>> a
>> >>>> matter of just putting pen to paper, as has been suggested.=EF=BF=
=BD Far from
>> >>>> it.
>> >>>> First we must agree as a group on how a given protocol is going to
>> >>>> meet
>> >>>> our
>> >>>> goals, and drafts then present that formally with hard technical
>> >>>> details
>> >>>> added.=EF=BF=BD Done the other way around just results in much angs=
t and
>> >>>> wasted
>> >>>> effort, as happened here.
>> >>>>
>> >>>> Given the almost unanimous agreement that crystallized around
>> >>>> Crista's
>> >>>> thread of a few months ago which could be paraphrased as "The VWRAP
>> >>>> documents do nothing for interop between virtual worlds", I would
>> >>>> like
>> >>>> to
>> >>>> suggest that instead of continuing to beat the dead horse of OGP th=
at
>> >>>> we
>> >>>> still have on our hands, why don't we focus on delivering something
>> >>>> that
>> >>>> is
>> >>>> actually usable by compatible groups like Opensim and realXtend and
>> >>>> iED?
>> >>>> There is a nugget of gold at the heart of the VWRAP concept which c=
an
>> >>>> provide exactly that:=EF=BF=BD the idea of shared asset services, a=
nd a
>> >>>> protocol
>> >>>> for
>> >>>> accessing them.
>> >>>>
>> >>>> There is a huge amount of activity in our sector of the virtual
>> >>>> worlds
>> >>>> community.=EF=BF=BD There is also no end of interest in interoperat=
ion, but
>> >>>> the
>> >>>> trouble seems to be that each group is rather narrowly focused on
>> >>>> their
>> >>>> own
>> >>>> particular code base.=EF=BF=BD Where I think a group such as ours c=
an
>> >>>> contribute
>> >>>> is
>> >>>> by providing a lightweight protocol which is easily used by all,
>> >>>> without
>> >>>> the
>> >>>> previous baggage.=EF=BF=BD Simple problems demand simple solutions,=
 and while
>> >>>> a
>> >>>> massively scalable shared asset service is not exactly simple, it i=
s
>> >>>> nevertheless a lot simpler than the much larger task that we had se=
t
>> >>>> ourselves previously.
>> >>>>
>> >>>> Perhaps that would be a good place to start, afresh.
>> >>>>
>> >>>>
>> >>>> Morgaine.
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>> >>>>
>> >>>> On Wed, Mar 23, 2011 at 8:10 PM, Barry Leiba
>> >>>> <barryleiba@computer.org>
>> >>>> wrote:
>> >>>>
>> >>>>
>> >>>>> Reminder: If anyone's done anything related to what's below, pleas=
e
>> >>>>> post here and get some discussion going. =EF=BF=BDThere's still ab=
out two
>> >>>>> and
>> >>>>> a half weeks to get something ready.
>> >>>>>
>> >>>>> Barry, as chair
>> >>>>>
>> >>>>> On Sun, Feb 27, 2011 at 1:52 PM, Barry Leiba
>> >>>>> <barryleiba@computer.org>
>> >>>>> wrote:
>> >>>>>
>> >>>>>
>> >>>>>> On Wed, Jan 19, 2011 at 3:15 PM, Barry Leiba
>> >>>>>> <barryleiba@computer.org>
>> >>>>>> wrote:
>> >>>>>>
>> >>>>>>
>> >>>>>>> As for timescales, we already started work on a new Intro in
>> >>>>>>> October
>> >>>>>>>> and
>> >>>>>>>> November, as I described in my first email in this thread.=EF=
=BF=BD It
>> >>>>>>>> was
>> >>>>>>>> being
>> >>>>>>>> done informally, not as an official draft but as input to a
>> >>>>>>>> totally
>> >>>>>>>> new
>> >>>>>>>> draft.=EF=BF=BD It was not being done as a revision because the=
 previous
>> >>>>>>>> Intro
>> >>>>>>>> simply did not meet key requirements for many contributors, as
>> >>>>>>>> was
>> >>>>>>>> clear
>> >>>>>>>> from the group's very intense discussions of September.
>> >>>>>>>>
>> >>>>>>>>
>> >>>>>>> Can you see if you can get it into reasonable shape to introduce
>> >>>>>>> publicly, and then submit it as draft-morgaine-vwrap-intro-00 ?
>> >>>>>>> =EF=BF=BDThat
>> >>>>>>> would give people something concrete to work from.
>> >>>>>>>
>> >>>>>>>
>> >>>>>> I haven't seen any activity on this, so let me repeat this with a
>> >>>>>> deadline:
>> >>>>>>
>> >>>>>> The chairs ask the proponents to please get a new intro document
>> >>>>>> into
>> >>>>>> reasonable (not final) shape to introduce publicly, and to submit
>> >>>>>> it
>> >>>>>> as an Internet Draft with a name like
>> >>>>>> "draft-SOMEONE-vwrap-intro-00"
>> >>>>>> by 10 April (the significance of which will be left for the reade=
r
>> >>>>>> to
>> >>>>>> research, should s/he care to). =EF=BF=BDThere may, of course, be=
 any
>> >>>>>> (reasonable) number of authors listed on the draft, and any one m=
ay
>> >>>>>> be
>> >>>>>> the name chosen to live in the draft name.
>> >>>>>>
>> >>>>>> If we're not able to do that, I think we need to seriously questi=
on
>> >>>>>> whether there's enough real energy to continue.
>> >>>>>>
>> >>>>>> Barry, as chair
>> >>>>>>
>> >>>>>>
>> >>>>>>
>> >>>>> _______________________________________________
>> >>>>> vwrap mailing list
>> >>>>> vwrap@ietf.org
>> >>>>> https://www.ietf.org/mailman/listinfo/vwrap
>> >>>>>
>> >>>>>
>> >>>> _______________________________________________
>> >>>> vwrap mailing list
>> >>>> vwrap@ietf.org
>> >>>> https://www.ietf.org/mailman/listinfo/vwrap
>> >>>>
>> >>>>
>> >>>>
>> >>>>
>> >>> _______________________________________________
>> >>> vwrap mailing list
>> >>> vwrap@ietf.org
>> >>> https://www.ietf.org/mailman/listinfo/vwrap
>> >>>
>> >>>
>> >>>
>> >>
>> >>
>> >> --
>> >> --- https://twitter.com/Dzonatas_Sol ---
>> >> Web Development, Software Engineering, Virtual Reality, Consultant
>> >>
>> >>
>> >
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

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Forging ahead...

Are we commenting on the definitions on the wiki, or in the list? I'm
confused about the process now.


On Sun, Mar 27, 2011 at 6:49 PM, Vaughn Deluca <vaughn.deluca@gmail.com> wr=
ote:
>> I'd prefer to see this happen at the official working group wiki:
>> http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>
> And that is were it is now. =A0:)
>
> --Vaughn
>
> On 3/28/11, Fleep Tuque <fleep513@gmail.com> wrote:
>> We've discussed the wiki concept several times and several of us started=
 a
>> wiki some months ago, but Peter reminded us that there is an official wi=
ki
>> that should be used for these efforts. =A0See his message below.
>>
>> - Chris/Fleep
>>
>> Chris M. Collins (SL: Fleep Tuque)
>> Project Manager, UC Second Life
>> Second Life Ambassador, Ohio Learning Network
>> UCit Instructional & Research Computing
>> University of Cincinnati
>> 406E Zimmer Hall
>> PO Box 210088
>> Cincinnati, OH 45221-0088
>> (513)556-3018
>> chris.collins@uc.edu
>>
>>
>> ---------- Forwarded message ----------
>> From: Peter Saint-Andre <stpeter@stpeter.im>
>> Date: Thu, Jan 20, 2011 at 10:04 PM
>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>> To: vwrap@ietf.org
>>
>>
>> With my area director hat on:
>>
>> a.) I like the idea of collaborative effort at a wiki. This lowers the
>> barriers to entry. A big +1.
>>
>> b.) I'd prefer to see this happen at the official working group wiki:
>>
>> =A0 =A0http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>
>> The main factor here is the IETF's policy on contributions, a.k.a. "Note
>> Well"...
>>
>> =A0 =A0http://www.ietf.org/about/note-well.html
>>
>> I am not a lawyer, but I doubt that work happening at a wiki site
>> somewhere else is covered under "Note Well". The last thing we want is
>> ambiguity about copyrights and patents, so I strongly encourage folks to
>> do this work at the Trac URL I posted above.
>>
>> To request login credentials, go here:
>>
>> =A0 =A0http://trac.tools.ietf.org/tools/loginmgr/newlogin
>>
>> Thanks!
>>
>> Peter
>>
>> UC Second Life: =A0 http://homepages.uc.edu/secondlife
>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From morgaine.dinova@googlemail.com  Mon Mar 28 08:27:30 2011
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Barry, is there IETF precedent for a WG that has undergone this particular
train of events, namely a major disconnect between its originators'
intentions and the WG's expectations of direction?

If so, our situation may be slightly easier to handle, since the originators
have withdrawn from pressing their case and there appears to be almost no
actual dispute remaining in the group.  Procedurally though, I really don't
know where we stand from the IETF's perspective.  We seem to have a common
goal now, but if the IETF demands paperwork, we're not there yet because the
designs and plans have not been worked out.  I'm hoping for flexibility, but
acknowledge that flexibility has a limit.

That said, reading the IETF Mission Statement leaves no doubt that VW
interoperability is right in the middle of the road for the IETF.  Can the
group be left to work out what needs to be worked out?


Morgaine.




=================================

On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>wrote:

> Hi, Carlo, Vaughn, Izzy, Dzonatas, and everyone else.
> I'm glad to see some discussion going.  Izzy is right when he says this:
> > Of course this all may not matter unless somebody actually addresses
> > the underlying issue: That the group needs to start producing documents.
>
> Indeed.  We, the chairs, need to see real progress on the documents...
> particularly the introduction document.
>
> This discussion is a start, and, as I say, I'm pleased to see it, but
> it has to turn into real document editing very soon.
>
> I want to say one other thing:
>
> > Oops, no I said 'we'... but count me out. I still see the same people
> > around here and it's still going to fail just as bad as last time (or,
> > as I expected the first time around... some "standard" is going to
> > be produced that sucks; and that is either going to be ignored, or
> > adopted by a few large "players" who then all get major head aches
> > and problems that they can't fix; and in the end it will be the users
> > who suffer most from having a bad protocol of course :/.
>
> Carlo, Meadhbh is still around, thought she (note gender) has given up
> the editorship of the documents.  Your input is welcome -- encouraged
> -- though, of course, if you choose not to participate for whatever
> reason, that's your choice.  I think choosing not to participate
> because some particular person is also participating is a poor choice,
> but it's your choice to make.  I would like to see you reconsider
> that, if you're willing to do the work.
>
> What I do *not* want to see, and what we won't tolerate, are personal
> attacks on any participant here.  Do not engage in name-calling, do
> not question people's integrity, do not malign the companies they work
> for, and do not accuse people of malfeasance because they disagree
> with you.  If you present your ideas and others agree with what you
> say, those ideas will make it forward.  That's how we aim to work,
> here, and if this working group can continue and make progress, that's
> indeed how we'll work.
>
> So... will we make some progress on the intro document?  Can we get
> some real discussion on it, and a draft that shows some level of
> consensus within the nest few weeks?
>
> Barry, as chair
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0016368340c0949238049f8c9a04
Content-Type: text/html; charset=ISO-8859-1
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Barry, is there IETF precedent for a WG that has undergone this particular =
train of events, namely a major disconnect between its originators&#39; int=
entions and the WG&#39;s expectations of direction?<br><br>If so, our situa=
tion may be slightly easier to handle, since the originators have withdrawn=
 from pressing their case and there appears to be almost no actual dispute =
remaining in the group.=A0 Procedurally though, I really don&#39;t know whe=
re we stand from the IETF&#39;s perspective.=A0 We seem to have a common go=
al now, but if the IETF demands paperwork, we&#39;re not there yet because =
the designs and plans have not been worked out.=A0 I&#39;m hoping for flexi=
bility, but acknowledge that flexibility has a limit.<br>

<br>That said, reading the IETF Mission Statement leaves no doubt that VW i=
nteroperability is right in the middle of the road for the IETF.=A0 Can the=
 group be left to work out what needs to be worked out?<br><br><br>
Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D=
"gmail_quote">On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <span dir=3D"ltr=
">&lt;<a href=3D"mailto:barryleiba@computer.org" target=3D"_blank">barrylei=
ba@computer.org</a>&gt;</span> wrote:<br>

<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Hi, Carlo, Vaughn=
, Izzy, Dzonatas, and everyone else.<br>
I&#39;m glad to see some discussion going. =A0Izzy is right when he says th=
is:<br>
<div>&gt; Of course this all may not matter unless somebody actually addres=
ses<br>
&gt; the underlying issue: That the group needs to start producing document=
s.<br>
<br>
</div>Indeed. =A0We, the chairs, need to see real progress on the documents=
...<br>
particularly the introduction document.<br>
<br>
This discussion is a start, and, as I say, I&#39;m pleased to see it, but<b=
r>
it has to turn into real document editing very soon.<br>
<br>
I want to say one other thing:<br>
<div><br>
&gt; Oops, no I said &#39;we&#39;... but count me out. I still see the same=
 people<br>
&gt; around here and it&#39;s still going to fail just as bad as last time =
(or,<br>
&gt; as I expected the first time around... some &quot;standard&quot; is go=
ing to<br>
&gt; be produced that sucks; and that is either going to be ignored, or<br>
&gt; adopted by a few large &quot;players&quot; who then all get major head=
 aches<br>
&gt; and problems that they can&#39;t fix; and in the end it will be the us=
ers<br>
&gt; who suffer most from having a bad protocol of course :/.<br>
<br>
</div>Carlo, Meadhbh is still around, thought she (note gender) has given u=
p<br>
the editorship of the documents. =A0Your input is welcome -- encouraged<br>
-- though, of course, if you choose not to participate for whatever<br>
reason, that&#39;s your choice. =A0I think choosing not to participate<br>
because some particular person is also participating is a poor choice,<br>
but it&#39;s your choice to make. =A0I would like to see you reconsider<br>
that, if you&#39;re willing to do the work.<br>
<br>
What I do *not* want to see, and what we won&#39;t tolerate, are personal<b=
r>
attacks on any participant here. =A0Do not engage in name-calling, do<br>
not question people&#39;s integrity, do not malign the companies they work<=
br>
for, and do not accuse people of malfeasance because they disagree<br>
with you. =A0If you present your ideas and others agree with what you<br>
say, those ideas will make it forward. =A0That&#39;s how we aim to work,<br=
>
here, and if this working group can continue and make progress, that&#39;s<=
br>
indeed how we&#39;ll work.<br>
<br>
So... will we make some progress on the intro document? =A0Can we get<br>
some real discussion on it, and a draft that shows some level of<br>
consensus within the nest few weeks?<br>
<br>
Barry, as chair<br>
<div><div></div><div>_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

--0016368340c0949238049f8c9a04--

From vaughn.deluca@gmail.com  Mon Mar 28 09:29:41 2011
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Date: Mon, 28 Mar 2011 18:31:16 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Izzy Alanis <izzyalanis@gmail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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A wiki is great for documentation, useful for collaborative work, and
not so good for discussion.
My suggestion would be to put text snippets and proposals on the wiki,
post comments and rationale to the list, and update the wiki to
reflect the results of the discussion (and possibly some motivation).

In principle somebody adding terms and/or text to the wiki should
update those terms and text during/after discussion as well, however,
i am planning to keep an eye on the synchronisation of wiki and list.

--Vaughn


On 3/28/11, Izzy Alanis <izzyalanis@gmail.com> wrote:
> Forging ahead...
>
> Are we commenting on the definitions on the wiki, or in the list? I'm
> confused about the process now.
>
>
> On Sun, Mar 27, 2011 at 6:49 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
> wrote:
>>> I'd prefer to see this happen at the official working group wiki:
>>> http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>
>> And that is were it is now.  :)
>>
>> --Vaughn
>>
>> On 3/28/11, Fleep Tuque <fleep513@gmail.com> wrote:
>>> We've discussed the wiki concept several times and several of us started
>>> a
>>> wiki some months ago, but Peter reminded us that there is an official
>>> wiki
>>> that should be used for these efforts.  See his message below.
>>>
>>> - Chris/Fleep
>>>
>>> Chris M. Collins (SL: Fleep Tuque)
>>> Project Manager, UC Second Life
>>> Second Life Ambassador, Ohio Learning Network
>>> UCit Instructional & Research Computing
>>> University of Cincinnati
>>> 406E Zimmer Hall
>>> PO Box 210088
>>> Cincinnati, OH 45221-0088
>>> (513)556-3018
>>> chris.collins@uc.edu
>>>
>>>
>>> ---------- Forwarded message ----------
>>> From: Peter Saint-Andre <stpeter@stpeter.im>
>>> Date: Thu, Jan 20, 2011 at 10:04 PM
>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>> To: vwrap@ietf.org
>>>
>>>
>>> With my area director hat on:
>>>
>>> a.) I like the idea of collaborative effort at a wiki. This lowers the
>>> barriers to entry. A big +1.
>>>
>>> b.) I'd prefer to see this happen at the official working group wiki:
>>>
>>>    http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>>
>>> The main factor here is the IETF's policy on contributions, a.k.a. "Note
>>> Well"...
>>>
>>>    http://www.ietf.org/about/note-well.html
>>>
>>> I am not a lawyer, but I doubt that work happening at a wiki site
>>> somewhere else is covered under "Note Well". The last thing we want is
>>> ambiguity about copyrights and patents, so I strongly encourage folks to
>>> do this work at the Trac URL I posted above.
>>>
>>> To request login credentials, go here:
>>>
>>>    http://trac.tools.ietf.org/tools/loginmgr/newlogin
>>>
>>> Thanks!
>>>
>>> Peter
>>>
>>> UC Second Life:   http://homepages.uc.edu/secondlife
>>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>

From dzonatas@gmail.com  Mon Mar 28 10:31:19 2011
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I'm pretty sure the AWG has left the glossary/defs up on 
wiki.secondlife.com somewhere.

Vaughn Deluca wrote:
> A wiki is great for documentation, useful for collaborative work, and
> not so good for discussion.
> My suggestion would be to put text snippets and proposals on the wiki,
> post comments and rationale to the list, and update the wiki to
> reflect the results of the discussion (and possibly some motivation).
>
> In principle somebody adding terms and/or text to the wiki should
> update those terms and text during/after discussion as well, however,
> i am planning to keep an eye on the synchronisation of wiki and list.
>
> --Vaughn
>
>
> On 3/28/11, Izzy Alanis <izzyalanis@gmail.com> wrote:
>   
>> Forging ahead...
>>
>> Are we commenting on the definitions on the wiki, or in the list? I'm
>> confused about the process now.
>>
>>
>> On Sun, Mar 27, 2011 at 6:49 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
>> wrote:
>>     
>>>> I'd prefer to see this happen at the official working group wiki:
>>>> http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>>>         
>>> And that is were it is now.  :)
>>>
>>> --Vaughn
>>>
>>> On 3/28/11, Fleep Tuque <fleep513@gmail.com> wrote:
>>>       
>>>> We've discussed the wiki concept several times and several of us started
>>>> a
>>>> wiki some months ago, but Peter reminded us that there is an official
>>>> wiki
>>>> that should be used for these efforts.  See his message below.
>>>>
>>>> - Chris/Fleep
>>>>
>>>> Chris M. Collins (SL: Fleep Tuque)
>>>> Project Manager, UC Second Life
>>>> Second Life Ambassador, Ohio Learning Network
>>>> UCit Instructional & Research Computing
>>>> University of Cincinnati
>>>> 406E Zimmer Hall
>>>> PO Box 210088
>>>> Cincinnati, OH 45221-0088
>>>> (513)556-3018
>>>> chris.collins@uc.edu
>>>>
>>>>
>>>> ---------- Forwarded message ----------
>>>> From: Peter Saint-Andre <stpeter@stpeter.im>
>>>> Date: Thu, Jan 20, 2011 at 10:04 PM
>>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>> To: vwrap@ietf.org
>>>>
>>>>
>>>> With my area director hat on:
>>>>
>>>> a.) I like the idea of collaborative effort at a wiki. This lowers the
>>>> barriers to entry. A big +1.
>>>>
>>>> b.) I'd prefer to see this happen at the official working group wiki:
>>>>
>>>>    http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>>>
>>>> The main factor here is the IETF's policy on contributions, a.k.a. "Note
>>>> Well"...
>>>>
>>>>    http://www.ietf.org/about/note-well.html
>>>>
>>>> I am not a lawyer, but I doubt that work happening at a wiki site
>>>> somewhere else is covered under "Note Well". The last thing we want is
>>>> ambiguity about copyrights and patents, so I strongly encourage folks to
>>>> do this work at the Trac URL I posted above.
>>>>
>>>> To request login credentials, go here:
>>>>
>>>>    http://trac.tools.ietf.org/tools/loginmgr/newlogin
>>>>
>>>> Thanks!
>>>>
>>>> Peter
>>>>
>>>> UC Second Life:   http://homepages.uc.edu/secondlife
>>>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>>>
>>>>         
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>       
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Mon Mar 28 12:17:05 2011
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Date: Mon, 28 Mar 2011 21:18:39 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Dzonatas Sol <dzonatas@gmail.com>
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Thanks!, found it here:
http://wiki.secondlife.com/wiki/Second_Life_Grid_Glossary
I will copy it over.
-- Vaughn

On 3/28/11, Dzonatas Sol <dzonatas@gmail.com> wrote:
> I'm pretty sure the AWG has left the glossary/defs up on
> wiki.secondlife.com somewhere.
>
> Vaughn Deluca wrote:
>> A wiki is great for documentation, useful for collaborative work, and
>> not so good for discussion.
>> My suggestion would be to put text snippets and proposals on the wiki,
>> post comments and rationale to the list, and update the wiki to
>> reflect the results of the discussion (and possibly some motivation).
>>
>> In principle somebody adding terms and/or text to the wiki should
>> update those terms and text during/after discussion as well, however,
>> i am planning to keep an eye on the synchronisation of wiki and list.
>>
>> --Vaughn
>>
>>
>> On 3/28/11, Izzy Alanis <izzyalanis@gmail.com> wrote:
>>
>>> Forging ahead...
>>>
>>> Are we commenting on the definitions on the wiki, or in the list? I'm
>>> confused about the process now.
>>>
>>>
>>> On Sun, Mar 27, 2011 at 6:49 PM, Vaughn Deluca <vaughn.deluca@gmail.com>
>>> wrote:
>>>
>>>>> I'd prefer to see this happen at the official working group wiki:
>>>>> http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>>>>
>>>> And that is were it is now.  :)
>>>>
>>>> --Vaughn
>>>>
>>>> On 3/28/11, Fleep Tuque <fleep513@gmail.com> wrote:
>>>>
>>>>> We've discussed the wiki concept several times and several of us
>>>>> started
>>>>> a
>>>>> wiki some months ago, but Peter reminded us that there is an official
>>>>> wiki
>>>>> that should be used for these efforts.  See his message below.
>>>>>
>>>>> - Chris/Fleep
>>>>>
>>>>> Chris M. Collins (SL: Fleep Tuque)
>>>>> Project Manager, UC Second Life
>>>>> Second Life Ambassador, Ohio Learning Network
>>>>> UCit Instructional & Research Computing
>>>>> University of Cincinnati
>>>>> 406E Zimmer Hall
>>>>> PO Box 210088
>>>>> Cincinnati, OH 45221-0088
>>>>> (513)556-3018
>>>>> chris.collins@uc.edu
>>>>>
>>>>>
>>>>> ---------- Forwarded message ----------
>>>>> From: Peter Saint-Andre <stpeter@stpeter.im>
>>>>> Date: Thu, Jan 20, 2011 at 10:04 PM
>>>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>>> To: vwrap@ietf.org
>>>>>
>>>>>
>>>>> With my area director hat on:
>>>>>
>>>>> a.) I like the idea of collaborative effort at a wiki. This lowers the
>>>>> barriers to entry. A big +1.
>>>>>
>>>>> b.) I'd prefer to see this happen at the official working group wiki:
>>>>>
>>>>>    http://trac.tools.ietf.org/wg/vwrap/trac/wiki
>>>>>
>>>>> The main factor here is the IETF's policy on contributions, a.k.a.
>>>>> "Note
>>>>> Well"...
>>>>>
>>>>>    http://www.ietf.org/about/note-well.html
>>>>>
>>>>> I am not a lawyer, but I doubt that work happening at a wiki site
>>>>> somewhere else is covered under "Note Well". The last thing we want is
>>>>> ambiguity about copyrights and patents, so I strongly encourage folks
>>>>> to
>>>>> do this work at the Trac URL I posted above.
>>>>>
>>>>> To request login credentials, go here:
>>>>>
>>>>>    http://trac.tools.ietf.org/tools/loginmgr/newlogin
>>>>>
>>>>> Thanks!
>>>>>
>>>>> Peter
>>>>>
>>>>> UC Second Life:   http://homepages.uc.edu/secondlife
>>>>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>>>>
>>>>>
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>>>> vwrap mailing list
>>>> vwrap@ietf.org
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Um. Morgaine. You don't get to define the wg's expectation or direction. As
a member of this wg (and someone who's actually written code related to it's
problem domain) I would like to be included in the development of this
group's consensus.

On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com> wrote:

Barry, is there IETF precedent for a WG that has undergone this particular
train of events, namely a major disconnect between its originators'
intentions and the WG's expectations of direction?

If so, our situation may be slightly easier to handle, since the originators
have withdrawn from pressing their case and there appears to be almost no
actual dispute remaining in the group.  Procedurally though, I really don't
know where we stand from the IETF's perspective.  We seem to have a common
goal now, but if the IETF demands paperwork, we're not there yet because the
designs and plans have not been worked out.  I'm hoping for flexibility, but
acknowledge that flexibility has a limit.

That said, reading the IETF Mission Statement leaves no doubt that VW
interoperability is right in the middle of the road for the IETF.  Can the
group be left to work out what needs to be worked out?


Morgaine.




=================================



On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
wrote:
>
> Hi, Carlo, Vaugh...

_______________________________________________
vwrap mailing list
vwrap@ietf.org
https://www.ietf.org/mailman/listinfo/vwrap

--90e6ba6e8f9aac596e049f904a94
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<p>Um. Morgaine. You don&#39;t get to define the wg&#39;s expectation or di=
rection. As a member of this wg (and someone who&#39;s actually written cod=
e related to it&#39;s problem domain) I would like to be included in the de=
velopment of this group&#39;s consensus.</p>

<p><blockquote type=3D"cite">On Mar 28, 2011 8:29 AM, &quot;Morgaine&quot; =
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googl=
email.com</a>&gt; wrote:<br><br>Barry, is there IETF precedent for a WG tha=
t has undergone this particular train of events, namely a major disconnect =
between its originators&#39; intentions and the WG&#39;s expectations of di=
rection?<br>
<br>If so, our situation may be slightly easier to handle, since the origin=
ators have withdrawn from pressing their case and there appears to be almos=
t no actual dispute remaining in the group.=A0 Procedurally though, I reall=
y don&#39;t know where we stand from the IETF&#39;s perspective.=A0 We seem=
 to have a common goal now, but if the IETF demands paperwork, we&#39;re no=
t there yet because the designs and plans have not been worked out.=A0 I&#3=
9;m hoping for flexibility, but acknowledge that flexibility has a limit.<b=
r>


<br>That said, reading the IETF Mission Statement leaves no doubt that VW i=
nteroperability is right in the middle of the road for the IETF.=A0 Can the=
 group be left to work out what needs to be worked out?<br><font color=3D"#=
888888"><br>
<br>
Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font><p><font color=
=3D"#500050"><br><br>On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba &lt;<a hr=
ef=3D"mailto:barryleiba@computer.org">barryleiba@computer.org</a>&gt; wrote=
:<br>
&gt;<br>&gt; Hi, Carlo, Vaugh...</font></p><br>____________________________=
___________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></blockquote></p>

--90e6ba6e8f9aac596e049f904a94--

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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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The group's expectation of direction was already manifest at the time of
Crista's intervention a few months ago, at which time it was unanimous that
everybody except one person was seeking interoperation between virtual
worlds as a primary requirement and as a key motivation for the group's
work.

The dissenting opinion was clearly, if unofficially, outvoted by <count of
group members> to 1.  If that direction is *STILL* not accepted by everyone
in the WG, I shall ask Barry to formally call a count of votes and establish
the rough consensus officially.  Without this we will be perpetually
disrupted by a non-representative minority pulling in the opposite direction
to the rest of the group.


Morgaine.




========================

On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>wrote:

> Um. Morgaine. You don't get to define the wg's expectation or direction. As
> a member of this wg (and someone who's actually written code related to it's
> problem domain) I would like to be included in the development of this
> group's consensus.
>
> On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com>
> wrote:
>
> Barry, is there IETF precedent for a WG that has undergone this particular
> train of events, namely a major disconnect between its originators'
> intentions and the WG's expectations of direction?
>
> If so, our situation may be slightly easier to handle, since the
> originators have withdrawn from pressing their case and there appears to be
> almost no actual dispute remaining in the group.  Procedurally though, I
> really don't know where we stand from the IETF's perspective.  We seem to
> have a common goal now, but if the IETF demands paperwork, we're not there
> yet because the designs and plans have not been worked out.  I'm hoping for
> flexibility, but acknowledge that flexibility has a limit.
>
> That said, reading the IETF Mission Statement leaves no doubt that VW
> interoperability is right in the middle of the road for the IETF.  Can the
> group be left to work out what needs to be worked out?
>
>
> Morgaine.
>
>
>
>
> =================================
>
>
>
> On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
> wrote:
> >
> > Hi, Carlo, Vaugh...
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

--bcaec51b15f5c706c5049f917274
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

The group&#39;s expectation of direction was already manifest at the time o=
f Crista&#39;s intervention a few months ago, at which time it was unanimou=
s that everybody except one person was seeking interoperation between virtu=
al worlds as a primary requirement and as a key motivation for the group&#3=
9;s work.<br>
<br>The dissenting opinion was clearly, if unofficially, outvoted by &lt;co=
unt of group members&gt; to 1.=A0 If that direction is <i><b>STILL</b></i> =
not accepted by everyone in the WG, I shall ask Barry to formally call a co=
unt of votes and establish the rough consensus officially.=A0 Without this =
we will be perpetually disrupted by a non-representative minority pulling i=
n the opposite direction to the rest of the group.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On M=
on, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a href=
=3D"mailto:ohmeadhbh@gmail.com">ohmeadhbh@gmail.com</a>&gt;</span> wrote:<b=
r>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><p>Um. Morgaine. =
You don&#39;t get to define the wg&#39;s expectation or direction. As a mem=
ber of this wg (and someone who&#39;s actually written code related to it&#=
39;s problem domain) I would like to be included in the development of this=
 group&#39;s consensus.</p>


<p></p><blockquote type=3D"cite"><div class=3D"im">On Mar 28, 2011 8:29 AM,=
 &quot;Morgaine&quot; &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com"=
 target=3D"_blank">morgaine.dinova@googlemail.com</a>&gt; wrote:<br><br>Bar=
ry, is there IETF precedent for a WG that has undergone this particular tra=
in of events, namely a major disconnect between its originators&#39; intent=
ions and the WG&#39;s expectations of direction?<br>

<br>If so, our situation may be slightly easier to handle, since the origin=
ators have withdrawn from pressing their case and there appears to be almos=
t no actual dispute remaining in the group.=A0 Procedurally though, I reall=
y don&#39;t know where we stand from the IETF&#39;s perspective.=A0 We seem=
 to have a common goal now, but if the IETF demands paperwork, we&#39;re no=
t there yet because the designs and plans have not been worked out.=A0 I&#3=
9;m hoping for flexibility, but acknowledge that flexibility has a limit.<b=
r>



<br>That said, reading the IETF Mission Statement leaves no doubt that VW i=
nteroperability is right in the middle of the road for the IETF.=A0 Can the=
 group be left to work out what needs to be worked out?<br><font color=3D"#=
888888"><br>

<br>
Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D</font></div><p><font=
 color=3D"#500050"><div class=3D"im"><br><br>On Sat, Mar 26, 2011 at 2:40 P=
M, Barry Leiba &lt;<a href=3D"mailto:barryleiba@computer.org" target=3D"_bl=
ank">barryleiba@computer.org</a>&gt; wrote:<br>

&gt;<br></div>&gt; Hi, Carlo, Vaugh...</font></p><div class=3D"im"><br>____=
___________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br></div></blockquote>
</blockquote></div><br>

--bcaec51b15f5c706c5049f917274--

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Subject: [vwrap] Open sim
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Is it not time to think of v worlds like opensim and work with for it has more to offer then a game like sl now has.
Even how the robus assets works can be used in better ways then it is.
Opensim has greater power to be used as a archive meta data base then sl has.
Its time to look at other platforms as what they have to offer.

Sent from my Verizon Wireless BlackBerry

From dzonatas@gmail.com  Mon Mar 28 15:44:24 2011
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Subject: Re: [vwrap] Open sim
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Can we stay on the subject of assets and assets services, asset sharing, 
object manufacturers, assets hosts, local inventory, and etc before the 
topic is taken back another 2 years. Thanks.

As for simulator side, there are many besides open sim, from simple and 
to far advanced, so that is not immediate discussion.Documentation is on 
call...

billwindwalker@gmail.com wrote:
> Is it not time to think of v worlds like opensim and work with for it has more to offer then a game like sl now has.
> Even how the robus assets works can be used in better ways then it is.
> Opensim has greater power to be used as a archive meta data base then sl has.
> Its time to look at other platforms as what they have to offer.
>
> Sent from my Verizon Wireless BlackBerry
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From ohmeadhbh@gmail.com  Mon Mar 28 15:45:16 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Mon, 28 Mar 2011 15:46:30 -0700
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that's great, but someone has to:

a. start writing a new charter

and/or

b. start writing a few new drafts

there are better places to do pure research or to bless HyperGrid's
current protocol.

the existing charter of this group says we're going to produce
documents for service level interoperability. it then goes on to list
them.

if, as a group, we want to continue this course of action, then
someone needs to step up and take ownership of the documents in the
repository and modify them so they reflect group consensus.

if, as a group, we want to work on new documents. we need to say, as a
group, "we want to work on new documents" and list what those
documents will attempt to document and then maybe a list of documents.


--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Mon, Mar 28, 2011 at 2:45 PM,  <billwindwalker@gmail.com> wrote:
> Is it not time to think of v worlds like opensim and work with for it has more to offer then a game like sl now has.
> Even how the robus assets works can be used in better ways then it is.
> Opensim has greater power to be used as a archive meta data base then sl has.
> Its time to look at other platforms as what they have to offer.
>
> Sent from my Verizon Wireless BlackBerry
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From ohmeadhbh@gmail.com  Mon Mar 28 15:48:24 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Mon, 28 Mar 2011 15:49:41 -0700
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so.. Dzonatas is interested in service level interoperability.
Morgaine is interested in "virtual world interoperability."

is there consensus as to what this group wants to do? if so, we should
state what that consensus is.

while i appreciate the effort people are making to document things in
the wiki, the clock is ticking and we really should pick an objective
and start expending effort to move in that direction.

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Mon, Mar 28, 2011 at 3:46 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:
> Can we stay on the subject of assets and assets services, asset sharing,
> object manufacturers, assets hosts, local inventory, and etc before the
> topic is taken back another 2 years. Thanks.
>
> As for simulator side, there are many besides open sim, from simple and to
> far advanced, so that is not immediate discussion.Documentation is on
> call...
>
> billwindwalker@gmail.com wrote:
>>
>> Is it not time to think of v worlds like opensim and work with for it has
>> more to offer then a game like sl now has.
>> Even how the robus assets works can be used in better ways then it is.
>> Opensim has greater power to be used as a archive meta data base then sl
>> has.
>> Its time to look at other platforms as what they have to offer.
>>
>> Sent from my Verizon Wireless BlackBerry
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From ohmeadhbh@gmail.com  Mon Mar 28 15:50:34 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Mon, 28 Mar 2011 15:51:51 -0700
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To: Morgaine <morgaine.dinova@googlemail.com>
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if there is consensus in our objectives. can we then recharter or form a ne=
w WG?

also. what was this consensus that you assert i agreed to?

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Mon, Mar 28, 2011 at 2:15 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> The group's expectation of direction was already manifest at the time of
> Crista's intervention a few months ago, at which time it was unanimous th=
at
> everybody except one person was seeking interoperation between virtual
> worlds as a primary requirement and as a key motivation for the group's
> work.
>
> The dissenting opinion was clearly, if unofficially, outvoted by <count o=
f
> group members> to 1.=A0 If that direction is STILL not accepted by everyo=
ne in
> the WG, I shall ask Barry to formally call a count of votes and establish
> the rough consensus officially.=A0 Without this we will be perpetually
> disrupted by a non-representative minority pulling in the opposite direct=
ion
> to the rest of the group.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>
> wrote:
>>
>> Um. Morgaine. You don't get to define the wg's expectation or direction.
>> As a member of this wg (and someone who's actually written code related =
to
>> it's problem domain) I would like to be included in the development of t=
his
>> group's consensus.
>>
>> On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com>
>> wrote:
>>
>> Barry, is there IETF precedent for a WG that has undergone this particul=
ar
>> train of events, namely a major disconnect between its originators'
>> intentions and the WG's expectations of direction?
>>
>> If so, our situation may be slightly easier to handle, since the
>> originators have withdrawn from pressing their case and there appears to=
 be
>> almost no actual dispute remaining in the group.=A0 Procedurally though,=
 I
>> really don't know where we stand from the IETF's perspective.=A0 We seem=
 to
>> have a common goal now, but if the IETF demands paperwork, we're not the=
re
>> yet because the designs and plans have not been worked out.=A0 I'm hopin=
g for
>> flexibility, but acknowledge that flexibility has a limit.
>>
>> That said, reading the IETF Mission Statement leaves no doubt that VW
>> interoperability is right in the middle of the road for the IETF.=A0 Can=
 the
>> group be left to work out what needs to be worked out?
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>> >
>> > Hi, Carlo, Vaugh...
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From ohmeadhbh@gmail.com  Mon Mar 28 15:57:01 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Mon, 28 Mar 2011 15:58:16 -0700
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To: Morgaine <morgaine.dinova@googlemail.com>
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in other words, what does "interoperation between virtual worlds" mean?

the "service level interoperability" was sufficiently defined such
that i could (and did) go out and write code to demonstrably implement
the specification. does the term "interoperation between virtual
worlds" mean:

a. interoperability between any two existing virtual world or MMO
systems? (i.e. - between second life and world of warcraft?)

b. interoperability between second life, second life / enterprise or
OpenSIm instances?

or

c. interoperability between two OpenSim instances?

if a or b, do we have any interest from any of the implementers of
those systems to adhere to an IETF standard?

-cheers
-meadhbh

--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Mon, Mar 28, 2011 at 2:15 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> The group's expectation of direction was already manifest at the time of
> Crista's intervention a few months ago, at which time it was unanimous th=
at
> everybody except one person was seeking interoperation between virtual
> worlds as a primary requirement and as a key motivation for the group's
> work.
>
> The dissenting opinion was clearly, if unofficially, outvoted by <count o=
f
> group members> to 1.=A0 If that direction is STILL not accepted by everyo=
ne in
> the WG, I shall ask Barry to formally call a count of votes and establish
> the rough consensus officially.=A0 Without this we will be perpetually
> disrupted by a non-representative minority pulling in the opposite direct=
ion
> to the rest of the group.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
> On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>
> wrote:
>>
>> Um. Morgaine. You don't get to define the wg's expectation or direction.
>> As a member of this wg (and someone who's actually written code related =
to
>> it's problem domain) I would like to be included in the development of t=
his
>> group's consensus.
>>
>> On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com>
>> wrote:
>>
>> Barry, is there IETF precedent for a WG that has undergone this particul=
ar
>> train of events, namely a major disconnect between its originators'
>> intentions and the WG's expectations of direction?
>>
>> If so, our situation may be slightly easier to handle, since the
>> originators have withdrawn from pressing their case and there appears to=
 be
>> almost no actual dispute remaining in the group.=A0 Procedurally though,=
 I
>> really don't know where we stand from the IETF's perspective.=A0 We seem=
 to
>> have a common goal now, but if the IETF demands paperwork, we're not the=
re
>> yet because the designs and plans have not been worked out.=A0 I'm hopin=
g for
>> flexibility, but acknowledge that flexibility has a limit.
>>
>> That said, reading the IETF Mission Statement leaves no doubt that VW
>> interoperability is right in the middle of the road for the IETF.=A0 Can=
 the
>> group be left to work out what needs to be worked out?
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
>> wrote:
>> >
>> > Hi, Carlo, Vaugh...
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From dzonatas@gmail.com  Mon Mar 28 16:11:52 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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To: Meadhbh Hamrick <ohmeadhbh@gmail.com>
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If you want service only, I think there is code implemented already. We 
need the ability for people to own their assets on their own local site 
(and further simulate them with their own local simulator, for like 
opening inventory in looking at the puzzle pieces).

There has been much debate about client/server and exactly what that 
means. Given that even X11 defines client/server backwords from the 
VWinterop concept now, it is a hard battle to people's mind to bend one 
way or another in terminology. I think the progress to define 
multi-point on either client or service side was finally a start to see 
the bigger picture easier. Being able to start up separate client side 
programs is at issue that breaks away from the monolithic design.

There are some that want to stay with the monolithic design purely for 
revenue reasons. I need not mention whom. This causes the main 
bottleneck from the client-side developer. If we define server side in 
such way, and let server-side people "ban" client-side developers 
because it doesn't fit their motif, then there is no equality in vote in 
this working group. I hope we can remedy at least this in any 
"interoperation".

I think it would be easiest to consider the DAE (collada) format as an 
example. Allow one client to start up (point A), and allow another 
client to start up (point B), and allows these to clients to contant an 
agent domain to transfer DAE files back and forth between inventory 
without any region simulators. This A<->B path needs to be in the 
"service level interoperability". This may seem like simple file 
transfer, so be it.

Meadhbh Hamrick wrote:
> in other words, what does "interoperation between virtual worlds" mean?
>
> the "service level interoperability" was sufficiently defined such
> that i could (and did) go out and write code to demonstrably implement
> the specification. does the term "interoperation between virtual
> worlds" mean:
>
> a. interoperability between any two existing virtual world or MMO
> systems? (i.e. - between second life and world of warcraft?)
>
> b. interoperability between second life, second life / enterprise or
> OpenSIm instances?
>
> or
>
> c. interoperability between two OpenSim instances?
>
> if a or b, do we have any interest from any of the implementers of
> those systems to adhere to an IETF standard?
>
> -cheers
> -meadhbh
>
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Mon, Mar 28, 2011 at 2:15 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
>   
>> The group's expectation of direction was already manifest at the time of
>> Crista's intervention a few months ago, at which time it was unanimous that
>> everybody except one person was seeking interoperation between virtual
>> worlds as a primary requirement and as a key motivation for the group's
>> work.
>>
>> The dissenting opinion was clearly, if unofficially, outvoted by <count of
>> group members> to 1.ďż˝ If that direction is STILL not accepted by everyone in
>> the WG, I shall ask Barry to formally call a count of votes and establish
>> the rough consensus officially.ďż˝ Without this we will be perpetually
>> disrupted by a non-representative minority pulling in the opposite direction
>> to the rest of the group.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ========================
>>
>> On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>
>> wrote:
>>     
>>> Um. Morgaine. You don't get to define the wg's expectation or direction.
>>> As a member of this wg (and someone who's actually written code related to
>>> it's problem domain) I would like to be included in the development of this
>>> group's consensus.
>>>
>>> On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com>
>>> wrote:
>>>
>>> Barry, is there IETF precedent for a WG that has undergone this particular
>>> train of events, namely a major disconnect between its originators'
>>> intentions and the WG's expectations of direction?
>>>
>>> If so, our situation may be slightly easier to handle, since the
>>> originators have withdrawn from pressing their case and there appears to be
>>> almost no actual dispute remaining in the group.ďż˝ Procedurally though, I
>>> really don't know where we stand from the IETF's perspective.ďż˝ We seem to
>>> have a common goal now, but if the IETF demands paperwork, we're not there
>>> yet because the designs and plans have not been worked out.ďż˝ I'm hoping for
>>> flexibility, but acknowledge that flexibility has a limit.
>>>
>>> That said, reading the IETF Mission Statement leaves no doubt that VW
>>> interoperability is right in the middle of the road for the IETF.ďż˝ Can the
>>> group be left to work out what needs to be worked out?
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> =================================
>>>
>>> On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
>>> wrote:
>>>       
>>>> Hi, Carlo, Vaugh...
>>>>         
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>       
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>     
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From sllists@boroon.dasgupta.ch  Mon Mar 28 16:14:12 2011
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Date: Tue, 29 Mar 2011 01:15:48 +0200
From: Boroondas Gupte <sllists@boroon.dasgupta.ch>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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On 03/29/2011 12:58 AM, Meadhbh Hamrick wrote:
> in other words, what does "interoperation between virtual worlds" mean?
>
> the "service level interoperability" was sufficiently defined such
> that i could (and did) go out and write code to demonstrably implement
> the specification. does the term "interoperation between virtual
> worlds" mean:
>
> a. interoperability between any two existing virtual world or MMO
> systems? (i.e. - between second life and world of warcraft?)
>
> b. interoperability between second life, second life / enterprise or
> OpenSIm instances?
>
> or
>
> c. interoperability between two OpenSim instances?
>
> if a or b, do we have any interest from any of the implementers of
> those systems to adhere to an IETF standard?
How about:

d. interoperability between (instances of) any two virtual world systems
conforming to the (to be defined) VWRAP standard.

Whether implementers of an existing virtual world system want to change
that system so that it becomes conformant to the new standard and thus
potentially interoperable with other conforming ones should be their own
choice, of course.

Cheers,
Boroondas

From dzonatas@gmail.com  Mon Mar 28 16:23:44 2011
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From: Dzonatas Sol <dzonatas@gmail.com>
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Cc: vwrap@ietf.org, Meadhbh Hamrick <ohmeadhbh@gmail.com>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Dzonatas Sol wrote:
> If you want service only, I think there is code implemented already. 
> We need the ability for people to own their assets on their own local 
> site (and further simulate them with their own local simulator, for 
> like opening inventory in looking at the puzzle pieces).
>
> There has been much debate about client/server and exactly what that 
> means. Given that even X11 defines client/server backwords from the 
> VWinterop concept now, it is a hard battle to people's mind to bend 
> one way or another in terminology. I think the progress to define 
> multi-point on either client or service side was finally a start to 
> see the bigger picture easier. Being able to start up separate client 
> side programs is at issue that breaks away from the monolithic design.
>
> There are some that want to stay with the monolithic design purely for 
> revenue reasons. I need not mention whom. This causes the main 
> bottleneck from the client-side developer. If we define server side in 
> such way, and let server-side people "ban" client-side developers 
> because it doesn't fit their motif, then there is no equality in vote 
> in this working group. I hope we can remedy at least this in any 
> "interoperation".
>
> I think it would be easiest to consider the DAE (collada) format as an 
> example. Allow one client to start up (point A), and allow another 
> client to start up (point B), and allows these to clients to contant 
> an agent domain to transfer DAE files back and forth between inventory 
> without any region simulators. This A<->B path needs to be in the 
> "service level interoperability". This may seem like simple file 
> transfer, so be it.
>
P.S. It's not about copybot... it's about being able to work together on 
designs at the local level where people can "manufacture" the colllada 
files. Simplification in the file transfer process, and update, and etc, 
is in mind.  (i.e. "the chair")


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Mon Mar 28 16:58:57 2011
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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Responding to two posts:

On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> If you want service only, I think there is code implemented already.



Exactly as Dzonatas says.  We don't need to work on protocols for internal
use by separate, isolated world services.  We have those already.  The
ingredient that is mostly missing from the Virtual World arena is
interoperability *between* such services, and that is the goal that has
sparked extremely wide interest.


On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <
sllists@boroon.dasgupta.ch> wrote:

>
> d. interoperability between (instances of) any two virtual world systems
> conforming to the (to be defined) VWRAP standard.



Exactly as Boroondas says.  Indeed, that is the interoperability goal sough=
t
by the majority of contributors here over the years, so this is nothing new=
.
It's the feature that virtual worlds don't yet have, and that's why it's
worthwhile to work on it.



Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D


On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> If you want service only, I think there is code implemented already. We
> need the ability for people to own their assets on their own local site (=
and
> further simulate them with their own local simulator, for like opening
> inventory in looking at the puzzle pieces).
>
> There has been much debate about client/server and exactly what that mean=
s.
> Given that even X11 defines client/server backwords from the VWinterop
> concept now, it is a hard battle to people's mind to bend one way or anot=
her
> in terminology. I think the progress to define multi-point on either clie=
nt
> or service side was finally a start to see the bigger picture easier. Bei=
ng
> able to start up separate client side programs is at issue that breaks aw=
ay
> from the monolithic design.
>
> There are some that want to stay with the monolithic design purely for
> revenue reasons. I need not mention whom. This causes the main bottleneck
> from the client-side developer. If we define server side in such way, and
> let server-side people "ban" client-side developers because it doesn't fi=
t
> their motif, then there is no equality in vote in this working group. I h=
ope
> we can remedy at least this in any "interoperation".
>
> I think it would be easiest to consider the DAE (collada) format as an
> example. Allow one client to start up (point A), and allow another client=
 to
> start up (point B), and allows these to clients to contant an agent domai=
n
> to transfer DAE files back and forth between inventory without any region
> simulators. This A<->B path needs to be in the "service level
> interoperability". This may seem like simple file transfer, so be it.
>
>
> Meadhbh Hamrick wrote:
>
>> in other words, what does "interoperation between virtual worlds" mean?
>>
>> the "service level interoperability" was sufficiently defined such
>> that i could (and did) go out and write code to demonstrably implement
>> the specification. does the term "interoperation between virtual
>> worlds" mean:
>>
>> a. interoperability between any two existing virtual world or MMO
>> systems? (i.e. - between second life and world of warcraft?)
>>
>> b. interoperability between second life, second life / enterprise or
>> OpenSIm instances?
>>
>> or
>>
>> c. interoperability between two OpenSim instances?
>>
>> if a or b, do we have any interest from any of the implementers of
>> those systems to adhere to an IETF standard?
>>
>> -cheers
>> -meadhbh
>>
>> --
>> meadhbh hamrick * it's pronounced "maeve"
>> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>>
>>
>>
>> On Mon, Mar 28, 2011 at 2:15 PM, Morgaine
>> <morgaine.dinova@googlemail.com> wrote:
>>
>>
>>> The group's expectation of direction was already manifest at the time o=
f
>>> Crista's intervention a few months ago, at which time it was unanimous
>>> that
>>> everybody except one person was seeking interoperation between virtual
>>> worlds as a primary requirement and as a key motivation for the group's
>>> work.
>>>
>>> The dissenting opinion was clearly, if unofficially, outvoted by <count
>>> of
>>> group members> to 1.=EF=BF=BD If that direction is STILL not accepted b=
y everyone
>>> in
>>> the WG, I shall ask Barry to formally call a count of votes and establi=
sh
>>> the rough consensus officially.=EF=BF=BD Without this we will be perpet=
ually
>>> disrupted by a non-representative minority pulling in the opposite
>>> direction
>>> to the rest of the group.
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D
>>>
>>> On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>
>>> wrote:
>>>
>>>
>>>> Um. Morgaine. You don't get to define the wg's expectation or directio=
n.
>>>> As a member of this wg (and someone who's actually written code relate=
d
>>>> to
>>>> it's problem domain) I would like to be included in the development of
>>>> this
>>>> group's consensus.
>>>>
>>>> On Mar 28, 2011 8:29 AM, "Morgaine" <morgaine.dinova@googlemail.com>
>>>> wrote:
>>>>
>>>> Barry, is there IETF precedent for a WG that has undergone this
>>>> particular
>>>> train of events, namely a major disconnect between its originators'
>>>> intentions and the WG's expectations of direction?
>>>>
>>>> If so, our situation may be slightly easier to handle, since the
>>>> originators have withdrawn from pressing their case and there appears =
to
>>>> be
>>>> almost no actual dispute remaining in the group.=EF=BF=BD Procedurally=
 though, I
>>>> really don't know where we stand from the IETF's perspective.=EF=BF=BD=
 We seem
>>>> to
>>>> have a common goal now, but if the IETF demands paperwork, we're not
>>>> there
>>>> yet because the designs and plans have not been worked out.=EF=BF=BD I=
'm hoping
>>>> for
>>>> flexibility, but acknowledge that flexibility has a limit.
>>>>
>>>> That said, reading the IETF Mission Statement leaves no doubt that VW
>>>> interoperability is right in the middle of the road for the IETF.=EF=
=BF=BD Can
>>>> the
>>>> group be left to work out what needs to be worked out?
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>>>
>>>> On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba <barryleiba@computer.org>
>>>> wrote:
>>>>
>>>>
>>>>> Hi, Carlo, Vaugh...
>>>>>
>>>>>
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>>
>>>
>>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00151748db04bcfc8c049f93bf43
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

Responding to two posts:<br><br>On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas =
Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gm=
ail.com</a>&gt;</span> wrote: <br><blockquote class=3D"gmail_quote" style=
=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); p=
adding-left: 1ex;">
If you want service only, I think there is code implemented already.</block=
quote><div><br><br>Exactly as Dzonatas says.=C2=A0 We don&#39;t need to wor=
k on protocols for internal use by separate, isolated world services.=C2=A0=
 We have those already.=C2=A0 The ingredient that is mostly missing from th=
e Virtual World arena is interoperability <i><b>between</b></i> such servic=
es, and that is the goal that has sparked extremely wide interest.<br>
<br><br>On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <span dir=3D"ltr"=
>&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch">sllists@boroon.dasgupta.=
ch</a>&gt;</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"marg=
in: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-l=
eft: 1ex;">

<br>
d. interoperability between (instances of) any two virtual world systems<br=
>
conforming to the (to be defined) VWRAP standard.</blockquote><br></div><br=
>Exactly as Boroondas says.=C2=A0 Indeed, that is the interoperability goal=
 sought by the majority of contributors here over the years, so this is not=
hing new. It&#39;s the feature that virtual worlds don&#39;t yet have, and =
that&#39;s why it&#39;s worthwhile to work on it.<br>
<br><br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmai=
l_quote">On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <span dir=3D"ltr">&=
lt;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> =
wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">If you want servi=
ce only, I think there is code implemented already. We need the ability for=
 people to own their assets on their own local site (and further simulate t=
hem with their own local simulator, for like opening inventory in looking a=
t the puzzle pieces).<br>

<br>
There has been much debate about client/server and exactly what that means.=
 Given that even X11 defines client/server backwords from the VWinterop con=
cept now, it is a hard battle to people&#39;s mind to bend one way or anoth=
er in terminology. I think the progress to define multi-point on either cli=
ent or service side was finally a start to see the bigger picture easier. B=
eing able to start up separate client side programs is at issue that breaks=
 away from the monolithic design.<br>

<br>
There are some that want to stay with the monolithic design purely for reve=
nue reasons. I need not mention whom. This causes the main bottleneck from =
the client-side developer. If we define server side in such way, and let se=
rver-side people &quot;ban&quot; client-side developers because it doesn&#3=
9;t fit their motif, then there is no equality in vote in this working grou=
p. I hope we can remedy at least this in any &quot;interoperation&quot;.<br=
>

<br>
I think it would be easiest to consider the DAE (collada) format as an exam=
ple. Allow one client to start up (point A), and allow another client to st=
art up (point B), and allows these to clients to contant an agent domain to=
 transfer DAE files back and forth between inventory without any region sim=
ulators. This A&lt;-&gt;B path needs to be in the &quot;service level inter=
operability&quot;. This may seem like simple file transfer, so be it.<div>
<div></div><div class=3D"h5"><br>
<br>
Meadhbh Hamrick wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
in other words, what does &quot;interoperation between virtual worlds&quot;=
 mean?<br>
<br>
the &quot;service level interoperability&quot; was sufficiently defined suc=
h<br>
that i could (and did) go out and write code to demonstrably implement<br>
the specification. does the term &quot;interoperation between virtual<br>
worlds&quot; mean:<br>
<br>
a. interoperability between any two existing virtual world or MMO<br>
systems? (i.e. - between second life and world of warcraft?)<br>
<br>
b. interoperability between second life, second life / enterprise or<br>
OpenSIm instances?<br>
<br>
or<br>
<br>
c. interoperability between two OpenSim instances?<br>
<br>
if a or b, do we have any interest from any of the implementers of<br>
those systems to adhere to an IETF standard?<br>
<br>
-cheers<br>
-meadhbh<br>
<br>
--<br>
meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
@OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank">http://meadh=
bh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com" target=3D"_blank">OhMe=
adhbh@gmail.com</a><br>
<br>
<br>
<br>
On Mon, Mar 28, 2011 at 2:15 PM, Morgaine<br>
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com" target=3D"_blank">mor=
gaine.dinova@googlemail.com</a>&gt; wrote:<br>
 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
The group&#39;s expectation of direction was already manifest at the time o=
f<br>
Crista&#39;s intervention a few months ago, at which time it was unanimous =
that<br>
everybody except one person was seeking interoperation between virtual<br>
worlds as a primary requirement and as a key motivation for the group&#39;s=
<br>
work.<br>
<br>
The dissenting opinion was clearly, if unofficially, outvoted by &lt;count =
of<br>
group members&gt; to 1.=EF=BF=BD If that direction is STILL not accepted by=
 everyone in<br>
the WG, I shall ask Barry to formally call a count of votes and establish<b=
r>
the rough consensus officially.=EF=BF=BD Without this we will be perpetuall=
y<br>
disrupted by a non-representative minority pulling in the opposite directio=
n<br>
to the rest of the group.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br=
>
<br>
On Mon, Mar 28, 2011 at 8:53 PM, Meadhbh Hamrick &lt;<a href=3D"mailto:ohme=
adhbh@gmail.com" target=3D"_blank">ohmeadhbh@gmail.com</a>&gt;<br>
wrote:<br>
 =C2=A0 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Um. Morgaine. You don&#39;t get to define the wg&#39;s expectation or direc=
tion.<br>
As a member of this wg (and someone who&#39;s actually written code related=
 to<br>
it&#39;s problem domain) I would like to be included in the development of =
this<br>
group&#39;s consensus.<br>
<br>
On Mar 28, 2011 8:29 AM, &quot;Morgaine&quot; &lt;<a href=3D"mailto:morgain=
e.dinova@googlemail.com" target=3D"_blank">morgaine.dinova@googlemail.com</=
a>&gt;<br>
wrote:<br>
<br>
Barry, is there IETF precedent for a WG that has undergone this particular<=
br>
train of events, namely a major disconnect between its originators&#39;<br>
intentions and the WG&#39;s expectations of direction?<br>
<br>
If so, our situation may be slightly easier to handle, since the<br>
originators have withdrawn from pressing their case and there appears to be=
<br>
almost no actual dispute remaining in the group.=EF=BF=BD Procedurally thou=
gh, I<br>
really don&#39;t know where we stand from the IETF&#39;s perspective.=EF=BF=
=BD We seem to<br>
have a common goal now, but if the IETF demands paperwork, we&#39;re not th=
ere<br>
yet because the designs and plans have not been worked out.=EF=BF=BD I&#39;=
m hoping for<br>
flexibility, but acknowledge that flexibility has a limit.<br>
<br>
That said, reading the IETF Mission Statement leaves no doubt that VW<br>
interoperability is right in the middle of the road for the IETF.=EF=BF=BD =
Can the<br>
group be left to work out what needs to be worked out?<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br>
On Sat, Mar 26, 2011 at 2:40 PM, Barry Leiba &lt;<a href=3D"mailto:barrylei=
ba@computer.org" target=3D"_blank">barryleiba@computer.org</a>&gt;<br>
wrote:<br>
 =C2=A0 =C2=A0 =C2=A0<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Hi, Carlo, Vaugh...<br>
 =C2=A0 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
 =C2=A0 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br>
 =C2=A0 =C2=A0<br>
</blockquote>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
 =C2=A0<br>
</blockquote>
<br>
<br></div></div>
-- <br><div><div></div><div class=3D"h5">
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--00151748db04bcfc8c049f93bf43--

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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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i think that's the same thing as "service level interop" with the
added requirement that participants implement all services.

--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Mon, Mar 28, 2011 at 4:15 PM, Boroondas Gupte
<sllists@boroon.dasgupta.ch> wrote:
> On 03/29/2011 12:58 AM, Meadhbh Hamrick wrote:
>> in other words, what does "interoperation between virtual worlds" mean?
>>
>> the "service level interoperability" was sufficiently defined such
>> that i could (and did) go out and write code to demonstrably implement
>> the specification. does the term "interoperation between virtual
>> worlds" mean:
>>
>> a. interoperability between any two existing virtual world or MMO
>> systems? (i.e. - between second life and world of warcraft?)
>>
>> b. interoperability between second life, second life / enterprise or
>> OpenSIm instances?
>>
>> or
>>
>> c. interoperability between two OpenSim instances?
>>
>> if a or b, do we have any interest from any of the implementers of
>> those systems to adhere to an IETF standard?
> How about:
>
> d. interoperability between (instances of) any two virtual world systems
> conforming to the (to be defined) VWRAP standard.
>
> Whether implementers of an existing virtual world system want to change
> that system so that it becomes conformant to the new standard and thus
> potentially interoperable with other conforming ones should be their own
> choice, of course.
>
> Cheers,
> Boroondas
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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On 03/29/2011 02:00 AM, Morgaine wrote:
> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte
> <sllists@boroon.dasgupta.ch <mailto:sllists@boroon.dasgupta.ch>> wrote:
>
>
>     d. interoperability between (instances of) any two virtual world
>     systems
>     conforming to the (to be defined) VWRAP standard.
>
>
>
> Exactly as Boroondas says.  Indeed, that is the interoperability goal
> sought by the majority of contributors here over the years, so this is
> nothing new. It's the feature that virtual worlds don't yet have, and
> that's why it's worthwhile to work on it.

On 03/29/2011 02:25 AM, Meadhbh Hamrick wrote:
> i think that's the same thing as "service level interop" with the
> added requirement that participants implement all services.

Let me get this straight. If we

    * take this "interoperability between VW systems" (as propagated by
      Morgaine),
    * assume these systems are composed from separable services and
    * drop the requirement that each service provider (I'd like to avoid
      the term "participant" here, as that could also refer to end users
      or their user-agents) provides a complete set of services (i.e. a
      "whole" virtual world, that could function on its own), but
      instead allow them to offer single services that only form a
      virtual world when combined with other services from other
      compliant providers

we end up with "service level interoperability" (as propagated by Meadhbh)?

(Please speak up if I'm misreading any of you.)

If that is actually the case, most of the differences within the group
might be merely in nomenclature. Or maybe the difference isn't mainly in
the entities we want to interoperate, but instead in what we mean by
interoperation? Or have we ended up at a formulation abstract enough
that people can agree with it even when they actually have different
goals from each other?

Slightly confused,
Boroondas

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    <meta content="text/html; charset=ISO-8859-1"
      http-equiv="Content-Type">
  </head>
  <body bgcolor="#ffffff" text="#000000">
    On 03/29/2011 02:00 AM, Morgaine wrote:
    <blockquote
      cite="mid:AANLkTikWoUrXCNZ9QV6icHh-Zeas+xu2VAGkqD4mxwWx@mail.gmail.com"
      type="cite">
      <div>On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <span
          dir="ltr">&lt;<a moz-do-not-send="true"
            href="mailto:sllists@boroon.dasgupta.ch">sllists@boroon.dasgupta.ch</a>&gt;</span>
        wrote:<br>
        <blockquote class="gmail_quote" style="margin: 0pt 0pt 0pt
          0.8ex; border-left: 1px solid rgb(204, 204, 204);
          padding-left: 1ex;">
          <br>
          d. interoperability between (instances of) any two virtual
          world systems<br>
          conforming to the (to be defined) VWRAP standard.</blockquote>
        <br>
      </div>
      <br>
      Exactly as Boroondas says.&nbsp; Indeed, that is the interoperability
      goal sought by the majority of contributors here over the years,
      so this is nothing new. It's the feature that virtual worlds don't
      yet have, and that's why it's worthwhile to work on it.</blockquote>
    <br>
    On 03/29/2011 02:25 AM, Meadhbh Hamrick wrote:
    <blockquote
      cite="mid:AANLkTim_wpu3_a7doRDPafQEahgAZV6X+z5H-=7_GQAU@mail.gmail.com"
      type="cite">
      <pre wrap="">i think that's the same thing as "service level interop" with the
added requirement that participants implement all services.
</pre>
    </blockquote>
    <br>
    Let me get this straight. If we<br>
    <ul>
      <li>take this "interoperability between VW systems" (as propagated
        by Morgaine),</li>
      <li>assume these systems are composed from separable services and</li>
      <li>drop the requirement that each service provider (I'd like to
        avoid the term "participant" here, as that could also refer to
        end users or their user-agents) provides a complete set of
        services (i.e. a "whole" virtual world, that could function on
        its own), but instead allow them to offer single services that
        only form a virtual world when combined with other services from
        other compliant providers<br>
      </li>
    </ul>
    we end up with "service level interoperability" (as propagated by
    Meadhbh)?<br>
    <br>
    (Please speak up if I'm misreading any of you.)<br>
    <br>
    If that is actually the case, most of the differences within the
    group might be merely in nomenclature. Or maybe the difference isn't
    mainly in the entities we want to interoperate, but instead in what
    we mean by interoperation? Or have we ended up at a formulation
    abstract enough that people can agree with it even when they
    actually have different goals from each other?<br>
    <br>
    Slightly confused,<br>
    Boroondas<br>
  </body>
</html>

--------------030401000502030407010506--

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From: Dzonatas Sol <dzonatas@gmail.com>
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To: Boroondas Gupte <sllists@boroon.dasgupta.ch>
References: <AANLkTim=tpngqs8gt=sjCeOQgtUATVRXXKe11qUaNJFw@mail.gmail.com>	<BLU159-ds1192252375D420BE8C7C9EDCB90@phx.gbl>	<956AEC85-F919-4C64-96BA-277B620CAB18@gmail.com>	<AANLkTimLHwMb9u5Ok-44-JgHaL_EydeSHyHUQybvNpMp@mail.gmail.com>	<20110326135320.GC29908@alinoe.com>	<AANLkTin=9a35pzm9QkGt6v5PgWAgsqomkYCBG8eSa4Xg@mail.gmail.com>	<AANLkTinp2+skkPP0L1sWtTn1-OU=Q6_YXk_W1+QdL-8Q@mail.gmail.com>	<AANLkTin25vWxk9Wd1U3ne_4DedU4Cz5JhMHTzt9gDyfA@mail.gmail.com>	<AANLkTimM=ERx_WctgAzHhgm_GE_cVYM0j6FXp6xMthds@mail.gmail.com>	<AANLkTi=aghMKoOusjwbC7wyh=kzZwEY7a3_VCiw93ZYB@mail.gmail.com>	<4D9116A4.8010602@boroon.dasgupta.ch>	<AANLkTim_wpu3_a7doRDPafQEahgAZV6X+z5H-=7_GQAU@mail.gmail.com> <4D9138E0.6090807@boroon.dasgupta.ch>
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Cc: vwrap@ietf.org, Meadhbh Hamrick <ohmeadhbh@gmail.com>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Boroondas Gupte wrote:
> Or have we ended up at a formulation abstract enough that people can 
> agree with it even when they actually have different goals from each 
> other?
>

On this note, let me say that the current data packet contains asset 
data that has too much information. Anotherwords, some of the data 
should stay on the one end or the other and not transferred. Such like, 
creation date of the asset. When the asset is transfered, there should 
be a new creation date. This then easily keeps assets unique and not 
easily copied. (There is others...)

Just sayin'....


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Mon Mar 28 23:37:06 2011
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On Tue, Mar 29, 2011 at 2:41 AM, Boroondas Gupte <sllists@boroon.dasgupta.ch
> wrote:Let me get this straight. If we

>
>    - drop the requirement that each service provider (I'd like to avoid
>    the term "participant" here, as that could also refer to end users or their
>    user-agents) provides a complete set of services (i.e. a "whole" virtual
>    world, that could function on its own), but instead allow them to offer
>    single services that only form a virtual world when combined with other
>    services from other compliant providers
>
> we end up with "service level interoperability" (as propagated by Meadhbh)?
>


Boroondas, there has never been any requirement that a party provide a
complete set of services.  Any party can provide as many or as few types as
services as they want, so that has never been an issue.

The interoperability that we're talking about here is the one that every
ordinary user of multiple worlds understands perfectly well when they
discover to their dismay that each world is an isolated walled garden, and
wish it were otherwise.  The introduction of "service level
interoperability" into the discussion is just an attempt to avoid that most
important requirement.

We either have interoperability between worlds, in which an inhabitant can
travel from one world to another and take their avatar and/or possessions
with them, or else we don't have that.  It's black and white, and no amount
of fudging about "service level interoperability" is going to overcome the
lack of VW interoperability as a user would understand it.

This is *NOT* a matter of terminology, as some are trying to portray.  On
the one hand we gain interoperability between worlds, and on the other hand
we don't.


Morgaine.





=======================


On Tue, Mar 29, 2011 at 2:41 AM, Boroondas Gupte <sllists@boroon.dasgupta.ch
> wrote:

>  On 03/29/2011 02:00 AM, Morgaine wrote:
>
> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <
> sllists@boroon.dasgupta.ch> wrote:
>
>>
>> d. interoperability between (instances of) any two virtual world systems
>> conforming to the (to be defined) VWRAP standard.
>
>
>
> Exactly as Boroondas says.  Indeed, that is the interoperability goal
> sought by the majority of contributors here over the years, so this is
> nothing new. It's the feature that virtual worlds don't yet have, and that's
> why it's worthwhile to work on it.
>
>
> On 03/29/2011 02:25 AM, Meadhbh Hamrick wrote:
>
> i think that's the same thing as "service level interop" with the
> added requirement that participants implement all services.
>
>
> Let me get this straight. If we
>
>    - take this "interoperability between VW systems" (as propagated by
>    Morgaine),
>    - assume these systems are composed from separable services and
>    - drop the requirement that each service provider (I'd like to avoid
>    the term "participant" here, as that could also refer to end users or their
>    user-agents) provides a complete set of services (i.e. a "whole" virtual
>    world, that could function on its own), but instead allow them to offer
>    single services that only form a virtual world when combined with other
>    services from other compliant providers
>
> we end up with "service level interoperability" (as propagated by Meadhbh)?
>
> (Please speak up if I'm misreading any of you.)
>
> If that is actually the case, most of the differences within the group
> might be merely in nomenclature. Or maybe the difference isn't mainly in the
> entities we want to interoperate, but instead in what we mean by
> interoperation? Or have we ended up at a formulation abstract enough that
> people can agree with it even when they actually have different goals from
> each other?
>
> Slightly confused,
> Boroondas
>

--00235429d3569570d2049f994fd4
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Tue, Mar 29, 2011 at 2:41 AM, Boroondas Gupte <span dir=3D"ltr">&lt;<a h=
ref=3D"mailto:sllists@boroon.dasgupta.ch">sllists@boroon.dasgupta.ch</a>&gt=
;</span> wrote:Let me get this straight. If we<br>
    <blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; b=
order-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div bgcolor=
=3D"#ffffff"><ul><li>drop the requirement that each service provider (I&#39=
;d like to
        avoid the term &quot;participant&quot; here, as that could also ref=
er to
        end users or their user-agents) provides a complete set of
        services (i.e. a &quot;whole&quot; virtual world, that could functi=
on on
        its own), but instead allow them to offer single services that
        only form a virtual world when combined with other services from
        other compliant providers<br>
      </li></ul>
    we end up with &quot;service level interoperability&quot; (as propagate=
d by
    Meadhbh)?<br>
    </div></blockquote><br><br>Boroondas, there has never been any requirem=
ent that a party provide a complete set of services.=A0 Any party can provi=
de as many or as few types as services as they want, so that has never been=
 an issue.<br>
<br>The interoperability that we&#39;re talking about here is the one that =
every ordinary user of multiple worlds understands perfectly well when they=
 discover to their dismay that each world is an isolated walled garden, and=
 wish it were otherwise.=A0 The introduction of &quot;service level interop=
erability&quot; into the discussion is just an attempt to avoid that most i=
mportant requirement.<br>
<br>We either have interoperability between worlds, in which an inhabitant =
can travel from one world to another and take their avatar and/or possessio=
ns with them, or else we don&#39;t have that.=A0 It&#39;s black and white, =
and no amount of fudging about &quot;service level interoperability&quot; i=
s going to overcome the lack of VW interoperability as a user would underst=
and it.<br>
<br>This is <i><b>NOT</b></i> a matter of terminology, as some are trying t=
o portray.=A0 On the one hand we gain interoperability between worlds, and =
on the other hand we don&#39;t.<br><br><br>Morgaine.<br><br><br><br><br><br=
>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><b=
r><br><div class=3D"gmail_quote">On Tue, Mar 29, 2011 at 2:41 AM, Boroondas=
 Gupte <span dir=3D"ltr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch">=
sllists@boroon.dasgupta.ch</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">

 =20
   =20
 =20
  <div bgcolor=3D"#ffffff" text=3D"#000000">
    On 03/29/2011 02:00 AM, Morgaine wrote:
    <blockquote type=3D"cite"><div class=3D"im">
      <div>On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <span dir=3D"l=
tr">&lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch" target=3D"_blank">sll=
ists@boroon.dasgupta.ch</a>&gt;</span>
        wrote:<br>
        <blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8e=
x; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
          <br>
          d. interoperability between (instances of) any two virtual
          world systems<br>
          conforming to the (to be defined) VWRAP standard.</blockquote>
        <br>
      </div>
      <br></div><div class=3D"im">
      Exactly as Boroondas says.=A0 Indeed, that is the interoperability
      goal sought by the majority of contributors here over the years,
      so this is nothing new. It&#39;s the feature that virtual worlds don&=
#39;t
      yet have, and that&#39;s why it&#39;s worthwhile to work on it.</div>=
</blockquote><div class=3D"im">
    <br>
    On 03/29/2011 02:25 AM, Meadhbh Hamrick wrote:
    <blockquote type=3D"cite">
      <pre>i think that&#39;s the same thing as &quot;service level interop=
&quot; with the
added requirement that participants implement all services.
</pre>
    </blockquote>
    <br></div>
    Let me get this straight. If we<br>
    <ul>
      <li>take this &quot;interoperability between VW systems&quot; (as pro=
pagated
        by Morgaine),</li>
      <li>assume these systems are composed from separable services and</li=
>
      <li>drop the requirement that each service provider (I&#39;d like to
        avoid the term &quot;participant&quot; here, as that could also ref=
er to
        end users or their user-agents) provides a complete set of
        services (i.e. a &quot;whole&quot; virtual world, that could functi=
on on
        its own), but instead allow them to offer single services that
        only form a virtual world when combined with other services from
        other compliant providers<br>
      </li>
    </ul>
    we end up with &quot;service level interoperability&quot; (as propagate=
d by
    Meadhbh)?<br>
    <br>
    (Please speak up if I&#39;m misreading any of you.)<br>
    <br>
    If that is actually the case, most of the differences within the
    group might be merely in nomenclature. Or maybe the difference isn&#39;=
t
    mainly in the entities we want to interoperate, but instead in what
    we mean by interoperation? Or have we ended up at a formulation
    abstract enough that people can agree with it even when they
    actually have different goals from each other?<br>
    <br>
    Slightly confused,<br>
    Boroondas<br>
  </div>

</blockquote></div><br>

--00235429d3569570d2049f994fd4--

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From: "Dickson, Mike (ISS Software)" <mike.dickson@hp.com>
To: Morgaine <morgaine.dinova@googlemail.com>, "vwrap@ietf.org" <vwrap@ietf.org>
Date: Tue, 29 Mar 2011 12:54:35 +0000
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From: Barry Leiba <barryleiba@computer.org>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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I have no time this week, during IETF week, to respond in detail.  And
I'll be on vacation next week.  I'll try to give a full response when
I get back home, after 8 April.  But something quick now:

> Notwithstanding that the IETF places certain duties on Barry and others to
> ensure that there is visible progress in the form of documents, I must say
> that "documents at all costs" is not a particularly good way of achieving
> technical progress.

So people don't misunderstand, here:  documents are what the IETF
produces.  Therefore, in the end, we need to have documents.  On the
way there, we need to see progress.  We ultimately measure progress by
finished documents, and sometimes measure progress along the way by
progress on documents.  Productive discussion is good, too.

Don't interpret from this that the only thing I or the ADs care about
are getting documents cranked out "at all costs".  The problem is that
we haven't had any progress in a long time, and we need to push things
along.  We can talk forever; I know that.  That talk *eventually* has
to turn into documents, or we might as well close the working group
and just let people chat on the mailing list.

That's why I'm pushing for some visible progress on at least one
document, the introduction/overview one.  I'm not suggesting that we
should be posting documents with individual opinions, at the expense
of group consensus.  What I'm saying is that if, as a group, we can't
talk a bit, tease consensus out of that, write that consensus down,
and post it as a draft proposal... then we're being ineffective.

There's enough going on here that we're not going to shut things down
on 10 April because nothing's been posted.

That said, we need to be leading this discussion on consensus that can
be documented and posted.  And we need to focus on that and accomplish
it soon, for a vague but near-term value of "soon".

Barry, as chair
(Now, my attention is back to the PLASMA BoF....)

From izzyalanis@gmail.com  Tue Mar 29 07:56:53 2011
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Subject: [vwrap] Relationship between Avatar/Agent and Asset Service?
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Starting new thread as the previous one is becoming too unwieldily.

Morgaine said:
> We either have interoperability between worlds, in which an inhabitant ca=
n travel from one world to another and take their avatar and/or possessions=
 with them, or else we don't have that. =A0It's black and white, and no amo=
unt of fudging about "service level interoperability" is going to overcome =
the lack of VW interoperability as a user would understand it.

The world is full of shades of grey.

Is there an assumption that an Avatar has/uses one (and only one?)
"Asset Service" -- that I have a single repository of possessions to
take? Can I have and use different asset services? Can I use multiple
asset services? Can people share?

 - Izzy

From morgaine.dinova@googlemail.com  Tue Mar 29 08:00:23 2011
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Date: Tue, 29 Mar 2011 16:01:54 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Cc: Barry Leiba <barryleiba@computer.org>
Subject: Re: [vwrap] Status and future of the VWRAP working group
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Thanks Barry.  That's what I assumed the IETF wants, documents reflecting
the group's technical progress and working towards a consensus, not
documents as an end in themselves even when they do not reflect any
consensus.

We had a round of documents produced by one or more parties who openly and
explicitly confirmed to us here that *interoperation between VWs was not
intended*, but only belatedly after the group exerted intense pressure to
make the issue clear.  Obtaining that fact has been like drawing blood from
a stone, instead of reading an openly stated requirement.

That's how far the documents process has got us so far, and it has been very
unhelpful for the group's progress, effectively wasting some years of our
lives with very little to show for our time and effort.  Let's not let that
happen again.

We need a group consensus on this core issue before we can even begin to
think about documents again, because the nature of most of our documents is
entirely dependent on that choice.


On Tue, Mar 29, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>wrote:

>
> That said, we need to be leading this discussion on consensus that can
> be documented and posted.  And we need to focus on that and accomplish
> it soon, for a vague but near-term value of "soon".
>


Here, here! :-)


Morgaine.




==========================

On Tue, Mar 29, 2011 at 3:15 PM, Barry Leiba <barryleiba@computer.org>wrote:

> I have no time this week, during IETF week, to respond in detail.  And
> I'll be on vacation next week.  I'll try to give a full response when
> I get back home, after 8 April.  But something quick now:
>
> > Notwithstanding that the IETF places certain duties on Barry and others
> to
> > ensure that there is visible progress in the form of documents, I must
> say
> > that "documents at all costs" is not a particularly good way of achieving
> > technical progress.
>
> So people don't misunderstand, here:  documents are what the IETF
> produces.  Therefore, in the end, we need to have documents.  On the
> way there, we need to see progress.  We ultimately measure progress by
> finished documents, and sometimes measure progress along the way by
> progress on documents.  Productive discussion is good, too.
>
> Don't interpret from this that the only thing I or the ADs care about
> are getting documents cranked out "at all costs".  The problem is that
> we haven't had any progress in a long time, and we need to push things
> along.  We can talk forever; I know that.  That talk *eventually* has
> to turn into documents, or we might as well close the working group
> and just let people chat on the mailing list.
>
> That's why I'm pushing for some visible progress on at least one
> document, the introduction/overview one.  I'm not suggesting that we
> should be posting documents with individual opinions, at the expense
> of group consensus.  What I'm saying is that if, as a group, we can't
> talk a bit, tease consensus out of that, write that consensus down,
> and post it as a draft proposal... then we're being ineffective.
>
> There's enough going on here that we're not going to shut things down
> on 10 April because nothing's been posted.
>
> That said, we need to be leading this discussion on consensus that can
> be documented and posted.  And we need to focus on that and accomplish
> it soon, for a vague but near-term value of "soon".
>
> Barry, as chair
> (Now, my attention is back to the PLASMA BoF....)
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--00235429d35650744c049fa05734
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Thanks Barry.=A0 That&#39;s what I assumed the IETF wants, documents reflec=
ting the group&#39;s technical progress and working towards a consensus, no=
t documents as an end in themselves even when they do not reflect any conse=
nsus.<br>
<br>We had a round of documents produced by one or more parties who openly =
and explicitly confirmed to us here that <i><b>interoperation between VWs w=
as not intended</b></i>, but only belatedly after the group exerted intense=
 pressure to make the issue clear.=A0 Obtaining that fact has been like dra=
wing blood from a stone, instead of reading an openly stated requirement.<b=
r>
<br>That&#39;s how far the documents process has got us so far, and it has =
been very unhelpful for the group&#39;s progress, effectively wasting some =
years of our lives with very little to show for our time and effort.=A0 Let=
&#39;s not let that happen again.<br>
<br>We need a group consensus on this core issue before we can even begin t=
o think about documents again, because the nature of most of our documents =
is entirely dependent on that choice.<br><br><br>On Tue, Mar 29, 2011 at 3:=
15 PM, Barry Leiba <span dir=3D"ltr">&lt;<a href=3D"mailto:barryleiba@compu=
ter.org">barryleiba@computer.org</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><br>
That said, we need to be leading this discussion on consensus that can<br>
be documented and posted. =A0And we need to focus on that and accomplish<br=
>
it soon, for a vague but near-term value of &quot;soon&quot;.<br>
</blockquote><br><br>Here, here! :-)<br><br><br>Morgaine.<br><br><br><br><b=
r>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D<br><br><div class=3D"gmail_quote">On Tue, Mar 29, 2011 at 3:15 PM, B=
arry Leiba <span dir=3D"ltr">&lt;<a href=3D"mailto:barryleiba@computer.org"=
>barryleiba@computer.org</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I have no time th=
is week, during IETF week, to respond in detail. =A0And<br>
I&#39;ll be on vacation next week. =A0I&#39;ll try to give a full response =
when<br>
I get back home, after 8 April. =A0But something quick now:<br>
<div class=3D"im"><br>
&gt; Notwithstanding that the IETF places certain duties on Barry and other=
s to<br>
&gt; ensure that there is visible progress in the form of documents, I must=
 say<br>
&gt; that &quot;documents at all costs&quot; is not a particularly good way=
 of achieving<br>
&gt; technical progress.<br>
<br>
</div>So people don&#39;t misunderstand, here: =A0documents are what the IE=
TF<br>
produces. =A0Therefore, in the end, we need to have documents. =A0On the<br=
>
way there, we need to see progress. =A0We ultimately measure progress by<br=
>
finished documents, and sometimes measure progress along the way by<br>
progress on documents. =A0Productive discussion is good, too.<br>
<br>
Don&#39;t interpret from this that the only thing I or the ADs care about<b=
r>
are getting documents cranked out &quot;at all costs&quot;. =A0The problem =
is that<br>
we haven&#39;t had any progress in a long time, and we need to push things<=
br>
along. =A0We can talk forever; I know that. =A0That talk *eventually* has<b=
r>
to turn into documents, or we might as well close the working group<br>
and just let people chat on the mailing list.<br>
<br>
That&#39;s why I&#39;m pushing for some visible progress on at least one<br=
>
document, the introduction/overview one. =A0I&#39;m not suggesting that we<=
br>
should be posting documents with individual opinions, at the expense<br>
of group consensus. =A0What I&#39;m saying is that if, as a group, we can&#=
39;t<br>
talk a bit, tease consensus out of that, write that consensus down,<br>
and post it as a draft proposal... then we&#39;re being ineffective.<br>
<br>
There&#39;s enough going on here that we&#39;re not going to shut things do=
wn<br>
on 10 April because nothing&#39;s been posted.<br>
<br>
That said, we need to be leading this discussion on consensus that can<br>
be documented and posted. =A0And we need to focus on that and accomplish<br=
>
it soon, for a vague but near-term value of &quot;soon&quot;.<br>
<br>
Barry, as chair<br>
(Now, my attention is back to the PLASMA BoF....)<br>
<div><div></div><div class=3D"h5">_________________________________________=
______<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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Subject: Re: [vwrap] Status and future of the VWRAP working group
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On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software) <
mike.dickson@hp.com> wrote:

>
> Right, so we do need to standardize =93Service Level Interop=94.  As has =
been
> pointed out its concrete enough you can actually do it and it would allow
> the assembly of virtual worlds based upon it.
>


I think you misunderstood the point that I wrote, since you concluded the
opposite.  No, it does not follow that we need to standardize "service leve=
l
interop", because that does not give us interoperation between virtual
worlds.  It only allows us to standardize (as you correctly state) the
"assembly of virtual worlds", one world at a time, instead of standardizing
their interoperation.  We don't need to standardize how VWs are assembled,
it's not even our remit to do that because that's up to each provider.


>
> I don=92t know what it mean to have virtual world interop personally.
>

Why?  It's very easy to understand, and I would guess that every VW user
today who is using two or more virtual worlds like (say) OSgrid and InWorld=
z
can probably describe it very eloquently.  I'll just repaste how I describe=
d
it yesterday:


> We either have interoperability between worlds, in which an inhabitant ca=
n
> travel from one world to another and take their avatar and/or possessions
> with them, or else we don't have that.  It's black and white, and no amou=
nt
> of fudging about "service level interoperability" is going to overcome th=
e
> lack of VW interoperability as a user would understand it.



Interoperability between VWs is truly a simple concept, and users are askin=
g
for it continually and woeing its absence daily.  Its lack is so clear and
self-evident and annoying that people even write export-import programs to
try to alleviate the user "suffering" through its absence.  Frankly,
professing not to understand what it means is very bizarre.  All I can
suggest is, I'll try to clarify it further for you if you still don't
understand what it means.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D

On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software) <
mike.dickson@hp.com> wrote:

> *From:* vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] *On Behalf
> Of *Morgaine
> *Sent:* Monday, March 28, 2011 8:01 PM
> *To:* vwrap@ietf.org
>
> *Subject:* Re: [vwrap] Status and future of the VWRAP working group
>
>
>
> Responding to two posts:
>
>
> On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com> wrote=
:
>
>
> If you want service only, I think there is code implemented already.
>
>
>
> Exactly as Dzonatas says.  We don't need to work on protocols for interna=
l
> use by separate, isolated world services.  We have those already.  The
> ingredient that is mostly missing from the Virtual World arena is
> interoperability *between* such services, and that is the goal that has
> sparked extremely wide interest.
>
> Right, so we do need to standardize =93Service Level Interop=94.  As has =
been
> pointed out its concrete enough you can actually do it and it would allow
> the assembly of virtual worlds based upon it.   The point that some of th=
is
> exists is a good one, there=92s some existing practice and knowledge that=
 can
> be leveraged.
>
> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte <
> sllists@boroon.dasgupta.ch> wrote:
>
>
> d. interoperability between (instances of) any two virtual world systems
> conforming to the (to be defined) VWRAP standard.
>
>
> Exactly as Boroondas says.  Indeed, that is the interoperability goal
> sought by the majority of contributors here over the years, so this is
> nothing new. It's the feature that virtual worlds don't yet have, and tha=
t's
> why it's worthwhile to work on it.
>
> Again, this is sensible and it=92s achieved via the =93standard services=
=94
> defined above.  I don=92t know what it mean to have virtual world interop
> personally.  It=92s a nice ideal but in practice differences in policy,
> technology, etc, make it practically impossible to specify given the curr=
ent
> state of  affairs.    We can=92t even agree on a the data description pro=
tocol
> let alone how to handle policy across VW systems.  And that extends past
> business policy into technical issues like: if an =93object=94  is script=
ed how
> does that transfer to another VW. Who allocates the script resources.  An=
d
> of course there=92s also creator=92s rights vs. owner=92s rights.  The li=
st is
> extremely long and we can=92t even agree on how services should talk and =
which
> there should be in a standard way.
>
>
>
> IMO, the effort should focus on Service Level interoperability and the
> definition of a few fundamental building block services: i.e user service=
,
> inventory service, asset service.  I=92d leave the simulator piece off fo=
r
> now.  If we get those right you can start to share user information betwe=
en
> =93virtual worlds=94, locate and access inventory and define an objects
> characteristics inside a simulator.  And the simulator piece can evolve
> until its ready to be standardized.
>
> Mike
>
>
>

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Content-Type: text/html; charset=windows-1252
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On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software) <span dir=3D"=
ltr">&lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;=
</span> wrote:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0p=
t 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"=
>
<div lang=3D"EN-US"><div><p class=3D"MsoNormal"><br><span style=3D"color: r=
gb(31, 73, 125);"></span></p><div><p class=3D"MsoNormal"><span style=3D"fon=
t-size: 11pt; color: rgb(31, 73, 125);">Right,
 so we do need to standardize =93Service Level Interop=94.=A0 As has been=
=20
pointed out its concrete enough you can actually do it and it would=20
allow the assembly of virtual worlds based upon it.</span></p></div></div><=
/div></blockquote><div><br><br>I think you misunderstood the point that I w=
rote, since you concluded the opposite.=A0 No, it does not follow that we n=
eed to standardize &quot;service level interop&quot;, because that does not=
 give us interoperation between virtual worlds.=A0 It only allows us to sta=
ndardize (as you correctly state) the &quot;assembly of virtual worlds&quot=
;, one world at a time, instead of standardizing their interoperation.=A0 W=
e don&#39;t need to standardize how VWs are assembled, it&#39;s not even ou=
r remit to do that because that&#39;s up to each provider.<br>
<br></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.=
8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div la=
ng=3D"EN-US"><div><div><p class=3D"MsoNormal"><br></p><div class=3D"im"><br=
></div>
</div><p class=3D"MsoNormal" style=3D"margin-bottom: 12pt;"><span style=3D"=
font-size: 11pt; color: rgb(31, 73, 125);">I don=92t know what it mean to h=
ave virtual world interop=20
personally.</span></p></div></div></blockquote><div><br>Why?=A0 It&#39;s ve=
ry easy to understand, and I would guess that every VW user today who is us=
ing two or more virtual worlds like (say) OSgrid and InWorldz can probably =
describe it very eloquently.=A0 I&#39;ll just repaste how I described it ye=
sterday:=A0 <br>
<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; b=
order-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<br>We either have interoperability between worlds, in which an=20
inhabitant can travel from one world to another and take their avatar=20
and/or possessions with them, or else we don&#39;t have that.=A0 It&#39;s b=
lack=20
and white, and no amount of fudging about &quot;service level=20
interoperability&quot; is going to overcome the lack of VW interoperability=
=20
as a user would understand it.</blockquote><br><br>Interoperability between=
 VWs is truly a simple concept, and users are asking for it continually and=
 woeing its absence daily.=A0 Its lack is so clear and self-evident and ann=
oying that people even write export-import programs to try to alleviate the=
 user &quot;suffering&quot; through its absence.=A0 Frankly, professing not=
 to understand what it means is very bizarre.=A0 All I can suggest is, I&#3=
9;ll try to clarify it further for you if you still don&#39;t understand wh=
at it means.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br></div><br><div class=3D=
"gmail_quote">On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)=
 <span dir=3D"ltr">&lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@=
hp.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div link=3D"blue=
" vlink=3D"purple" lang=3D"EN-US"><div><p class=3D"MsoNormal"><b><span styl=
e=3D"font-size: 10pt;">From:</span></b><span style=3D"font-size: 10pt;"> <a=
 href=3D"mailto:vwrap-bounces@ietf.org" target=3D"_blank">vwrap-bounces@iet=
f.org</a> [mailto:<a href=3D"mailto:vwrap-bounces@ietf.org" target=3D"_blan=
k">vwrap-bounces@ietf.org</a>] <b>On Behalf Of </b>Morgaine<br>
<b>Sent:</b> Monday, March 28, 2011 8:01 PM<br><b>To:</b> <a href=3D"mailto=
:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><div class=3D"im"><br>=
<b>Subject:</b> Re: [vwrap] Status and future of the VWRAP working group</d=
iv>
</span></p><p class=3D"MsoNormal">=A0</p><p class=3D"MsoNormal">Responding =
to two posts:</p><div class=3D"im"><br><br>On Tue, Mar 29, 2011 at 12:13 AM=
, Dzonatas Sol &lt;<a href=3D"mailto:dzonatas@gmail.com" target=3D"_blank">=
dzonatas@gmail.com</a>&gt; wrote: </div>
<div class=3D"im"><p class=3D"MsoNormal">If you want service only, I think =
there is code implemented already.</p></div><div><div class=3D"im"><p class=
=3D"MsoNormal"><br><br>Exactly as Dzonatas says.=A0 We don&#39;t need to wo=
rk on protocols for internal use by separate, isolated world services.=A0 W=
e have those already.=A0 The ingredient that is mostly missing from the Vir=
tual World arena is interoperability <b><i>between</i></b> such services, a=
nd that is the goal that has sparked extremely wide interest.<br>
<br><span style=3D"color: rgb(31, 73, 125);"></span></p></div><p class=3D"M=
soNormal"><span style=3D"font-size: 11pt; color: rgb(31, 73, 125);">Right, =
so we do need to standardize =93Service Level Interop=94.=A0 As has been po=
inted out its concrete enough you can actually do it and it would allow the=
 assembly of virtual worlds based upon it.=A0=A0 The point that some of thi=
s exists is a good one, there=92s some existing practice and knowledge that=
 can be leveraged.=A0 </span><br>
</p><div class=3D"im"><br>On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte=
 &lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch" target=3D"_blank">sllist=
s@boroon.dasgupta.ch</a>&gt; wrote:<span style=3D"font-size: 11pt; color: r=
gb(31, 73, 125);"></span></div>
<div class=3D"im"><p class=3D"MsoNormal"><br>d. interoperability between (i=
nstances of) any two virtual world systems<br>conforming to the (to be defi=
ned) VWRAP standard.</p></div></div><div class=3D"im"><p class=3D"MsoNormal=
" style=3D"margin-bottom: 12pt;">
<br>Exactly as Boroondas says.=A0 Indeed, that is the interoperability goal=
 sought by the majority of contributors here over the years, so this is not=
hing new. It&#39;s the feature that virtual worlds don&#39;t yet have, and =
that&#39;s why it&#39;s worthwhile to work on it.<br>
<br><span style=3D"color: rgb(31, 73, 125);"></span></p></div><p class=3D"M=
soNormal" style=3D"margin-bottom: 12pt;"><span style=3D"font-size: 11pt; co=
lor: rgb(31, 73, 125);">Again, this is sensible and it=92s achieved via the=
 =93standard services=94 defined above.=A0 I don=92t know what it mean to h=
ave virtual world interop personally.=A0 It=92s a nice ideal but in practic=
e differences in policy, technology, etc, make it practically impossible to=
 specify given the current state of =A0affairs.=A0 =A0=A0We can=92t even ag=
ree on a the data description protocol let alone how to handle policy acros=
s VW systems. =A0And that extends past business policy into technical issue=
s like: if an =93object=94 =A0is scripted how does that transfer to another=
 VW. Who allocates the script resources.=A0 And of course there=92s also cr=
eator=92s rights vs. owner=92s rights.=A0 The list is extremely long and we=
 can=92t even agree on how services should talk and which there should be i=
n a standard way.</span></p>
<p class=3D"MsoNormal" style=3D"margin-bottom: 12pt;"><span style=3D"font-s=
ize: 11pt; color: rgb(31, 73, 125);">=A0</span></p><p class=3D"MsoNormal" s=
tyle=3D"margin-bottom: 12pt;"><span style=3D"font-size: 11pt; color: rgb(31=
, 73, 125);">IMO, the effort should focus on Service Level interoperability=
 and the definition of a few fundamental building block services: i.e user =
service, inventory service, asset service.=A0 I=92d leave the simulator pie=
ce off for now.=A0 If we get those right you can start to share user inform=
ation between =93virtual worlds=94, locate and access inventory and define =
an objects characteristics inside a simulator.=A0 And the simulator piece c=
an evolve until its ready to be standardized.</span></p>
<p class=3D"MsoNormal" style=3D"margin-bottom: 12pt;"><span style=3D"font-s=
ize: 11pt; color: rgb(31, 73, 125);">Mike</span></p><font color=3D"#888888"=
><p class=3D"MsoNormal">=A0</p></font></div></div></blockquote></div><br>

--000e0cd25cae7e3d77049fa0d619--

From morgaine.dinova@googlemail.com  Tue Mar 29 08:45:11 2011
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Date: Tue, 29 Mar 2011 16:46:47 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Relationship between Avatar/Agent and Asset Service?
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Izzy, several months ago on this list I was discussing exactly that issue
with Joshua, highlighting how multiple asset services being handled
simultaneously by regions and clients is the scalable way of achieving
virtual tourism of visitors from multiple separate worlds to a central
"tourist world".

Those tourists each have asset services back in their home worlds or on 3rd
party asset services, and on arriving in the tourist zone the region needs
to hand out references to assets in all those remote asset services for the
clients to be able to render all the people present with their correct
avatars and possessions.

So the simple answer is "No, no assumption of single asset service."  That
would not be a scalable design anyway.


Morgaine.





========================


On Tue, Mar 29, 2011 at 3:58 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> Starting new thread as the previous one is becoming too unwieldily.
>
> Morgaine said:
> > We either have interoperability between worlds, in which an inhabitant
> can travel from one world to another and take their avatar and/or
> possessions with them, or else we don't have that.  It's black and white,
> and no amount of fudging about "service level interoperability" is going to
> overcome the lack of VW interoperability as a user would understand it.
>
> The world is full of shades of grey.
>
> Is there an assumption that an Avatar has/uses one (and only one?)
> "Asset Service" -- that I have a single repository of possessions to
> take? Can I have and use different asset services? Can I use multiple
> asset services? Can people share?
>
>  - Izzy
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--000e0cd25caec75fa5049fa0f75f
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Izzy, several months ago on this list I was discussing exactly that issue w=
ith Joshua, highlighting how multiple asset services being handled simultan=
eously by regions and clients is the scalable way of achieving virtual tour=
ism of visitors from multiple separate worlds to a central &quot;tourist wo=
rld&quot;.<br>
<br>Those tourists each have asset services back in their home worlds or on=
 3rd party asset services, and on arriving in the tourist zone the region n=
eeds to hand out references to assets in all those remote asset services fo=
r the clients to be able to render all the people present with their correc=
t avatars and possessions.<br>
<br>So the simple answer is &quot;No, no assumption of single asset service=
.&quot;=A0 That would not be a scalable design anyway.<br><br><br>Morgaine.=
<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmail_quote">
On Tue, Mar 29, 2011 at 3:58 PM, Izzy Alanis <span dir=3D"ltr">&lt;<a href=
=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail.com</a>&gt;</span> wrote:=
<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; b=
order-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
Starting new thread as the previous one is becoming too unwieldily.<br>
<br>
Morgaine said:<br>
&gt; We either have interoperability between worlds, in which an inhabitant=
 can travel from one world to another and take their avatar and/or possessi=
ons with them, or else we don&#39;t have that. =A0It&#39;s black and white,=
 and no amount of fudging about &quot;service level interoperability&quot; =
is going to overcome the lack of VW interoperability as a user would unders=
tand it.<br>

<br>
The world is full of shades of grey.<br>
<br>
Is there an assumption that an Avatar has/uses one (and only one?)<br>
&quot;Asset Service&quot; -- that I have a single repository of possessions=
 to<br>
take? Can I have and use different asset services? Can I use multiple<br>
asset services? Can people share?<br>
<br>
=A0- Izzy<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</blockquote></div><br>

--000e0cd25caec75fa5049fa0f75f--

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From: Izzy Alanis <izzyalanis@gmail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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I'll second Mike's comment: I don=92t know what it mean to have virtual
world interop personally.

Do I have to be able to teleport from one world to the next within the
same viewer to qualify as "interop"? Or would it be OK if I was able
to log in using different viewers/clients as long as my 'identity' was
maintained? What if I had to have separate identities between virtual
worlds, but could still access my bank of assets? What if I could
maintain the concept of "identity" but not transfer assets/use a
particular asset service? What if I couldn't access my assets from a
particular asset service in a particular virtual world due to policy
reasons (e.g. virtual world "A" doesn't like asset service provider
"B")?

 - Izzy

On Tue, Mar 29, 2011 at 11:37 AM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
> <mike.dickson@hp.com> wrote:
>>
>> Right, so we do need to standardize =93Service Level Interop=94.=A0 As h=
as been
>> pointed out its concrete enough you can actually do it and it would allo=
w
>> the assembly of virtual worlds based upon it.
>
> I think you misunderstood the point that I wrote, since you concluded the
> opposite.=A0 No, it does not follow that we need to standardize "service =
level
> interop", because that does not give us interoperation between virtual
> worlds.=A0 It only allows us to standardize (as you correctly state) the
> "assembly of virtual worlds", one world at a time, instead of standardizi=
ng
> their interoperation.=A0 We don't need to standardize how VWs are assembl=
ed,
> it's not even our remit to do that because that's up to each provider.
>
>>
>>
>> I don=92t know what it mean to have virtual world interop personally.
>
> Why?=A0 It's very easy to understand, and I would guess that every VW use=
r
> today who is using two or more virtual worlds like (say) OSgrid and InWor=
ldz
> can probably describe it very eloquently.=A0 I'll just repaste how I desc=
ribed
> it yesterday:
>
>>
>> We either have interoperability between worlds, in which an inhabitant c=
an
>> travel from one world to another and take their avatar and/or possession=
s
>> with them, or else we don't have that.=A0 It's black and white, and no a=
mount
>> of fudging about "service level interoperability" is going to overcome t=
he
>> lack of VW interoperability as a user would understand it.
>
> Interoperability between VWs is truly a simple concept, and users are ask=
ing
> for it continually and woeing its absence daily.=A0 Its lack is so clear =
and
> self-evident and annoying that people even write export-import programs t=
o
> try to alleviate the user "suffering" through its absence.=A0 Frankly,
> professing not to understand what it means is very bizarre.=A0 All I can
> suggest is, I'll try to clarify it further for you if you still don't
> understand what it means.
>
>
> Morgaine.
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
>
> On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
> <mike.dickson@hp.com> wrote:
>>
>> From: vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] On Behalf O=
f
>> Morgaine
>> Sent: Monday, March 28, 2011 8:01 PM
>> To: vwrap@ietf.org
>>
>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>
>>
>>
>> Responding to two posts:
>>
>> On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com> wrot=
e:
>>
>> If you want service only, I think there is code implemented already.
>>
>> Exactly as Dzonatas says.=A0 We don't need to work on protocols for inte=
rnal
>> use by separate, isolated world services.=A0 We have those already.=A0 T=
he
>> ingredient that is mostly missing from the Virtual World arena is
>> interoperability between such services, and that is the goal that has
>> sparked extremely wide interest.
>>
>> Right, so we do need to standardize =93Service Level Interop=94.=A0 As h=
as been
>> pointed out its concrete enough you can actually do it and it would allo=
w
>> the assembly of virtual worlds based upon it.=A0=A0 The point that some =
of this
>> exists is a good one, there=92s some existing practice and knowledge tha=
t can
>> be leveraged.
>>
>> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte
>> <sllists@boroon.dasgupta.ch> wrote:
>>
>> d. interoperability between (instances of) any two virtual world systems
>> conforming to the (to be defined) VWRAP standard.
>>
>> Exactly as Boroondas says.=A0 Indeed, that is the interoperability goal
>> sought by the majority of contributors here over the years, so this is
>> nothing new. It's the feature that virtual worlds don't yet have, and th=
at's
>> why it's worthwhile to work on it.
>>
>> Again, this is sensible and it=92s achieved via the =93standard services=
=94
>> defined above.=A0 I don=92t know what it mean to have virtual world inte=
rop
>> personally.=A0 It=92s a nice ideal but in practice differences in policy=
,
>> technology, etc, make it practically impossible to specify given the cur=
rent
>> state of =A0affairs.=A0 =A0=A0We can=92t even agree on a the data descri=
ption protocol
>> let alone how to handle policy across VW systems. =A0And that extends pa=
st
>> business policy into technical issues like: if an =93object=94 =A0is scr=
ipted how
>> does that transfer to another VW. Who allocates the script resources.=A0=
 And
>> of course there=92s also creator=92s rights vs. owner=92s rights.=A0 The=
 list is
>> extremely long and we can=92t even agree on how services should talk and=
 which
>> there should be in a standard way.
>>
>>
>>
>> IMO, the effort should focus on Service Level interoperability and the
>> definition of a few fundamental building block services: i.e user servic=
e,
>> inventory service, asset service.=A0 I=92d leave the simulator piece off=
 for
>> now.=A0 If we get those right you can start to share user information be=
tween
>> =93virtual worlds=94, locate and access inventory and define an objects
>> characteristics inside a simulator.=A0 And the simulator piece can evolv=
e
>> until its ready to be standardized.
>>
>> Mike
>>
>>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From izzyalanis@gmail.com  Tue Mar 29 08:53:17 2011
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From: Izzy Alanis <izzyalanis@gmail.com>
To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Relationship between Avatar/Agent and Asset Service?
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I mean to question the cardinality of the relationship between
avatar/identity and asset service(s). Does an avatar only have a
single home asset server, or can I simultaneously access assets
provided by 3rd party asset services? Can I access "AssetServicesRUS
(TM)" and services provided by "Acme Asset Services, LLC"? Or is my
identity intractably linked with a particular asset service provider?


On Tue, Mar 29, 2011 at 11:46 AM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> Izzy, several months ago on this list I was discussing exactly that issue
> with Joshua, highlighting how multiple asset services being handled
> simultaneously by regions and clients is the scalable way of achieving
> virtual tourism of visitors from multiple separate worlds to a central
> "tourist world".
>
> Those tourists each have asset services back in their home worlds or on 3=
rd
> party asset services, and on arriving in the tourist zone the region need=
s
> to hand out references to assets in all those remote asset services for t=
he
> clients to be able to render all the people present with their correct
> avatars and possessions.
>
> So the simple answer is "No, no assumption of single asset service."=A0 T=
hat
> would not be a scalable design anyway.
>
>
> Morgaine.
>
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>
>
> On Tue, Mar 29, 2011 at 3:58 PM, Izzy Alanis <izzyalanis@gmail.com> wrote=
:
>>
>> Starting new thread as the previous one is becoming too unwieldily.
>>
>> Morgaine said:
>> > We either have interoperability between worlds, in which an inhabitant
>> > can travel from one world to another and take their avatar and/or
>> > possessions with them, or else we don't have that. =A0It's black and w=
hite,
>> > and no amount of fudging about "service level interoperability" is goi=
ng to
>> > overcome the lack of VW interoperability as a user would understand it=
.
>>
>> The world is full of shades of grey.
>>
>> Is there an assumption that an Avatar has/uses one (and only one?)
>> "Asset Service" -- that I have a single repository of possessions to
>> take? Can I have and use different asset services? Can I use multiple
>> asset services? Can people share?
>>
>> =A0- Izzy
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>
>

From morgaine.dinova@googlemail.com  Tue Mar 29 09:04:53 2011
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From: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Status and future of the VWRAP working group
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--0016368340c032dd88049fa13e94
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Izzy, it's truly simple, and I see that you understand it.  You have listed
a number of possible restrictions or constraints that could be applied to
limit or modify interop between worlds, but your list of questions is only
meaningful because you already understand what interop between virtual
worlds means at its most open and powerful.

You are there already in your understanding! :-)

When our protocols support such interoperation between virtual worlds,
restrictions can of course be placed on that interoperation by world
providers, just like an email service provider can place restrictions on wh=
o
can access their service, where people can send emails, the kinds of conten=
t
permitted, and so on.  It's totally normal for services on the Internet to
apply their own restrictions, and it would be no different for interoperabl=
e
VWs.

Likewise for us, we know what interoperation between virtual worlds means i=
n
concept (I described it in simple user language in my previous email), but
any individual deployment might reduce or limit that based on local policy.
It's not up to us to mandate local policy, but it is up to us to create a
protocol that provides interoperation between virtual worlds so that it's
available for those worlds that do want to interoperate.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D

On Tue, Mar 29, 2011 at 4:46 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> I'll second Mike's comment: I don=92t know what it mean to have virtual
> world interop personally.
>
> Do I have to be able to teleport from one world to the next within the
> same viewer to qualify as "interop"? Or would it be OK if I was able
> to log in using different viewers/clients as long as my 'identity' was
> maintained? What if I had to have separate identities between virtual
> worlds, but could still access my bank of assets? What if I could
> maintain the concept of "identity" but not transfer assets/use a
> particular asset service? What if I couldn't access my assets from a
> particular asset service in a particular virtual world due to policy
> reasons (e.g. virtual world "A" doesn't like asset service provider
> "B")?
>
>  - Izzy
>
> On Tue, Mar 29, 2011 at 11:37 AM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
> > On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
> > <mike.dickson@hp.com> wrote:
> >>
> >> Right, so we do need to standardize =93Service Level Interop=94.  As h=
as
> been
> >> pointed out its concrete enough you can actually do it and it would
> allow
> >> the assembly of virtual worlds based upon it.
> >
> > I think you misunderstood the point that I wrote, since you concluded t=
he
> > opposite.  No, it does not follow that we need to standardize "service
> level
> > interop", because that does not give us interoperation between virtual
> > worlds.  It only allows us to standardize (as you correctly state) the
> > "assembly of virtual worlds", one world at a time, instead of
> standardizing
> > their interoperation.  We don't need to standardize how VWs are
> assembled,
> > it's not even our remit to do that because that's up to each provider.
> >
> >>
> >>
> >> I don=92t know what it mean to have virtual world interop personally.
> >
> > Why?  It's very easy to understand, and I would guess that every VW use=
r
> > today who is using two or more virtual worlds like (say) OSgrid and
> InWorldz
> > can probably describe it very eloquently.  I'll just repaste how I
> described
> > it yesterday:
> >
> >>
> >> We either have interoperability between worlds, in which an inhabitant
> can
> >> travel from one world to another and take their avatar and/or
> possessions
> >> with them, or else we don't have that.  It's black and white, and no
> amount
> >> of fudging about "service level interoperability" is going to overcome
> the
> >> lack of VW interoperability as a user would understand it.
> >
> > Interoperability between VWs is truly a simple concept, and users are
> asking
> > for it continually and woeing its absence daily.  Its lack is so clear
> and
> > self-evident and annoying that people even write export-import programs
> to
> > try to alleviate the user "suffering" through its absence.  Frankly,
> > professing not to understand what it means is very bizarre.  All I can
> > suggest is, I'll try to clarify it further for you if you still don't
> > understand what it means.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> >
> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
> >
> > On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
> > <mike.dickson@hp.com> wrote:
> >>
> >> From: vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] On Behalf
> Of
> >> Morgaine
> >> Sent: Monday, March 28, 2011 8:01 PM
> >> To: vwrap@ietf.org
> >>
> >> Subject: Re: [vwrap] Status and future of the VWRAP working group
> >>
> >>
> >>
> >> Responding to two posts:
> >>
> >> On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com>
> wrote:
> >>
> >> If you want service only, I think there is code implemented already.
> >>
> >> Exactly as Dzonatas says.  We don't need to work on protocols for
> internal
> >> use by separate, isolated world services.  We have those already.  The
> >> ingredient that is mostly missing from the Virtual World arena is
> >> interoperability between such services, and that is the goal that has
> >> sparked extremely wide interest.
> >>
> >> Right, so we do need to standardize =93Service Level Interop=94.  As h=
as
> been
> >> pointed out its concrete enough you can actually do it and it would
> allow
> >> the assembly of virtual worlds based upon it.   The point that some of
> this
> >> exists is a good one, there=92s some existing practice and knowledge t=
hat
> can
> >> be leveraged.
> >>
> >> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte
> >> <sllists@boroon.dasgupta.ch> wrote:
> >>
> >> d. interoperability between (instances of) any two virtual world syste=
ms
> >> conforming to the (to be defined) VWRAP standard.
> >>
> >> Exactly as Boroondas says.  Indeed, that is the interoperability goal
> >> sought by the majority of contributors here over the years, so this is
> >> nothing new. It's the feature that virtual worlds don't yet have, and
> that's
> >> why it's worthwhile to work on it.
> >>
> >> Again, this is sensible and it=92s achieved via the =93standard servic=
es=94
> >> defined above.  I don=92t know what it mean to have virtual world inte=
rop
> >> personally.  It=92s a nice ideal but in practice differences in policy=
,
> >> technology, etc, make it practically impossible to specify given the
> current
> >> state of  affairs.    We can=92t even agree on a the data description
> protocol
> >> let alone how to handle policy across VW systems.  And that extends pa=
st
> >> business policy into technical issues like: if an =93object=94  is scr=
ipted
> how
> >> does that transfer to another VW. Who allocates the script resources.
> And
> >> of course there=92s also creator=92s rights vs. owner=92s rights.  The=
 list is
> >> extremely long and we can=92t even agree on how services should talk a=
nd
> which
> >> there should be in a standard way.
> >>
> >>
> >>
> >> IMO, the effort should focus on Service Level interoperability and the
> >> definition of a few fundamental building block services: i.e user
> service,
> >> inventory service, asset service.  I=92d leave the simulator piece off=
 for
> >> now.  If we get those right you can start to share user information
> between
> >> =93virtual worlds=94, locate and access inventory and define an object=
s
> >> characteristics inside a simulator.  And the simulator piece can evolv=
e
> >> until its ready to be standardized.
> >>
> >> Mike
> >>
> >>
> >
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>

--0016368340c032dd88049fa13e94
Content-Type: text/html; charset=windows-1252
Content-Transfer-Encoding: quoted-printable

Izzy, it&#39;s truly simple, and I see that you understand it.=A0 You have =
listed a number of possible restrictions or constraints that could be appli=
ed to limit or modify interop between worlds, but your list of questions is=
 only meaningful because you already understand what interop between virtua=
l worlds means at its most open and powerful.<br>
<br>You are there already in your understanding! :-)<br><br>When our protoc=
ols support such interoperation between virtual worlds, restrictions can of=
 course be placed on that interoperation by world providers, just like an e=
mail service provider can place restrictions on who can access their servic=
e, where people can send emails, the kinds of content permitted, and so on.=
=A0 It&#39;s totally normal for services on the Internet to apply their own=
 restrictions, and it would be no different for interoperable VWs.<br>
<br>Likewise for us, we know what interoperation between virtual worlds mea=
ns in concept (I described it in simple user language in my previous email)=
, but any individual deployment might reduce or limit that based on local p=
olicy.=A0 It&#39;s not up to us to mandate local policy, but it is up to us=
 to create a protocol that provides interoperation between virtual worlds s=
o that it&#39;s available for those worlds that do want to interoperate.<br=
>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail=
_quote">On Tue, Mar 29, 2011 at 4:46 PM, Izzy Alanis <span dir=3D"ltr">&lt;=
<a href=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail.com</a>&gt;</span>=
 wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I&#39;ll second M=
ike&#39;s comment: I don=92t know what it mean to have virtual<br>
world interop personally.<br>
<br>
Do I have to be able to teleport from one world to the next within the<br>
same viewer to qualify as &quot;interop&quot;? Or would it be OK if I was a=
ble<br>
to log in using different viewers/clients as long as my &#39;identity&#39; =
was<br>
maintained? What if I had to have separate identities between virtual<br>
worlds, but could still access my bank of assets? What if I could<br>
maintain the concept of &quot;identity&quot; but not transfer assets/use a<=
br>
particular asset service? What if I couldn&#39;t access my assets from a<br=
>
particular asset service in a particular virtual world due to policy<br>
reasons (e.g. virtual world &quot;A&quot; doesn&#39;t like asset service pr=
ovider<br>
&quot;B&quot;)?<br>
<br>
=A0- Izzy<br>
<div><div></div><div class=3D"h5"><br>
On Tue, Mar 29, 2011 at 11:37 AM, Morgaine<br>
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googl=
email.com</a>&gt; wrote:<br>
&gt; On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)<br>
&gt; &lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;=
 wrote:<br>
&gt;&gt;<br>
&gt;&gt; Right, so we do need to standardize =93Service Level Interop=94.=
=A0 As has been<br>
&gt;&gt; pointed out its concrete enough you can actually do it and it woul=
d allow<br>
&gt;&gt; the assembly of virtual worlds based upon it.<br>
&gt;<br>
&gt; I think you misunderstood the point that I wrote, since you concluded =
the<br>
&gt; opposite.=A0 No, it does not follow that we need to standardize &quot;=
service level<br>
&gt; interop&quot;, because that does not give us interoperation between vi=
rtual<br>
&gt; worlds.=A0 It only allows us to standardize (as you correctly state) t=
he<br>
&gt; &quot;assembly of virtual worlds&quot;, one world at a time, instead o=
f standardizing<br>
&gt; their interoperation.=A0 We don&#39;t need to standardize how VWs are =
assembled,<br>
&gt; it&#39;s not even our remit to do that because that&#39;s up to each p=
rovider.<br>
&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; I don=92t know what it mean to have virtual world interop personal=
ly.<br>
&gt;<br>
&gt; Why?=A0 It&#39;s very easy to understand, and I would guess that every=
 VW user<br>
&gt; today who is using two or more virtual worlds like (say) OSgrid and In=
Worldz<br>
&gt; can probably describe it very eloquently.=A0 I&#39;ll just repaste how=
 I described<br>
&gt; it yesterday:<br>
&gt;<br>
&gt;&gt;<br>
&gt;&gt; We either have interoperability between worlds, in which an inhabi=
tant can<br>
&gt;&gt; travel from one world to another and take their avatar and/or poss=
essions<br>
&gt;&gt; with them, or else we don&#39;t have that.=A0 It&#39;s black and w=
hite, and no amount<br>
&gt;&gt; of fudging about &quot;service level interoperability&quot; is goi=
ng to overcome the<br>
&gt;&gt; lack of VW interoperability as a user would understand it.<br>
&gt;<br>
&gt; Interoperability between VWs is truly a simple concept, and users are =
asking<br>
&gt; for it continually and woeing its absence daily.=A0 Its lack is so cle=
ar and<br>
&gt; self-evident and annoying that people even write export-import program=
s to<br>
&gt; try to alleviate the user &quot;suffering&quot; through its absence.=
=A0 Frankly,<br>
&gt; professing not to understand what it means is very bizarre.=A0 All I c=
an<br>
&gt; suggest is, I&#39;ll try to clarify it further for you if you still do=
n&#39;t<br>
&gt; understand what it means.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br>
&gt;<br>
&gt; On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)<br>
&gt; &lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;=
 wrote:<br>
&gt;&gt;<br>
&gt;&gt; From: <a href=3D"mailto:vwrap-bounces@ietf.org">vwrap-bounces@ietf=
.org</a> [mailto:<a href=3D"mailto:vwrap-bounces@ietf.org">vwrap-bounces@ie=
tf.org</a>] On Behalf Of<br>
&gt;&gt; Morgaine<br>
&gt;&gt; Sent: Monday, March 28, 2011 8:01 PM<br>
&gt;&gt; To: <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt;&gt;<br>
&gt;&gt; Subject: Re: [vwrap] Status and future of the VWRAP working group<=
br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; Responding to two posts:<br>
&gt;&gt;<br>
&gt;&gt; On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol &lt;<a href=3D"mail=
to:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; If you want service only, I think there is code implemented alread=
y.<br>
&gt;&gt;<br>
&gt;&gt; Exactly as Dzonatas says.=A0 We don&#39;t need to work on protocol=
s for internal<br>
&gt;&gt; use by separate, isolated world services.=A0 We have those already=
.=A0 The<br>
&gt;&gt; ingredient that is mostly missing from the Virtual World arena is<=
br>
&gt;&gt; interoperability between such services, and that is the goal that =
has<br>
&gt;&gt; sparked extremely wide interest.<br>
&gt;&gt;<br>
&gt;&gt; Right, so we do need to standardize =93Service Level Interop=94.=
=A0 As has been<br>
&gt;&gt; pointed out its concrete enough you can actually do it and it woul=
d allow<br>
&gt;&gt; the assembly of virtual worlds based upon it.=A0=A0 The point that=
 some of this<br>
&gt;&gt; exists is a good one, there=92s some existing practice and knowled=
ge that can<br>
&gt;&gt; be leveraged.<br>
&gt;&gt;<br>
&gt;&gt; On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte<br>
&gt;&gt; &lt;<a href=3D"mailto:sllists@boroon.dasgupta.ch">sllists@boroon.d=
asgupta.ch</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; d. interoperability between (instances of) any two virtual world s=
ystems<br>
&gt;&gt; conforming to the (to be defined) VWRAP standard.<br>
&gt;&gt;<br>
&gt;&gt; Exactly as Boroondas says.=A0 Indeed, that is the interoperability=
 goal<br>
&gt;&gt; sought by the majority of contributors here over the years, so thi=
s is<br>
&gt;&gt; nothing new. It&#39;s the feature that virtual worlds don&#39;t ye=
t have, and that&#39;s<br>
&gt;&gt; why it&#39;s worthwhile to work on it.<br>
&gt;&gt;<br>
&gt;&gt; Again, this is sensible and it=92s achieved via the =93standard se=
rvices=94<br>
&gt;&gt; defined above.=A0 I don=92t know what it mean to have virtual worl=
d interop<br>
&gt;&gt; personally.=A0 It=92s a nice ideal but in practice differences in =
policy,<br>
&gt;&gt; technology, etc, make it practically impossible to specify given t=
he current<br>
&gt;&gt; state of =A0affairs.=A0 =A0=A0We can=92t even agree on a the data =
description protocol<br>
&gt;&gt; let alone how to handle policy across VW systems. =A0And that exte=
nds past<br>
&gt;&gt; business policy into technical issues like: if an =93object=94 =A0=
is scripted how<br>
&gt;&gt; does that transfer to another VW. Who allocates the script resourc=
es.=A0 And<br>
&gt;&gt; of course there=92s also creator=92s rights vs. owner=92s rights.=
=A0 The list is<br>
&gt;&gt; extremely long and we can=92t even agree on how services should ta=
lk and which<br>
&gt;&gt; there should be in a standard way.<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; IMO, the effort should focus on Service Level interoperability and=
 the<br>
&gt;&gt; definition of a few fundamental building block services: i.e user =
service,<br>
&gt;&gt; inventory service, asset service.=A0 I=92d leave the simulator pie=
ce off for<br>
&gt;&gt; now.=A0 If we get those right you can start to share user informat=
ion between<br>
&gt;&gt; =93virtual worlds=94, locate and access inventory and define an ob=
jects<br>
&gt;&gt; characteristics inside a simulator.=A0 And the simulator piece can=
 evolve<br>
&gt;&gt; until its ready to be standardized.<br>
&gt;&gt;<br>
&gt;&gt; Mike<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;<br>
</div></div>&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</blockquote></div><br>

--0016368340c032dd88049fa13e94--

From morgaine.dinova@googlemail.com  Tue Mar 29 09:17:09 2011
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Subject: Re: [vwrap] Relationship between Avatar/Agent and Asset Service?
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--00151748db041254de049fa16ac0
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Any number of asset services per user.

We generally frown on singletons, but a more important reason for "multiple"
is that a given provider may limit your freedom to hold items in ways that
you do not wish, so it's important that you be able to keep other stuff
disallowed by that provider elsewhere.

There are lots of other reasons for "multiple" too.  For example it is very
likely that people (power users at least) will want to set up an asset
service for backups (either local or in the cloud), which will become ever
more important as VWs contain more and more of our virtual items and backups
become crucial.

I hope that answers your question about cardinality.


Morgaine.




===============

On Tue, Mar 29, 2011 at 4:54 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:

> I mean to question the cardinality of the relationship between
> avatar/identity and asset service(s). Does an avatar only have a
> single home asset server, or can I simultaneously access assets
> provided by 3rd party asset services? Can I access "AssetServicesRUS
> (TM)" and services provided by "Acme Asset Services, LLC"? Or is my
> identity intractably linked with a particular asset service provider?
>
>
> On Tue, Mar 29, 2011 at 11:46 AM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
> > Izzy, several months ago on this list I was discussing exactly that issue
> > with Joshua, highlighting how multiple asset services being handled
> > simultaneously by regions and clients is the scalable way of achieving
> > virtual tourism of visitors from multiple separate worlds to a central
> > "tourist world".
> >
> > Those tourists each have asset services back in their home worlds or on
> 3rd
> > party asset services, and on arriving in the tourist zone the region
> needs
> > to hand out references to assets in all those remote asset services for
> the
> > clients to be able to render all the people present with their correct
> > avatars and possessions.
> >
> > So the simple answer is "No, no assumption of single asset service."
> That
> > would not be a scalable design anyway.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> >
> > ========================
> >
> >
> > On Tue, Mar 29, 2011 at 3:58 PM, Izzy Alanis <izzyalanis@gmail.com>
> wrote:
> >>
> >> Starting new thread as the previous one is becoming too unwieldily.
> >>
> >> Morgaine said:
> >> > We either have interoperability between worlds, in which an inhabitant
> >> > can travel from one world to another and take their avatar and/or
> >> > possessions with them, or else we don't have that.  It's black and
> white,
> >> > and no amount of fudging about "service level interoperability" is
> going to
> >> > overcome the lack of VW interoperability as a user would understand
> it.
> >>
> >> The world is full of shades of grey.
> >>
> >> Is there an assumption that an Avatar has/uses one (and only one?)
> >> "Asset Service" -- that I have a single repository of possessions to
> >> take? Can I have and use different asset services? Can I use multiple
> >> asset services? Can people share?
> >>
> >>  - Izzy
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>

--00151748db041254de049fa16ac0
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Any number of asset services per user.<br><br>We generally frown on singlet=
ons, but a more important reason for &quot;multiple&quot; is that a given p=
rovider may limit your freedom to hold items in ways that you do not wish, =
so it&#39;s important that you be able to keep other stuff disallowed by th=
at provider elsewhere.<br>
<br>There are lots of other reasons for &quot;multiple&quot; too.=A0 For ex=
ample it is very likely that people (power users at least) will want to set=
 up an asset service for backups (either local or in the cloud), which will=
 become ever more important as VWs contain more and more of our virtual ite=
ms and backups become crucial.<br>
<br>I hope that answers your question about cardinality.<br><br><br>Morgain=
e.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br>=
<div class=3D"gmail_quote">On Tue, Mar 29, 2011 at 4:54 PM, Izzy Alanis <sp=
an dir=3D"ltr">&lt;<a href=3D"mailto:izzyalanis@gmail.com">izzyalanis@gmail=
.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I mean to questio=
n the cardinality of the relationship between<br>
avatar/identity and asset service(s). Does an avatar only have a<br>
single home asset server, or can I simultaneously access assets<br>
provided by 3rd party asset services? Can I access &quot;AssetServicesRUS<b=
r>
(TM)&quot; and services provided by &quot;Acme Asset Services, LLC&quot;? O=
r is my<br>
identity intractably linked with a particular asset service provider?<br>
<div><div></div><div class=3D"h5"><br>
<br>
On Tue, Mar 29, 2011 at 11:46 AM, Morgaine<br>
&lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.dinova@googl=
email.com</a>&gt; wrote:<br>
&gt; Izzy, several months ago on this list I was discussing exactly that is=
sue<br>
&gt; with Joshua, highlighting how multiple asset services being handled<br=
>
&gt; simultaneously by regions and clients is the scalable way of achieving=
<br>
&gt; virtual tourism of visitors from multiple separate worlds to a central=
<br>
&gt; &quot;tourist world&quot;.<br>
&gt;<br>
&gt; Those tourists each have asset services back in their home worlds or o=
n 3rd<br>
&gt; party asset services, and on arriving in the tourist zone the region n=
eeds<br>
&gt; to hand out references to assets in all those remote asset services fo=
r the<br>
&gt; clients to be able to render all the people present with their correct=
<br>
&gt; avatars and possessions.<br>
&gt;<br>
&gt; So the simple answer is &quot;No, no assumption of single asset servic=
e.&quot;=A0 That<br>
&gt; would not be a scalable design anyway.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D<br>
&gt;<br>
&gt;<br>
&gt; On Tue, Mar 29, 2011 at 3:58 PM, Izzy Alanis &lt;<a href=3D"mailto:izz=
yalanis@gmail.com">izzyalanis@gmail.com</a>&gt; wrote:<br>
&gt;&gt;<br>
&gt;&gt; Starting new thread as the previous one is becoming too unwieldily=
.<br>
&gt;&gt;<br>
&gt;&gt; Morgaine said:<br>
&gt;&gt; &gt; We either have interoperability between worlds, in which an i=
nhabitant<br>
&gt;&gt; &gt; can travel from one world to another and take their avatar an=
d/or<br>
&gt;&gt; &gt; possessions with them, or else we don&#39;t have that. =A0It&=
#39;s black and white,<br>
&gt;&gt; &gt; and no amount of fudging about &quot;service level interopera=
bility&quot; is going to<br>
&gt;&gt; &gt; overcome the lack of VW interoperability as a user would unde=
rstand it.<br>
&gt;&gt;<br>
&gt;&gt; The world is full of shades of grey.<br>
&gt;&gt;<br>
&gt;&gt; Is there an assumption that an Avatar has/uses one (and only one?)=
<br>
&gt;&gt; &quot;Asset Service&quot; -- that I have a single repository of po=
ssessions to<br>
&gt;&gt; take? Can I have and use different asset services? Can I use multi=
ple<br>
&gt;&gt; asset services? Can people share?<br>
&gt;&gt;<br>
&gt;&gt; =A0- Izzy<br>
&gt;&gt; _______________________________________________<br>
&gt;&gt; vwrap mailing list<br>
&gt;&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt;&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"=
_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
</div></div></blockquote></div><br>

--00151748db041254de049fa16ac0--

From ohmeadhbh@gmail.com  Tue Mar 29 09:37:08 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Tue, 29 Mar 2011 09:38:24 -0700
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Subject: Re: [vwrap] Relationship between Avatar/Agent and Asset Service?
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Hey Izzy,

FWIW... despite what morgaine says, the original members of this group
were actually interested in "service level interop." and here's the
use case.

part of the reason Linden was interested in open protocols was so we
could attempt to become the center of a much larger virtual ecosystem.
the vision we shared with some of our partners was a world where you
could log into Second Life or OpenSIm instance with your facebook or
twitter credentials. or google. or yahoo! or OSGrid or Linden / Second
Life. we also wanted to allow individual organizations (either your
corporate IT department or a commercial online service like the
Wikimedia commons) to act as an asset server for your inventory. we
wanted to give individual grid deployers (or even individual users)
the ability to pick who routed their voice and audio packets.

these are just a few examples of the use cases we wanted to support
that we felt justified "service level interop."

people who wanted to be able to walk from one world to the other,
could still do that, but only if both virtual worlds supported enough
services to move avatars between them.

so "virtual worlds level interop" is less interesting, IMHO, since it
requires participants to effectively implement all services if they
want to participate in the virtual world.

now... Linden, IBM and Intel seem to have de-prioritized their
participation in this group, so it's certainly a valid thing to say
"hey, let's focus on full-on VW interop." but ultimately, this will be
limiting your participation to a much smaller community of deployers.
and at the end of the day, you're going to have to specify services
as... well... services, so the VW interop thing has always seemed like
a red herring at worst and an artificial constraint at best.

the current charter was developed at a time when "service level
interop" was the assumption, which is why we split off each service
into a different document. the charter was also too small a document
to capture the assumptions of the types of systems we wanted to work
with, which is why in 2009 Dave Crocker recommended we put a bare
minimum in the charter with the understanding that the intro doc would
expand that understanding.

so... if peeps here want to continue with service level interop,
that's fine. we _may_ be able to keep the same charter and even some
parts of the intro doc. if we want to go with full-on interop between
OpenSim instances, that will probably necessitate a change in the
charter and definitely a change in the intro.

just my 2 cents.

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Tue, Mar 29, 2011 at 7:58 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> Starting new thread as the previous one is becoming too unwieldily.
>
> Morgaine said:
>> We either have interoperability between worlds, in which an inhabitant c=
an travel from one world to another and take their avatar and/or possession=
s with them, or else we don't have that. =A0It's black and white, and no am=
ount of fudging about "service level interoperability" is going to overcome=
 the lack of VW interoperability as a user would understand it.
>
> The world is full of shades of grey.
>
> Is there an assumption that an Avatar has/uses one (and only one?)
> "Asset Service" -- that I have a single repository of possessions to
> take? Can I have and use different asset services? Can I use multiple
> asset services? Can people share?
>
> =A0- Izzy
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

From dzonatas@gmail.com  Tue Mar 29 09:50:53 2011
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Always remember the use case of one business that has one public VW and 
their private asset server which any number of internal clients can 
connect to and publish assets to the public VW. Once any asset is 
published then any number of external clients could then see the asset, 
work on it, or maybe even get a local asset version of the published asset.


Meadhbh Hamrick wrote:
> Hey Izzy,
>
> FWIW... despite what morgaine says, the original members of this group
> were actually interested in "service level interop." and here's the
> use case.
>
> part of the reason Linden was interested in open protocols was so we
> could attempt to become the center of a much larger virtual ecosystem.
> the vision we shared with some of our partners was a world where you
> could log into Second Life or OpenSIm instance with your facebook or
> twitter credentials. or google. or yahoo! or OSGrid or Linden / Second
> Life. we also wanted to allow individual organizations (either your
> corporate IT department or a commercial online service like the
> Wikimedia commons) to act as an asset server for your inventory. we
> wanted to give individual grid deployers (or even individual users)
> the ability to pick who routed their voice and audio packets.
>
> these are just a few examples of the use cases we wanted to support
> that we felt justified "service level interop."
>
> people who wanted to be able to walk from one world to the other,
> could still do that, but only if both virtual worlds supported enough
> services to move avatars between them.
>
> so "virtual worlds level interop" is less interesting, IMHO, since it
> requires participants to effectively implement all services if they
> want to participate in the virtual world.
>
> now... Linden, IBM and Intel seem to have de-prioritized their
> participation in this group, so it's certainly a valid thing to say
> "hey, let's focus on full-on VW interop." but ultimately, this will be
> limiting your participation to a much smaller community of deployers.
> and at the end of the day, you're going to have to specify services
> as... well... services, so the VW interop thing has always seemed like
> a red herring at worst and an artificial constraint at best.
>
> the current charter was developed at a time when "service level
> interop" was the assumption, which is why we split off each service
> into a different document. the charter was also too small a document
> to capture the assumptions of the types of systems we wanted to work
> with, which is why in 2009 Dave Crocker recommended we put a bare
> minimum in the charter with the understanding that the intro doc would
> expand that understanding.
>
> so... if peeps here want to continue with service level interop,
> that's fine. we _may_ be able to keep the same charter and even some
> parts of the intro doc. if we want to go with full-on interop between
> OpenSim instances, that will probably necessitate a change in the
> charter and definitely a change in the intro.
>
> just my 2 cents.
>
> -cheers
> -meadhbh
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Tue, Mar 29, 2011 at 7:58 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
>   
>> Starting new thread as the previous one is becoming too unwieldily.
>>
>> Morgaine said:
>>     
>>> We either have interoperability between worlds, in which an inhabitant can travel from one world to another and take their avatar and/or possessions with them, or else we don't have that. ďż˝It's black and white, and no amount of fudging about "service level interoperability" is going to overcome the lack of VW interoperability as a user would understand it.
>>>       
>> The world is full of shades of grey.
>>
>> Is there an assumption that an Avatar has/uses one (and only one?)
>> "Asset Service" -- that I have a single repository of possessions to
>> take? Can I have and use different asset services? Can I use multiple
>> asset services? Can people share?
>>
>> ďż˝- Izzy
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>     
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Tue Mar 29 10:12:27 2011
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Subject: Re: [vwrap] Relationship between Avatar/Agent and Asset Service?
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On Tue, Mar 29, 2011 at 5:38 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>wrote:

>
> so "virtual worlds level interop" is less interesting, IMHO, since it
> requires participants to effectively implement all services if they
> want to participate in the virtual world.



No it does not.  Any virtual world is free to implement as few or as many
services itself as it wants, or to choose 3rd party services in their place,
or none at all, or any combination of these strategies.  This is why David
produced his VWRAP Deployments document, to highlight the total flexibility
that would exist.

As to "less interesting" ... well virtually all VW users who reside in more
than one world would disagree that it is "less interesting".  In fact, they
do often state in no uncertain terms how hugely desirable such interop would
be, and how extremely annoying it is to live without it, like RL planets
lacking any means of transport between them.

What's "less interesting" is producing a protocol that produces walled
gardens and provides nill interop between them, because that is what we have
already today.


Morgaine.





=========================

On Tue, Mar 29, 2011 at 5:38 PM, Meadhbh Hamrick <ohmeadhbh@gmail.com>wrote:

> Hey Izzy,
>
> FWIW... despite what morgaine says, the original members of this group
> were actually interested in "service level interop." and here's the
> use case.
>
> part of the reason Linden was interested in open protocols was so we
> could attempt to become the center of a much larger virtual ecosystem.
> the vision we shared with some of our partners was a world where you
> could log into Second Life or OpenSIm instance with your facebook or
> twitter credentials. or google. or yahoo! or OSGrid or Linden / Second
> Life. we also wanted to allow individual organizations (either your
> corporate IT department or a commercial online service like the
> Wikimedia commons) to act as an asset server for your inventory. we
> wanted to give individual grid deployers (or even individual users)
> the ability to pick who routed their voice and audio packets.
>
> these are just a few examples of the use cases we wanted to support
> that we felt justified "service level interop."
>
> people who wanted to be able to walk from one world to the other,
> could still do that, but only if both virtual worlds supported enough
> services to move avatars between them.
>
> so "virtual worlds level interop" is less interesting, IMHO, since it
> requires participants to effectively implement all services if they
> want to participate in the virtual world.
>
> now... Linden, IBM and Intel seem to have de-prioritized their
> participation in this group, so it's certainly a valid thing to say
> "hey, let's focus on full-on VW interop." but ultimately, this will be
> limiting your participation to a much smaller community of deployers.
> and at the end of the day, you're going to have to specify services
> as... well... services, so the VW interop thing has always seemed like
> a red herring at worst and an artificial constraint at best.
>
> the current charter was developed at a time when "service level
> interop" was the assumption, which is why we split off each service
> into a different document. the charter was also too small a document
> to capture the assumptions of the types of systems we wanted to work
> with, which is why in 2009 Dave Crocker recommended we put a bare
> minimum in the charter with the understanding that the intro doc would
> expand that understanding.
>
> so... if peeps here want to continue with service level interop,
> that's fine. we _may_ be able to keep the same charter and even some
> parts of the intro doc. if we want to go with full-on interop between
> OpenSim instances, that will probably necessitate a change in the
> charter and definitely a change in the intro.
>
> just my 2 cents.
>
> -cheers
> -meadhbh
> --
> meadhbh hamrick * it's pronounced "maeve"
> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com
>
>
>
> On Tue, Mar 29, 2011 at 7:58 AM, Izzy Alanis <izzyalanis@gmail.com> wrote:
> > Starting new thread as the previous one is becoming too unwieldily.
> >
> > Morgaine said:
> >> We either have interoperability between worlds, in which an inhabitant
> can travel from one world to another and take their avatar and/or
> possessions with them, or else we don't have that.  It's black and white,
> and no amount of fudging about "service level interoperability" is going to
> overcome the lack of VW interoperability as a user would understand it.
> >
> > The world is full of shades of grey.
> >
> > Is there an assumption that an Avatar has/uses one (and only one?)
> > "Asset Service" -- that I have a single repository of possessions to
> > take? Can I have and use different asset services? Can I use multiple
> > asset services? Can people share?
> >
> >  - Izzy
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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On Tue, Mar 29, 2011 at 5:38 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a h=
ref=3D"mailto:ohmeadhbh@gmail.com">ohmeadhbh@gmail.com</a>&gt;</span> wrote=
:<br><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; =
border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">

<br>
so &quot;virtual worlds level interop&quot; is less interesting, IMHO, sinc=
e it<br>
requires participants to effectively implement all services if they<br>
want to participate in the virtual world.</blockquote><div><br><br>No it do=
es not.=A0 Any virtual world is free to implement as few or as many service=
s itself as it wants, or to choose 3rd party services in their place, or no=
ne at all, or any combination of these strategies.=A0 This is why David pro=
duced his VWRAP Deployments document, to highlight the total flexibility th=
at would exist.<br>
<br>As to &quot;less interesting&quot; ... well virtually all VW users who =
reside in more than one world would disagree that it is &quot;less interest=
ing&quot;.=A0 In fact, they do often state in no uncertain terms how hugely=
 desirable such interop would be, and how extremely annoying it is to live =
without it, like RL planets lacking any means of transport between them.<br=
>
<br>What&#39;s &quot;less interesting&quot; is producing a protocol that pr=
oduces walled gardens and provides nill interop between them, because that =
is what we have already today.<br><br><br>Morgaine.<br><br><br><br><br>
<br></div>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Tue, Mar 29, 2011 at 5:38=
 PM, Meadhbh Hamrick <span dir=3D"ltr">&lt;<a href=3D"mailto:ohmeadhbh@gmai=
l.com">ohmeadhbh@gmail.com</a>&gt;</span> wrote:<br><blockquote class=3D"gm=
ail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(2=
04, 204, 204); padding-left: 1ex;">
Hey Izzy,<br>
<br>
FWIW... despite what morgaine says, the original members of this group<br>
were actually interested in &quot;service level interop.&quot; and here&#39=
;s the<br>
use case.<br>
<br>
part of the reason Linden was interested in open protocols was so we<br>
could attempt to become the center of a much larger virtual ecosystem.<br>
the vision we shared with some of our partners was a world where you<br>
could log into Second Life or OpenSIm instance with your facebook or<br>
twitter credentials. or google. or yahoo! or OSGrid or Linden / Second<br>
Life. we also wanted to allow individual organizations (either your<br>
corporate IT department or a commercial online service like the<br>
Wikimedia commons) to act as an asset server for your inventory. we<br>
wanted to give individual grid deployers (or even individual users)<br>
the ability to pick who routed their voice and audio packets.<br>
<br>
these are just a few examples of the use cases we wanted to support<br>
that we felt justified &quot;service level interop.&quot;<br>
<br>
people who wanted to be able to walk from one world to the other,<br>
could still do that, but only if both virtual worlds supported enough<br>
services to move avatars between them.<br>
<br>
so &quot;virtual worlds level interop&quot; is less interesting, IMHO, sinc=
e it<br>
requires participants to effectively implement all services if they<br>
want to participate in the virtual world.<br>
<br>
now... Linden, IBM and Intel seem to have de-prioritized their<br>
participation in this group, so it&#39;s certainly a valid thing to say<br>
&quot;hey, let&#39;s focus on full-on VW interop.&quot; but ultimately, thi=
s will be<br>
limiting your participation to a much smaller community of deployers.<br>
and at the end of the day, you&#39;re going to have to specify services<br>
as... well... services, so the VW interop thing has always seemed like<br>
a red herring at worst and an artificial constraint at best.<br>
<br>
the current charter was developed at a time when &quot;service level<br>
interop&quot; was the assumption, which is why we split off each service<br=
>
into a different document. the charter was also too small a document<br>
to capture the assumptions of the types of systems we wanted to work<br>
with, which is why in 2009 Dave Crocker recommended we put a bare<br>
minimum in the charter with the understanding that the intro doc would<br>
expand that understanding.<br>
<br>
so... if peeps here want to continue with service level interop,<br>
that&#39;s fine. we _may_ be able to keep the same charter and even some<br=
>
parts of the intro doc. if we want to go with full-on interop between<br>
OpenSim instances, that will probably necessitate a change in the<br>
charter and definitely a change in the intro.<br>
<br>
just my 2 cents.<br>
<br>
-cheers<br>
-meadhbh<br>
<font color=3D"#888888">--<br>
meadhbh hamrick * it&#39;s pronounced &quot;maeve&quot;<br>
@OhMeadhbh * <a href=3D"http://meadhbh.org/" target=3D"_blank">http://meadh=
bh.org/</a> * <a href=3D"mailto:OhMeadhbh@gmail.com">OhMeadhbh@gmail.com</a=
><br>
</font><div><div></div><div class=3D"h5"><br>
<br>
<br>
On Tue, Mar 29, 2011 at 7:58 AM, Izzy Alanis &lt;<a href=3D"mailto:izzyalan=
is@gmail.com">izzyalanis@gmail.com</a>&gt; wrote:<br>
&gt; Starting new thread as the previous one is becoming too unwieldily.<br=
>
&gt;<br>
&gt; Morgaine said:<br>
&gt;&gt; We either have interoperability between worlds, in which an inhabi=
tant can travel from one world to another and take their avatar and/or poss=
essions with them, or else we don&#39;t have that. =A0It&#39;s black and wh=
ite, and no amount of fudging about &quot;service level interoperability&qu=
ot; is going to overcome the lack of VW interoperability as a user would un=
derstand it.<br>

&gt;<br>
&gt; The world is full of shades of grey.<br>
&gt;<br>
&gt; Is there an assumption that an Avatar has/uses one (and only one?)<br>
&gt; &quot;Asset Service&quot; -- that I have a single repository of posses=
sions to<br>
&gt; take? Can I have and use different asset services? Can I use multiple<=
br>
&gt; asset services? Can people share?<br>
&gt;<br>
&gt; =A0- Izzy<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
&gt; <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_bla=
nk">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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From: Katherine Mancuso <kmancuso@gmail.com>
Date: Tue, 29 Mar 2011 13:42:14 -0700
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Hi everyone,

I want to speak up for agreeing with Meadhbh & Mike about keeping a
role for service level interop in this group.  We've made good
progress towards this goal and can continue to work on it.

Here is an alternative proposal to any which has been brought up so
far.  I'm aware this may not be fully correct in its technical
details, as I am not a software architect:

Could the partisans of "full" VW interop consider working together on
a draft specification that is something like the intro or David's
piece in scope that lays out which specific capacities would need to
be supported at a minimum to allow for "full" interop, perhaps getting
input from implementers such as the Hypergrid folks and the folks who
coordinated the teleport test at Linden?  Citing existing service
specifications (either ones developed within this WG, or outside
specifications like XML, Collada, etc) is preferred, and for
capabilities for which there are not existing service specifications
or the existing specifications don't work well enough, address that to
lay out a clear roadmap of what must be developed.

My vision here is that folks who are doing service-level work could
continue developing and implementing their individual services, and
the folks who wish to do "full" interop could define a menu of
services which must be implemented for "full" interop.  Implementers
could then choose their path based on their use cases: implement the
"full" interop specification including all the specifications called
for, or implement individual services.  I believe that both of these
concepts can exist under our existing charter or with limited
amendment to the charter and intro, which is much easier for everyone
to agree to than entirely rewriting both, and does not require
trashing years of work.

It seems to me that accomodating "full" interop only would reduce the
number of possible implementers and use cases for our work
dramatically, not to mention cut out a productive body of folks in
this group who have been contributing an awful lot of documents and
implementing.

For example, to illustrate my point:

>From my work as a SL developer focusing in education, I know there's a
substantial use case in K-12 education in the US for walled gardens,
because schools have big legal liability problems with letting minors
wander unwalled virtual worlds (most school libraries in the US have
internet filters for the same reasons) and have fairly intense
supervision requirements which require substantial moderation &
surveillance tools.  However, a shared asset server that contains a
core of "safe" content might be of interest to these folks, since
educators don't necessarily need to reinvent the wheel for their
classrooms every year.  This is a really good case for service level
interop ... implement the asset server specification only, not the
"full" one that allows you to teleport to other worlds.

On the other hand, universities have far greater interest in letting
students and professors teleport among university spaces (which
happens metaphorically in the real world all the time), and fewer
liability issues.  Sharing an asset server might be of interest to
them, but so too might "full" interop.  They'd want to implement the
"full" interop specification.

(Paging Fleep Tuque, are you here to make this case better for me?)

TL;DR - Proposal is to amend the charter & intro so that they allow
the "full" interop people to work in one community on their ideas and
the service level interop people to work in parallel on their ideas,
rather than assuming that one model has to exclusively dominate the
group.

I will be unavailable to post anything else much lengthy through 3 April, FYI.

Katherine

-- 
---------------------------------------------------------------------------------------------
Katherine Mancuso

ISIS Inc, Community Manager (http://www.isis-inc.org)
Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
The Vesuvius Group: metaverse community builders
(http://www.thevesuviusgroup.com)
GimpGirl Community Liaison (http://www.gimpgirl.com)

http://twitter.com/musingvirtual
http://facebook.com/kmancuso
http://www.linkedin.com/in/kathymancuso
Second Life: Muse Carmona
----------------------------------------------------------------------------------------------

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On 03/29/2011 04:42 PM, Katherine Mancuso wrote:
> Hi everyone,
>
> I want to speak up for agreeing with Meadhbh & Mike about keeping a
> role for service level interop in this group.  We've made good
> progress towards this goal and can continue to work on it.
>
> Here is an alternative proposal to any which has been brought up so
> far.  I'm aware this may not be fully correct in its technical
> details, as I am not a software architect:
Just saying up front I'd give this approach a strong +1 from me.  It
recognizes the fact that others are interested in full VW interop while
placing the short term focus on service definition and interaction for
which we have some existing documents and experience that can be
leveraged.   Its a walk before you run approach and personally I think
it would be far more productive in the short term versus the VW interop
approach.
> Could the partisans of "full" VW interop consider working together on
> a draft specification that is something like the intro or David's
> piece in scope that lays out which specific capacities would need to
> be supported at a minimum to allow for "full" interop, perhaps getting
> input from implementers such as the Hypergrid folks and the folks who
> coordinated the teleport test at Linden?  Citing existing service
> specifications (either ones developed within this WG, or outside
> specifications like XML, Collada, etc) is preferred, and for
> capabilities for which there are not existing service specifications
> or the existing specifications don't work well enough, address that to
> lay out a clear roadmap of what must be developed.
>
Again yes, strongly agree.  Full VW interop needs a roadmap to have a
chance to be successful.  At present there are lots of cart paths that
can sort of get you there. And tons of unanswered questions.   Its
valuable to spend cycles on that but not at the expense of specifying
existing services and approaches that work now.

> My vision here is that folks who are doing service-level work could
> continue developing and implementing their individual services, and
> the folks who wish to do "full" interop could define a menu of
> services which must be implemented for "full" interop.  Implementers
> could then choose their path based on their use cases: implement the
> "full" interop specification including all the specifications called
> for, or implement individual services.  I believe that both of these
> concepts can exist under our existing charter or with limited
> amendment to the charter and intro, which is much easier for everyone
> to agree to than entirely rewriting both, and does not require
> trashing years of work.
>
> It seems to me that accomodating "full" interop only would reduce the
> number of possible implementers and use cases for our work
> dramatically, not to mention cut out a productive body of folks in
> this group who have been contributing an awful lot of documents and
> implementing.
>
Yes, again I think thats been what we've seen.  Too little agreement
over a hard problem that limits progress on something for which we do
have some experience.
> For example, to illustrate my point:
>
> From my work as a SL developer focusing in education, I know there's a
> substantial use case in K-12 education in the US for walled gardens,
> because schools have big legal liability problems with letting minors
> wander unwalled virtual worlds (most school libraries in the US have
> internet filters for the same reasons) and have fairly intense
> supervision requirements which require substantial moderation &
> surveillance tools.  However, a shared asset server that contains a
> core of "safe" content might be of interest to these folks, since
> educators don't necessarily need to reinvent the wheel for their
> classrooms every year.  This is a really good case for service level
> interop ... implement the asset server specification only, not the
> "full" one that allows you to teleport to other worlds.
>
> On the other hand, universities have far greater interest in letting
> students and professors teleport among university spaces (which
> happens metaphorically in the real world all the time), and fewer
> liability issues.  Sharing an asset server might be of interest to
> them, but so too might "full" interop.  They'd want to implement the
> "full" interop specification.
>
> (Paging Fleep Tuque, are you here to make this case better for me?)
>
> TL;DR - Proposal is to amend the charter & intro so that they allow
> the "full" interop people to work in one community on their ideas and
> the service level interop people to work in parallel on their ideas,
> rather than assuming that one model has to exclusively dominate the
> group.
>
> I will be unavailable to post anything else much lengthy through 3 April, FYI.
>
> Katherine
>
Well said overall.  I hope teh group gives this approach real consideration.

Mike



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So, I'm still trying to understand your sentence:
> no amount of fudging about "service level interoperability" is going to o=
vercome the lack of VW interoperability as a user would understand it.
Certainly, a small amount of service level interop would go a long way
to overcome VW interoperability.

In your mind, how does service level interop *not* lead to "VW
Interoperability"? This whole argument between service level interop
and 'full' interop eludes me.


On Tue, Mar 29, 2011 at 12:06 PM, Morgaine
<morgaine.dinova@googlemail.com> wrote:
> Izzy, it's truly simple, and I see that you understand it.=A0 You have li=
sted
> a number of possible restrictions or constraints that could be applied to
> limit or modify interop between worlds, but your list of questions is onl=
y
> meaningful because you already understand what interop between virtual
> worlds means at its most open and powerful.
>
> You are there already in your understanding! :-)
>
> When our protocols support such interoperation between virtual worlds,
> restrictions can of course be placed on that interoperation by world
> providers, just like an email service provider can place restrictions on =
who
> can access their service, where people can send emails, the kinds of cont=
ent
> permitted, and so on.=A0 It's totally normal for services on the Internet=
 to
> apply their own restrictions, and it would be no different for interopera=
ble
> VWs.
>
> Likewise for us, we know what interoperation between virtual worlds means=
 in
> concept (I described it in simple user language in my previous email), bu=
t
> any individual deployment might reduce or limit that based on local polic=
y.
> It's not up to us to mandate local policy, but it is up to us to create a
> protocol that provides interoperation between virtual worlds so that it's
> available for those worlds that do want to interoperate.
>
>
> Morgaine.
>
>
>
>
> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>
> On Tue, Mar 29, 2011 at 4:46 PM, Izzy Alanis <izzyalanis@gmail.com> wrote=
:
>>
>> I'll second Mike's comment: I don=92t know what it mean to have virtual
>> world interop personally.
>>
>> Do I have to be able to teleport from one world to the next within the
>> same viewer to qualify as "interop"? Or would it be OK if I was able
>> to log in using different viewers/clients as long as my 'identity' was
>> maintained? What if I had to have separate identities between virtual
>> worlds, but could still access my bank of assets? What if I could
>> maintain the concept of "identity" but not transfer assets/use a
>> particular asset service? What if I couldn't access my assets from a
>> particular asset service in a particular virtual world due to policy
>> reasons (e.g. virtual world "A" doesn't like asset service provider
>> "B")?
>>
>> =A0- Izzy
>>
>> On Tue, Mar 29, 2011 at 11:37 AM, Morgaine
>> <morgaine.dinova@googlemail.com> wrote:
>> > On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
>> > <mike.dickson@hp.com> wrote:
>> >>
>> >> Right, so we do need to standardize =93Service Level Interop=94.=A0 A=
s has
>> >> been
>> >> pointed out its concrete enough you can actually do it and it would
>> >> allow
>> >> the assembly of virtual worlds based upon it.
>> >
>> > I think you misunderstood the point that I wrote, since you concluded
>> > the
>> > opposite.=A0 No, it does not follow that we need to standardize "servi=
ce
>> > level
>> > interop", because that does not give us interoperation between virtual
>> > worlds.=A0 It only allows us to standardize (as you correctly state) t=
he
>> > "assembly of virtual worlds", one world at a time, instead of
>> > standardizing
>> > their interoperation.=A0 We don't need to standardize how VWs are
>> > assembled,
>> > it's not even our remit to do that because that's up to each provider.
>> >
>> >>
>> >>
>> >> I don=92t know what it mean to have virtual world interop personally.
>> >
>> > Why?=A0 It's very easy to understand, and I would guess that every VW =
user
>> > today who is using two or more virtual worlds like (say) OSgrid and
>> > InWorldz
>> > can probably describe it very eloquently.=A0 I'll just repaste how I
>> > described
>> > it yesterday:
>> >
>> >>
>> >> We either have interoperability between worlds, in which an inhabitan=
t
>> >> can
>> >> travel from one world to another and take their avatar and/or
>> >> possessions
>> >> with them, or else we don't have that.=A0 It's black and white, and n=
o
>> >> amount
>> >> of fudging about "service level interoperability" is going to overcom=
e
>> >> the
>> >> lack of VW interoperability as a user would understand it.
>> >
>> > Interoperability between VWs is truly a simple concept, and users are
>> > asking
>> > for it continually and woeing its absence daily.=A0 Its lack is so cle=
ar
>> > and
>> > self-evident and annoying that people even write export-import program=
s
>> > to
>> > try to alleviate the user "suffering" through its absence.=A0 Frankly,
>> > professing not to understand what it means is very bizarre.=A0 All I c=
an
>> > suggest is, I'll try to clarify it further for you if you still don't
>> > understand what it means.
>> >
>> >
>> > Morgaine.
>> >
>> >
>> >
>> >
>> >
>> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D
>> >
>> > On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
>> > <mike.dickson@hp.com> wrote:
>> >>
>> >> From: vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] On Behal=
f
>> >> Of
>> >> Morgaine
>> >> Sent: Monday, March 28, 2011 8:01 PM
>> >> To: vwrap@ietf.org
>> >>
>> >> Subject: Re: [vwrap] Status and future of the VWRAP working group
>> >>
>> >>
>> >>
>> >> Responding to two posts:
>> >>
>> >> On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com>
>> >> wrote:
>> >>
>> >> If you want service only, I think there is code implemented already.
>> >>
>> >> Exactly as Dzonatas says.=A0 We don't need to work on protocols for
>> >> internal
>> >> use by separate, isolated world services.=A0 We have those already.=
=A0 The
>> >> ingredient that is mostly missing from the Virtual World arena is
>> >> interoperability between such services, and that is the goal that has
>> >> sparked extremely wide interest.
>> >>
>> >> Right, so we do need to standardize =93Service Level Interop=94.=A0 A=
s has
>> >> been
>> >> pointed out its concrete enough you can actually do it and it would
>> >> allow
>> >> the assembly of virtual worlds based upon it.=A0=A0 The point that so=
me of
>> >> this
>> >> exists is a good one, there=92s some existing practice and knowledge =
that
>> >> can
>> >> be leveraged.
>> >>
>> >> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte
>> >> <sllists@boroon.dasgupta.ch> wrote:
>> >>
>> >> d. interoperability between (instances of) any two virtual world
>> >> systems
>> >> conforming to the (to be defined) VWRAP standard.
>> >>
>> >> Exactly as Boroondas says.=A0 Indeed, that is the interoperability go=
al
>> >> sought by the majority of contributors here over the years, so this i=
s
>> >> nothing new. It's the feature that virtual worlds don't yet have, and
>> >> that's
>> >> why it's worthwhile to work on it.
>> >>
>> >> Again, this is sensible and it=92s achieved via the =93standard servi=
ces=94
>> >> defined above.=A0 I don=92t know what it mean to have virtual world i=
nterop
>> >> personally.=A0 It=92s a nice ideal but in practice differences in pol=
icy,
>> >> technology, etc, make it practically impossible to specify given the
>> >> current
>> >> state of =A0affairs.=A0 =A0=A0We can=92t even agree on a the data des=
cription
>> >> protocol
>> >> let alone how to handle policy across VW systems. =A0And that extends
>> >> past
>> >> business policy into technical issues like: if an =93object=94 =A0is =
scripted
>> >> how
>> >> does that transfer to another VW. Who allocates the script resources.
>> >> And
>> >> of course there=92s also creator=92s rights vs. owner=92s rights.=A0 =
The list
>> >> is
>> >> extremely long and we can=92t even agree on how services should talk =
and
>> >> which
>> >> there should be in a standard way.
>> >>
>> >>
>> >>
>> >> IMO, the effort should focus on Service Level interoperability and th=
e
>> >> definition of a few fundamental building block services: i.e user
>> >> service,
>> >> inventory service, asset service.=A0 I=92d leave the simulator piece =
off
>> >> for
>> >> now.=A0 If we get those right you can start to share user information
>> >> between
>> >> =93virtual worlds=94, locate and access inventory and define an objec=
ts
>> >> characteristics inside a simulator.=A0 And the simulator piece can ev=
olve
>> >> until its ready to be standardized.
>> >>
>> >> Mike
>> >>
>> >>
>> >
>> > _______________________________________________
>> > vwrap mailing list
>> > vwrap@ietf.org
>> > https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> >
>
>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Especially since this is the Virtual World Region-Agent Protocol, I'm 
wondering where is "full" and "service level" in the region/agent 
dissection.


Izzy Alanis wrote:
> So, I'm still trying to understand your sentence:
>   
>> no amount of fudging about "service level interoperability" is going to overcome the lack of VW interoperability as a user would understand it.
>>     
> Certainly, a small amount of service level interop would go a long way
> to overcome VW interoperability.
>
> In your mind, how does service level interop *not* lead to "VW
> Interoperability"? This whole argument between service level interop
> and 'full' interop eludes me.
>
>
> On Tue, Mar 29, 2011 at 12:06 PM, Morgaine
> <morgaine.dinova@googlemail.com> wrote:
>   
>> Izzy, it's truly simple, and I see that you understand it.ďż˝ You have listed
>> a number of possible restrictions or constraints that could be applied to
>> limit or modify interop between worlds, but your list of questions is only
>> meaningful because you already understand what interop between virtual
>> worlds means at its most open and powerful.
>>
>> You are there already in your understanding! :-)
>>
>> When our protocols support such interoperation between virtual worlds,
>> restrictions can of course be placed on that interoperation by world
>> providers, just like an email service provider can place restrictions on who
>> can access their service, where people can send emails, the kinds of content
>> permitted, and so on.ďż˝ It's totally normal for services on the Internet to
>> apply their own restrictions, and it would be no different for interoperable
>> VWs.
>>
>> Likewise for us, we know what interoperation between virtual worlds means in
>> concept (I described it in simple user language in my previous email), but
>> any individual deployment might reduce or limit that based on local policy.
>> It's not up to us to mandate local policy, but it is up to us to create a
>> protocol that provides interoperation between virtual worlds so that it's
>> available for those worlds that do want to interoperate.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ============================
>>
>> On Tue, Mar 29, 2011 at 4:46 PM, Izzy Alanis <izzyalanis@gmail.com> wrote:
>>     
>>> I'll second Mike's comment: I donďż˝t know what it mean to have virtual
>>> world interop personally.
>>>
>>> Do I have to be able to teleport from one world to the next within the
>>> same viewer to qualify as "interop"? Or would it be OK if I was able
>>> to log in using different viewers/clients as long as my 'identity' was
>>> maintained? What if I had to have separate identities between virtual
>>> worlds, but could still access my bank of assets? What if I could
>>> maintain the concept of "identity" but not transfer assets/use a
>>> particular asset service? What if I couldn't access my assets from a
>>> particular asset service in a particular virtual world due to policy
>>> reasons (e.g. virtual world "A" doesn't like asset service provider
>>> "B")?
>>>
>>> ďż˝- Izzy
>>>
>>> On Tue, Mar 29, 2011 at 11:37 AM, Morgaine
>>> <morgaine.dinova@googlemail.com> wrote:
>>>       
>>>> On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
>>>> <mike.dickson@hp.com> wrote:
>>>>         
>>>>> Right, so we do need to standardize ďż˝Service Level Interopďż˝.ďż˝ As has
>>>>> been
>>>>> pointed out its concrete enough you can actually do it and it would
>>>>> allow
>>>>> the assembly of virtual worlds based upon it.
>>>>>           
>>>> I think you misunderstood the point that I wrote, since you concluded
>>>> the
>>>> opposite.ďż˝ No, it does not follow that we need to standardize "service
>>>> level
>>>> interop", because that does not give us interoperation between virtual
>>>> worlds.ďż˝ It only allows us to standardize (as you correctly state) the
>>>> "assembly of virtual worlds", one world at a time, instead of
>>>> standardizing
>>>> their interoperation.ďż˝ We don't need to standardize how VWs are
>>>> assembled,
>>>> it's not even our remit to do that because that's up to each provider.
>>>>
>>>>         
>>>>> I donďż˝t know what it mean to have virtual world interop personally.
>>>>>           
>>>> Why?ďż˝ It's very easy to understand, and I would guess that every VW user
>>>> today who is using two or more virtual worlds like (say) OSgrid and
>>>> InWorldz
>>>> can probably describe it very eloquently.ďż˝ I'll just repaste how I
>>>> described
>>>> it yesterday:
>>>>
>>>>         
>>>>> We either have interoperability between worlds, in which an inhabitant
>>>>> can
>>>>> travel from one world to another and take their avatar and/or
>>>>> possessions
>>>>> with them, or else we don't have that.ďż˝ It's black and white, and no
>>>>> amount
>>>>> of fudging about "service level interoperability" is going to overcome
>>>>> the
>>>>> lack of VW interoperability as a user would understand it.
>>>>>           
>>>> Interoperability between VWs is truly a simple concept, and users are
>>>> asking
>>>> for it continually and woeing its absence daily.ďż˝ Its lack is so clear
>>>> and
>>>> self-evident and annoying that people even write export-import programs
>>>> to
>>>> try to alleviate the user "suffering" through its absence.ďż˝ Frankly,
>>>> professing not to understand what it means is very bizarre.ďż˝ All I can
>>>> suggest is, I'll try to clarify it further for you if you still don't
>>>> understand what it means.
>>>>
>>>>
>>>> Morgaine.
>>>>
>>>>
>>>>
>>>>
>>>>
>>>> ===========================
>>>>
>>>> On Tue, Mar 29, 2011 at 1:54 PM, Dickson, Mike (ISS Software)
>>>> <mike.dickson@hp.com> wrote:
>>>>         
>>>>> From: vwrap-bounces@ietf.org [mailto:vwrap-bounces@ietf.org] On Behalf
>>>>> Of
>>>>> Morgaine
>>>>> Sent: Monday, March 28, 2011 8:01 PM
>>>>> To: vwrap@ietf.org
>>>>>
>>>>> Subject: Re: [vwrap] Status and future of the VWRAP working group
>>>>>
>>>>>
>>>>>
>>>>> Responding to two posts:
>>>>>
>>>>> On Tue, Mar 29, 2011 at 12:13 AM, Dzonatas Sol <dzonatas@gmail.com>
>>>>> wrote:
>>>>>
>>>>> If you want service only, I think there is code implemented already.
>>>>>
>>>>> Exactly as Dzonatas says.ďż˝ We don't need to work on protocols for
>>>>> internal
>>>>> use by separate, isolated world services.ďż˝ We have those already.ďż˝ The
>>>>> ingredient that is mostly missing from the Virtual World arena is
>>>>> interoperability between such services, and that is the goal that has
>>>>> sparked extremely wide interest.
>>>>>
>>>>> Right, so we do need to standardize ďż˝Service Level Interopďż˝.ďż˝ As has
>>>>> been
>>>>> pointed out its concrete enough you can actually do it and it would
>>>>> allow
>>>>> the assembly of virtual worlds based upon it.ďż˝ďż˝ The point that some of
>>>>> this
>>>>> exists is a good one, thereďż˝s some existing practice and knowledge that
>>>>> can
>>>>> be leveraged.
>>>>>
>>>>> On Tue, Mar 29, 2011 at 12:15 AM, Boroondas Gupte
>>>>> <sllists@boroon.dasgupta.ch> wrote:
>>>>>
>>>>> d. interoperability between (instances of) any two virtual world
>>>>> systems
>>>>> conforming to the (to be defined) VWRAP standard.
>>>>>
>>>>> Exactly as Boroondas says.ďż˝ Indeed, that is the interoperability goal
>>>>> sought by the majority of contributors here over the years, so this is
>>>>> nothing new. It's the feature that virtual worlds don't yet have, and
>>>>> that's
>>>>> why it's worthwhile to work on it.
>>>>>
>>>>> Again, this is sensible and itďż˝s achieved via the ďż˝standard servicesďż˝
>>>>> defined above.ďż˝ I donďż˝t know what it mean to have virtual world interop
>>>>> personally.ďż˝ Itďż˝s a nice ideal but in practice differences in policy,
>>>>> technology, etc, make it practically impossible to specify given the
>>>>> current
>>>>> state of ďż˝affairs.ďż˝ ďż˝ďż˝We canďż˝t even agree on a the data description
>>>>> protocol
>>>>> let alone how to handle policy across VW systems. ďż˝And that extends
>>>>> past
>>>>> business policy into technical issues like: if an ďż˝objectďż˝ ďż˝is scripted
>>>>> how
>>>>> does that transfer to another VW. Who allocates the script resources.
>>>>> And
>>>>> of course thereďż˝s also creatorďż˝s rights vs. ownerďż˝s rights.ďż˝ The list
>>>>> is
>>>>> extremely long and we canďż˝t even agree on how services should talk and
>>>>> which
>>>>> there should be in a standard way.
>>>>>
>>>>>
>>>>>
>>>>> IMO, the effort should focus on Service Level interoperability and the
>>>>> definition of a few fundamental building block services: i.e user
>>>>> service,
>>>>> inventory service, asset service.ďż˝ Iďż˝d leave the simulator piece off
>>>>> for
>>>>> now.ďż˝ If we get those right you can start to share user information
>>>>> between
>>>>> ďż˝virtual worldsďż˝, locate and access inventory and define an objects
>>>>> characteristics inside a simulator.ďż˝ And the simulator piece can evolve
>>>>> until its ready to be standardized.
>>>>>
>>>>> Mike
>>>>>
>>>>>
>>>>>           
>>>> _______________________________________________
>>>> vwrap mailing list
>>>> vwrap@ietf.org
>>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>>
>>>>
>>>>         
>>     
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From carlo@alinoe.com  Tue Mar 29 17:41:49 2011
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Date: Wed, 30 Mar 2011 02:43:21 +0200
From: Carlo Wood <carlo@alinoe.com>
To: "<vwrap@ietf.org>" <vwrap@ietf.org>
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Subject: [vwrap] Glossary
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I added an Entry for "VWRAP" and "Trust domain" to

http://trac.tools.ietf.org/wg/vwrap/trac/wiki/Glossary

Please everyone verify ;).

'Trust domain' is still empty though. It needs
definitions.

-- 
Carlo Wood <carlo@alinoe.com>

From carlo@alinoe.com  Tue Mar 29 18:13:25 2011
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Date: Wed, 30 Mar 2011 03:14:58 +0200
From: Carlo Wood <carlo@alinoe.com>
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Subject: [vwrap] Statements of Consensus.  Flexibity First.
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Perhaps we should also start a wiki page (it's nice
to have a stable url that one can refer to, which still
is editable; that give me at least a feeling of progress),
about statements that we reached consensus over.

Being an abstract thinker and analyst, I believe we
can tackle many of the current discussions at a much
higer abstraction level first, making it easier, or
even possible, to deal with the more detailed points
of discussion.

I'd like to start with one such statement and ask
for consensus on it (and if not, give your rationale
why not).


* Whenever a change X in the protocol is proposed
  (which might be an addition, a change of existing
  protocol or even deletion: any change, making
  the protocol (VWRAP) go from A --> B), then that
  change is accepted as part of VWRAP provided that:
  1) Protocol B can do everything that A could do.
  2) No substantial extra demands are being made on
     an implementation that only implements the
     functionality of A.


In other words: we choose for flexibility.

Under no circumstances we want the *protocol* itself
to be a limitation in what is possible, when that
extra flexibility/possibility doesn't cost much for
those not needing or using it.

Companies be warned: that DOES mean that you lose
control: sometimes it is "nice" if it's impossible
to do with a protocol what your company doesn't
want. However, if that is what you want-- I'd like
to hear good reasons for that at THIS abstraction
level, and not while discussion details, because then
it's too easy to go against some proposal for "different"
reasons (not really saying that what you really want
is that something is just not possible with the protocol,
in order to garantee that things will deviate from YOUR
goals and ideas).


I sincerely hope we can reach consensus on this and
ask everyone to give their 'yes' or 'reasons for their
no'.

-- 
Carlo Wood <carlo@alinoe.com>

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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I support Carlo's call for maintaining a page on the IETF wiki that lists
requirements and implementation details in a concise format,and hence marks
our progress along the path.  The items on the wiki would then be required
to be included in subsequent released specification drafts, at least through
placeholders.

Carlo, your suggested paragraph for consensus is a good one, but is too easy
to evade .  It makes it trivial for a detractor to argue that "substantial
extra demands are being made [by B] on an implementation that only
implements the functionality of A", because every B will impose extra
demands on A."  That exception contains the recipe for neutralizing all
progress.

Instead of providing such an easy opportunity for veto by people who only
want A, place the onus on the people requiring B, which is much more forward
looking.  I suggest something like this:


   - Whenever a change X in the protocol is proposed (which might be an
   addition, a change of existing protocol or even deletion: any change, making
   the protocol (VWRAP) go from A --> B), then that change is accepted as part
   of VWRAP provided that:


   1. Protocol B can do everything that A could do.
   2. Good use-case justification for B is provided.
   3. Implementation requirements of B are listed.


This would make it clear that features are incremental (A+B must always be a
superset of A), offer an initial level of technical detail about how
functionality B can be achieved, and most importantly, make everyone aware
of the impact that B has on A.  It will also ensure that an implementation
that provides A but not B is by choice a subset implementation.


Morgaine.





==================

On Wed, Mar 30, 2011 at 2:14 AM, Carlo Wood <carlo@alinoe.com> wrote:

> Perhaps we should also start a wiki page (it's nice
> to have a stable url that one can refer to, which still
> is editable; that give me at least a feeling of progress),
> about statements that we reached consensus over.
>
> Being an abstract thinker and analyst, I believe we
> can tackle many of the current discussions at a much
> higer abstraction level first, making it easier, or
> even possible, to deal with the more detailed points
> of discussion.
>
> I'd like to start with one such statement and ask
> for consensus on it (and if not, give your rationale
> why not).
>
>
> * Whenever a change X in the protocol is proposed
>  (which might be an addition, a change of existing
>  protocol or even deletion: any change, making
>  the protocol (VWRAP) go from A --> B), then that
>  change is accepted as part of VWRAP provided that:
>  1) Protocol B can do everything that A could do.
>  2) No substantial extra demands are being made on
>     an implementation that only implements the
>     functionality of A.
>
>
> In other words: we choose for flexibility.
>
> Under no circumstances we want the *protocol* itself
> to be a limitation in what is possible, when that
> extra flexibility/possibility doesn't cost much for
> those not needing or using it.
>
> Companies be warned: that DOES mean that you lose
> control: sometimes it is "nice" if it's impossible
> to do with a protocol what your company doesn't
> want. However, if that is what you want-- I'd like
> to hear good reasons for that at THIS abstraction
> level, and not while discussion details, because then
> it's too easy to go against some proposal for "different"
> reasons (not really saying that what you really want
> is that something is just not possible with the protocol,
> in order to garantee that things will deviate from YOUR
> goals and ideas).
>
>
> I sincerely hope we can reach consensus on this and
> ask everyone to give their 'yes' or 'reasons for their
> no'.
>
> --
> Carlo Wood <carlo@alinoe.com>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--90e6ba180db26bf357049faf6c61
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

I support Carlo&#39;s call for maintaining a page on the IETF wiki that lis=
ts requirements and implementation details in a concise format,and hence ma=
rks our progress along the path.=A0 The items on the wiki would then be req=
uired to be included in subsequent released specification drafts, at least =
through placeholders.<br>
<br>Carlo, your suggested paragraph for consensus is a good one, but is too=
 easy to evade .=A0 It makes it trivial for a detractor to argue that &quot=
;substantial extra demands are being made [by B] on an implementation that =
only implements the functionality of A&quot;, because every B will impose e=
xtra demands on A.&quot;=A0 That exception contains the recipe for neutrali=
zing all progress.<br>
<br>Instead of providing such an easy opportunity for veto by people who on=
ly want A, place the onus on the people requiring B, which is much more for=
ward looking.=A0 I suggest something like this:<br><br><ul><li>Whenever a c=
hange X in the protocol is proposed (which might be an addition, a change o=
f existing protocol or even deletion: any change, making the protocol (VWRA=
P) go from A --&gt; B), then that change is accepted as part of VWRAP provi=
ded that:</li>
</ul><ol><li>
 Protocol B can do everything that A could do.</li><li>Good use-case justif=
ication for B is provided.<br></li><li>
 Implementation requirements of B are listed.</li></ol><br>This would make =
it clear that features are incremental (A+B must always be a superset of A)=
, offer an initial level of technical detail about how functionality B can =
be achieved, and most importantly, make everyone aware of the impact that B=
 has on A.=A0 It will also ensure that an implementation that provides A bu=
t not B is by choice a subset implementation.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Wed, Mar 30, 201=
1 at 2:14 AM, Carlo Wood <span dir=3D"ltr">&lt;<a href=3D"mailto:carlo@alin=
oe.com">carlo@alinoe.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Perhaps we should=
 also start a wiki page (it&#39;s nice<br>
to have a stable url that one can refer to, which still<br>
is editable; that give me at least a feeling of progress),<br>
about statements that we reached consensus over.<br>
<br>
Being an abstract thinker and analyst, I believe we<br>
can tackle many of the current discussions at a much<br>
higer abstraction level first, making it easier, or<br>
even possible, to deal with the more detailed points<br>
of discussion.<br>
<br>
I&#39;d like to start with one such statement and ask<br>
for consensus on it (and if not, give your rationale<br>
why not).<br>
<br>
<br>
* Whenever a change X in the protocol is proposed<br>
 =A0(which might be an addition, a change of existing<br>
 =A0protocol or even deletion: any change, making<br>
 =A0the protocol (VWRAP) go from A --&gt; B), then that<br>
 =A0change is accepted as part of VWRAP provided that:<br>
 =A01) Protocol B can do everything that A could do.<br>
 =A02) No substantial extra demands are being made on<br>
 =A0 =A0 an implementation that only implements the<br>
 =A0 =A0 functionality of A.<br>
<br>
<br>
In other words: we choose for flexibility.<br>
<br>
Under no circumstances we want the *protocol* itself<br>
to be a limitation in what is possible, when that<br>
extra flexibility/possibility doesn&#39;t cost much for<br>
those not needing or using it.<br>
<br>
Companies be warned: that DOES mean that you lose<br>
control: sometimes it is &quot;nice&quot; if it&#39;s impossible<br>
to do with a protocol what your company doesn&#39;t<br>
want. However, if that is what you want-- I&#39;d like<br>
to hear good reasons for that at THIS abstraction<br>
level, and not while discussion details, because then<br>
it&#39;s too easy to go against some proposal for &quot;different&quot;<br>
reasons (not really saying that what you really want<br>
is that something is just not possible with the protocol,<br>
in order to garantee that things will deviate from YOUR<br>
goals and ideas).<br>
<br>
<br>
I sincerely hope we can reach consensus on this and<br>
ask everyone to give their &#39;yes&#39; or &#39;reasons for their<br>
no&#39;.<br>
<font color=3D"#888888"><br>
--<br>
Carlo Wood &lt;<a href=3D"mailto:carlo@alinoe.com">carlo@alinoe.com</a>&gt;=
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</font></blockquote></div><br>

--90e6ba180db26bf357049faf6c61--

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On 03/30/2011 03:14 AM, Carlo Wood wrote:
> Perhaps we should also start a wiki page (it's nice
> to have a stable url that one can refer to, which still
> is editable; that give me at least a feeling of progress),
> about statements that we reached consensus over.
Good idea.

> Being an abstract thinker and analyst, I believe we
> can tackle many of the current discussions at a much
> higer abstraction level first, making it easier, or
> even possible, to deal with the more detailed points
> of discussion.
We'll probably have to switch back and forth between levels of
abstraction during the discussion. A pure top-down design often won't
work. But I feel it's indeed reasonable to start at a higher abstraction
and see where we can go from there.

> I'd like to start with one such statement and ask
> for consensus on it (and if not, give your rationale
> why not).
>
>
> * Whenever a change X in the protocol is proposed
>   (which might be an addition, a change of existing
>   protocol or even deletion: any change, making
>   the protocol (VWRAP) go from A --> B), then that
>   change is accepted as part of VWRAP provided that:
Formulated like this, it sounds like the following requirements together
would be sufficient for acceptance. I guess you rather wanted to express
that they should be necessary for acceptance, but might not be
sufficient (further requirements might apply).

>   1) Protocol B can do everything that A could do.
>   2) No substantial extra demands are being made on
>      an implementation that only implements the
>      functionality of A.
As necessary but not sufficient acceptance requirements, I can consent
to these. I cannot consent to them as sufficient acceptance requirements.

> In other words: we choose for flexibility.
Or more specifically, total backwards compatibility between versions of
VWRAP. However, to make it easy (or at least easier/possible) to design
changes X or new versions B, such that they fulfill these backwards
compatibility requirements, we should already design previous versions A
for "forward compatibility".

If I remember correctly, you have made suggestions in past messages on
how to achieve such forward compatibility (e.g. protocol versioning
combined with protocol negotiation).

> Under no circumstances we want the *protocol* itself
> to be a limitation in what is possible, when that
> extra flexibility/possibility doesn't cost much for
> those not needing or using it.
Agreed.

Cheers,
Boroondas

From mike.dickson@hp.com  Wed Mar 30 07:26:49 2011
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From: "Dickson, Mike (ISS Software)" <mike.dickson@hp.com>
To: Boroondas Gupte <sllists@boroon.dasgupta.ch>, "vwrap@ietf.org" <vwrap@ietf.org>
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On 03/30/2011 03:14 AM, Carlo Wood wrote:
> Perhaps we should also start a wiki page (it's nice
> to have a stable url that one can refer to, which still
> is editable; that give me at least a feeling of progress),
> about statements that we reached consensus over.

We don't need to make a process that forces agreement under a set of terms.=
  That's not how the IETF=20
works.  We need consensus and documents.  As a contributor I'll choose to a=
gree or disagree based on
the topic.  And in some cases I'm not sure I'd choose flexibility over stab=
ility, etc.

It seems to me we've sorted drifted to a point we're there are 2 camps and =
a proposal was made for how to
deal with it.  There are those that want to work on service level interop. =
 And others want to define the
whole concept of virtual world interop. IMO we need to either agree that se=
peration exists and arrange the=20
docs so it describes the 2 work streams or agree that we can't agree and di=
sband.  The service level interop.
is a subset of the other and given our track record I prefer to walk rather=
 than run.  And I don't buy the "evil=20
corporate interests" argument.  Ideally if  we do this right there *should*=
 be some participation from business
interests that are looking at the space.

So in summary, no, I'm not going to agree to a fixed process that favours f=
lexibility.  The IETF already has
a process for how this stuff gets worked.   And we need to decide what we'r=
e working on and move on. I=20
think there's room for 2 work streams here and that personally would be my =
vote.  I'll put my energy into
service level interop personally.

Mike (speaking as me and not for HP)



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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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--00235429d356b1a93b049fb4c138
Content-Type: text/plain; charset=ISO-8859-1

Mike, if you don't need the flexibility available in a protocol, simply
don't use the flexible features that you don't want.  But denying those who
require a flexible and extensible protocol with a degree of future-proofing
to it is, I believe, not in line with the goals expressed here from the
start of this process.

Perhaps closed enterprises don't need flexibility, but open communities
certainly do, and they are typically long-lived and hence require the
ability to evolve and to adapt to change.  And open communities most
certainly need interoperability between their many virtual worlds.

The needs of inwardly-focused companies do not override the needs of open
Internet communities.  This IETF protocol project serves both sets of
interests, and it will need to satisfy both sets of requirements.


Morgaine.





========================


On Wed, Mar 30, 2011 at 3:27 PM, Dickson, Mike (ISS Software) <
mike.dickson@hp.com> wrote:

>
> On 03/30/2011 03:14 AM, Carlo Wood wrote:
> > Perhaps we should also start a wiki page (it's nice
> > to have a stable url that one can refer to, which still
> > is editable; that give me at least a feeling of progress),
> > about statements that we reached consensus over.
>
> We don't need to make a process that forces agreement under a set of terms.
>  That's not how the IETF
> works.  We need consensus and documents.  As a contributor I'll choose to
> agree or disagree based on
> the topic.  And in some cases I'm not sure I'd choose flexibility over
> stability, etc.
>
> It seems to me we've sorted drifted to a point we're there are 2 camps and
> a proposal was made for how to
> deal with it.  There are those that want to work on service level interop.
>  And others want to define the
> whole concept of virtual world interop. IMO we need to either agree that
> seperation exists and arrange the
> docs so it describes the 2 work streams or agree that we can't agree and
> disband.  The service level interop.
> is a subset of the other and given our track record I prefer to walk rather
> than run.  And I don't buy the "evil
> corporate interests" argument.  Ideally if  we do this right there *should*
> be some participation from business
> interests that are looking at the space.
>
> So in summary, no, I'm not going to agree to a fixed process that favours
> flexibility.  The IETF already has
> a process for how this stuff gets worked.   And we need to decide what
> we're working on and move on. I
> think there's room for 2 work streams here and that personally would be my
> vote.  I'll put my energy into
> service level interop personally.
>
> Mike (speaking as me and not for HP)
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--00235429d356b1a93b049fb4c138
Content-Type: text/html; charset=ISO-8859-1
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Mike, if you don&#39;t need the flexibility available in a protocol, simply=
 don&#39;t use the flexible features that you don&#39;t want.=A0 But denyin=
g those who require a flexible and extensible protocol with a degree of fut=
ure-proofing to it is, I believe, not in line with the goals expressed here=
 from the start of this process.<br>
<br>Perhaps closed enterprises don&#39;t need flexibility, but open communi=
ties certainly do, and they are typically long-lived and hence require the =
ability to evolve and to adapt to change.=A0 And open communities most cert=
ainly need interoperability between their many virtual worlds.<br>
<br>The needs of inwardly-focused companies do not override the needs of op=
en Internet communities.=A0 This IETF protocol project serves both sets of =
interests, and it will need to satisfy both sets of requirements.<br><br>
<br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmail_quote">=
On Wed, Mar 30, 2011 at 3:27 PM, Dickson, Mike (ISS Software) <span dir=3D"=
ltr">&lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;=
</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
><br>
On 03/30/2011 03:14 AM, Carlo Wood wrote:<br>
&gt; Perhaps we should also start a wiki page (it&#39;s nice<br>
&gt; to have a stable url that one can refer to, which still<br>
&gt; is editable; that give me at least a feeling of progress),<br>
&gt; about statements that we reached consensus over.<br>
<br>
</div>We don&#39;t need to make a process that forces agreement under a set=
 of terms. =A0That&#39;s not how the IETF<br>
works. =A0We need consensus and documents. =A0As a contributor I&#39;ll cho=
ose to agree or disagree based on<br>
the topic. =A0And in some cases I&#39;m not sure I&#39;d choose flexibility=
 over stability, etc.<br>
<br>
It seems to me we&#39;ve sorted drifted to a point we&#39;re there are 2 ca=
mps and a proposal was made for how to<br>
deal with it. =A0There are those that want to work on service level interop=
. =A0And others want to define the<br>
whole concept of virtual world interop. IMO we need to either agree that se=
peration exists and arrange the<br>
docs so it describes the 2 work streams or agree that we can&#39;t agree an=
d disband. =A0The service level interop.<br>
is a subset of the other and given our track record I prefer to walk rather=
 than run. =A0And I don&#39;t buy the &quot;evil<br>
corporate interests&quot; argument. =A0Ideally if =A0we do this right there=
 *should* be some participation from business<br>
interests that are looking at the space.<br>
<br>
So in summary, no, I&#39;m not going to agree to a fixed process that favou=
rs flexibility. =A0The IETF already has<br>
a process for how this stuff gets worked. =A0 And we need to decide what we=
&#39;re working on and move on. I<br>
think there&#39;s room for 2 work streams here and that personally would be=
 my vote. =A0I&#39;ll put my energy into<br>
service level interop personally.<br>
<br>
Mike (speaking as me and not for HP)<br>
<div><div></div><div class=3D"h5"><br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

--00235429d356b1a93b049fb4c138--

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:
> Mike, if you don't need the flexibility available in a protocol,
> simply don't use the flexible features that you don't want.  But
> denying those who require a flexible and extensible protocol with a
> degree of future-proofing to it is, I believe, not in line with the
> goals expressed here from the start of this process.

That's not actually consistent with what I thought Carlo wrote.  There's
only one set of specs and I didn't see a commitment to backwards
compatibility, only that flexibility to evolve features would take
precedence over other factors.  And honestly all of this is moot.  I'm
not personally going to agree to any overriding principle other than to
participate in the process and try and reach consensus in the documents
produced. This whole discussion is a proverbial "red herring".  We don't
need to agree on how to produce consensus we need to agree on what goes
into the documents.

> 
> Perhaps closed enterprises don't need flexibility, but open
> communities certainly do, and they are typically long-lived and hence
> require the ability to evolve and to adapt to change.  And open
> communities most certainly need interoperability between their many
> virtual worlds.

I personally believe that focusing on services definitions and interop
will produce the needed "flexibility" your after.   I really want that
level of flexibilty (to be able to compose "virtual worlds" flexibly)
hence the reason I think focusing on the services is important.  And I
doubt that corporate needs and individual needs are that different in
this respect. Use models for VW technologies are still evolving.

> The needs of inwardly-focused companies do not override the needs of
> open Internet communities.  This IETF protocol project serves both
> sets of interests, and it will need to satisfy both sets of
> requirements.

Yes, I get that. I have lots of standards experience, even serving on
the board of one organization in the past.  I honestly find the whole us
vs. them rhetoric tiring.  A healthy community will include both
individual and corporate interests.  And its to be expected that they'll
all argue from their respective POV.  That's healthy.

Mike

> 
> 
> Morgaine.
> 
> 
> 
> 
> 
> ========================
> 
> 
> On Wed, Mar 30, 2011 at 3:27 PM, Dickson, Mike (ISS Software)
> <mike.dickson@hp.com> wrote:
>         
>         On 03/30/2011 03:14 AM, Carlo Wood wrote:
>         > Perhaps we should also start a wiki page (it's nice
>         > to have a stable url that one can refer to, which still
>         > is editable; that give me at least a feeling of progress),
>         > about statements that we reached consensus over.
>         
>         
>         We don't need to make a process that forces agreement under a
>         set of terms.  That's not how the IETF
>         works.  We need consensus and documents.  As a contributor
>         I'll choose to agree or disagree based on
>         the topic.  And in some cases I'm not sure I'd choose
>         flexibility over stability, etc.
>         
>         It seems to me we've sorted drifted to a point we're there are
>         2 camps and a proposal was made for how to
>         deal with it.  There are those that want to work on service
>         level interop.  And others want to define the
>         whole concept of virtual world interop. IMO we need to either
>         agree that seperation exists and arrange the
>         docs so it describes the 2 work streams or agree that we can't
>         agree and disband.  The service level interop.
>         is a subset of the other and given our track record I prefer
>         to walk rather than run.  And I don't buy the "evil
>         corporate interests" argument.  Ideally if  we do this right
>         there *should* be some participation from business
>         interests that are looking at the space.
>         
>         So in summary, no, I'm not going to agree to a fixed process
>         that favours flexibility.  The IETF already has
>         a process for how this stuff gets worked.   And we need to
>         decide what we're working on and move on. I
>         think there's room for 2 work streams here and that personally
>         would be my vote.  I'll put my energy into
>         service level interop personally.
>         
>         Mike (speaking as me and not for HP)
>         
>         
>         
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org
>         https://www.ietf.org/mailman/listinfo/vwrap
>         
> 



From mike.dickson@hp.com  Wed Mar 30 09:18:58 2011
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On Wed, 2011-03-30 at 17:02 +0000, Kopilo Hallard wrote:
> On 31-03-2011 1-10, Mike Dickson wrote:
> > On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:
> >> Mike, if you don't need the flexibility available in a protocol,
> >> simply don't use the flexible features that you don't want.  But
> >> denying those who require a flexible and extensible protocol with a
> >> degree of future-proofing to it is, I believe, not in line with the
> >> goals expressed here from the start of this process.
> > That's not actually consistent with what I thought Carlo wrote.  There's
> > only one set of specs and I didn't see a commitment to backwards
> > compatibility, only that flexibility to evolve features would take
> > precedence over other factors.  And honestly all of this is moot.  I'm
> > not personally going to agree to any overriding principle other than to
> > participate in the process and try and reach consensus in the documents
> > produced. This whole discussion is a proverbial "red herring".  We don't
> > need to agree on how to produce consensus we need to agree on what goes
> > into the documents.
> Huh, Morgaine was writing about interoperability in regards to future 
> flexibility not backwards compatibility...

Yes, and I'm saying I'm not going to agree that flexibility is *the*
most important guiding principle over other factors like compatibility.
That was the original assertion (that we should agree that flexibility
is most important).   I'm going to agree or disagree to things that go
into documents based on their individual merit and not an overriding
principle. I don't see any benefit in trying to get agreement that
flexibility is most important.

Here's a for instance...  I happen to like LLSD not because its elegant
and wonderful but because there are actually viewers I can use that
implement it.  I bet we can sort out a protocol mechanism that could
support other encoding formats between services but I don't want to
throw out LLSD because its not forward thinking or "most flexible".  I'm
guessing we can make the best decision about issues like that when
discussing specific examples of service level interoperability.  So
agreeing in advance that we should focus on "flexibility" doesn't help.
It simply derails the important discussion about what we're talking
about; wether service level interoperability is what we need to be
focused on or something more (or both as 2 work streams).

Mike





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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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Mike Dickson wrote:
> [...] So
> agreeing in advance that we should focus on "flexibility" doesn't help.
> It simply derails the important discussion about what we're talking
> about; wether service level interoperability is what we need to be
> focused on or something more (or both as 2 work streams).

This pretty much concludes we need solid definition of "service level 
interoperability" due to the fact that it is being used flexibly at the 
moment to whatever best interest of said-defined parties. I know 
everyone hates to hear it that way, yet let's not future push away by 
such newer terminology.

Documents exist that define partitions to region/agent protocols, so why 
can't we start there? Are they too drafty?

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Wed Mar 30 10:12:08 2011
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Date: Wed, 30 Mar 2011 18:13:28 +0100
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, Mar 30, 2011 at 4:40 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:
>
> > The needs of inwardly-focused companies do not override the needs of
> > open Internet communities.  This IETF protocol project serves both
> > sets of interests, and it will need to satisfy both sets of
> > requirements.
>
> Yes, I get that. I have lots of standards experience, even serving on
> the board of one organization in the past.  I honestly find the whole us
> vs. them rhetoric tiring.  A healthy community will include both
> individual and corporate interests.  And its to be expected that they'll
> all argue from their respective POV.  That's healthy.



Unfortunately that tension will not go away, because the needs of businesses
and the needs of user communities are inherently in conflict in our area,

To put it bluntly, VW *business* thinks it is best served by denying interop
between worlds, because denying interop holds users captive and prevents
them from easily leaving with their virtual possessions to better worlds.
(A myopic business model, I agree, but we have many current examples of it.)

In contrast, interop between worlds serves *individuals* and *user
communities* wonderfully in numerous ways:


   - It frees users from being at the mercy of a large but poor VW operator.
   - It greatly increases competition and puts downward pressure on prices.
   - It allows users to visit potentially thousands of worlds without having
   to register new accounts everywhere just to be able to visit.
   - It creates a whole culture out of virtual tourism, and probably a
   business.
   - It avoids having to recreate avatars and obtain new virtual clothing in
   each new world visited, which is a major pain point for all VW tourists.
   - it greatly increases the value of virtual goods to their owners when
   they can use them everywhere, particularly virtual clothing. Items that are
   imprisoned in their home worlds are highly unsatisfactory, analogous to
   music that you cannot move from one music player to another.
   - It aids in cooperative working when there are no artificial barriers
   erected between worlds, and this advantage spans a huge number of realms,
   from higher education and research through to the smallest groupings of
   people getting together to share common interests.
   - Philosophically, it removes the stranglehold of world operators on the
   virtual items created by their residents, and makes taxation on items much
   more difficult to impose without negative repercussions.


The disparity between VW business and VW community goals is so vast that
this tension is here to stay, as long as VW businesses believe in the
short-term gains of closed systems versus the big picture of a huge open
metaverse of millions of interoperating worlds, full of opportunities.


Morgaine.




===========================


On Wed, Mar 30, 2011 at 4:40 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:
> > Mike, if you don't need the flexibility available in a protocol,
> > simply don't use the flexible features that you don't want.  But
> > denying those who require a flexible and extensible protocol with a
> > degree of future-proofing to it is, I believe, not in line with the
> > goals expressed here from the start of this process.
>
> That's not actually consistent with what I thought Carlo wrote.  There's
> only one set of specs and I didn't see a commitment to backwards
> compatibility, only that flexibility to evolve features would take
> precedence over other factors.  And honestly all of this is moot.  I'm
> not personally going to agree to any overriding principle other than to
> participate in the process and try and reach consensus in the documents
> produced. This whole discussion is a proverbial "red herring".  We don't
> need to agree on how to produce consensus we need to agree on what goes
> into the documents.
>
> >
> > Perhaps closed enterprises don't need flexibility, but open
> > communities certainly do, and they are typically long-lived and hence
> > require the ability to evolve and to adapt to change.  And open
> > communities most certainly need interoperability between their many
> > virtual worlds.
>
> I personally believe that focusing on services definitions and interop
> will produce the needed "flexibility" your after.   I really want that
> level of flexibilty (to be able to compose "virtual worlds" flexibly)
> hence the reason I think focusing on the services is important.  And I
> doubt that corporate needs and individual needs are that different in
> this respect. Use models for VW technologies are still evolving.
>
> > The needs of inwardly-focused companies do not override the needs of
> > open Internet communities.  This IETF protocol project serves both
> > sets of interests, and it will need to satisfy both sets of
> > requirements.
>
> Yes, I get that. I have lots of standards experience, even serving on
> the board of one organization in the past.  I honestly find the whole us
> vs. them rhetoric tiring.  A healthy community will include both
> individual and corporate interests.  And its to be expected that they'll
> all argue from their respective POV.  That's healthy.
>
> Mike
>
> >
> >
> > Morgaine.
> >
> >
> >
> >
> >
> > ========================
> >
> >
> > On Wed, Mar 30, 2011 at 3:27 PM, Dickson, Mike (ISS Software)
> > <mike.dickson@hp.com> wrote:
> >
> >         On 03/30/2011 03:14 AM, Carlo Wood wrote:
> >         > Perhaps we should also start a wiki page (it's nice
> >         > to have a stable url that one can refer to, which still
> >         > is editable; that give me at least a feeling of progress),
> >         > about statements that we reached consensus over.
> >
> >
> >         We don't need to make a process that forces agreement under a
> >         set of terms.  That's not how the IETF
> >         works.  We need consensus and documents.  As a contributor
> >         I'll choose to agree or disagree based on
> >         the topic.  And in some cases I'm not sure I'd choose
> >         flexibility over stability, etc.
> >
> >         It seems to me we've sorted drifted to a point we're there are
> >         2 camps and a proposal was made for how to
> >         deal with it.  There are those that want to work on service
> >         level interop.  And others want to define the
> >         whole concept of virtual world interop. IMO we need to either
> >         agree that seperation exists and arrange the
> >         docs so it describes the 2 work streams or agree that we can't
> >         agree and disband.  The service level interop.
> >         is a subset of the other and given our track record I prefer
> >         to walk rather than run.  And I don't buy the "evil
> >         corporate interests" argument.  Ideally if  we do this right
> >         there *should* be some participation from business
> >         interests that are looking at the space.
> >
> >         So in summary, no, I'm not going to agree to a fixed process
> >         that favours flexibility.  The IETF already has
> >         a process for how this stuff gets worked.   And we need to
> >         decide what we're working on and move on. I
> >         think there's room for 2 work streams here and that personally
> >         would be my vote.  I'll put my energy into
> >         service level interop personally.
> >
> >         Mike (speaking as me and not for HP)
> >
> >
> >
> >         _______________________________________________
> >         vwrap mailing list
> >         vwrap@ietf.org
> >         https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
>
>
>

--0016368340c0a1399e049fb64ba5
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Wed, Mar 30, 2011 at 4:40 PM, Mike Dickson <span dir=3D"ltr">&lt;<a href=
=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;</span> wrote:<b=
r><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; bor=
der-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div class=3D"im">On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:<br>
</div><div class=3D"im"><br>
&gt; The needs of inwardly-focused companies do not override the needs of<b=
r>
&gt; open Internet communities. =A0This IETF protocol project serves both<b=
r>
&gt; sets of interests, and it will need to satisfy both sets of<br>
&gt; requirements.<br>
<br>
</div>Yes, I get that. I have lots of standards experience, even serving on=
<br>
the board of one organization in the past. =A0I honestly find the whole us<=
br>
vs. them rhetoric tiring. =A0A healthy community will include both<br>
individual and corporate interests. =A0And its to be expected that they&#39=
;ll<br>
all argue from their respective POV. =A0That&#39;s healthy.</blockquote><br=
><br>Unfortunately that tension will not go away, because the needs of busi=
nesses and the needs of user communities are inherently in conflict in our =
area,<br>
<br>To put it bluntly, VW <b>business</b> thinks it is best served by denyi=
ng interop between worlds, because denying interop holds users captive and =
prevents them from easily leaving with their virtual possessions to better =
worlds.=A0 (A myopic business model, I agree, but we have many current exam=
ples of it.)<br>
<br>In contrast, interop between worlds serves <b>individuals</b> and <b>us=
er communities</b> wonderfully in numerous ways:<br><br><ul><li>It frees us=
ers from being at the mercy of a large but poor VW operator.</li><li>It gre=
atly increases competition and puts downward pressure on prices.<br>
</li><li>It allows users to visit potentially thousands of worlds without h=
aving to register new accounts everywhere just to be able to visit.</li><li=
>It creates a whole culture out of virtual tourism, and probably a business=
.<br>
</li><li>It avoids having to recreate avatars and obtain new virtual clothi=
ng in each new world visited, which is a major pain point for all VW touris=
ts.</li><li>it greatly increases the value of virtual goods to their owners=
 when they can use them everywhere, particularly virtual clothing. Items th=
at are imprisoned in their home worlds are highly unsatisfactory, analogous=
 to music that you cannot move from one music player to another.</li>
<li>It aids in cooperative working when there are no artificial barriers er=
ected between worlds, and this advantage spans a huge number of realms, fro=
m higher education and research through to the smallest groupings of people=
 getting together to share common interests.</li>
<li>Philosophically, it removes the stranglehold of world operators on the =
virtual items created by their residents, and makes taxation on items much =
more difficult to impose without negative repercussions.<br></li></ul><br>
The disparity between VW business and VW community goals is so vast that th=
is tension is here to stay, as long as VW businesses believe in the short-t=
erm gains of closed systems versus the big picture of a huge open metaverse=
 of millions of interoperating worlds, full of opportunities.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmai=
l_quote">On Wed, Mar 30, 2011 at 4:40 PM, Mike Dickson <span dir=3D"ltr">&l=
t;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;</span>=
 wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On Wed, 2011-03-30 at 15:23 +0000, Morgaine wrote:<br>
&gt; Mike, if you don&#39;t need the flexibility available in a protocol,<b=
r>
&gt; simply don&#39;t use the flexible features that you don&#39;t want. =
=A0But<br>
&gt; denying those who require a flexible and extensible protocol with a<br=
>
&gt; degree of future-proofing to it is, I believe, not in line with the<br=
>
&gt; goals expressed here from the start of this process.<br>
<br>
</div>That&#39;s not actually consistent with what I thought Carlo wrote. =
=A0There&#39;s<br>
only one set of specs and I didn&#39;t see a commitment to backwards<br>
compatibility, only that flexibility to evolve features would take<br>
precedence over other factors. =A0And honestly all of this is moot. =A0I&#3=
9;m<br>
not personally going to agree to any overriding principle other than to<br>
participate in the process and try and reach consensus in the documents<br>
produced. This whole discussion is a proverbial &quot;red herring&quot;. =
=A0We don&#39;t<br>
need to agree on how to produce consensus we need to agree on what goes<br>
into the documents.<br>
<div class=3D"im"><br>
&gt;<br>
&gt; Perhaps closed enterprises don&#39;t need flexibility, but open<br>
&gt; communities certainly do, and they are typically long-lived and hence<=
br>
&gt; require the ability to evolve and to adapt to change. =A0And open<br>
&gt; communities most certainly need interoperability between their many<br=
>
&gt; virtual worlds.<br>
<br>
</div>I personally believe that focusing on services definitions and intero=
p<br>
will produce the needed &quot;flexibility&quot; your after. =A0 I really wa=
nt that<br>
level of flexibilty (to be able to compose &quot;virtual worlds&quot; flexi=
bly)<br>
hence the reason I think focusing on the services is important. =A0And I<br=
>
doubt that corporate needs and individual needs are that different in<br>
this respect. Use models for VW technologies are still evolving.<br>
<div class=3D"im"><br>
&gt; The needs of inwardly-focused companies do not override the needs of<b=
r>
&gt; open Internet communities. =A0This IETF protocol project serves both<b=
r>
&gt; sets of interests, and it will need to satisfy both sets of<br>
&gt; requirements.<br>
<br>
</div>Yes, I get that. I have lots of standards experience, even serving on=
<br>
the board of one organization in the past. =A0I honestly find the whole us<=
br>
vs. them rhetoric tiring. =A0A healthy community will include both<br>
individual and corporate interests. =A0And its to be expected that they&#39=
;ll<br>
all argue from their respective POV. =A0That&#39;s healthy.<br>
<font color=3D"#888888"><br>
Mike<br>
</font><div><div></div><div class=3D"h5"><br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D<br>
&gt;<br>
&gt;<br>
&gt; On Wed, Mar 30, 2011 at 3:27 PM, Dickson, Mike (ISS Software)<br>
&gt; &lt;<a href=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;=
 wrote:<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 On 03/30/2011 03:14 AM, Carlo Wood wrote:<br>
&gt; =A0 =A0 =A0 =A0 &gt; Perhaps we should also start a wiki page (it&#39;=
s nice<br>
&gt; =A0 =A0 =A0 =A0 &gt; to have a stable url that one can refer to, which=
 still<br>
&gt; =A0 =A0 =A0 =A0 &gt; is editable; that give me at least a feeling of p=
rogress),<br>
&gt; =A0 =A0 =A0 =A0 &gt; about statements that we reached consensus over.<=
br>
&gt;<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 We don&#39;t need to make a process that forces agreem=
ent under a<br>
&gt; =A0 =A0 =A0 =A0 set of terms. =A0That&#39;s not how the IETF<br>
&gt; =A0 =A0 =A0 =A0 works. =A0We need consensus and documents. =A0As a con=
tributor<br>
&gt; =A0 =A0 =A0 =A0 I&#39;ll choose to agree or disagree based on<br>
&gt; =A0 =A0 =A0 =A0 the topic. =A0And in some cases I&#39;m not sure I&#39=
;d choose<br>
&gt; =A0 =A0 =A0 =A0 flexibility over stability, etc.<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 It seems to me we&#39;ve sorted drifted to a point we&=
#39;re there are<br>
&gt; =A0 =A0 =A0 =A0 2 camps and a proposal was made for how to<br>
&gt; =A0 =A0 =A0 =A0 deal with it. =A0There are those that want to work on =
service<br>
&gt; =A0 =A0 =A0 =A0 level interop. =A0And others want to define the<br>
&gt; =A0 =A0 =A0 =A0 whole concept of virtual world interop. IMO we need to=
 either<br>
&gt; =A0 =A0 =A0 =A0 agree that seperation exists and arrange the<br>
&gt; =A0 =A0 =A0 =A0 docs so it describes the 2 work streams or agree that =
we can&#39;t<br>
&gt; =A0 =A0 =A0 =A0 agree and disband. =A0The service level interop.<br>
&gt; =A0 =A0 =A0 =A0 is a subset of the other and given our track record I =
prefer<br>
&gt; =A0 =A0 =A0 =A0 to walk rather than run. =A0And I don&#39;t buy the &q=
uot;evil<br>
&gt; =A0 =A0 =A0 =A0 corporate interests&quot; argument. =A0Ideally if =A0w=
e do this right<br>
&gt; =A0 =A0 =A0 =A0 there *should* be some participation from business<br>
&gt; =A0 =A0 =A0 =A0 interests that are looking at the space.<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 So in summary, no, I&#39;m not going to agree to a fix=
ed process<br>
&gt; =A0 =A0 =A0 =A0 that favours flexibility. =A0The IETF already has<br>
&gt; =A0 =A0 =A0 =A0 a process for how this stuff gets worked. =A0 And we n=
eed to<br>
&gt; =A0 =A0 =A0 =A0 decide what we&#39;re working on and move on. I<br>
&gt; =A0 =A0 =A0 =A0 think there&#39;s room for 2 work streams here and tha=
t personally<br>
&gt; =A0 =A0 =A0 =A0 would be my vote. =A0I&#39;ll put my energy into<br>
&gt; =A0 =A0 =A0 =A0 service level interop personally.<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 Mike (speaking as me and not for HP)<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =A0 =A0 =A0 =A0 _______________________________________________<br>
&gt; =A0 =A0 =A0 =A0 vwrap mailing list<br>
&gt; =A0 =A0 =A0 =A0 <a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><b=
r>
&gt; =A0 =A0 =A0 =A0 <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap=
" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
&gt;<br>
&gt;<br>
<br>
<br>
</div></div></blockquote></div><br>

--0016368340c0a1399e049fb64ba5--

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Subject: Re: [vwrap] Statements of Consensus. Flexibity First.
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On Wed, 2011-03-30 at 17:11 +0000, Dzonatas Sol wrote:
> Mike Dickson wrote:
> > [...] So
> > agreeing in advance that we should focus on "flexibility" doesn't help.
> > It simply derails the important discussion about what we're talking
> > about; wether service level interoperability is what we need to be
> > focused on or something more (or both as 2 work streams).
> 
> This pretty much concludes we need solid definition of "service level 
> interoperability" due to the fact that it is being used flexibly at the 
> moment to whatever best interest of said-defined parties. I know 
> everyone hates to hear it that way, yet let's not future push away by 
> such newer terminology.
> 
> Documents exist that define partitions to region/agent protocols, so why 
> can't we start there? Are they too drafty?
> 

If we can get agreement amongst a set of folks that want to work from
that perspective (I do) then I agree that starting with existing
"service" definitions and the partitioning of work into services and
protocols is the appropriate place to (re)start.

Mike



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Morgaine wrote:
> In contrast, interop between worlds serves *individuals* and *user 
> communities* wonderfully in numerous ways:

I wouldn't doubt that some of this can be address in the same theme 
COLLADA has done with conditioners and refineries. The only reason to 
make sure the protocols work abroad would be for the most optimal 
network usage. The mere effort, otherwise, to get data from one system 
to another can be in various formats.

As for VW to VW... I don't see the need for consistent optimal protocol 
that is custom to VWRAP. The only need (maybe illusionary) here is that 
being the monolithic client can connect to any of these VWs. We could, 
however, just pass COLLADA data to the client and that would do the same 
justice. Of course, this is a bit rough.

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Wed Mar 30 11:06:10 2011
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--000e0cd25caed934d0049fb70d6a
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No Dzonatas, that's not enough to handle the requirement.

When I TP from world X to world Y (which I may never have visited before),
my identity, avatar and clothing need to persist across the teleport, and
the elements that I carry with me (such as clothing) may come from many
different worlds which I have visited previously, and be served from their
individual asset services while I'm away touring in world Y.

What's more, visiting thousands of worlds and having to make accounts at
each of them is untenable, and will stop virtual worlds from flourishing.
It creates a major stumbling block for user acceptance.

What's needed cannot be accomplished with client-side trickery.  It needs
regions to understand multiple non-local asset services, and portable
avatars, and single sign on, and it needs many of the protocols that we use
in our region-proxied worlds to change, not only to cater for this required
flexibility, but also for scalability and robustness in a distributed
architecture which we've discussed here before.


Morgaine.





===========================

On Wed, Mar 30, 2011 at 6:45 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Morgaine wrote:
>
>> In contrast, interop between worlds serves *individuals* and *user
>> communities* wonderfully in numerous ways:
>>
>
> I wouldn't doubt that some of this can be address in the same theme COLLADA
> has done with conditioners and refineries. The only reason to make sure the
> protocols work abroad would be for the most optimal network usage. The mere
> effort, otherwise, to get data from one system to another can be in various
> formats.
>
> As for VW to VW... I don't see the need for consistent optimal protocol
> that is custom to VWRAP. The only need (maybe illusionary) here is that
> being the monolithic client can connect to any of these VWs. We could,
> however, just pass COLLADA data to the client and that would do the same
> justice. Of course, this is a bit rough.
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--000e0cd25caed934d0049fb70d6a
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

No Dzonatas, that&#39;s not enough to handle the requirement.<br><br>When I=
 TP from world X to world Y (which I may never have visited before), my ide=
ntity, avatar and clothing need to persist across the teleport, and the ele=
ments that I carry with me (such as clothing) may come from many different =
worlds which I have visited previously, and be served from their individual=
 asset services while I&#39;m away touring in world Y.<br>
<br>What&#39;s more, visiting thousands of worlds and having to make accoun=
ts at each of them is untenable, and will stop virtual worlds from flourish=
ing.=A0 It creates a major stumbling block for user acceptance.<br><br>What=
&#39;s needed cannot be accomplished with client-side trickery.=A0 It needs=
 regions to understand multiple non-local asset services, and portable avat=
ars, and single sign on, and it needs many of the protocols that we use in =
our region-proxied worlds to change, not only to cater for this required fl=
exibility, but also for scalability and robustness in a distributed archite=
cture which we&#39;ve discussed here before.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail=
_quote">On Wed, Mar 30, 2011 at 6:45 PM, Dzonatas Sol <span dir=3D"ltr">&lt=
;<a href=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wr=
ote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
In contrast, interop between worlds serves *individuals* and *user communit=
ies* wonderfully in numerous ways:<br>
</blockquote>
<br></div>
I wouldn&#39;t doubt that some of this can be address in the same theme COL=
LADA has done with conditioners and refineries. The only reason to make sur=
e the protocols work abroad would be for the most optimal network usage. Th=
e mere effort, otherwise, to get data from one system to another can be in =
various formats.<br>

<br>
As for VW to VW... I don&#39;t see the need for consistent optimal protocol=
 that is custom to VWRAP. The only need (maybe illusionary) here is that be=
ing the monolithic client can connect to any of these VWs. We could, howeve=
r, just pass COLLADA data to the client and that would do the same justice.=
 Of course, this is a bit rough.<div>
<div></div><div class=3D"h5"><br>
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--000e0cd25caed934d0049fb70d6a--

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Morgaine wrote:
> No Dzonatas, that's not enough to handle the requirement.
>
> When I TP from world X to world Y (which I may never have visited 
> before), my identity, avatar and clothing need to persist across the 
> teleport, and the elements that I carry with me (such as clothing) may 
> come from many different worlds which I have visited previously, and 
> be served from their individual asset services while I'm away touring 
> in world Y.

Of course, like I said, it is rough, so there is no need to assume that 
it will not be handled by even less optimal formats. That point being 
that even the COLLADA format has conditioners/refineries  that document 
how to do such above. The difference only being doing it LIVE and doing 
it through asset servers, which still are not separated from the region.


>
> What's more, visiting thousands of worlds and having to make accounts 
> at each of them is untenable, and will stop virtual worlds from 
> flourishing.ďż˝ It creates a major stumbling block for user acceptance.
>
> What's needed cannot be accomplished with client-side trickery.ďż˝ It 
> needs regions to understand multiple non-local asset services, and 
> portable avatars, and single sign on, and it needs many of the 
> protocols that we use in our region-proxied worlds to change, not only 
> to cater for this required flexibility, but also for scalability and 
> robustness in a distributed architecture which we've discussed here 
> before.
>
>

Please be sure to read up on COLLADA format and notice that it is a 
digital asset exchange format for doing much of the above. We just need 
to make sure we do not reinvent the wheel (its "rough").

I think what "client-side trickery" is the pretense that there will be 
no need for "manufactured" objects. You stated above, however, the 
"manufactured" case of which assets may come from different non-local 
areas. No need to spin this or make such assumption as you did. Please 
do your homework.


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I hope authentication with optional PGP/GPG signed assets are part of 
the first level of service definitions/partitions. This may be as simple 
as the optional sign-on authentication debated about half-year or so ago 
on this list.

Mike Dickson wrote:
> If we can get agreement amongst a set of folks that want to work from
> that perspective (I do) then I agree that starting with existing
> "service" definitions and the partitioning of work into services and
> protocols is the appropriate place to (re)start.
>
> Mike
>   


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On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:
> No Dzonatas, that's not enough to handle the requirement.
> 
> When I TP from world X to world Y (which I may never have visited
> before), my identity, avatar and clothing need to persist across the
> teleport, and the elements that I carry with me (such as clothing) may
> come from many different worlds which I have visited previously, and
> be served from their individual asset services while I'm away touring
> in world Y.

And the content you carry with you may be scripted with state that needs
to be propogated. And physical objects (if there is such a thing on teh
target, may behave differently,... etc...).   Oh yeah, and some content
providers may not permit content on certain grids.  

The problem you want to solve is, at present, intractable.  There are
solvable ones that moves us in the right direction. If we take those
steps just maybe we can solve the harder problems.  If you make the
problem impossible then we never make progress.  This is BTW the
different IMO between VW interop and service level interop.  To do the
latter I don't need to insure exactly the same behavior across
platforms. Just that I can share some service definitions and therefore
identity, content, etc.  And that to me is a good start.

Mike




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Katherine wrote:
>It seems to me that accomodating "full" interop only would reduce the
>number of possible implementers and use cases for our work

I am sure that nobody  suggested to we restrict ourselves to "full"
interop only.
"Service level interop" is clearly subset of VW interoperability. You
can't have VW interoperability without service level interoperability!
However, If i understand Morgaine right, she is worried that the VWRAP
specs will be *restricted* to service level interop only.

It has been argued (sorry, I forgot by whom) that proper
specifications of service level interop will give us virtual world
interop for free. I think we need a bit more, but i really have a hard
time envisioning how service level interop can be specified in such a
way that it *prevents* VW interop, at least not if we pay attention to
this aspect, and clearly we do. So in conclusion i do not see much of
a problem.

Izzy wrote in another tread "This whole argument between service level
interop and 'full' interop eludes me." At first it eluded me to, but
now i think that what is actually expressed in these discussions is
the question of the scope of our effort as well as design approach.
Some prefer to work bottom up, following their primary interests in
getting the low level protocols working, especially since that will
already be good enough for (all?) of their use cases . Some prefer a
more top-down approach, first sketching the high level picture of the
users perception of VW interop,  and from there working downwards,
obviously also because that approach optimises the realisation of
*their* use cases.

I think we need both, and above all, i do feel that the two approaches
are not al all incompatible and both are without any doubt square
within the current charter.
Formally splitting our effort in two working parties along the current
visible fissures and getting each to work on their own interest is a
recipe for disaster. It will only strengthen the animosity that is
already slowing us down tremendously, and will sustain the infighting.
Rather than spitting efforts off, we need to address the causes for
the current disagreement and found common ground.  In my view that is
not all all hard.

I have been reviewing the discussion we had in September and i am
actually amazed at the level of consensus that is expressed in those
email exchanges. Unfortuanately we have been very bad at consolidating
that consensus. As a result we recycle the same problems time and time
again. The archives make very depressing reading from that point of
view. We need to do more documentation for sure.

I am currently going over the September discussion and looking up the
places were we all agreed on the way forward.  Much of that is still
undocumented, and my aim is to get those points written down in the
wiki.

As i final point i want to make clear how I understand the term
"Service Level Interop". I used the term, and since the glosary entry
is still emtpy, i feel obliged to add at least my personal reading. If
somebody disagrees, please add an improved version.

Service level interoperability:
	A subset of "Virtual World Interoperability" as defined by the VWRAP
protocol. Service level interoperabity loosely describes specific
interactions between VWRAP endpoints. These inteactions form the glue
that hold a particular virtual world together, but might just as well
be used for communication between different VWRAP compatible virtual
worlds (i.e. crossing trust domains).

I intend to put this up in the glossary, but first will see how it
flies here  :)

On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
> Hi everyone,
>
> I want to speak up for agreeing with Meadhbh & Mike about keeping a
> role for service level interop in this group.  We've made good
> progress towards this goal and can continue to work on it.
>
> Here is an alternative proposal to any which has been brought up so
> far.  I'm aware this may not be fully correct in its technical
> details, as I am not a software architect:
>
> Could the partisans of "full" VW interop consider working together on
> a draft specification that is something like the intro or David's
> piece in scope that lays out which specific capacities would need to
> be supported at a minimum to allow for "full" interop, perhaps getting
> input from implementers such as the Hypergrid folks and the folks who
> coordinated the teleport test at Linden?  Citing existing service
> specifications (either ones developed within this WG, or outside
> specifications like XML, Collada, etc) is preferred, and for
> capabilities for which there are not existing service specifications
> or the existing specifications don't work well enough, address that to
> lay out a clear roadmap of what must be developed.
>
> My vision here is that folks who are doing service-level work could
> continue developing and implementing their individual services, and
> the folks who wish to do "full" interop could define a menu of
> services which must be implemented for "full" interop.  Implementers
> could then choose their path based on their use cases: implement the
> "full" interop specification including all the specifications called
> for, or implement individual services.  I believe that both of these
> concepts can exist under our existing charter or with limited
> amendment to the charter and intro, which is much easier for everyone
> to agree to than entirely rewriting both, and does not require
> trashing years of work.
>
> It seems to me that accomodating "full" interop only would reduce the
> number of possible implementers and use cases for our work
> dramatically, not to mention cut out a productive body of folks in
> this group who have been contributing an awful lot of documents and
> implementing.
>
> For example, to illustrate my point:
>
> From my work as a SL developer focusing in education, I know there's a
> substantial use case in K-12 education in the US for walled gardens,
> because schools have big legal liability problems with letting minors
> wander unwalled virtual worlds (most school libraries in the US have
> internet filters for the same reasons) and have fairly intense
> supervision requirements which require substantial moderation &
> surveillance tools.  However, a shared asset server that contains a
> core of "safe" content might be of interest to these folks, since
> educators don't necessarily need to reinvent the wheel for their
> classrooms every year.  This is a really good case for service level
> interop ... implement the asset server specification only, not the
> "full" one that allows you to teleport to other worlds.
>
> On the other hand, universities have far greater interest in letting
> students and professors teleport among university spaces (which
> happens metaphorically in the real world all the time), and fewer
> liability issues.  Sharing an asset server might be of interest to
> them, but so too might "full" interop.  They'd want to implement the
> "full" interop specification.
>
> (Paging Fleep Tuque, are you here to make this case better for me?)
>
> TL;DR - Proposal is to amend the charter & intro so that they allow
> the "full" interop people to work in one community on their ideas and
> the service level interop people to work in parallel on their ideas,
> rather than assuming that one model has to exclusively dominate the
> group.
>
> I will be unavailable to post anything else much lengthy through 3 April,
> FYI.
>
> Katherine
>
> --
> ---------------------------------------------------------------------------------------------
> Katherine Mancuso
>
> ISIS Inc, Community Manager (http://www.isis-inc.org)
> Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
> The Vesuvius Group: metaverse community builders
> (http://www.thevesuviusgroup.com)
> GimpGirl Community Liaison (http://www.gimpgirl.com)
>
> http://twitter.com/musingvirtual
> http://facebook.com/kmancuso
> http://www.linkedin.com/in/kathymancuso
> Second Life: Muse Carmona
> ----------------------------------------------------------------------------------------------
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Yes, this has all been taken into consideration (state, script state, 
omegas, targets, etc)... and even considered what scripts run 
client-side and which will run region-domain.

With the monolithic design, we know it's still mainly region-side, which 
has been also called server-side (and quite backwards in concepts to X11).

Right now, if you just want to share content, there are various export 
and import means. I think people would want to upgrade that level with 
authentication, however.

In the end, the region-side need not to know anything except physics and 
presence, as the client does most of the graphic work already. That 
means most of the information in the files can persist at the 
client-to-client level and never really needs to reach across the 
region-domain. This is nothing new and has been discussed before.


Mike Dickson wrote:
> On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:
>   
>> No Dzonatas, that's not enough to handle the requirement.
>>
>> When I TP from world X to world Y (which I may never have visited
>> before), my identity, avatar and clothing need to persist across the
>> teleport, and the elements that I carry with me (such as clothing) may
>> come from many different worlds which I have visited previously, and
>> be served from their individual asset services while I'm away touring
>> in world Y.
>>     
>
> And the content you carry with you may be scripted with state that needs
> to be propogated. And physical objects (if there is such a thing on teh
> target, may behave differently,... etc...).   Oh yeah, and some content
> providers may not permit content on certain grids.  
>
> The problem you want to solve is, at present, intractable.  There are
> solvable ones that moves us in the right direction. If we take those
> steps just maybe we can solve the harder problems.  If you make the
> problem impossible then we never make progress.  This is BTW the
> different IMO between VW interop and service level interop.  To do the
> latter I don't need to insure exactly the same behavior across
> platforms. Just that I can share some service definitions and therefore
> identity, content, etc.  And that to me is a good start.
>
> Mike
>
>
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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--90e6ba180db21c4129049fb9c4d8
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On Wed, Mar 30, 2011 at 9:51 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:
>
> > When I TP from world X to world Y (which I may never have visited
> > before), my identity, avatar and clothing need to persist across the
> > teleport, and the elements that I carry with me (such as clothing) may
> > come from many different worlds which I have visited previously, and
> > be served from their individual asset services while I'm away touring
> > in world Y.
>
> And the content you carry with you may be scripted with state that needs
> to be propogated. And physical objects (if there is such a thing on teh
> target, may behave differently,... etc...).   Oh yeah, and some content
> providers may not permit content on certain grids.
>
> The problem you want to solve is, at present, intractable.



Wrong, Mike.

It's you who added two "intractable" problems just now (scripting and
simulation), not me. Every piece that I mentioned is easily tractable, and
indeed we have been discussing elements of how to do it here all along.
It's not a hard problem at all.  It mostly just requires avoiding singletons
for services.

Of course if you wanted to replicate Second Life portably as a standard,
that is a highly intractable problem, but we have never had that as a goal
here, and I in particular have never suggested that any such thing is needed
for VW tourism.  Not only is it not needed, but nobody would implement those
things as Linden Lab has done them anyway if they were doing it afresh for a
spec.  (They would undoubtedly be using an industry standard scripting
language, for starters.)

So no, you've just raised a straw man of your own invention and then knocked
it down.  Your response is incorrect for the requirement given.


Morgaine.




===================

On Wed, Mar 30, 2011 at 9:51 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:
> > No Dzonatas, that's not enough to handle the requirement.
> >
> > When I TP from world X to world Y (which I may never have visited
> > before), my identity, avatar and clothing need to persist across the
> > teleport, and the elements that I carry with me (such as clothing) may
> > come from many different worlds which I have visited previously, and
> > be served from their individual asset services while I'm away touring
> > in world Y.
>
> And the content you carry with you may be scripted with state that needs
> to be propogated. And physical objects (if there is such a thing on teh
> target, may behave differently,... etc...).   Oh yeah, and some content
> providers may not permit content on certain grids.
>
> The problem you want to solve is, at present, intractable.  There are
> solvable ones that moves us in the right direction. If we take those
> steps just maybe we can solve the harder problems.  If you make the
> problem impossible then we never make progress.  This is BTW the
> different IMO between VW interop and service level interop.  To do the
> latter I don't need to insure exactly the same behavior across
> platforms. Just that I can share some service definitions and therefore
> identity, content, etc.  And that to me is a good start.
>
> Mike
>
>
>
>

--90e6ba180db21c4129049fb9c4d8
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

On Wed, Mar 30, 2011 at 9:51 PM, Mike Dickson <span dir=3D"ltr">&lt;<a href=
=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;</span> wrote:<b=
r><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; bor=
der-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div class=3D"im">On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:<br>
<br>
&gt; When I TP from world X to world Y (which I may never have visited<br>
&gt; before), my identity, avatar and clothing need to persist across the<b=
r>
&gt; teleport, and the elements that I carry with me (such as clothing) may=
<br>
&gt; come from many different worlds which I have visited previously, and<b=
r>
&gt; be served from their individual asset services while I&#39;m away tour=
ing<br>
&gt; in world Y.<br>
<br>
</div>And the content you carry with you may be scripted with state that ne=
eds<br>
to be propogated. And physical objects (if there is such a thing on teh<br>
target, may behave differently,... etc...). =A0 Oh yeah, and some content<b=
r>
providers may not permit content on certain grids.<br>
<br>
The problem you want to solve is, at present, intractable.</blockquote><div=
><br><br>Wrong, Mike.<br><br>It&#39;s you who added two &quot;intractable&q=
uot; problems just now (scripting and simulation), not me. Every piece that=
 I mentioned is easily tractable, and indeed we have been discussing elemen=
ts of how to do it here all along.=A0 It&#39;s not a hard problem at all.=
=A0 It mostly just requires avoiding singletons for services.<br>
</div><br>Of course if you wanted to replicate Second Life portably as a st=
andard, that is a highly intractable problem, but we have never had that as=
 a goal here, and I in particular have never suggested that any such thing =
is needed for VW tourism.=A0 Not only is it not needed, but nobody would im=
plement those things as Linden Lab has done them anyway if they were doing =
it afresh for a spec.=A0 (They would undoubtedly be using an industry stand=
ard scripting language, for starters.)<br>
<br>So no, you&#39;ve just raised a straw man of your own invention and the=
n knocked it down.=A0 Your response is incorrect for the requirement given.=
<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">
On Wed, Mar 30, 2011 at 9:51 PM, Mike Dickson <span dir=3D"ltr">&lt;<a href=
=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;</span> wrote:<b=
r><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; bor=
der-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div class=3D"im">On Wed, 2011-03-30 at 18:07 +0000, Morgaine wrote:<br>
&gt; No Dzonatas, that&#39;s not enough to handle the requirement.<br>
&gt;<br>
&gt; When I TP from world X to world Y (which I may never have visited<br>
&gt; before), my identity, avatar and clothing need to persist across the<b=
r>
&gt; teleport, and the elements that I carry with me (such as clothing) may=
<br>
&gt; come from many different worlds which I have visited previously, and<b=
r>
&gt; be served from their individual asset services while I&#39;m away tour=
ing<br>
&gt; in world Y.<br>
<br>
</div>And the content you carry with you may be scripted with state that ne=
eds<br>
to be propogated. And physical objects (if there is such a thing on teh<br>
target, may behave differently,... etc...). =A0 Oh yeah, and some content<b=
r>
providers may not permit content on certain grids.<br>
<br>
The problem you want to solve is, at present, intractable. =A0There are<br>
solvable ones that moves us in the right direction. If we take those<br>
steps just maybe we can solve the harder problems. =A0If you make the<br>
problem impossible then we never make progress. =A0This is BTW the<br>
different IMO between VW interop and service level interop. =A0To do the<br=
>
latter I don&#39;t need to insure exactly the same behavior across<br>
platforms. Just that I can share some service definitions and therefore<br>
identity, content, etc. =A0And that to me is a good start.<br>
<font color=3D"#888888"><br>
Mike<br>
<br>
<br>
<br>
</font></blockquote></div><br>

--90e6ba180db21c4129049fb9c4d8--

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Hey Dzonatas,

I've seen you raise the server-client distinction issue a couple
times. I actually raised this, particularly with respect to Mark
Lentzcner's draft, at the last WG F2F (which, wow, was a whole year
ago now).  I'd like to note that these words are being used
inconsistently and unclearly in some of our existing drafts and we
need to push to use more precise language and if we're going to use
these words (which are fairly weak because they have a lot of existing
meanings) make sure we define them consistently in the glossary.
There's a big problem in particular between distinguishing region &
server.

Katherine

-- 
---------------------------------------------------------------------------------------------
Katherine Mancuso

ISIS Inc, Community Manager (http://www.isis-inc.org)
Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
The Vesuvius Group: metaverse community builders
(http://www.thevesuviusgroup.com)
GimpGirl Community Liaison (http://www.gimpgirl.com)

http://twitter.com/musingvirtual
http://facebook.com/kmancuso
http://www.linkedin.com/in/kathymancuso
Second Life: Muse Carmona
----------------------------------------------------------------------------------------------

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Indeed, let me add the client/server at the source code level really 
only refers to who initiates the connection and who authenticates. That 
may create even more confusion when, in full duplex and multi-point, the 
client/server roles could switch any moment based on availability of 
protocols and capabilities. To use these transfer-level terminology at 
any higher-level definition is surely to continue to create such unclarity.

 From a provider level, they probably want to be known as the "server", 
where avatars can connect. That may seem simple, but it is backwards in 
the source level. To do such means that the implementations can not use 
such language, or suffer headaches to wrap one mindsets around 
non-implementor's dream.

I think there was some vote to narrow some terminology to client/server 
on this list within the time you noted. Whatever happens, let us please 
keep in mind the diction at the source level.

Katherine Mancuso wrote:
> Hey Dzonatas,
>
> I've seen you raise the server-client distinction issue a couple
> times. I actually raised this, particularly with respect to Mark
> Lentzcner's draft, at the last WG F2F (which, wow, was a whole year
> ago now).  I'd like to note that these words are being used
> inconsistently and unclearly in some of our existing drafts and we
> need to push to use more precise language and if we're going to use
> these words (which are fairly weak because they have a lot of existing
> meanings) make sure we define them consistently in the glossary.
> There's a big problem in particular between distinguishing region &
> server.
>
> Katherine
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


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Maybe some see "interop" the same and as seamless as "region-crossing" 
now does with such speed and nature. Perhaps that is where some would 
like to redefine VW interop and service level interop.

For now, I'm mainly concerned about what has been said "agent-domain" in 
order to localize inventory such that it is not stuck in the said 
"region-domain." I'd imagine this will mean start a-new due to the many 
issues of licenses with current inventory design stuck on the said 
server/region-domain.


Vaughn Deluca wrote:
> Katherine wrote:
>   
>> It seems to me that accomodating "full" interop only would reduce the
>> number of possible implementers and use cases for our work
>>     
>
> I am sure that nobody  suggested to we restrict ourselves to "full"
> interop only.
> "Service level interop" is clearly subset of VW interoperability. You
> can't have VW interoperability without service level interoperability!
> However, If i understand Morgaine right, she is worried that the VWRAP
> specs will be *restricted* to service level interop only.
>
> It has been argued (sorry, I forgot by whom) that proper
> specifications of service level interop will give us virtual world
> interop for free. I think we need a bit more, but i really have a hard
> time envisioning how service level interop can be specified in such a
> way that it *prevents* VW interop, at least not if we pay attention to
> this aspect, and clearly we do. So in conclusion i do not see much of
> a problem.
>
> Izzy wrote in another tread "This whole argument between service level
> interop and 'full' interop eludes me." At first it eluded me to, but
> now i think that what is actually expressed in these discussions is
> the question of the scope of our effort as well as design approach.
> Some prefer to work bottom up, following their primary interests in
> getting the low level protocols working, especially since that will
> already be good enough for (all?) of their use cases . Some prefer a
> more top-down approach, first sketching the high level picture of the
> users perception of VW interop,  and from there working downwards,
> obviously also because that approach optimises the realisation of
> *their* use cases.
>
> I think we need both, and above all, i do feel that the two approaches
> are not al all incompatible and both are without any doubt square
> within the current charter.
> Formally splitting our effort in two working parties along the current
> visible fissures and getting each to work on their own interest is a
> recipe for disaster. It will only strengthen the animosity that is
> already slowing us down tremendously, and will sustain the infighting.
> Rather than spitting efforts off, we need to address the causes for
> the current disagreement and found common ground.  In my view that is
> not all all hard.
>
> I have been reviewing the discussion we had in September and i am
> actually amazed at the level of consensus that is expressed in those
> email exchanges. Unfortuanately we have been very bad at consolidating
> that consensus. As a result we recycle the same problems time and time
> again. The archives make very depressing reading from that point of
> view. We need to do more documentation for sure.
>
> I am currently going over the September discussion and looking up the
> places were we all agreed on the way forward.  Much of that is still
> undocumented, and my aim is to get those points written down in the
> wiki.
>
> As i final point i want to make clear how I understand the term
> "Service Level Interop". I used the term, and since the glosary entry
> is still emtpy, i feel obliged to add at least my personal reading. If
> somebody disagrees, please add an improved version.
>
> Service level interoperability:
> 	A subset of "Virtual World Interoperability" as defined by the VWRAP
> protocol. Service level interoperabity loosely describes specific
> interactions between VWRAP endpoints. These inteactions form the glue
> that hold a particular virtual world together, but might just as well
> be used for communication between different VWRAP compatible virtual
> worlds (i.e. crossing trust domains).
>
> I intend to put this up in the glossary, but first will see how it
> flies here  :)
>
> On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
>   
>> Hi everyone,
>>
>> I want to speak up for agreeing with Meadhbh & Mike about keeping a
>> role for service level interop in this group.  We've made good
>> progress towards this goal and can continue to work on it.
>>
>> Here is an alternative proposal to any which has been brought up so
>> far.  I'm aware this may not be fully correct in its technical
>> details, as I am not a software architect:
>>
>> Could the partisans of "full" VW interop consider working together on
>> a draft specification that is something like the intro or David's
>> piece in scope that lays out which specific capacities would need to
>> be supported at a minimum to allow for "full" interop, perhaps getting
>> input from implementers such as the Hypergrid folks and the folks who
>> coordinated the teleport test at Linden?  Citing existing service
>> specifications (either ones developed within this WG, or outside
>> specifications like XML, Collada, etc) is preferred, and for
>> capabilities for which there are not existing service specifications
>> or the existing specifications don't work well enough, address that to
>> lay out a clear roadmap of what must be developed.
>>
>> My vision here is that folks who are doing service-level work could
>> continue developing and implementing their individual services, and
>> the folks who wish to do "full" interop could define a menu of
>> services which must be implemented for "full" interop.  Implementers
>> could then choose their path based on their use cases: implement the
>> "full" interop specification including all the specifications called
>> for, or implement individual services.  I believe that both of these
>> concepts can exist under our existing charter or with limited
>> amendment to the charter and intro, which is much easier for everyone
>> to agree to than entirely rewriting both, and does not require
>> trashing years of work.
>>
>> It seems to me that accomodating "full" interop only would reduce the
>> number of possible implementers and use cases for our work
>> dramatically, not to mention cut out a productive body of folks in
>> this group who have been contributing an awful lot of documents and
>> implementing.
>>
>> For example, to illustrate my point:
>>
>> From my work as a SL developer focusing in education, I know there's a
>> substantial use case in K-12 education in the US for walled gardens,
>> because schools have big legal liability problems with letting minors
>> wander unwalled virtual worlds (most school libraries in the US have
>> internet filters for the same reasons) and have fairly intense
>> supervision requirements which require substantial moderation &
>> surveillance tools.  However, a shared asset server that contains a
>> core of "safe" content might be of interest to these folks, since
>> educators don't necessarily need to reinvent the wheel for their
>> classrooms every year.  This is a really good case for service level
>> interop ... implement the asset server specification only, not the
>> "full" one that allows you to teleport to other worlds.
>>
>> On the other hand, universities have far greater interest in letting
>> students and professors teleport among university spaces (which
>> happens metaphorically in the real world all the time), and fewer
>> liability issues.  Sharing an asset server might be of interest to
>> them, but so too might "full" interop.  They'd want to implement the
>> "full" interop specification.
>>
>> (Paging Fleep Tuque, are you here to make this case better for me?)
>>
>> TL;DR - Proposal is to amend the charter & intro so that they allow
>> the "full" interop people to work in one community on their ideas and
>> the service level interop people to work in parallel on their ideas,
>> rather than assuming that one model has to exclusively dominate the
>> group.
>>
>> I will be unavailable to post anything else much lengthy through 3 April,
>> FYI.
>>
>> Katherine
>>
>> --
>> ---------------------------------------------------------------------------------------------
>> Katherine Mancuso
>>
>> ISIS Inc, Community Manager (http://www.isis-inc.org)
>> Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
>> The Vesuvius Group: metaverse community builders
>> (http://www.thevesuviusgroup.com)
>> GimpGirl Community Liaison (http://www.gimpgirl.com)
>>
>> http://twitter.com/musingvirtual
>> http://facebook.com/kmancuso
>> http://www.linkedin.com/in/kathymancuso
>> Second Life: Muse Carmona
>> ----------------------------------------------------------------------------------------------
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>     
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>
>   


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--- https://twitter.com/Dzonatas_Sol ---
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] vwrap Digest, Vol 11, Issue 24
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Very well put, Vaughn.

Regarding "service level interoperability", it's not really a subset of VW
interoperability at all, but lies orthogonal to it because it is a property
of all multipart systems that implement services.  I'll try to explain.

Client-server systems for example have at least two distinct parts with
distinct roles, server(s) and client(s).  Service-level interoperability
typically consists of designing and specifying the protocols or interfaces
between them in such a way that any part of the system is interchangeable
with another equivalent part that performs the same role, say from a
different manufacturer, and the system as a whole still continues to work
normally.

This rarely needs to be honored with a fancy title such as "service level
interoperability" in these days of IETF standards and highly cross-platform
web applications.  Historically however, applications did not behave quite
so nicely, and vendors often sought to lock customers in with hidden
proprietary interfaces, so there was a need for adding "service level
interoperability" to the tendering documentation in days gone by, to avoid
surprises later on.

Today, the need for that has almost disappeared, and if your online service
has a documented protocol interface then "service level interoperability" is
virtually assured without doing anything at all, assuming normal commonsense
has prevailed during development (and there is no deliberate obfuscation of
course).  There is only one other area of this topic where a little more
needs to be said.

Protocol messages can normally be validated syntactically to a strong
degree, and whether a message is correct or not is normally known
immediately upon syntactic validation.  Unfortunately, that is not always
the end of the story, because protocols can transport complex data items
which are valid syntactically yet invalid semantically.

This is the last vestige of where that term is commonly encountered,
as *Service
Level Semantic Interoperability*.  Is it relevant to us?  Yes, a little.
For example, it would do us no good to transport Collada meshes from an
asset service to a client that tries to render them as some other graphics
format --- that would create a semantic mishap, because one party thinks
that the items means one thing and another party applies a different
semantic.  So yes, there is a little more for us to consider here, but it's
not a lot.  In most part we have already stated the solution every time that
we have mentioned MIME types for describing content.  This is mostly a
solved problem.

There may be one or two other areas where we have to specify the required
semantic alongside the simple matter of protocol syntax, but that's a
standard part of defining protocols.  There is nothing really new here.

Lastly, service level interoperability focuses entirely on single services
and their clients, so it's unrelated to interoperability between multiple
services, such as a set of virtual world services.  This means that, apart
from defining type semantics, it doesn't get us even a step closer towards
interop between virtual worlds.


Morgaine.






==========================

On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> Katherine wrote:
> >It seems to me that accomodating "full" interop only would reduce the
> >number of possible implementers and use cases for our work
>
> I am sure that nobody  suggested to we restrict ourselves to "full"
> interop only.
> "Service level interop" is clearly subset of VW interoperability. You
> can't have VW interoperability without service level interoperability!
> However, If i understand Morgaine right, she is worried that the VWRAP
> specs will be *restricted* to service level interop only.
>
> It has been argued (sorry, I forgot by whom) that proper
> specifications of service level interop will give us virtual world
> interop for free. I think we need a bit more, but i really have a hard
> time envisioning how service level interop can be specified in such a
> way that it *prevents* VW interop, at least not if we pay attention to
> this aspect, and clearly we do. So in conclusion i do not see much of
> a problem.
>
> Izzy wrote in another tread "This whole argument between service level
> interop and 'full' interop eludes me." At first it eluded me to, but
> now i think that what is actually expressed in these discussions is
> the question of the scope of our effort as well as design approach.
> Some prefer to work bottom up, following their primary interests in
> getting the low level protocols working, especially since that will
> already be good enough for (all?) of their use cases . Some prefer a
> more top-down approach, first sketching the high level picture of the
> users perception of VW interop,  and from there working downwards,
> obviously also because that approach optimises the realisation of
> *their* use cases.
>
> I think we need both, and above all, i do feel that the two approaches
> are not al all incompatible and both are without any doubt square
> within the current charter.
> Formally splitting our effort in two working parties along the current
> visible fissures and getting each to work on their own interest is a
> recipe for disaster. It will only strengthen the animosity that is
> already slowing us down tremendously, and will sustain the infighting.
> Rather than spitting efforts off, we need to address the causes for
> the current disagreement and found common ground.  In my view that is
> not all all hard.
>
> I have been reviewing the discussion we had in September and i am
> actually amazed at the level of consensus that is expressed in those
> email exchanges. Unfortuanately we have been very bad at consolidating
> that consensus. As a result we recycle the same problems time and time
> again. The archives make very depressing reading from that point of
> view. We need to do more documentation for sure.
>
> I am currently going over the September discussion and looking up the
> places were we all agreed on the way forward.  Much of that is still
> undocumented, and my aim is to get those points written down in the
> wiki.
>
> As i final point i want to make clear how I understand the term
> "Service Level Interop". I used the term, and since the glosary entry
> is still emtpy, i feel obliged to add at least my personal reading. If
> somebody disagrees, please add an improved version.
>
> Service level interoperability:
>        A subset of "Virtual World Interoperability" as defined by the VWRAP
> protocol. Service level interoperabity loosely describes specific
> interactions between VWRAP endpoints. These inteactions form the glue
> that hold a particular virtual world together, but might just as well
> be used for communication between different VWRAP compatible virtual
> worlds (i.e. crossing trust domains).
>
> I intend to put this up in the glossary, but first will see how it
> flies here  :)
>
> On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
> > Hi everyone,
> >
> > I want to speak up for agreeing with Meadhbh & Mike about keeping a
> > role for service level interop in this group.  We've made good
> > progress towards this goal and can continue to work on it.
> >
> > Here is an alternative proposal to any which has been brought up so
> > far.  I'm aware this may not be fully correct in its technical
> > details, as I am not a software architect:
> >
> > Could the partisans of "full" VW interop consider working together on
> > a draft specification that is something like the intro or David's
> > piece in scope that lays out which specific capacities would need to
> > be supported at a minimum to allow for "full" interop, perhaps getting
> > input from implementers such as the Hypergrid folks and the folks who
> > coordinated the teleport test at Linden?  Citing existing service
> > specifications (either ones developed within this WG, or outside
> > specifications like XML, Collada, etc) is preferred, and for
> > capabilities for which there are not existing service specifications
> > or the existing specifications don't work well enough, address that to
> > lay out a clear roadmap of what must be developed.
> >
> > My vision here is that folks who are doing service-level work could
> > continue developing and implementing their individual services, and
> > the folks who wish to do "full" interop could define a menu of
> > services which must be implemented for "full" interop.  Implementers
> > could then choose their path based on their use cases: implement the
> > "full" interop specification including all the specifications called
> > for, or implement individual services.  I believe that both of these
> > concepts can exist under our existing charter or with limited
> > amendment to the charter and intro, which is much easier for everyone
> > to agree to than entirely rewriting both, and does not require
> > trashing years of work.
> >
> > It seems to me that accomodating "full" interop only would reduce the
> > number of possible implementers and use cases for our work
> > dramatically, not to mention cut out a productive body of folks in
> > this group who have been contributing an awful lot of documents and
> > implementing.
> >
> > For example, to illustrate my point:
> >
> > From my work as a SL developer focusing in education, I know there's a
> > substantial use case in K-12 education in the US for walled gardens,
> > because schools have big legal liability problems with letting minors
> > wander unwalled virtual worlds (most school libraries in the US have
> > internet filters for the same reasons) and have fairly intense
> > supervision requirements which require substantial moderation &
> > surveillance tools.  However, a shared asset server that contains a
> > core of "safe" content might be of interest to these folks, since
> > educators don't necessarily need to reinvent the wheel for their
> > classrooms every year.  This is a really good case for service level
> > interop ... implement the asset server specification only, not the
> > "full" one that allows you to teleport to other worlds.
> >
> > On the other hand, universities have far greater interest in letting
> > students and professors teleport among university spaces (which
> > happens metaphorically in the real world all the time), and fewer
> > liability issues.  Sharing an asset server might be of interest to
> > them, but so too might "full" interop.  They'd want to implement the
> > "full" interop specification.
> >
> > (Paging Fleep Tuque, are you here to make this case better for me?)
> >
> > TL;DR - Proposal is to amend the charter & intro so that they allow
> > the "full" interop people to work in one community on their ideas and
> > the service level interop people to work in parallel on their ideas,
> > rather than assuming that one model has to exclusively dominate the
> > group.
> >
> > I will be unavailable to post anything else much lengthy through 3 April,
> > FYI.
> >
> > Katherine
> >
> > --
> >
> ---------------------------------------------------------------------------------------------
> > Katherine Mancuso
> >
> > ISIS Inc, Community Manager (http://www.isis-inc.org)
> > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
> > The Vesuvius Group: metaverse community builders
> > (http://www.thevesuviusgroup.com)
> > GimpGirl Community Liaison (http://www.gimpgirl.com)
> >
> > http://twitter.com/musingvirtual
> > http://facebook.com/kmancuso
> > http://www.linkedin.com/in/kathymancuso
> > Second Life: Muse Carmona
> >
> ----------------------------------------------------------------------------------------------
> > _______________________________________________
> > vwrap mailing list
> > vwrap@ietf.org
> > https://www.ietf.org/mailman/listinfo/vwrap
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--90e6ba180db2ad4a4c049fbadd8f
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Very well put, Vaughn.<br><br>Regarding &quot;service level interoperabilit=
y&quot;, it&#39;s not really a subset of VW interoperability at all, but li=
es orthogonal to it because it is a property of all multipart systems that =
implement services.=A0 I&#39;ll try to explain.<br>
<br>Client-server systems for example have at least two distinct parts with=
 distinct roles, server(s) and client(s).=A0 Service-level interoperability=
 typically consists of designing and specifying the protocols or interfaces=
 between them in such a way that any part of the system is interchangeable =
with another equivalent part that performs the same role, say from a differ=
ent manufacturer, and the system as a whole still continues to work normall=
y.<br>
<br>This rarely needs to be honored with a fancy title such as &quot;servic=
e level interoperability&quot; in these days of IETF standards and highly c=
ross-platform web applications.=A0 Historically however, applications did n=
ot behave quite so nicely, and vendors often sought to lock customers in wi=
th hidden proprietary interfaces, so there was a need for adding &quot;serv=
ice level interoperability&quot; to the tendering documentation in days gon=
e by, to avoid surprises later on.<br>
<br>Today, the need for that has almost disappeared, and if your online ser=
vice has a documented protocol interface then &quot;service level interoper=
ability&quot; is virtually assured without doing anything at all, assuming =
normal commonsense has prevailed during development (and there is no delibe=
rate obfuscation of course).=A0 There is only one other area of this topic =
where a little more needs to be said.<br>
<br>Protocol messages can normally be validated syntactically to a strong d=
egree, and whether a message is correct or not is normally known immediatel=
y upon syntactic validation.=A0 Unfortunately, that is not always the end o=
f the story, because protocols can transport complex data items which are v=
alid syntactically yet invalid semantically.<br>
<br>This is the last vestige of where that term is commonly encountered, as=
 <b>Service Level Semantic Interoperability</b>.=A0 Is it relevant to us?=
=A0 Yes, a little.=A0 For example, it would do us no good to transport Coll=
ada meshes from an asset service to a client that tries to render them as s=
ome other graphics format --- that would create a semantic mishap, because =
one party thinks that the items means one thing and another party applies a=
 different semantic.=A0 So yes, there is a little more for us to consider h=
ere, but it&#39;s not a lot.=A0 In most part we have already stated the sol=
ution every time that we have mentioned MIME types for describing content.=
=A0 This is mostly a solved problem.<br>
<br>There may be one or two other areas where we have to specify the requir=
ed semantic alongside the simple matter of protocol syntax, but that&#39;s =
a standard part of defining protocols.=A0 There is nothing really new here.=
<br>
<br>Lastly, service level interoperability focuses entirely on single servi=
ces and their clients, so it&#39;s unrelated to interoperability between mu=
ltiple services, such as a set of virtual world services.=A0 This means tha=
t, apart from defining type semantics, it doesn&#39;t get us even a step cl=
oser towards interop between virtual worlds.<br>
<br><br>Morgaine.<br><br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail=
_quote">On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca <span dir=3D"ltr">&=
lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>&g=
t;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>Katherine wrote:<br>
&gt;It seems to me that accomodating &quot;full&quot; interop only would re=
duce the<br>
&gt;number of possible implementers and use cases for our work<br>
<br>
</div>I am sure that nobody =A0suggested to we restrict ourselves to &quot;=
full&quot;<br>
interop only.<br>
&quot;Service level interop&quot; is clearly subset of VW interoperability.=
 You<br>
can&#39;t have VW interoperability without service level interoperability!<=
br>
However, If i understand Morgaine right, she is worried that the VWRAP<br>
specs will be *restricted* to service level interop only.<br>
<br>
It has been argued (sorry, I forgot by whom) that proper<br>
specifications of service level interop will give us virtual world<br>
interop for free. I think we need a bit more, but i really have a hard<br>
time envisioning how service level interop can be specified in such a<br>
way that it *prevents* VW interop, at least not if we pay attention to<br>
this aspect, and clearly we do. So in conclusion i do not see much of<br>
a problem.<br>
<br>
Izzy wrote in another tread &quot;This whole argument between service level=
<br>
interop and &#39;full&#39; interop eludes me.&quot; At first it eluded me t=
o, but<br>
now i think that what is actually expressed in these discussions is<br>
the question of the scope of our effort as well as design approach.<br>
Some prefer to work bottom up, following their primary interests in<br>
getting the low level protocols working, especially since that will<br>
already be good enough for (all?) of their use cases . Some prefer a<br>
more top-down approach, first sketching the high level picture of the<br>
users perception of VW interop, =A0and from there working downwards,<br>
obviously also because that approach optimises the realisation of<br>
*their* use cases.<br>
<br>
I think we need both, and above all, i do feel that the two approaches<br>
are not al all incompatible and both are without any doubt square<br>
within the current charter.<br>
Formally splitting our effort in two working parties along the current<br>
visible fissures and getting each to work on their own interest is a<br>
recipe for disaster. It will only strengthen the animosity that is<br>
already slowing us down tremendously, and will sustain the infighting.<br>
Rather than spitting efforts off, we need to address the causes for<br>
the current disagreement and found common ground. =A0In my view that is<br>
not all all hard.<br>
<br>
I have been reviewing the discussion we had in September and i am<br>
actually amazed at the level of consensus that is expressed in those<br>
email exchanges. Unfortuanately we have been very bad at consolidating<br>
that consensus. As a result we recycle the same problems time and time<br>
again. The archives make very depressing reading from that point of<br>
view. We need to do more documentation for sure.<br>
<br>
I am currently going over the September discussion and looking up the<br>
places were we all agreed on the way forward. =A0Much of that is still<br>
undocumented, and my aim is to get those points written down in the<br>
wiki.<br>
<br>
As i final point i want to make clear how I understand the term<br>
&quot;Service Level Interop&quot;. I used the term, and since the glosary e=
ntry<br>
is still emtpy, i feel obliged to add at least my personal reading. If<br>
somebody disagrees, please add an improved version.<br>
<br>
Service level interoperability:<br>
 =A0 =A0 =A0 =A0A subset of &quot;Virtual World Interoperability&quot; as d=
efined by the VWRAP<br>
protocol. Service level interoperabity loosely describes specific<br>
interactions between VWRAP endpoints. These inteactions form the glue<br>
that hold a particular virtual world together, but might just as well<br>
be used for communication between different VWRAP compatible virtual<br>
worlds (i.e. crossing trust domains).<br>
<br>
I intend to put this up in the glossary, but first will see how it<br>
flies here =A0:)<br>
<div><div></div><div class=3D"h5"><br>
On 3/29/11, Katherine Mancuso &lt;<a href=3D"mailto:kmancuso@gmail.com">kma=
ncuso@gmail.com</a>&gt; wrote:<br>
&gt; Hi everyone,<br>
&gt;<br>
&gt; I want to speak up for agreeing with Meadhbh &amp; Mike about keeping =
a<br>
&gt; role for service level interop in this group. =A0We&#39;ve made good<b=
r>
&gt; progress towards this goal and can continue to work on it.<br>
&gt;<br>
&gt; Here is an alternative proposal to any which has been brought up so<br=
>
&gt; far. =A0I&#39;m aware this may not be fully correct in its technical<b=
r>
&gt; details, as I am not a software architect:<br>
&gt;<br>
&gt; Could the partisans of &quot;full&quot; VW interop consider working to=
gether on<br>
&gt; a draft specification that is something like the intro or David&#39;s<=
br>
&gt; piece in scope that lays out which specific capacities would need to<b=
r>
&gt; be supported at a minimum to allow for &quot;full&quot; interop, perha=
ps getting<br>
&gt; input from implementers such as the Hypergrid folks and the folks who<=
br>
&gt; coordinated the teleport test at Linden? =A0Citing existing service<br=
>
&gt; specifications (either ones developed within this WG, or outside<br>
&gt; specifications like XML, Collada, etc) is preferred, and for<br>
&gt; capabilities for which there are not existing service specifications<b=
r>
&gt; or the existing specifications don&#39;t work well enough, address tha=
t to<br>
&gt; lay out a clear roadmap of what must be developed.<br>
&gt;<br>
&gt; My vision here is that folks who are doing service-level work could<br=
>
&gt; continue developing and implementing their individual services, and<br=
>
&gt; the folks who wish to do &quot;full&quot; interop could define a menu =
of<br>
&gt; services which must be implemented for &quot;full&quot; interop. =A0Im=
plementers<br>
&gt; could then choose their path based on their use cases: implement the<b=
r>
&gt; &quot;full&quot; interop specification including all the specification=
s called<br>
&gt; for, or implement individual services. =A0I believe that both of these=
<br>
&gt; concepts can exist under our existing charter or with limited<br>
&gt; amendment to the charter and intro, which is much easier for everyone<=
br>
&gt; to agree to than entirely rewriting both, and does not require<br>
&gt; trashing years of work.<br>
&gt;<br>
&gt; It seems to me that accomodating &quot;full&quot; interop only would r=
educe the<br>
&gt; number of possible implementers and use cases for our work<br>
&gt; dramatically, not to mention cut out a productive body of folks in<br>
&gt; this group who have been contributing an awful lot of documents and<br=
>
&gt; implementing.<br>
&gt;<br>
&gt; For example, to illustrate my point:<br>
&gt;<br>
&gt; From my work as a SL developer focusing in education, I know there&#39=
;s a<br>
&gt; substantial use case in K-12 education in the US for walled gardens,<b=
r>
&gt; because schools have big legal liability problems with letting minors<=
br>
&gt; wander unwalled virtual worlds (most school libraries in the US have<b=
r>
&gt; internet filters for the same reasons) and have fairly intense<br>
&gt; supervision requirements which require substantial moderation &amp;<br=
>
&gt; surveillance tools. =A0However, a shared asset server that contains a<=
br>
&gt; core of &quot;safe&quot; content might be of interest to these folks, =
since<br>
&gt; educators don&#39;t necessarily need to reinvent the wheel for their<b=
r>
&gt; classrooms every year. =A0This is a really good case for service level=
<br>
&gt; interop ... implement the asset server specification only, not the<br>
&gt; &quot;full&quot; one that allows you to teleport to other worlds.<br>
&gt;<br>
&gt; On the other hand, universities have far greater interest in letting<b=
r>
&gt; students and professors teleport among university spaces (which<br>
&gt; happens metaphorically in the real world all the time), and fewer<br>
&gt; liability issues. =A0Sharing an asset server might be of interest to<b=
r>
&gt; them, but so too might &quot;full&quot; interop. =A0They&#39;d want to=
 implement the<br>
&gt; &quot;full&quot; interop specification.<br>
&gt;<br>
&gt; (Paging Fleep Tuque, are you here to make this case better for me?)<br=
>
&gt;<br>
&gt; TL;DR - Proposal is to amend the charter &amp; intro so that they allo=
w<br>
&gt; the &quot;full&quot; interop people to work in one community on their =
ideas and<br>
&gt; the service level interop people to work in parallel on their ideas,<b=
r>
&gt; rather than assuming that one model has to exclusively dominate the<br=
>
&gt; group.<br>
&gt;<br>
&gt; I will be unavailable to post anything else much lengthy through 3 Apr=
il,<br>
&gt; FYI.<br>
&gt;<br>
&gt; Katherine<br>
&gt;<br>
&gt; --<br>
&gt; ----------------------------------------------------------------------=
-----------------------<br>
&gt; Katherine Mancuso<br>
&gt;<br>
&gt; ISIS Inc, Community Manager (<a href=3D"http://www.isis-inc.org" targe=
t=3D"_blank">http://www.isis-inc.org</a>)<br>
&gt; Sex::Tech Conference, Social Media Chair (<a href=3D"http://www.sextec=
h.org" target=3D"_blank">http://www.sextech.org</a>)<br>
&gt; The Vesuvius Group: metaverse community builders<br>
&gt; (<a href=3D"http://www.thevesuviusgroup.com" target=3D"_blank">http://=
www.thevesuviusgroup.com</a>)<br>
&gt; GimpGirl Community Liaison (<a href=3D"http://www.gimpgirl.com" target=
=3D"_blank">http://www.gimpgirl.com</a>)<br>
&gt;<br>
&gt; <a href=3D"http://twitter.com/musingvirtual" target=3D"_blank">http://=
twitter.com/musingvirtual</a><br>
&gt; <a href=3D"http://facebook.com/kmancuso" target=3D"_blank">http://face=
book.com/kmancuso</a><br>
&gt; <a href=3D"http://www.linkedin.com/in/kathymancuso" target=3D"_blank">=
http://www.linkedin.com/in/kathymancuso</a><br>
&gt; Second Life: Muse Carmona<br>
&gt; ----------------------------------------------------------------------=
------------------------<br>
&gt; _______________________________________________<br>
&gt; vwrap mailing list<br>
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Remember, that COLLADA is only an exchange format, not the format for 
which something is being rendered from or to. Please make sure your 
semantic usage of such at least complies when you try to argue with it.

Morgaine wrote:
> This is the last vestige of where that term is commonly encountered, 
> as *Service Level Semantic Interoperability*.ďż˝ Is it relevant to us?ďż˝ 
> Yes, a little.ďż˝ For example, it would do us no good to transport 
> Collada meshes from an asset service to a client that tries to render 
> them as some other graphics format --- that would create a semantic 
> mishap, because one party thinks that the items means one thing and 
> another party applies a different semantic.ďż˝ So yes, there is a little 
> more for us to consider here, but it's not a lot.ďż˝ In most part we 
> have already stated the solution every time that we have mentioned 
> MIME types for describing content.ďż˝ This is mostly a solved problem.
>


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Wed Mar 30 16:07:25 2011
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--00235429d3563c114c049fbb4325
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COLLADA is not *only* an interchange format, despite being defined for that
purpose originally.  Many applications now use it as their native graphics
file format, the archetypal case being Google Earth.  I expect such use to
become ever more common in the future.


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D

On Wed, Mar 30, 2011 at 11:49 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Remember, that COLLADA is only an exchange format, not the format for whi=
ch
> something is being rendered from or to. Please make sure your semantic us=
age
> of such at least complies when you try to argue with it.
>
>
> Morgaine wrote:
>
>> This is the last vestige of where that term is commonly encountered, as
>> *Service Level Semantic Interoperability*.=EF=BF=BD Is it relevant to us=
?=EF=BF=BD Yes, a
>> little.=EF=BF=BD For example, it would do us no good to transport Collad=
a meshes
>> from an asset service to a client that tries to render them as some othe=
r
>> graphics format --- that would create a semantic mishap, because one par=
ty
>> thinks that the items means one thing and another party applies a differ=
ent
>> semantic.=EF=BF=BD So yes, there is a little more for us to consider her=
e, but it's
>> not a lot.=EF=BF=BD In most part we have already stated the solution eve=
ry time that
>> we have mentioned MIME types for describing content.=EF=BF=BD This is mo=
stly a
>> solved problem.
>>
>>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00235429d3563c114c049fbb4325
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COLLADA is not <i>only</i> an interchange format, despite being defined for=
 that purpose originally.=C2=A0 Many applications now use it as their nativ=
e graphics file format, the archetypal case being Google Earth.=C2=A0 I exp=
ect such use to become ever more common in the future.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On W=
ed, Mar 30, 2011 at 11:49 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D=
"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Remember, that CO=
LLADA is only an exchange format, not the format for which something is bei=
ng rendered from or to. Please make sure your semantic usage of such at lea=
st complies when you try to argue with it.<div class=3D"im">
<br>
<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
This is the last vestige of where that term is commonly encountered, as *Se=
rvice Level Semantic Interoperability*.=EF=BF=BD Is it relevant to us?=EF=
=BF=BD Yes, a little.=EF=BF=BD For example, it would do us no good to trans=
port Collada meshes from an asset service to a client that tries to render =
them as some other graphics format --- that would create a semantic mishap,=
 because one party thinks that the items means one thing and another party =
applies a different semantic.=EF=BF=BD So yes, there is a little more for u=
s to consider here, but it&#39;s not a lot.=EF=BF=BD In most part we have a=
lready stated the solution every time that we have mentioned MIME types for=
 describing content.=EF=BF=BD This is mostly a solved problem.<br>

<br>
</blockquote>
<br>
<br></div><div><div></div><div class=3D"h5">
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
</div></div></blockquote></div><br>

--00235429d3563c114c049fbb4325--

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From: Dzonatas Sol <dzonatas@gmail.com>
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That would be assume that COLLADA would get rid of all conditioners and 
refineries and the purpose of such to exist. That doesn't make any sense.


Morgaine wrote:
> COLLADA is not /only/ an interchange format, despite being defined for 
> that purpose originally.  Many applications now use it as their native 
> graphics file format, the archetypal case being Google Earth.  I 
> expect such use to become ever more common in the future.
>
>
> Morgaine.
>
>
>
>
>
> =======================
>
> On Wed, Mar 30, 2011 at 11:49 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Remember, that COLLADA is only an exchange format, not the format
>     for which something is being rendered from or to. Please make sure
>     your semantic usage of such at least complies when you try to
>     argue with it.
>
>
>     Morgaine wrote:
>
>         This is the last vestige of where that term is commonly
>         encountered, as *Service Level Semantic Interoperability*.ďż˝ Is
>         it relevant to us?ďż˝ Yes, a little.ďż˝ For example, it would do
>         us no good to transport Collada meshes from an asset service
>         to a client that tries to render them as some other graphics
>         format --- that would create a semantic mishap, because one
>         party thinks that the items means one thing and another party
>         applies a different semantic.ďż˝ So yes, there is a little more
>         for us to consider here, but it's not a lot.ďż˝ In most part we
>         have already stated the solution every time that we have
>         mentioned MIME types for describing content.ďż˝ This is mostly a
>         solved problem.
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From sean@uci.edu  Wed Mar 30 16:19:22 2011
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So, for example, one protocol we would like to define, in the name of VW 
interoperability, is how a client, (a viewer and it's user in this 
case), communicates, to a specific grid X authentication server, that it 
wants to connect to that grid using grid Y authentication server, which 
could be another grid or facebook, etc. The communication that happens 
there needs to have some way to determine if that grid Y authentication 
service is allowed or known, and if it was successful in authenticating 
you, among other things. So, this is, in a way, service level interop, 
but like you said, a bit orthogonal. Also, in addition to the 
communication between the above service and client, there would have to 
be communication between grid X authentication service and grid Y 
authentication service. More protocol this group would likely specify, I 
assume.

Peace,
Sean

On 03/30/2011 03:40 PM, Morgaine wrote:
> Very well put, Vaughn.
>
> Regarding "service level interoperability", it's not really a subset of
> VW interoperability at all, but lies orthogonal to it because it is a
> property of all multipart systems that implement services.  I'll try to
> explain.
>
> Client-server systems for example have at least two distinct parts with
> distinct roles, server(s) and client(s).  Service-level interoperability
> typically consists of designing and specifying the protocols or
> interfaces between them in such a way that any part of the system is
> interchangeable with another equivalent part that performs the same
> role, say from a different manufacturer, and the system as a whole still
> continues to work normally.
>
> This rarely needs to be honored with a fancy title such as "service
> level interoperability" in these days of IETF standards and highly
> cross-platform web applications.  Historically however, applications did
> not behave quite so nicely, and vendors often sought to lock customers
> in with hidden proprietary interfaces, so there was a need for adding
> "service level interoperability" to the tendering documentation in days
> gone by, to avoid surprises later on.
>
> Today, the need for that has almost disappeared, and if your online
> service has a documented protocol interface then "service level
> interoperability" is virtually assured without doing anything at all,
> assuming normal commonsense has prevailed during development (and there
> is no deliberate obfuscation of course).  There is only one other area
> of this topic where a little more needs to be said.
>
> Protocol messages can normally be validated syntactically to a strong
> degree, and whether a message is correct or not is normally known
> immediately upon syntactic validation.  Unfortunately, that is not
> always the end of the story, because protocols can transport complex
> data items which are valid syntactically yet invalid semantically.
>
> This is the last vestige of where that term is commonly encountered, as
> *Service Level Semantic Interoperability*.  Is it relevant to us?  Yes,
> a little.  For example, it would do us no good to transport Collada
> meshes from an asset service to a client that tries to render them as
> some other graphics format --- that would create a semantic mishap,
> because one party thinks that the items means one thing and another
> party applies a different semantic.  So yes, there is a little more for
> us to consider here, but it's not a lot.  In most part we have already
> stated the solution every time that we have mentioned MIME types for
> describing content.  This is mostly a solved problem.
>
> There may be one or two other areas where we have to specify the
> required semantic alongside the simple matter of protocol syntax, but
> that's a standard part of defining protocols.  There is nothing really
> new here.
>
> Lastly, service level interoperability focuses entirely on single
> services and their clients, so it's unrelated to interoperability
> between multiple services, such as a set of virtual world services.
> This means that, apart from defining type semantics, it doesn't get us
> even a step closer towards interop between virtual worlds.
>
>
> Morgaine.
>
>
>
>
>
>
> ==========================
>
> On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca <vaughn.deluca@gmail.com
> <mailto:vaughn.deluca@gmail.com>> wrote:
>
>     Katherine wrote:
>      >It seems to me that accomodating "full" interop only would reduce the
>      >number of possible implementers and use cases for our work
>
>     I am sure that nobody  suggested to we restrict ourselves to "full"
>     interop only.
>     "Service level interop" is clearly subset of VW interoperability. You
>     can't have VW interoperability without service level interoperability!
>     However, If i understand Morgaine right, she is worried that the VWRAP
>     specs will be *restricted* to service level interop only.
>
>     It has been argued (sorry, I forgot by whom) that proper
>     specifications of service level interop will give us virtual world
>     interop for free. I think we need a bit more, but i really have a hard
>     time envisioning how service level interop can be specified in such a
>     way that it *prevents* VW interop, at least not if we pay attention to
>     this aspect, and clearly we do. So in conclusion i do not see much of
>     a problem.
>
>     Izzy wrote in another tread "This whole argument between service level
>     interop and 'full' interop eludes me." At first it eluded me to, but
>     now i think that what is actually expressed in these discussions is
>     the question of the scope of our effort as well as design approach.
>     Some prefer to work bottom up, following their primary interests in
>     getting the low level protocols working, especially since that will
>     already be good enough for (all?) of their use cases . Some prefer a
>     more top-down approach, first sketching the high level picture of the
>     users perception of VW interop,  and from there working downwards,
>     obviously also because that approach optimises the realisation of
>     *their* use cases.
>
>     I think we need both, and above all, i do feel that the two approaches
>     are not al all incompatible and both are without any doubt square
>     within the current charter.
>     Formally splitting our effort in two working parties along the current
>     visible fissures and getting each to work on their own interest is a
>     recipe for disaster. It will only strengthen the animosity that is
>     already slowing us down tremendously, and will sustain the infighting.
>     Rather than spitting efforts off, we need to address the causes for
>     the current disagreement and found common ground.  In my view that is
>     not all all hard.
>
>     I have been reviewing the discussion we had in September and i am
>     actually amazed at the level of consensus that is expressed in those
>     email exchanges. Unfortuanately we have been very bad at consolidating
>     that consensus. As a result we recycle the same problems time and time
>     again. The archives make very depressing reading from that point of
>     view. We need to do more documentation for sure.
>
>     I am currently going over the September discussion and looking up the
>     places were we all agreed on the way forward.  Much of that is still
>     undocumented, and my aim is to get those points written down in the
>     wiki.
>
>     As i final point i want to make clear how I understand the term
>     "Service Level Interop". I used the term, and since the glosary entry
>     is still emtpy, i feel obliged to add at least my personal reading. If
>     somebody disagrees, please add an improved version.
>
>     Service level interoperability:
>             A subset of "Virtual World Interoperability" as defined by
>     the VWRAP
>     protocol. Service level interoperabity loosely describes specific
>     interactions between VWRAP endpoints. These inteactions form the glue
>     that hold a particular virtual world together, but might just as well
>     be used for communication between different VWRAP compatible virtual
>     worlds (i.e. crossing trust domains).
>
>     I intend to put this up in the glossary, but first will see how it
>     flies here  :)
>
>     On 3/29/11, Katherine Mancuso <kmancuso@gmail.com
>     <mailto:kmancuso@gmail.com>> wrote:
>      > Hi everyone,
>      >
>      > I want to speak up for agreeing with Meadhbh & Mike about keeping a
>      > role for service level interop in this group.  We've made good
>      > progress towards this goal and can continue to work on it.
>      >
>      > Here is an alternative proposal to any which has been brought up so
>      > far.  I'm aware this may not be fully correct in its technical
>      > details, as I am not a software architect:
>      >
>      > Could the partisans of "full" VW interop consider working together on
>      > a draft specification that is something like the intro or David's
>      > piece in scope that lays out which specific capacities would need to
>      > be supported at a minimum to allow for "full" interop, perhaps
>     getting
>      > input from implementers such as the Hypergrid folks and the folks who
>      > coordinated the teleport test at Linden?  Citing existing service
>      > specifications (either ones developed within this WG, or outside
>      > specifications like XML, Collada, etc) is preferred, and for
>      > capabilities for which there are not existing service specifications
>      > or the existing specifications don't work well enough, address
>     that to
>      > lay out a clear roadmap of what must be developed.
>      >
>      > My vision here is that folks who are doing service-level work could
>      > continue developing and implementing their individual services, and
>      > the folks who wish to do "full" interop could define a menu of
>      > services which must be implemented for "full" interop.  Implementers
>      > could then choose their path based on their use cases: implement the
>      > "full" interop specification including all the specifications called
>      > for, or implement individual services.  I believe that both of these
>      > concepts can exist under our existing charter or with limited
>      > amendment to the charter and intro, which is much easier for everyone
>      > to agree to than entirely rewriting both, and does not require
>      > trashing years of work.
>      >
>      > It seems to me that accomodating "full" interop only would reduce the
>      > number of possible implementers and use cases for our work
>      > dramatically, not to mention cut out a productive body of folks in
>      > this group who have been contributing an awful lot of documents and
>      > implementing.
>      >
>      > For example, to illustrate my point:
>      >
>      > From my work as a SL developer focusing in education, I know
>     there's a
>      > substantial use case in K-12 education in the US for walled gardens,
>      > because schools have big legal liability problems with letting minors
>      > wander unwalled virtual worlds (most school libraries in the US have
>      > internet filters for the same reasons) and have fairly intense
>      > supervision requirements which require substantial moderation &
>      > surveillance tools.  However, a shared asset server that contains a
>      > core of "safe" content might be of interest to these folks, since
>      > educators don't necessarily need to reinvent the wheel for their
>      > classrooms every year.  This is a really good case for service level
>      > interop ... implement the asset server specification only, not the
>      > "full" one that allows you to teleport to other worlds.
>      >
>      > On the other hand, universities have far greater interest in letting
>      > students and professors teleport among university spaces (which
>      > happens metaphorically in the real world all the time), and fewer
>      > liability issues.  Sharing an asset server might be of interest to
>      > them, but so too might "full" interop.  They'd want to implement the
>      > "full" interop specification.
>      >
>      > (Paging Fleep Tuque, are you here to make this case better for me?)
>      >
>      > TL;DR - Proposal is to amend the charter & intro so that they allow
>      > the "full" interop people to work in one community on their ideas and
>      > the service level interop people to work in parallel on their ideas,
>      > rather than assuming that one model has to exclusively dominate the
>      > group.
>      >
>      > I will be unavailable to post anything else much lengthy through
>     3 April,
>      > FYI.
>      >
>      > Katherine
>      >
>      > --
>      >
>     ---------------------------------------------------------------------------------------------
>      > Katherine Mancuso
>      >
>      > ISIS Inc, Community Manager (http://www.isis-inc.org)
>      > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
>      > The Vesuvius Group: metaverse community builders
>      > (http://www.thevesuviusgroup.com)
>      > GimpGirl Community Liaison (http://www.gimpgirl.com)
>      >
>      > http://twitter.com/musingvirtual
>      > http://facebook.com/kmancuso
>      > http://www.linkedin.com/in/kathymancuso
>      > Second Life: Muse Carmona
>      >
>     ----------------------------------------------------------------------------------------------
>      > _______________________________________________
>      > vwrap mailing list
>      > vwrap@ietf.org <mailto:vwrap@ietf.org>
>      > https://www.ietf.org/mailman/listinfo/vwrap
>      >
>     _______________________________________________
>     vwrap mailing list
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>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
>
>
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-- 

Sean Hennessee
Central Computing Support
Office of Information Technology
UC Irvine


... . .- -. /  .... . -. -. . ... ... . .

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Historically speaking, Sean, you might want to look at the old VWRAP
launch draft.  In fact, this is a service, not full interop, and
doesn't do everything you're describing, but some of the specification
work may be useful if you wish to sketch out your example more deeply.

Katherine

-- 
---------------------------------------------------------------------------------------------
Katherine Mancuso

ISIS Inc, Community Manager (http://www.isis-inc.org)
Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
The Vesuvius Group: metaverse community builders
(http://www.thevesuviusgroup.com)
GimpGirl Community Liaison (http://www.gimpgirl.com)

http://twitter.com/musingvirtual
http://facebook.com/kmancuso
http://www.linkedin.com/in/kathymancuso
Second Life: Muse Carmona
----------------------------------------------------------------------------------------------

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That's a good requirement, Sean.

However, you're suggesting a rather inflexible way of achieving it, because
it would rely on one world giving you access to another world.  This doesn't
scale at all when you consider thousands, let alone millions, of destination
worlds.

Also, it would result in balkanization of the metaverse, as restrictive
world operators seek to prevent you from travelling to worlds they don't
like.  We'd end up with prison enclaves in which the only way for inmates to
"escape" to visit friends in non-permitted worlds would be to log out from
this prison and log in to a different one, which defeats most of the
benefits of VW interop.  It's a poor approach.

Fortunately there is a much better way to achieve this, and David hinted at
it when he wrote about the near impossibility of one world forcing local
policy onto services run by somebody else.  If your assets are not held by a
world operator but in an independent external asset service (which could
even be on your local system), then you don't need to ask the current world
for "permission" to teleport to some other world, since you (or your
external asset service) can supply all of the resources needed by the
destination world directly.  No more prison planet.

The Web doesn't usually provide a good analogy with virtual worlds because
its architecture is substantially different in several areas.  However, in
respect of teleports the analogy is a direct one.  One world should not
limit your ability to teleport to another world any more than one website
should have a say on which website you visit next.

In summary, the inter-world teleport requirement that you describe is a good
one, but it should not be implemented as a cooperative agreement between
worlds because that has very negative repercussions for residents, turning
them into hapless inmates and splitting communities apart.

Instead, VWRAP provides the excellent concept of independent external shared
asset services which can serve content to multiple worlds.  Using them we
can design a teleport protocol that empowers users and helps the open
metaverse bloom, instead of enslaving them and balkanizing worlds into
non-communicating factions.


Morgaine.





======================

On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee <sean@uci.edu> wrote:

> So, for example, one protocol we would like to define, in the name of VW
> interoperability, is how a client, (a viewer and it's user in this case),
> communicates, to a specific grid X authentication server, that it wants to
> connect to that grid using grid Y authentication server, which could be
> another grid or facebook, etc. The communication that happens there needs to
> have some way to determine if that grid Y authentication service is allowed
> or known, and if it was successful in authenticating you, among other
> things. So, this is, in a way, service level interop, but like you said, a
> bit orthogonal. Also, in addition to the communication between the above
> service and client, there would have to be communication between grid X
> authentication service and grid Y authentication service. More protocol this
> group would likely specify, I assume.
>
> Peace,
> Sean
>
>
> On 03/30/2011 03:40 PM, Morgaine wrote:
>
>> Very well put, Vaughn.
>>
>> Regarding "service level interoperability", it's not really a subset of
>> VW interoperability at all, but lies orthogonal to it because it is a
>> property of all multipart systems that implement services.  I'll try to
>> explain.
>>
>> Client-server systems for example have at least two distinct parts with
>> distinct roles, server(s) and client(s).  Service-level interoperability
>> typically consists of designing and specifying the protocols or
>> interfaces between them in such a way that any part of the system is
>> interchangeable with another equivalent part that performs the same
>> role, say from a different manufacturer, and the system as a whole still
>> continues to work normally.
>>
>> This rarely needs to be honored with a fancy title such as "service
>> level interoperability" in these days of IETF standards and highly
>> cross-platform web applications.  Historically however, applications did
>> not behave quite so nicely, and vendors often sought to lock customers
>> in with hidden proprietary interfaces, so there was a need for adding
>> "service level interoperability" to the tendering documentation in days
>> gone by, to avoid surprises later on.
>>
>> Today, the need for that has almost disappeared, and if your online
>> service has a documented protocol interface then "service level
>> interoperability" is virtually assured without doing anything at all,
>> assuming normal commonsense has prevailed during development (and there
>> is no deliberate obfuscation of course).  There is only one other area
>> of this topic where a little more needs to be said.
>>
>> Protocol messages can normally be validated syntactically to a strong
>> degree, and whether a message is correct or not is normally known
>> immediately upon syntactic validation.  Unfortunately, that is not
>> always the end of the story, because protocols can transport complex
>> data items which are valid syntactically yet invalid semantically.
>>
>> This is the last vestige of where that term is commonly encountered, as
>> *Service Level Semantic Interoperability*.  Is it relevant to us?  Yes,
>> a little.  For example, it would do us no good to transport Collada
>> meshes from an asset service to a client that tries to render them as
>> some other graphics format --- that would create a semantic mishap,
>> because one party thinks that the items means one thing and another
>> party applies a different semantic.  So yes, there is a little more for
>> us to consider here, but it's not a lot.  In most part we have already
>> stated the solution every time that we have mentioned MIME types for
>> describing content.  This is mostly a solved problem.
>>
>> There may be one or two other areas where we have to specify the
>> required semantic alongside the simple matter of protocol syntax, but
>> that's a standard part of defining protocols.  There is nothing really
>> new here.
>>
>> Lastly, service level interoperability focuses entirely on single
>> services and their clients, so it's unrelated to interoperability
>> between multiple services, such as a set of virtual world services.
>> This means that, apart from defining type semantics, it doesn't get us
>> even a step closer towards interop between virtual worlds.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>>
>> ==========================
>>
>> On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca <vaughn.deluca@gmail.com
>> <mailto:vaughn.deluca@gmail.com>> wrote:
>>
>>    Katherine wrote:
>>     >It seems to me that accomodating "full" interop only would reduce the
>>     >number of possible implementers and use cases for our work
>>
>>    I am sure that nobody  suggested to we restrict ourselves to "full"
>>    interop only.
>>    "Service level interop" is clearly subset of VW interoperability. You
>>    can't have VW interoperability without service level interoperability!
>>    However, If i understand Morgaine right, she is worried that the VWRAP
>>    specs will be *restricted* to service level interop only.
>>
>>    It has been argued (sorry, I forgot by whom) that proper
>>    specifications of service level interop will give us virtual world
>>    interop for free. I think we need a bit more, but i really have a hard
>>    time envisioning how service level interop can be specified in such a
>>    way that it *prevents* VW interop, at least not if we pay attention to
>>    this aspect, and clearly we do. So in conclusion i do not see much of
>>    a problem.
>>
>>    Izzy wrote in another tread "This whole argument between service level
>>    interop and 'full' interop eludes me." At first it eluded me to, but
>>    now i think that what is actually expressed in these discussions is
>>    the question of the scope of our effort as well as design approach.
>>    Some prefer to work bottom up, following their primary interests in
>>    getting the low level protocols working, especially since that will
>>    already be good enough for (all?) of their use cases . Some prefer a
>>    more top-down approach, first sketching the high level picture of the
>>    users perception of VW interop,  and from there working downwards,
>>    obviously also because that approach optimises the realisation of
>>    *their* use cases.
>>
>>    I think we need both, and above all, i do feel that the two approaches
>>    are not al all incompatible and both are without any doubt square
>>    within the current charter.
>>    Formally splitting our effort in two working parties along the current
>>    visible fissures and getting each to work on their own interest is a
>>    recipe for disaster. It will only strengthen the animosity that is
>>    already slowing us down tremendously, and will sustain the infighting.
>>    Rather than spitting efforts off, we need to address the causes for
>>    the current disagreement and found common ground.  In my view that is
>>    not all all hard.
>>
>>    I have been reviewing the discussion we had in September and i am
>>    actually amazed at the level of consensus that is expressed in those
>>    email exchanges. Unfortuanately we have been very bad at consolidating
>>    that consensus. As a result we recycle the same problems time and time
>>    again. The archives make very depressing reading from that point of
>>    view. We need to do more documentation for sure.
>>
>>    I am currently going over the September discussion and looking up the
>>    places were we all agreed on the way forward.  Much of that is still
>>    undocumented, and my aim is to get those points written down in the
>>    wiki.
>>
>>    As i final point i want to make clear how I understand the term
>>    "Service Level Interop". I used the term, and since the glosary entry
>>    is still emtpy, i feel obliged to add at least my personal reading. If
>>    somebody disagrees, please add an improved version.
>>
>>    Service level interoperability:
>>            A subset of "Virtual World Interoperability" as defined by
>>    the VWRAP
>>    protocol. Service level interoperabity loosely describes specific
>>    interactions between VWRAP endpoints. These inteactions form the glue
>>    that hold a particular virtual world together, but might just as well
>>    be used for communication between different VWRAP compatible virtual
>>    worlds (i.e. crossing trust domains).
>>
>>    I intend to put this up in the glossary, but first will see how it
>>    flies here  :)
>>
>>    On 3/29/11, Katherine Mancuso <kmancuso@gmail.com
>>    <mailto:kmancuso@gmail.com>> wrote:
>>     > Hi everyone,
>>     >
>>     > I want to speak up for agreeing with Meadhbh & Mike about keeping a
>>     > role for service level interop in this group.  We've made good
>>     > progress towards this goal and can continue to work on it.
>>     >
>>     > Here is an alternative proposal to any which has been brought up so
>>     > far.  I'm aware this may not be fully correct in its technical
>>     > details, as I am not a software architect:
>>     >
>>     > Could the partisans of "full" VW interop consider working together
>> on
>>     > a draft specification that is something like the intro or David's
>>     > piece in scope that lays out which specific capacities would need to
>>     > be supported at a minimum to allow for "full" interop, perhaps
>>    getting
>>     > input from implementers such as the Hypergrid folks and the folks
>> who
>>     > coordinated the teleport test at Linden?  Citing existing service
>>     > specifications (either ones developed within this WG, or outside
>>     > specifications like XML, Collada, etc) is preferred, and for
>>     > capabilities for which there are not existing service specifications
>>     > or the existing specifications don't work well enough, address
>>    that to
>>     > lay out a clear roadmap of what must be developed.
>>     >
>>     > My vision here is that folks who are doing service-level work could
>>     > continue developing and implementing their individual services, and
>>     > the folks who wish to do "full" interop could define a menu of
>>     > services which must be implemented for "full" interop.  Implementers
>>     > could then choose their path based on their use cases: implement the
>>     > "full" interop specification including all the specifications called
>>     > for, or implement individual services.  I believe that both of these
>>     > concepts can exist under our existing charter or with limited
>>     > amendment to the charter and intro, which is much easier for
>> everyone
>>     > to agree to than entirely rewriting both, and does not require
>>     > trashing years of work.
>>     >
>>     > It seems to me that accomodating "full" interop only would reduce
>> the
>>     > number of possible implementers and use cases for our work
>>     > dramatically, not to mention cut out a productive body of folks in
>>     > this group who have been contributing an awful lot of documents and
>>     > implementing.
>>     >
>>     > For example, to illustrate my point:
>>     >
>>     > From my work as a SL developer focusing in education, I know
>>    there's a
>>     > substantial use case in K-12 education in the US for walled gardens,
>>     > because schools have big legal liability problems with letting
>> minors
>>     > wander unwalled virtual worlds (most school libraries in the US have
>>     > internet filters for the same reasons) and have fairly intense
>>     > supervision requirements which require substantial moderation &
>>     > surveillance tools.  However, a shared asset server that contains a
>>     > core of "safe" content might be of interest to these folks, since
>>     > educators don't necessarily need to reinvent the wheel for their
>>     > classrooms every year.  This is a really good case for service level
>>     > interop ... implement the asset server specification only, not the
>>     > "full" one that allows you to teleport to other worlds.
>>     >
>>     > On the other hand, universities have far greater interest in letting
>>     > students and professors teleport among university spaces (which
>>     > happens metaphorically in the real world all the time), and fewer
>>     > liability issues.  Sharing an asset server might be of interest to
>>     > them, but so too might "full" interop.  They'd want to implement the
>>     > "full" interop specification.
>>     >
>>     > (Paging Fleep Tuque, are you here to make this case better for me?)
>>     >
>>     > TL;DR - Proposal is to amend the charter & intro so that they allow
>>     > the "full" interop people to work in one community on their ideas
>> and
>>     > the service level interop people to work in parallel on their ideas,
>>     > rather than assuming that one model has to exclusively dominate the
>>     > group.
>>     >
>>     > I will be unavailable to post anything else much lengthy through
>>    3 April,
>>     > FYI.
>>     >
>>     > Katherine
>>     >
>>     > --
>>     >
>>
>>  ---------------------------------------------------------------------------------------------
>>     > Katherine Mancuso
>>     >
>>     > ISIS Inc, Community Manager (http://www.isis-inc.org)
>>     > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
>>     > The Vesuvius Group: metaverse community builders
>>     > (http://www.thevesuviusgroup.com)
>>     > GimpGirl Community Liaison (http://www.gimpgirl.com)
>>     >
>>     > http://twitter.com/musingvirtual
>>     > http://facebook.com/kmancuso
>>     > http://www.linkedin.com/in/kathymancuso
>>     > Second Life: Muse Carmona
>>     >
>>
>>  ----------------------------------------------------------------------------------------------
>>     > _______________________________________________
>>     > vwrap mailing list
>>     > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>     > https://www.ietf.org/mailman/listinfo/vwrap
>>     >
>>    _______________________________________________
>>    vwrap mailing list
>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>
> --
>
> Sean Hennessee
> Central Computing Support
> Office of Information Technology
> UC Irvine
>
>
> ... . .- -. /  .... . -. -. . ... ... . .
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--00235429d3565e2342049fbc366e
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

That&#39;s a good requirement, Sean.<br><br>However, you&#39;re suggesting =
a rather inflexible way of achieving it, because it would rely on one world=
 giving you access to another world.=A0 This doesn&#39;t scale at all when =
you consider thousands, let alone millions, of destination worlds.<br>
<br>Also, it would result in balkanization of the metaverse, as restrictive=
 world operators seek to prevent you from travelling to worlds they don&#39=
;t like.=A0 We&#39;d end up with prison enclaves in which the only way for =
inmates to &quot;escape&quot; to visit friends in non-permitted worlds woul=
d be to log out from this prison and log in to a different one, which defea=
ts most of the benefits of VW interop.=A0 It&#39;s a poor approach.<br>
<br>Fortunately there is a much better way to achieve this, and David hinte=
d at it when he wrote about the near impossibility of one world forcing loc=
al policy onto services run by somebody else.=A0 If your assets are not hel=
d by a world operator but in an independent external asset service (which c=
ould even be on your local system), then you don&#39;t need to ask the curr=
ent world for &quot;permission&quot; to teleport to some other world, since=
 you (or your external asset service) can supply all of the resources neede=
d by the destination world directly.=A0 No more prison planet.<br>
<br>The Web doesn&#39;t usually provide a good analogy with virtual worlds =
because its architecture is substantially different in several areas.=A0 Ho=
wever, in respect of teleports the analogy is a direct one.=A0 One world sh=
ould not limit your ability to teleport to another world any more than one =
website should have a say on which website you visit next.<br>
<br>In summary, the inter-world teleport requirement that you describe is a=
 good one, but it should not be implemented as a cooperative agreement betw=
een worlds because that has very negative repercussions for residents, turn=
ing them into hapless inmates and splitting communities apart.<br>
<br>Instead, VWRAP provides the excellent concept of independent external s=
hared asset services which can serve content to multiple worlds.=A0 Using t=
hem we can design a teleport protocol that empowers users and helps the ope=
n metaverse bloom, instead of enslaving them and balkanizing worlds into no=
n-communicating factions.<br>
<br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Thu,=
 Mar 31, 2011 at 12:20 AM, Sean Hennessee <span dir=3D"ltr">&lt;<a href=3D"=
mailto:sean@uci.edu">sean@uci.edu</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">So, for example, =
one protocol we would like to define, in the name of VW interoperability, i=
s how a client, (a viewer and it&#39;s user in this case), communicates, to=
 a specific grid X authentication server, that it wants to connect to that =
grid using grid Y authentication server, which could be another grid or fac=
ebook, etc. The communication that happens there needs to have some way to =
determine if that grid Y authentication service is allowed or known, and if=
 it was successful in authenticating you, among other things. So, this is, =
in a way, service level interop, but like you said, a bit orthogonal. Also,=
 in addition to the communication between the above service and client, the=
re would have to be communication between grid X authentication service and=
 grid Y authentication service. More protocol this group would likely speci=
fy, I assume.<br>

<br>
Peace,<br>
Sean<div><div></div><div class=3D"h5"><br>
<br>
On 03/30/2011 03:40 PM, Morgaine wrote:<br>
</div></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div>=
<div></div><div class=3D"h5">
Very well put, Vaughn.<br>
<br>
Regarding &quot;service level interoperability&quot;, it&#39;s not really a=
 subset of<br>
VW interoperability at all, but lies orthogonal to it because it is a<br>
property of all multipart systems that implement services. =A0I&#39;ll try =
to<br>
explain.<br>
<br>
Client-server systems for example have at least two distinct parts with<br>
distinct roles, server(s) and client(s). =A0Service-level interoperability<=
br>
typically consists of designing and specifying the protocols or<br>
interfaces between them in such a way that any part of the system is<br>
interchangeable with another equivalent part that performs the same<br>
role, say from a different manufacturer, and the system as a whole still<br=
>
continues to work normally.<br>
<br>
This rarely needs to be honored with a fancy title such as &quot;service<br=
>
level interoperability&quot; in these days of IETF standards and highly<br>
cross-platform web applications. =A0Historically however, applications did<=
br>
not behave quite so nicely, and vendors often sought to lock customers<br>
in with hidden proprietary interfaces, so there was a need for adding<br>
&quot;service level interoperability&quot; to the tendering documentation i=
n days<br>
gone by, to avoid surprises later on.<br>
<br>
Today, the need for that has almost disappeared, and if your online<br>
service has a documented protocol interface then &quot;service level<br>
interoperability&quot; is virtually assured without doing anything at all,<=
br>
assuming normal commonsense has prevailed during development (and there<br>
is no deliberate obfuscation of course). =A0There is only one other area<br=
>
of this topic where a little more needs to be said.<br>
<br>
Protocol messages can normally be validated syntactically to a strong<br>
degree, and whether a message is correct or not is normally known<br>
immediately upon syntactic validation. =A0Unfortunately, that is not<br>
always the end of the story, because protocols can transport complex<br>
data items which are valid syntactically yet invalid semantically.<br>
<br>
This is the last vestige of where that term is commonly encountered, as<br>
*Service Level Semantic Interoperability*. =A0Is it relevant to us? =A0Yes,=
<br>
a little. =A0For example, it would do us no good to transport Collada<br>
meshes from an asset service to a client that tries to render them as<br>
some other graphics format --- that would create a semantic mishap,<br>
because one party thinks that the items means one thing and another<br>
party applies a different semantic. =A0So yes, there is a little more for<b=
r>
us to consider here, but it&#39;s not a lot. =A0In most part we have alread=
y<br>
stated the solution every time that we have mentioned MIME types for<br>
describing content. =A0This is mostly a solved problem.<br>
<br>
There may be one or two other areas where we have to specify the<br>
required semantic alongside the simple matter of protocol syntax, but<br>
that&#39;s a standard part of defining protocols. =A0There is nothing reall=
y<br>
new here.<br>
<br>
Lastly, service level interoperability focuses entirely on single<br>
services and their clients, so it&#39;s unrelated to interoperability<br>
between multiple services, such as a set of virtual world services.<br>
This means that, apart from defining type semantics, it doesn&#39;t get us<=
br>
even a step closer towards interop between virtual worlds.<br>
<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D<br>
<br>
On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca &lt;<a href=3D"mailto:vaugh=
n.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a><br></div>=
</div><div><div></div><div class=3D"h5">
&lt;mailto:<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vau=
ghn.deluca@gmail.com</a>&gt;&gt; wrote:<br>
<br>
 =A0 =A0Katherine wrote:<br>
 =A0 =A0 &gt;It seems to me that accomodating &quot;full&quot; interop only=
 would reduce the<br>
 =A0 =A0 &gt;number of possible implementers and use cases for our work<br>
<br>
 =A0 =A0I am sure that nobody =A0suggested to we restrict ourselves to &quo=
t;full&quot;<br>
 =A0 =A0interop only.<br>
 =A0 =A0&quot;Service level interop&quot; is clearly subset of VW interoper=
ability. You<br>
 =A0 =A0can&#39;t have VW interoperability without service level interopera=
bility!<br>
 =A0 =A0However, If i understand Morgaine right, she is worried that the VW=
RAP<br>
 =A0 =A0specs will be *restricted* to service level interop only.<br>
<br>
 =A0 =A0It has been argued (sorry, I forgot by whom) that proper<br>
 =A0 =A0specifications of service level interop will give us virtual world<=
br>
 =A0 =A0interop for free. I think we need a bit more, but i really have a h=
ard<br>
 =A0 =A0time envisioning how service level interop can be specified in such=
 a<br>
 =A0 =A0way that it *prevents* VW interop, at least not if we pay attention=
 to<br>
 =A0 =A0this aspect, and clearly we do. So in conclusion i do not see much =
of<br>
 =A0 =A0a problem.<br>
<br>
 =A0 =A0Izzy wrote in another tread &quot;This whole argument between servi=
ce level<br>
 =A0 =A0interop and &#39;full&#39; interop eludes me.&quot; At first it elu=
ded me to, but<br>
 =A0 =A0now i think that what is actually expressed in these discussions is=
<br>
 =A0 =A0the question of the scope of our effort as well as design approach.=
<br>
 =A0 =A0Some prefer to work bottom up, following their primary interests in=
<br>
 =A0 =A0getting the low level protocols working, especially since that will=
<br>
 =A0 =A0already be good enough for (all?) of their use cases . Some prefer =
a<br>
 =A0 =A0more top-down approach, first sketching the high level picture of t=
he<br>
 =A0 =A0users perception of VW interop, =A0and from there working downwards=
,<br>
 =A0 =A0obviously also because that approach optimises the realisation of<b=
r>
 =A0 =A0*their* use cases.<br>
<br>
 =A0 =A0I think we need both, and above all, i do feel that the two approac=
hes<br>
 =A0 =A0are not al all incompatible and both are without any doubt square<b=
r>
 =A0 =A0within the current charter.<br>
 =A0 =A0Formally splitting our effort in two working parties along the curr=
ent<br>
 =A0 =A0visible fissures and getting each to work on their own interest is =
a<br>
 =A0 =A0recipe for disaster. It will only strengthen the animosity that is<=
br>
 =A0 =A0already slowing us down tremendously, and will sustain the infighti=
ng.<br>
 =A0 =A0Rather than spitting efforts off, we need to address the causes for=
<br>
 =A0 =A0the current disagreement and found common ground. =A0In my view tha=
t is<br>
 =A0 =A0not all all hard.<br>
<br>
 =A0 =A0I have been reviewing the discussion we had in September and i am<b=
r>
 =A0 =A0actually amazed at the level of consensus that is expressed in thos=
e<br>
 =A0 =A0email exchanges. Unfortuanately we have been very bad at consolidat=
ing<br>
 =A0 =A0that consensus. As a result we recycle the same problems time and t=
ime<br>
 =A0 =A0again. The archives make very depressing reading from that point of=
<br>
 =A0 =A0view. We need to do more documentation for sure.<br>
<br>
 =A0 =A0I am currently going over the September discussion and looking up t=
he<br>
 =A0 =A0places were we all agreed on the way forward. =A0Much of that is st=
ill<br>
 =A0 =A0undocumented, and my aim is to get those points written down in the=
<br>
 =A0 =A0wiki.<br>
<br>
 =A0 =A0As i final point i want to make clear how I understand the term<br>
 =A0 =A0&quot;Service Level Interop&quot;. I used the term, and since the g=
losary entry<br>
 =A0 =A0is still emtpy, i feel obliged to add at least my personal reading.=
 If<br>
 =A0 =A0somebody disagrees, please add an improved version.<br>
<br>
 =A0 =A0Service level interoperability:<br>
 =A0 =A0 =A0 =A0 =A0 =A0A subset of &quot;Virtual World Interoperability&qu=
ot; as defined by<br>
 =A0 =A0the VWRAP<br>
 =A0 =A0protocol. Service level interoperabity loosely describes specific<b=
r>
 =A0 =A0interactions between VWRAP endpoints. These inteactions form the gl=
ue<br>
 =A0 =A0that hold a particular virtual world together, but might just as we=
ll<br>
 =A0 =A0be used for communication between different VWRAP compatible virtua=
l<br>
 =A0 =A0worlds (i.e. crossing trust domains).<br>
<br>
 =A0 =A0I intend to put this up in the glossary, but first will see how it<=
br>
 =A0 =A0flies here =A0:)<br>
<br>
 =A0 =A0On 3/29/11, Katherine Mancuso &lt;<a href=3D"mailto:kmancuso@gmail.=
com" target=3D"_blank">kmancuso@gmail.com</a><br></div></div><div><div></di=
v><div class=3D"h5">
 =A0 =A0&lt;mailto:<a href=3D"mailto:kmancuso@gmail.com" target=3D"_blank">=
kmancuso@gmail.com</a>&gt;&gt; wrote:<br>
 =A0 =A0 &gt; Hi everyone,<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; I want to speak up for agreeing with Meadhbh &amp; Mike about=
 keeping a<br>
 =A0 =A0 &gt; role for service level interop in this group. =A0We&#39;ve ma=
de good<br>
 =A0 =A0 &gt; progress towards this goal and can continue to work on it.<br=
>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; Here is an alternative proposal to any which has been brought=
 up so<br>
 =A0 =A0 &gt; far. =A0I&#39;m aware this may not be fully correct in its te=
chnical<br>
 =A0 =A0 &gt; details, as I am not a software architect:<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; Could the partisans of &quot;full&quot; VW interop consider w=
orking together on<br>
 =A0 =A0 &gt; a draft specification that is something like the intro or Dav=
id&#39;s<br>
 =A0 =A0 &gt; piece in scope that lays out which specific capacities would =
need to<br>
 =A0 =A0 &gt; be supported at a minimum to allow for &quot;full&quot; inter=
op, perhaps<br>
 =A0 =A0getting<br>
 =A0 =A0 &gt; input from implementers such as the Hypergrid folks and the f=
olks who<br>
 =A0 =A0 &gt; coordinated the teleport test at Linden? =A0Citing existing s=
ervice<br>
 =A0 =A0 &gt; specifications (either ones developed within this WG, or outs=
ide<br>
 =A0 =A0 &gt; specifications like XML, Collada, etc) is preferred, and for<=
br>
 =A0 =A0 &gt; capabilities for which there are not existing service specifi=
cations<br>
 =A0 =A0 &gt; or the existing specifications don&#39;t work well enough, ad=
dress<br>
 =A0 =A0that to<br>
 =A0 =A0 &gt; lay out a clear roadmap of what must be developed.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; My vision here is that folks who are doing service-level work=
 could<br>
 =A0 =A0 &gt; continue developing and implementing their individual service=
s, and<br>
 =A0 =A0 &gt; the folks who wish to do &quot;full&quot; interop could defin=
e a menu of<br>
 =A0 =A0 &gt; services which must be implemented for &quot;full&quot; inter=
op. =A0Implementers<br>
 =A0 =A0 &gt; could then choose their path based on their use cases: implem=
ent the<br>
 =A0 =A0 &gt; &quot;full&quot; interop specification including all the spec=
ifications called<br>
 =A0 =A0 &gt; for, or implement individual services. =A0I believe that both=
 of these<br>
 =A0 =A0 &gt; concepts can exist under our existing charter or with limited=
<br>
 =A0 =A0 &gt; amendment to the charter and intro, which is much easier for =
everyone<br>
 =A0 =A0 &gt; to agree to than entirely rewriting both, and does not requir=
e<br>
 =A0 =A0 &gt; trashing years of work.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; It seems to me that accomodating &quot;full&quot; interop onl=
y would reduce the<br>
 =A0 =A0 &gt; number of possible implementers and use cases for our work<br=
>
 =A0 =A0 &gt; dramatically, not to mention cut out a productive body of fol=
ks in<br>
 =A0 =A0 &gt; this group who have been contributing an awful lot of documen=
ts and<br>
 =A0 =A0 &gt; implementing.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; For example, to illustrate my point:<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; From my work as a SL developer focusing in education, I know<=
br>
 =A0 =A0there&#39;s a<br>
 =A0 =A0 &gt; substantial use case in K-12 education in the US for walled g=
ardens,<br>
 =A0 =A0 &gt; because schools have big legal liability problems with lettin=
g minors<br>
 =A0 =A0 &gt; wander unwalled virtual worlds (most school libraries in the =
US have<br>
 =A0 =A0 &gt; internet filters for the same reasons) and have fairly intens=
e<br>
 =A0 =A0 &gt; supervision requirements which require substantial moderation=
 &amp;<br>
 =A0 =A0 &gt; surveillance tools. =A0However, a shared asset server that co=
ntains a<br>
 =A0 =A0 &gt; core of &quot;safe&quot; content might be of interest to thes=
e folks, since<br>
 =A0 =A0 &gt; educators don&#39;t necessarily need to reinvent the wheel fo=
r their<br>
 =A0 =A0 &gt; classrooms every year. =A0This is a really good case for serv=
ice level<br>
 =A0 =A0 &gt; interop ... implement the asset server specification only, no=
t the<br>
 =A0 =A0 &gt; &quot;full&quot; one that allows you to teleport to other wor=
lds.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; On the other hand, universities have far greater interest in =
letting<br>
 =A0 =A0 &gt; students and professors teleport among university spaces (whi=
ch<br>
 =A0 =A0 &gt; happens metaphorically in the real world all the time), and f=
ewer<br>
 =A0 =A0 &gt; liability issues. =A0Sharing an asset server might be of inte=
rest to<br>
 =A0 =A0 &gt; them, but so too might &quot;full&quot; interop. =A0They&#39;=
d want to implement the<br>
 =A0 =A0 &gt; &quot;full&quot; interop specification.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; (Paging Fleep Tuque, are you here to make this case better fo=
r me?)<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; TL;DR - Proposal is to amend the charter &amp; intro so that =
they allow<br>
 =A0 =A0 &gt; the &quot;full&quot; interop people to work in one community =
on their ideas and<br>
 =A0 =A0 &gt; the service level interop people to work in parallel on their=
 ideas,<br>
 =A0 =A0 &gt; rather than assuming that one model has to exclusively domina=
te the<br>
 =A0 =A0 &gt; group.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; I will be unavailable to post anything else much lengthy thro=
ugh<br>
 =A0 =A03 April,<br>
 =A0 =A0 &gt; FYI.<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; Katherine<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; --<br>
 =A0 =A0 &gt;<br>
 =A0 =A0-------------------------------------------------------------------=
--------------------------<br>
 =A0 =A0 &gt; Katherine Mancuso<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; ISIS Inc, Community Manager (<a href=3D"http://www.isis-inc.o=
rg" target=3D"_blank">http://www.isis-inc.org</a>)<br>
 =A0 =A0 &gt; Sex::Tech Conference, Social Media Chair (<a href=3D"http://w=
ww.sextech.org" target=3D"_blank">http://www.sextech.org</a>)<br>
 =A0 =A0 &gt; The Vesuvius Group: metaverse community builders<br>
 =A0 =A0 &gt; (<a href=3D"http://www.thevesuviusgroup.com" target=3D"_blank=
">http://www.thevesuviusgroup.com</a>)<br>
 =A0 =A0 &gt; GimpGirl Community Liaison (<a href=3D"http://www.gimpgirl.co=
m" target=3D"_blank">http://www.gimpgirl.com</a>)<br>
 =A0 =A0 &gt;<br>
 =A0 =A0 &gt; <a href=3D"http://twitter.com/musingvirtual" target=3D"_blank=
">http://twitter.com/musingvirtual</a><br>
 =A0 =A0 &gt; <a href=3D"http://facebook.com/kmancuso" target=3D"_blank">ht=
tp://facebook.com/kmancuso</a><br>
 =A0 =A0 &gt; <a href=3D"http://www.linkedin.com/in/kathymancuso" target=3D=
"_blank">http://www.linkedin.com/in/kathymancuso</a><br>
 =A0 =A0 &gt; Second Life: Muse Carmona<br>
 =A0 =A0 &gt;<br>
 =A0 =A0-------------------------------------------------------------------=
---------------------------<br>
 =A0 =A0 &gt; _______________________________________________<br>
 =A0 =A0 &gt; vwrap mailing list<br></div></div>
 =A0 =A0 &gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<div class=3D"im"><br>
 =A0 =A0 &gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" targe=
t=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =A0 =A0 &gt;<br>
 =A0 =A0_______________________________________________<br>
 =A0 =A0vwrap mailing list<br></div>
 =A0 =A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org<=
/a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ie=
tf.org</a>&gt;<div class=3D"im"><br>
 =A0 =A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_=
blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br>
<br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></blockquote>
<br>
-- <br><font color=3D"#888888">
<br>
Sean Hennessee<br>
Central Computing Support<br>
Office of Information Technology<br>
UC Irvine<br>
<br>
<br>
... . .- -. / =A0.... . -. -. . ... ... . .</font><div><div></div><div clas=
s=3D"h5"><br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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From dzonatas@gmail.com  Wed Mar 30 19:32:41 2011
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Date: Wed, 30 Mar 2011 19:34:20 -0700
From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: [vwrap] Conditioners and refineries
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If we say the conditioner basically authenticates or re-signs an asset 
from grid X to grid Y, and the refinery would make sure the physics of 
the object described by the asset is translated from the topology of 
grid X to the topology of grid Y, then this is basically what COLLADA 
expects in exchange. This exchange is this different from the usual 
import/export process. It doesn't have to be this exact process, as this 
is only an example to us be more familiar.

It seems a complete waste to not realize that LL has implemented the 
import process and physics refinery into their browser, and this very 
feature, though not fully automated as such, could be used to help move 
assets in-between grids/v-worlds. Since the import is from local basis, 
the authentication is not implemented. What's to stop to basically 
export to DAE format on the local storage, from one world, and continue 
to import that DAE into another grid.

Note that the refineries may be proprietary. They may produce 
non-COLLADA formats (from DAE files) that are for optimal render/display 
capability of the software "client" (i.e. that the end-user has to view 
graphics).

As with Google Earth and Sony HOME, they already have their assets 
conditioned and refined for those virtual worlds such that they can 
optimally display them. The key note is not the optimal display, as it 
is about being able to exchange and use in other virtual worlds.

The DAE format does have extensive abilities, yet the goal of COLLADA is 
still to define the basic material, scripts, model, etc in the most 
portable format. The DAE may contain hybrid or specific formats that is 
stored in the extensions, so that custom objects are retained/transferred.

If virtual worlds start to not agree upon how they store objects, I see 
COLLADA as the default format for digital asset exchange.

https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F

(Yes, we can put all inventory items in DAE format through the user-data 
and asset extensions, despite the format mainly being for 3D... just sayin')

-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From morgaine.dinova@googlemail.com  Wed Mar 30 20:41:00 2011
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Subject: Re: [vwrap] Conditioners and refineries
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We've maintained throughout that our protocols would be extensible with
regard to data formats, allowing worlds and user expectations to evolve
without requiring protocol redefinition.

In the area of meshes, it is very much to be expected that COLLADA will
figure strongly among the graphic formats used (particularly since it was
chosen for the iED initiative), but it's not of any special interest to the
VWRAP protocols other than as a potential content type.  All we have to do
is to make sure that we label each transfer with its appropriate type, and
possibly also include other metadata that may be needed.

We're certainly not standardizing what graphics are used in virtual worlds,
beyond assigning types where they might not yet exist.  Hardwiring them
would be a recipe not for extensibility but for stagnation.  Other bodies
may be standardizing which graphics formats are used, whereas we're trying
to define useful deployment architectures and standardizing the protocols
through which they are accessed.


Morgaine.




===================

On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> If we say the conditioner basically authenticates or re-signs an asset from
> grid X to grid Y, and the refinery would make sure the physics of the object
> described by the asset is translated from the topology of grid X to the
> topology of grid Y, then this is basically what COLLADA expects in exchange.
> This exchange is this different from the usual import/export process. It
> doesn't have to be this exact process, as this is only an example to us be
> more familiar.
>
> It seems a complete waste to not realize that LL has implemented the import
> process and physics refinery into their browser, and this very feature,
> though not fully automated as such, could be used to help move assets
> in-between grids/v-worlds. Since the import is from local basis, the
> authentication is not implemented. What's to stop to basically export to DAE
> format on the local storage, from one world, and continue to import that DAE
> into another grid.
>
> Note that the refineries may be proprietary. They may produce non-COLLADA
> formats (from DAE files) that are for optimal render/display capability of
> the software "client" (i.e. that the end-user has to view graphics).
>
> As with Google Earth and Sony HOME, they already have their assets
> conditioned and refined for those virtual worlds such that they can
> optimally display them. The key note is not the optimal display, as it is
> about being able to exchange and use in other virtual worlds.
>
> The DAE format does have extensive abilities, yet the goal of COLLADA is
> still to define the basic material, scripts, model, etc in the most portable
> format. The DAE may contain hybrid or specific formats that is stored in the
> extensions, so that custom objects are retained/transferred.
>
> If virtual worlds start to not agree upon how they store objects, I see
> COLLADA as the default format for digital asset exchange.
>
>
> https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F
>
> (Yes, we can put all inventory items in DAE format through the user-data
> and asset extensions, despite the format mainly being for 3D... just sayin')
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--00235429d35697ff87049fbf1563
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

We&#39;ve maintained throughout that our protocols would be extensible with=
 regard to data formats, allowing worlds and user expectations to evolve wi=
thout requiring protocol redefinition.<br><br>In the area of meshes, it is =
very much to be expected that COLLADA will figure strongly among the graphi=
c formats used (particularly since it was chosen for the iED initiative), b=
ut it&#39;s not of any special interest to the VWRAP protocols other than a=
s a potential content type.=A0 All we have to do is to make sure that we la=
bel each transfer with its appropriate type, and possibly also include othe=
r metadata that may be needed.<br>
<br>We&#39;re certainly not standardizing what graphics are used in virtual=
 worlds, beyond assigning types where they might not yet exist.=A0 Hardwiri=
ng them would be a recipe not for extensibility but for stagnation.=A0 Othe=
r bodies may be standardizing which graphics formats are used, whereas we&#=
39;re trying to define useful deployment architectures and standardizing th=
e protocols through which they are accessed.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote">On Thu, Mar 31, 201=
1 at 3:34 AM, Dzonatas Sol <span dir=3D"ltr">&lt;<a href=3D"mailto:dzonatas=
@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">If we say the con=
ditioner basically authenticates or re-signs an asset from grid X to grid Y=
, and the refinery would make sure the physics of the object described by t=
he asset is translated from the topology of grid X to the topology of grid =
Y, then this is basically what COLLADA expects in exchange. This exchange i=
s this different from the usual import/export process. It doesn&#39;t have =
to be this exact process, as this is only an example to us be more familiar=
.<br>

<br>
It seems a complete waste to not realize that LL has implemented the import=
 process and physics refinery into their browser, and this very feature, th=
ough not fully automated as such, could be used to help move assets in-betw=
een grids/v-worlds. Since the import is from local basis, the authenticatio=
n is not implemented. What&#39;s to stop to basically export to DAE format =
on the local storage, from one world, and continue to import that DAE into =
another grid.<br>

<br>
Note that the refineries may be proprietary. They may produce non-COLLADA f=
ormats (from DAE files) that are for optimal render/display capability of t=
he software &quot;client&quot; (i.e. that the end-user has to view graphics=
).<br>

<br>
As with Google Earth and Sony HOME, they already have their assets conditio=
ned and refined for those virtual worlds such that they can optimally displ=
ay them. The key note is not the optimal display, as it is about being able=
 to exchange and use in other virtual worlds.<br>

<br>
The DAE format does have extensive abilities, yet the goal of COLLADA is st=
ill to define the basic material, scripts, model, etc in the most portable =
format. The DAE may contain hybrid or specific formats that is stored in th=
e extensions, so that custom objects are retained/transferred.<br>

<br>
If virtual worlds start to not agree upon how they store objects, I see COL=
LADA as the default format for digital asset exchange.<br>
<br>
<a href=3D"https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the=
_major_features_of_this_format.3F" target=3D"_blank">https://collada.org/me=
diawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F=
</a><br>

<br>
(Yes, we can put all inventory items in DAE format through the user-data an=
d asset extensions, despite the format mainly being for 3D... just sayin&#3=
9;)<br><font color=3D"#888888">
<br>
-- <br>
--- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"_blank">https://=
twitter.com/Dzonatas_Sol</a> ---<br>
Web Development, Software Engineering, Virtual Reality, Consultant<br>
<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</font></blockquote></div><br>

--00235429d35697ff87049fbf1563--

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On 3/30/11 5:17 PM, Morgaine wrote:
> That's a good requirement, Sean.
>
> However, you're suggesting a rather inflexible way of achieving it, 
> because it would rely on one world giving you access to another 
> world.  This doesn't scale at all when you consider thousands, let 
> alone millions, of destination worlds.
I think you misunderstand my example.

The 'Grid Y' authentication service that was used in the example is the 
one that the end user _chose_ to use, not forced by a restriction of 
it's current grid or poor protocol definition. They would have the 
option to choose any authentication service they want, like OpenID, 
Facebook, Google, their home grid's authentication service, or their own 
home grown authentication service they are running for themselves. They 
could even have the option to connect to a grid that does not require 
authentication. Some grids will allow only a few authentication 
methods/services; some grids won't allow any except their own, and some 
grids won't care.

An additional thought would be having the ability to have a list of 
authentication services that you, the end user, are willing to use, (via 
some preferences in the client viewer application), leaving the 
negotiation process to determine which one to use, (or none at all), for 
that particular destination grid.

Other options that could be negotiated during the authentication phase 
could be asset services used, IM services used, voice services used, 
etc. These would not necessarily be options set by the end users current 
grid, but by the end user herself, (through the viewer client program 
likely). As above, some grids may accept any asset service, or only a 
limited list of trusted asset services, or none at all except it's own. 
This should not be limited to only one of each service, either. I 
commonly login to Yahoo and AIM at the same time to connect with friends 
that are only connect to one service or the other.

There really has to be some kind of negotiations, otherwise you could be 
doing the equivalent of telling Google that you planned to login to 
their webmail service using AOL's Instant Messenger authentication 
services, whether they allow it or not.

Peace,
Sean
> Also, it would result in balkanization of the metaverse, as 
> restrictive world operators seek to prevent you from travelling to 
> worlds they don't like.  We'd end up with prison enclaves in which the 
> only way for inmates to "escape" to visit friends in non-permitted 
> worlds would be to log out from this prison and log in to a different 
> one, which defeats most of the benefits of VW interop.  It's a poor 
> approach.
>
> Fortunately there is a much better way to achieve this, and David 
> hinted at it when he wrote about the near impossibility of one world 
> forcing local policy onto services run by somebody else.  If your 
> assets are not held by a world operator but in an independent external 
> asset service (which could even be on your local system), then you 
> don't need to ask the current world for "permission" to teleport to 
> some other world, since you (or your external asset service) can 
> supply all of the resources needed by the destination world directly.  
> No more prison planet.
>
> The Web doesn't usually provide a good analogy with virtual worlds 
> because its architecture is substantially different in several areas.  
> However, in respect of teleports the analogy is a direct one.  One 
> world should not limit your ability to teleport to another world any 
> more than one website should have a say on which website you visit next.
>
> In summary, the inter-world teleport requirement that you describe is 
> a good one, but it should not be implemented as a cooperative 
> agreement between worlds because that has very negative repercussions 
> for residents, turning them into hapless inmates and splitting 
> communities apart.
>
> Instead, VWRAP provides the excellent concept of independent external 
> shared asset services which can serve content to multiple worlds.  
> Using them we can design a teleport protocol that empowers users and 
> helps the open metaverse bloom, instead of enslaving them and 
> balkanizing worlds into non-communicating factions.
>
>
> Morgaine.
>
>
>
>
>
> ======================
>
> On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee <sean@uci.edu 
> <mailto:sean@uci.edu>> wrote:
>
>     So, for example, one protocol we would like to define, in the name
>     of VW interoperability, is how a client, (a viewer and it's user
>     in this case), communicates, to a specific grid X authentication
>     server, that it wants to connect to that grid using grid Y
>     authentication server, which could be another grid or facebook,
>     etc. The communication that happens there needs to have some way
>     to determine if that grid Y authentication service is allowed or
>     known, and if it was successful in authenticating you, among other
>     things. So, this is, in a way, service level interop, but like you
>     said, a bit orthogonal. Also, in addition to the communication
>     between the above service and client, there would have to be
>     communication between grid X authentication service and grid Y
>     authentication service. More protocol this group would likely
>     specify, I assume.
>
>     Peace,
>     Sean
>
>
>     On 03/30/2011 03:40 PM, Morgaine wrote:
>
>         Very well put, Vaughn.
>
>         Regarding "service level interoperability", it's not really a
>         subset of
>         VW interoperability at all, but lies orthogonal to it because
>         it is a
>         property of all multipart systems that implement services.
>          I'll try to
>         explain.
>
>         Client-server systems for example have at least two distinct
>         parts with
>         distinct roles, server(s) and client(s).  Service-level
>         interoperability
>         typically consists of designing and specifying the protocols or
>         interfaces between them in such a way that any part of the
>         system is
>         interchangeable with another equivalent part that performs the
>         same
>         role, say from a different manufacturer, and the system as a
>         whole still
>         continues to work normally.
>
>         This rarely needs to be honored with a fancy title such as
>         "service
>         level interoperability" in these days of IETF standards and highly
>         cross-platform web applications.  Historically however,
>         applications did
>         not behave quite so nicely, and vendors often sought to lock
>         customers
>         in with hidden proprietary interfaces, so there was a need for
>         adding
>         "service level interoperability" to the tendering
>         documentation in days
>         gone by, to avoid surprises later on.
>
>         Today, the need for that has almost disappeared, and if your
>         online
>         service has a documented protocol interface then "service level
>         interoperability" is virtually assured without doing anything
>         at all,
>         assuming normal commonsense has prevailed during development
>         (and there
>         is no deliberate obfuscation of course).  There is only one
>         other area
>         of this topic where a little more needs to be said.
>
>         Protocol messages can normally be validated syntactically to a
>         strong
>         degree, and whether a message is correct or not is normally known
>         immediately upon syntactic validation.  Unfortunately, that is not
>         always the end of the story, because protocols can transport
>         complex
>         data items which are valid syntactically yet invalid semantically.
>
>         This is the last vestige of where that term is commonly
>         encountered, as
>         *Service Level Semantic Interoperability*.  Is it relevant to
>         us?  Yes,
>         a little.  For example, it would do us no good to transport
>         Collada
>         meshes from an asset service to a client that tries to render
>         them as
>         some other graphics format --- that would create a semantic
>         mishap,
>         because one party thinks that the items means one thing and
>         another
>         party applies a different semantic.  So yes, there is a little
>         more for
>         us to consider here, but it's not a lot.  In most part we have
>         already
>         stated the solution every time that we have mentioned MIME
>         types for
>         describing content.  This is mostly a solved problem.
>
>         There may be one or two other areas where we have to specify the
>         required semantic alongside the simple matter of protocol
>         syntax, but
>         that's a standard part of defining protocols.  There is
>         nothing really
>         new here.
>
>         Lastly, service level interoperability focuses entirely on single
>         services and their clients, so it's unrelated to interoperability
>         between multiple services, such as a set of virtual world
>         services.
>         This means that, apart from defining type semantics, it
>         doesn't get us
>         even a step closer towards interop between virtual worlds.
>
>
>         Morgaine.
>
>
>
>
>
>
>         ==========================
>
>         On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca
>         <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>
>         <mailto:vaughn.deluca@gmail.com
>         <mailto:vaughn.deluca@gmail.com>>> wrote:
>
>            Katherine wrote:
>         >It seems to me that accomodating "full" interop only would
>         reduce the
>         >number of possible implementers and use cases for our work
>
>            I am sure that nobody  suggested to we restrict ourselves
>         to "full"
>            interop only.
>            "Service level interop" is clearly subset of VW
>         interoperability. You
>            can't have VW interoperability without service level
>         interoperability!
>            However, If i understand Morgaine right, she is worried
>         that the VWRAP
>            specs will be *restricted* to service level interop only.
>
>            It has been argued (sorry, I forgot by whom) that proper
>            specifications of service level interop will give us
>         virtual world
>            interop for free. I think we need a bit more, but i really
>         have a hard
>            time envisioning how service level interop can be specified
>         in such a
>            way that it *prevents* VW interop, at least not if we pay
>         attention to
>            this aspect, and clearly we do. So in conclusion i do not
>         see much of
>            a problem.
>
>            Izzy wrote in another tread "This whole argument between
>         service level
>            interop and 'full' interop eludes me." At first it eluded
>         me to, but
>            now i think that what is actually expressed in these
>         discussions is
>            the question of the scope of our effort as well as design
>         approach.
>            Some prefer to work bottom up, following their primary
>         interests in
>            getting the low level protocols working, especially since
>         that will
>            already be good enough for (all?) of their use cases . Some
>         prefer a
>            more top-down approach, first sketching the high level
>         picture of the
>            users perception of VW interop,  and from there working
>         downwards,
>            obviously also because that approach optimises the
>         realisation of
>            *their* use cases.
>
>            I think we need both, and above all, i do feel that the two
>         approaches
>            are not al all incompatible and both are without any doubt
>         square
>            within the current charter.
>            Formally splitting our effort in two working parties along
>         the current
>            visible fissures and getting each to work on their own
>         interest is a
>            recipe for disaster. It will only strengthen the animosity
>         that is
>            already slowing us down tremendously, and will sustain the
>         infighting.
>            Rather than spitting efforts off, we need to address the
>         causes for
>            the current disagreement and found common ground.  In my
>         view that is
>            not all all hard.
>
>            I have been reviewing the discussion we had in September
>         and i am
>            actually amazed at the level of consensus that is expressed
>         in those
>            email exchanges. Unfortuanately we have been very bad at
>         consolidating
>            that consensus. As a result we recycle the same problems
>         time and time
>            again. The archives make very depressing reading from that
>         point of
>            view. We need to do more documentation for sure.
>
>            I am currently going over the September discussion and
>         looking up the
>            places were we all agreed on the way forward.  Much of that
>         is still
>            undocumented, and my aim is to get those points written
>         down in the
>            wiki.
>
>            As i final point i want to make clear how I understand the term
>            "Service Level Interop". I used the term, and since the
>         glosary entry
>            is still emtpy, i feel obliged to add at least my personal
>         reading. If
>            somebody disagrees, please add an improved version.
>
>            Service level interoperability:
>                    A subset of "Virtual World Interoperability" as
>         defined by
>            the VWRAP
>            protocol. Service level interoperabity loosely describes
>         specific
>            interactions between VWRAP endpoints. These inteactions
>         form the glue
>            that hold a particular virtual world together, but might
>         just as well
>            be used for communication between different VWRAP
>         compatible virtual
>            worlds (i.e. crossing trust domains).
>
>            I intend to put this up in the glossary, but first will see
>         how it
>            flies here  :)
>
>            On 3/29/11, Katherine Mancuso <kmancuso@gmail.com
>         <mailto:kmancuso@gmail.com>
>         <mailto:kmancuso@gmail.com <mailto:kmancuso@gmail.com>>> wrote:
>         > Hi everyone,
>         >
>         > I want to speak up for agreeing with Meadhbh & Mike about
>         keeping a
>         > role for service level interop in this group.  We've made good
>         > progress towards this goal and can continue to work on it.
>         >
>         > Here is an alternative proposal to any which has been
>         brought up so
>         > far.  I'm aware this may not be fully correct in its technical
>         > details, as I am not a software architect:
>         >
>         > Could the partisans of "full" VW interop consider working
>         together on
>         > a draft specification that is something like the intro or
>         David's
>         > piece in scope that lays out which specific capacities would
>         need to
>         > be supported at a minimum to allow for "full" interop, perhaps
>            getting
>         > input from implementers such as the Hypergrid folks and the
>         folks who
>         > coordinated the teleport test at Linden?  Citing existing
>         service
>         > specifications (either ones developed within this WG, or outside
>         > specifications like XML, Collada, etc) is preferred, and for
>         > capabilities for which there are not existing service
>         specifications
>         > or the existing specifications don't work well enough, address
>            that to
>         > lay out a clear roadmap of what must be developed.
>         >
>         > My vision here is that folks who are doing service-level
>         work could
>         > continue developing and implementing their individual
>         services, and
>         > the folks who wish to do "full" interop could define a menu of
>         > services which must be implemented for "full" interop.
>          Implementers
>         > could then choose their path based on their use cases:
>         implement the
>         > "full" interop specification including all the
>         specifications called
>         > for, or implement individual services.  I believe that both
>         of these
>         > concepts can exist under our existing charter or with limited
>         > amendment to the charter and intro, which is much easier for
>         everyone
>         > to agree to than entirely rewriting both, and does not require
>         > trashing years of work.
>         >
>         > It seems to me that accomodating "full" interop only would
>         reduce the
>         > number of possible implementers and use cases for our work
>         > dramatically, not to mention cut out a productive body of
>         folks in
>         > this group who have been contributing an awful lot of
>         documents and
>         > implementing.
>         >
>         > For example, to illustrate my point:
>         >
>         > From my work as a SL developer focusing in education, I know
>            there's a
>         > substantial use case in K-12 education in the US for walled
>         gardens,
>         > because schools have big legal liability problems with
>         letting minors
>         > wander unwalled virtual worlds (most school libraries in the
>         US have
>         > internet filters for the same reasons) and have fairly intense
>         > supervision requirements which require substantial moderation &
>         > surveillance tools.  However, a shared asset server that
>         contains a
>         > core of "safe" content might be of interest to these folks,
>         since
>         > educators don't necessarily need to reinvent the wheel for their
>         > classrooms every year.  This is a really good case for
>         service level
>         > interop ... implement the asset server specification only,
>         not the
>         > "full" one that allows you to teleport to other worlds.
>         >
>         > On the other hand, universities have far greater interest in
>         letting
>         > students and professors teleport among university spaces (which
>         > happens metaphorically in the real world all the time), and
>         fewer
>         > liability issues.  Sharing an asset server might be of
>         interest to
>         > them, but so too might "full" interop.  They'd want to
>         implement the
>         > "full" interop specification.
>         >
>         > (Paging Fleep Tuque, are you here to make this case better
>         for me?)
>         >
>         > TL;DR - Proposal is to amend the charter & intro so that
>         they allow
>         > the "full" interop people to work in one community on their
>         ideas and
>         > the service level interop people to work in parallel on
>         their ideas,
>         > rather than assuming that one model has to exclusively
>         dominate the
>         > group.
>         >
>         > I will be unavailable to post anything else much lengthy through
>            3 April,
>         > FYI.
>         >
>         > Katherine
>         >
>         > --
>         >
>          
>          ---------------------------------------------------------------------------------------------
>         > Katherine Mancuso
>         >
>         > ISIS Inc, Community Manager (http://www.isis-inc.org)
>         > Sex::Tech Conference, Social Media Chair
>         (http://www.sextech.org)
>         > The Vesuvius Group: metaverse community builders
>         > (http://www.thevesuviusgroup.com)
>         > GimpGirl Community Liaison (http://www.gimpgirl.com)
>         >
>         > http://twitter.com/musingvirtual
>         > http://facebook.com/kmancuso
>         > http://www.linkedin.com/in/kathymancuso
>         > Second Life: Muse Carmona
>         >
>          
>          ----------------------------------------------------------------------------------------------
>         > _______________________________________________
>         > vwrap mailing list
>         > vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>         > https://www.ietf.org/mailman/listinfo/vwrap
>         >
>            _______________________________________________
>            vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
>         <mailto:vwrap@ietf.org>>
>
>         https://www.ietf.org/mailman/listinfo/vwrap
>
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>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>
>
>     -- 
>
>     Sean Hennessee
>     Central Computing Support
>     Office of Information Technology
>     UC Irvine
>
>
>     ... . .- -. /  .... . -. -. . ... ... . .
>
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From morgaine.dinova@googlemail.com  Wed Mar 30 23:34:56 2011
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Oh, that sounds fine then, Sean.

(It was only your final part concerning grid-to-grid authentication that
gave it all the bad properties and dangers that I highlighted.)

Your suggestion about multiple authentication services seems to be very much
in line with our avoidance of singletons.  No matter how much one might like
a universal single sign on, worlds are going to employ a diversity of
authentication systems and we will need to adapt to that, otherwise users
will be unnecessarily restricted in the worlds to which they can travel.

Morgaine.





===========================


On Thu, Mar 31, 2011 at 5:44 AM, Sean Hennessee <sean@uci.edu> wrote:

> On 3/30/11 5:17 PM, Morgaine wrote:
>
>> That's a good requirement, Sean.
>>
>> However, you're suggesting a rather inflexible way of achieving it,
>> because it would rely on one world giving you access to another world.  This
>> doesn't scale at all when you consider thousands, let alone millions, of
>> destination worlds.
>>
> I think you misunderstand my example.
>
> The 'Grid Y' authentication service that was used in the example is the one
> that the end user _chose_ to use, not forced by a restriction of it's
> current grid or poor protocol definition. They would have the option to
> choose any authentication service they want, like OpenID, Facebook, Google,
> their home grid's authentication service, or their own home grown
> authentication service they are running for themselves. They could even have
> the option to connect to a grid that does not require authentication. Some
> grids will allow only a few authentication methods/services; some grids
> won't allow any except their own, and some grids won't care.
>
> An additional thought would be having the ability to have a list of
> authentication services that you, the end user, are willing to use, (via
> some preferences in the client viewer application), leaving the negotiation
> process to determine which one to use, (or none at all), for that particular
> destination grid.
>
> Other options that could be negotiated during the authentication phase
> could be asset services used, IM services used, voice services used, etc.
> These would not necessarily be options set by the end users current grid,
> but by the end user herself, (through the viewer client program likely). As
> above, some grids may accept any asset service, or only a limited list of
> trusted asset services, or none at all except it's own. This should not be
> limited to only one of each service, either. I commonly login to Yahoo and
> AIM at the same time to connect with friends that are only connect to one
> service or the other.
>
> There really has to be some kind of negotiations, otherwise you could be
> doing the equivalent of telling Google that you planned to login to their
> webmail service using AOL's Instant Messenger authentication services,
> whether they allow it or not.
>
> Peace,
> Sean
>
>> Also, it would result in balkanization of the metaverse, as restrictive
>> world operators seek to prevent you from travelling to worlds they don't
>> like.  We'd end up with prison enclaves in which the only way for inmates to
>> "escape" to visit friends in non-permitted worlds would be to log out from
>> this prison and log in to a different one, which defeats most of the
>> benefits of VW interop.  It's a poor approach.
>>
>> Fortunately there is a much better way to achieve this, and David hinted
>> at it when he wrote about the near impossibility of one world forcing local
>> policy onto services run by somebody else.  If your assets are not held by a
>> world operator but in an independent external asset service (which could
>> even be on your local system), then you don't need to ask the current world
>> for "permission" to teleport to some other world, since you (or your
>> external asset service) can supply all of the resources needed by the
>> destination world directly.  No more prison planet.
>>
>> The Web doesn't usually provide a good analogy with virtual worlds because
>> its architecture is substantially different in several areas.  However, in
>> respect of teleports the analogy is a direct one.  One world should not
>> limit your ability to teleport to another world any more than one website
>> should have a say on which website you visit next.
>>
>> In summary, the inter-world teleport requirement that you describe is a
>> good one, but it should not be implemented as a cooperative agreement
>> between worlds because that has very negative repercussions for residents,
>> turning them into hapless inmates and splitting communities apart.
>>
>> Instead, VWRAP provides the excellent concept of independent external
>> shared asset services which can serve content to multiple worlds.  Using
>> them we can design a teleport protocol that empowers users and helps the
>> open metaverse bloom, instead of enslaving them and balkanizing worlds into
>> non-communicating factions.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>> ======================
>>
>> On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee <sean@uci.edu <mailto:
>> sean@uci.edu>> wrote:
>>
>>    So, for example, one protocol we would like to define, in the name
>>    of VW interoperability, is how a client, (a viewer and it's user
>>    in this case), communicates, to a specific grid X authentication
>>    server, that it wants to connect to that grid using grid Y
>>    authentication server, which could be another grid or facebook,
>>    etc. The communication that happens there needs to have some way
>>    to determine if that grid Y authentication service is allowed or
>>    known, and if it was successful in authenticating you, among other
>>    things. So, this is, in a way, service level interop, but like you
>>    said, a bit orthogonal. Also, in addition to the communication
>>    between the above service and client, there would have to be
>>    communication between grid X authentication service and grid Y
>>    authentication service. More protocol this group would likely
>>    specify, I assume.
>>
>>    Peace,
>>    Sean
>>
>>
>>    On 03/30/2011 03:40 PM, Morgaine wrote:
>>
>>        Very well put, Vaughn.
>>
>>        Regarding "service level interoperability", it's not really a
>>        subset of
>>        VW interoperability at all, but lies orthogonal to it because
>>        it is a
>>        property of all multipart systems that implement services.
>>         I'll try to
>>        explain.
>>
>>        Client-server systems for example have at least two distinct
>>        parts with
>>        distinct roles, server(s) and client(s).  Service-level
>>        interoperability
>>        typically consists of designing and specifying the protocols or
>>        interfaces between them in such a way that any part of the
>>        system is
>>        interchangeable with another equivalent part that performs the
>>        same
>>        role, say from a different manufacturer, and the system as a
>>        whole still
>>        continues to work normally.
>>
>>        This rarely needs to be honored with a fancy title such as
>>        "service
>>        level interoperability" in these days of IETF standards and highly
>>        cross-platform web applications.  Historically however,
>>        applications did
>>        not behave quite so nicely, and vendors often sought to lock
>>        customers
>>        in with hidden proprietary interfaces, so there was a need for
>>        adding
>>        "service level interoperability" to the tendering
>>        documentation in days
>>        gone by, to avoid surprises later on.
>>
>>        Today, the need for that has almost disappeared, and if your
>>        online
>>        service has a documented protocol interface then "service level
>>        interoperability" is virtually assured without doing anything
>>        at all,
>>        assuming normal commonsense has prevailed during development
>>        (and there
>>        is no deliberate obfuscation of course).  There is only one
>>        other area
>>        of this topic where a little more needs to be said.
>>
>>        Protocol messages can normally be validated syntactically to a
>>        strong
>>        degree, and whether a message is correct or not is normally known
>>        immediately upon syntactic validation.  Unfortunately, that is not
>>        always the end of the story, because protocols can transport
>>        complex
>>        data items which are valid syntactically yet invalid semantically.
>>
>>        This is the last vestige of where that term is commonly
>>        encountered, as
>>        *Service Level Semantic Interoperability*.  Is it relevant to
>>        us?  Yes,
>>        a little.  For example, it would do us no good to transport
>>        Collada
>>        meshes from an asset service to a client that tries to render
>>        them as
>>        some other graphics format --- that would create a semantic
>>        mishap,
>>        because one party thinks that the items means one thing and
>>        another
>>        party applies a different semantic.  So yes, there is a little
>>        more for
>>        us to consider here, but it's not a lot.  In most part we have
>>        already
>>        stated the solution every time that we have mentioned MIME
>>        types for
>>        describing content.  This is mostly a solved problem.
>>
>>        There may be one or two other areas where we have to specify the
>>        required semantic alongside the simple matter of protocol
>>        syntax, but
>>        that's a standard part of defining protocols.  There is
>>        nothing really
>>        new here.
>>
>>        Lastly, service level interoperability focuses entirely on single
>>        services and their clients, so it's unrelated to interoperability
>>        between multiple services, such as a set of virtual world
>>        services.
>>        This means that, apart from defining type semantics, it
>>        doesn't get us
>>        even a step closer towards interop between virtual worlds.
>>
>>
>>        Morgaine.
>>
>>
>>
>>
>>
>>
>>        ==========================
>>
>>        On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca
>>        <vaughn.deluca@gmail.com <mailto:vaughn.deluca@gmail.com>
>>        <mailto:vaughn.deluca@gmail.com
>>        <mailto:vaughn.deluca@gmail.com>>> wrote:
>>
>>           Katherine wrote:
>>        >It seems to me that accomodating "full" interop only would
>>        reduce the
>>        >number of possible implementers and use cases for our work
>>
>>           I am sure that nobody  suggested to we restrict ourselves
>>        to "full"
>>           interop only.
>>           "Service level interop" is clearly subset of VW
>>        interoperability. You
>>           can't have VW interoperability without service level
>>        interoperability!
>>           However, If i understand Morgaine right, she is worried
>>        that the VWRAP
>>           specs will be *restricted* to service level interop only.
>>
>>           It has been argued (sorry, I forgot by whom) that proper
>>           specifications of service level interop will give us
>>        virtual world
>>           interop for free. I think we need a bit more, but i really
>>        have a hard
>>           time envisioning how service level interop can be specified
>>        in such a
>>           way that it *prevents* VW interop, at least not if we pay
>>        attention to
>>           this aspect, and clearly we do. So in conclusion i do not
>>        see much of
>>           a problem.
>>
>>           Izzy wrote in another tread "This whole argument between
>>        service level
>>           interop and 'full' interop eludes me." At first it eluded
>>        me to, but
>>           now i think that what is actually expressed in these
>>        discussions is
>>           the question of the scope of our effort as well as design
>>        approach.
>>           Some prefer to work bottom up, following their primary
>>        interests in
>>           getting the low level protocols working, especially since
>>        that will
>>           already be good enough for (all?) of their use cases . Some
>>        prefer a
>>           more top-down approach, first sketching the high level
>>        picture of the
>>           users perception of VW interop,  and from there working
>>        downwards,
>>           obviously also because that approach optimises the
>>        realisation of
>>           *their* use cases.
>>
>>           I think we need both, and above all, i do feel that the two
>>        approaches
>>           are not al all incompatible and both are without any doubt
>>        square
>>           within the current charter.
>>           Formally splitting our effort in two working parties along
>>        the current
>>           visible fissures and getting each to work on their own
>>        interest is a
>>           recipe for disaster. It will only strengthen the animosity
>>        that is
>>           already slowing us down tremendously, and will sustain the
>>        infighting.
>>           Rather than spitting efforts off, we need to address the
>>        causes for
>>           the current disagreement and found common ground.  In my
>>        view that is
>>           not all all hard.
>>
>>           I have been reviewing the discussion we had in September
>>        and i am
>>           actually amazed at the level of consensus that is expressed
>>        in those
>>           email exchanges. Unfortuanately we have been very bad at
>>        consolidating
>>           that consensus. As a result we recycle the same problems
>>        time and time
>>           again. The archives make very depressing reading from that
>>        point of
>>           view. We need to do more documentation for sure.
>>
>>           I am currently going over the September discussion and
>>        looking up the
>>           places were we all agreed on the way forward.  Much of that
>>        is still
>>           undocumented, and my aim is to get those points written
>>        down in the
>>           wiki.
>>
>>           As i final point i want to make clear how I understand the term
>>           "Service Level Interop". I used the term, and since the
>>        glosary entry
>>           is still emtpy, i feel obliged to add at least my personal
>>        reading. If
>>           somebody disagrees, please add an improved version.
>>
>>           Service level interoperability:
>>                   A subset of "Virtual World Interoperability" as
>>        defined by
>>           the VWRAP
>>           protocol. Service level interoperabity loosely describes
>>        specific
>>           interactions between VWRAP endpoints. These inteactions
>>        form the glue
>>           that hold a particular virtual world together, but might
>>        just as well
>>           be used for communication between different VWRAP
>>        compatible virtual
>>           worlds (i.e. crossing trust domains).
>>
>>           I intend to put this up in the glossary, but first will see
>>        how it
>>           flies here  :)
>>
>>           On 3/29/11, Katherine Mancuso <kmancuso@gmail.com
>>        <mailto:kmancuso@gmail.com>
>>        <mailto:kmancuso@gmail.com <mailto:kmancuso@gmail.com>>> wrote:
>>        > Hi everyone,
>>        >
>>        > I want to speak up for agreeing with Meadhbh & Mike about
>>        keeping a
>>        > role for service level interop in this group.  We've made good
>>        > progress towards this goal and can continue to work on it.
>>        >
>>        > Here is an alternative proposal to any which has been
>>        brought up so
>>        > far.  I'm aware this may not be fully correct in its technical
>>        > details, as I am not a software architect:
>>        >
>>        > Could the partisans of "full" VW interop consider working
>>        together on
>>        > a draft specification that is something like the intro or
>>        David's
>>        > piece in scope that lays out which specific capacities would
>>        need to
>>        > be supported at a minimum to allow for "full" interop, perhaps
>>           getting
>>        > input from implementers such as the Hypergrid folks and the
>>        folks who
>>        > coordinated the teleport test at Linden?  Citing existing
>>        service
>>        > specifications (either ones developed within this WG, or outside
>>        > specifications like XML, Collada, etc) is preferred, and for
>>        > capabilities for which there are not existing service
>>        specifications
>>        > or the existing specifications don't work well enough, address
>>           that to
>>        > lay out a clear roadmap of what must be developed.
>>        >
>>        > My vision here is that folks who are doing service-level
>>        work could
>>        > continue developing and implementing their individual
>>        services, and
>>        > the folks who wish to do "full" interop could define a menu of
>>        > services which must be implemented for "full" interop.
>>         Implementers
>>        > could then choose their path based on their use cases:
>>        implement the
>>        > "full" interop specification including all the
>>        specifications called
>>        > for, or implement individual services.  I believe that both
>>        of these
>>        > concepts can exist under our existing charter or with limited
>>        > amendment to the charter and intro, which is much easier for
>>        everyone
>>        > to agree to than entirely rewriting both, and does not require
>>        > trashing years of work.
>>        >
>>        > It seems to me that accomodating "full" interop only would
>>        reduce the
>>        > number of possible implementers and use cases for our work
>>        > dramatically, not to mention cut out a productive body of
>>        folks in
>>        > this group who have been contributing an awful lot of
>>        documents and
>>        > implementing.
>>        >
>>        > For example, to illustrate my point:
>>        >
>>        > From my work as a SL developer focusing in education, I know
>>           there's a
>>        > substantial use case in K-12 education in the US for walled
>>        gardens,
>>        > because schools have big legal liability problems with
>>        letting minors
>>        > wander unwalled virtual worlds (most school libraries in the
>>        US have
>>        > internet filters for the same reasons) and have fairly intense
>>        > supervision requirements which require substantial moderation &
>>        > surveillance tools.  However, a shared asset server that
>>        contains a
>>        > core of "safe" content might be of interest to these folks,
>>        since
>>        > educators don't necessarily need to reinvent the wheel for their
>>        > classrooms every year.  This is a really good case for
>>        service level
>>        > interop ... implement the asset server specification only,
>>        not the
>>        > "full" one that allows you to teleport to other worlds.
>>        >
>>        > On the other hand, universities have far greater interest in
>>        letting
>>        > students and professors teleport among university spaces (which
>>        > happens metaphorically in the real world all the time), and
>>        fewer
>>        > liability issues.  Sharing an asset server might be of
>>        interest to
>>        > them, but so too might "full" interop.  They'd want to
>>        implement the
>>        > "full" interop specification.
>>        >
>>        > (Paging Fleep Tuque, are you here to make this case better
>>        for me?)
>>        >
>>        > TL;DR - Proposal is to amend the charter & intro so that
>>        they allow
>>        > the "full" interop people to work in one community on their
>>        ideas and
>>        > the service level interop people to work in parallel on
>>        their ideas,
>>        > rather than assuming that one model has to exclusively
>>        dominate the
>>        > group.
>>        >
>>        > I will be unavailable to post anything else much lengthy through
>>           3 April,
>>        > FYI.
>>        >
>>        > Katherine
>>        >
>>        > --
>>        >
>>
>>  ---------------------------------------------------------------------------------------------
>>        > Katherine Mancuso
>>        >
>>        > ISIS Inc, Community Manager (http://www.isis-inc.org)
>>        > Sex::Tech Conference, Social Media Chair
>>        (http://www.sextech.org)
>>        > The Vesuvius Group: metaverse community builders
>>        > (http://www.thevesuviusgroup.com)
>>        > GimpGirl Community Liaison (http://www.gimpgirl.com)
>>        >
>>        > http://twitter.com/musingvirtual
>>        > http://facebook.com/kmancuso
>>        > http://www.linkedin.com/in/kathymancuso
>>        > Second Life: Muse Carmona
>>        >
>>
>>  ----------------------------------------------------------------------------------------------
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>>        > vwrap mailing list
>>        > vwrap@ietf.org <mailto:vwrap@ietf.org>
>>        <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>>
>>
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>>        >
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>>        vwrap@ietf.org <mailto:vwrap@ietf.org> <mailto:vwrap@ietf.org
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>>
>>
>>    --
>>    Sean Hennessee
>>    Central Computing Support
>>    Office of Information Technology
>>    UC Irvine
>>
>>
>>    ... . .- -. /  .... . -. -. . ... ... . .
>>
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--0016368340c0dc3c67049fc17e6a
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

Oh, that sounds fine then, Sean.<br><br>(It was only your final part concer=
ning grid-to-grid authentication that gave it all the bad properties and da=
ngers that I highlighted.)<br><br>Your suggestion about multiple authentica=
tion services seems to be very much in line with our avoidance of singleton=
s.=A0 No matter how much one might like a universal single sign on, worlds =
are going to employ a diversity of authentication systems and we will need =
to adapt to that, otherwise users will be unnecessarily restricted in the w=
orlds to which they can travel.<br>
<br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div class=3D"gmai=
l_quote">On Thu, Mar 31, 2011 at 5:44 AM, Sean Hennessee <span dir=3D"ltr">=
&lt;<a href=3D"mailto:sean@uci.edu">sean@uci.edu</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On 3/30/11 5:17 PM, Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
That&#39;s a good requirement, Sean.<br>
<br>
However, you&#39;re suggesting a rather inflexible way of achieving it, bec=
ause it would rely on one world giving you access to another world. =A0This=
 doesn&#39;t scale at all when you consider thousands, let alone millions, =
of destination worlds.<br>

</blockquote></div>
I think you misunderstand my example.<br>
<br>
The &#39;Grid Y&#39; authentication service that was used in the example is=
 the one that the end user _chose_ to use, not forced by a restriction of i=
t&#39;s current grid or poor protocol definition. They would have the optio=
n to choose any authentication service they want, like OpenID, Facebook, Go=
ogle, their home grid&#39;s authentication service, or their own home grown=
 authentication service they are running for themselves. They could even ha=
ve the option to connect to a grid that does not require authentication. So=
me grids will allow only a few authentication methods/services; some grids =
won&#39;t allow any except their own, and some grids won&#39;t care.<br>

<br>
An additional thought would be having the ability to have a list of authent=
ication services that you, the end user, are willing to use, (via some pref=
erences in the client viewer application), leaving the negotiation process =
to determine which one to use, (or none at all), for that particular destin=
ation grid.<br>

<br>
Other options that could be negotiated during the authentication phase coul=
d be asset services used, IM services used, voice services used, etc. These=
 would not necessarily be options set by the end users current grid, but by=
 the end user herself, (through the viewer client program likely). As above=
, some grids may accept any asset service, or only a limited list of truste=
d asset services, or none at all except it&#39;s own. This should not be li=
mited to only one of each service, either. I commonly login to Yahoo and AI=
M at the same time to connect with friends that are only connect to one ser=
vice or the other.<br>

<br>
There really has to be some kind of negotiations, otherwise you could be do=
ing the equivalent of telling Google that you planned to login to their web=
mail service using AOL&#39;s Instant Messenger authentication services, whe=
ther they allow it or not.<br>

<br>
Peace,<br>
Sean<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
Also, it would result in balkanization of the metaverse, as restrictive wor=
ld operators seek to prevent you from travelling to worlds they don&#39;t l=
ike. =A0We&#39;d end up with prison enclaves in which the only way for inma=
tes to &quot;escape&quot; to visit friends in non-permitted worlds would be=
 to log out from this prison and log in to a different one, which defeats m=
ost of the benefits of VW interop. =A0It&#39;s a poor approach.<br>

<br>
Fortunately there is a much better way to achieve this, and David hinted at=
 it when he wrote about the near impossibility of one world forcing local p=
olicy onto services run by somebody else. =A0If your assets are not held by=
 a world operator but in an independent external asset service (which could=
 even be on your local system), then you don&#39;t need to ask the current =
world for &quot;permission&quot; to teleport to some other world, since you=
 (or your external asset service) can supply all of the resources needed by=
 the destination world directly. =A0No more prison planet.<br>

<br>
The Web doesn&#39;t usually provide a good analogy with virtual worlds beca=
use its architecture is substantially different in several areas. =A0Howeve=
r, in respect of teleports the analogy is a direct one. =A0One world should=
 not limit your ability to teleport to another world any more than one webs=
ite should have a say on which website you visit next.<br>

<br>
In summary, the inter-world teleport requirement that you describe is a goo=
d one, but it should not be implemented as a cooperative agreement between =
worlds because that has very negative repercussions for residents, turning =
them into hapless inmates and splitting communities apart.<br>

<br>
Instead, VWRAP provides the excellent concept of independent external share=
d asset services which can serve content to multiple worlds. =A0Using them =
we can design a teleport protocol that empowers users and helps the open me=
taverse bloom, instead of enslaving them and balkanizing worlds into non-co=
mmunicating factions.<br>

<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br></div><div><div></div><div class=3D"h5">
On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee &lt;<a href=3D"mailto:sean=
@uci.edu" target=3D"_blank">sean@uci.edu</a> &lt;mailto:<a href=3D"mailto:s=
ean@uci.edu" target=3D"_blank">sean@uci.edu</a>&gt;&gt; wrote:<br>
<br>
 =A0 =A0So, for example, one protocol we would like to define, in the name<=
br>
 =A0 =A0of VW interoperability, is how a client, (a viewer and it&#39;s use=
r<br>
 =A0 =A0in this case), communicates, to a specific grid X authentication<br=
>
 =A0 =A0server, that it wants to connect to that grid using grid Y<br>
 =A0 =A0authentication server, which could be another grid or facebook,<br>
 =A0 =A0etc. The communication that happens there needs to have some way<br=
>
 =A0 =A0to determine if that grid Y authentication service is allowed or<br=
>
 =A0 =A0known, and if it was successful in authenticating you, among other<=
br>
 =A0 =A0things. So, this is, in a way, service level interop, but like you<=
br>
 =A0 =A0said, a bit orthogonal. Also, in addition to the communication<br>
 =A0 =A0between the above service and client, there would have to be<br>
 =A0 =A0communication between grid X authentication service and grid Y<br>
 =A0 =A0authentication service. More protocol this group would likely<br>
 =A0 =A0specify, I assume.<br>
<br>
 =A0 =A0Peace,<br>
 =A0 =A0Sean<br>
<br>
<br>
 =A0 =A0On 03/30/2011 03:40 PM, Morgaine wrote:<br>
<br>
 =A0 =A0 =A0 =A0Very well put, Vaughn.<br>
<br>
 =A0 =A0 =A0 =A0Regarding &quot;service level interoperability&quot;, it&#3=
9;s not really a<br>
 =A0 =A0 =A0 =A0subset of<br>
 =A0 =A0 =A0 =A0VW interoperability at all, but lies orthogonal to it becau=
se<br>
 =A0 =A0 =A0 =A0it is a<br>
 =A0 =A0 =A0 =A0property of all multipart systems that implement services.<=
br>
 =A0 =A0 =A0 =A0 I&#39;ll try to<br>
 =A0 =A0 =A0 =A0explain.<br>
<br>
 =A0 =A0 =A0 =A0Client-server systems for example have at least two distinc=
t<br>
 =A0 =A0 =A0 =A0parts with<br>
 =A0 =A0 =A0 =A0distinct roles, server(s) and client(s). =A0Service-level<b=
r>
 =A0 =A0 =A0 =A0interoperability<br>
 =A0 =A0 =A0 =A0typically consists of designing and specifying the protocol=
s or<br>
 =A0 =A0 =A0 =A0interfaces between them in such a way that any part of the<=
br>
 =A0 =A0 =A0 =A0system is<br>
 =A0 =A0 =A0 =A0interchangeable with another equivalent part that performs =
the<br>
 =A0 =A0 =A0 =A0same<br>
 =A0 =A0 =A0 =A0role, say from a different manufacturer, and the system as =
a<br>
 =A0 =A0 =A0 =A0whole still<br>
 =A0 =A0 =A0 =A0continues to work normally.<br>
<br>
 =A0 =A0 =A0 =A0This rarely needs to be honored with a fancy title such as<=
br>
 =A0 =A0 =A0 =A0&quot;service<br>
 =A0 =A0 =A0 =A0level interoperability&quot; in these days of IETF standard=
s and highly<br>
 =A0 =A0 =A0 =A0cross-platform web applications. =A0Historically however,<b=
r>
 =A0 =A0 =A0 =A0applications did<br>
 =A0 =A0 =A0 =A0not behave quite so nicely, and vendors often sought to loc=
k<br>
 =A0 =A0 =A0 =A0customers<br>
 =A0 =A0 =A0 =A0in with hidden proprietary interfaces, so there was a need =
for<br>
 =A0 =A0 =A0 =A0adding<br>
 =A0 =A0 =A0 =A0&quot;service level interoperability&quot; to the tendering=
<br>
 =A0 =A0 =A0 =A0documentation in days<br>
 =A0 =A0 =A0 =A0gone by, to avoid surprises later on.<br>
<br>
 =A0 =A0 =A0 =A0Today, the need for that has almost disappeared, and if you=
r<br>
 =A0 =A0 =A0 =A0online<br>
 =A0 =A0 =A0 =A0service has a documented protocol interface then &quot;serv=
ice level<br>
 =A0 =A0 =A0 =A0interoperability&quot; is virtually assured without doing a=
nything<br>
 =A0 =A0 =A0 =A0at all,<br>
 =A0 =A0 =A0 =A0assuming normal commonsense has prevailed during developmen=
t<br>
 =A0 =A0 =A0 =A0(and there<br>
 =A0 =A0 =A0 =A0is no deliberate obfuscation of course). =A0There is only o=
ne<br>
 =A0 =A0 =A0 =A0other area<br>
 =A0 =A0 =A0 =A0of this topic where a little more needs to be said.<br>
<br>
 =A0 =A0 =A0 =A0Protocol messages can normally be validated syntactically t=
o a<br>
 =A0 =A0 =A0 =A0strong<br>
 =A0 =A0 =A0 =A0degree, and whether a message is correct or not is normally=
 known<br>
 =A0 =A0 =A0 =A0immediately upon syntactic validation. =A0Unfortunately, th=
at is not<br>
 =A0 =A0 =A0 =A0always the end of the story, because protocols can transpor=
t<br>
 =A0 =A0 =A0 =A0complex<br>
 =A0 =A0 =A0 =A0data items which are valid syntactically yet invalid semant=
ically.<br>
<br>
 =A0 =A0 =A0 =A0This is the last vestige of where that term is commonly<br>
 =A0 =A0 =A0 =A0encountered, as<br>
 =A0 =A0 =A0 =A0*Service Level Semantic Interoperability*. =A0Is it relevan=
t to<br>
 =A0 =A0 =A0 =A0us? =A0Yes,<br>
 =A0 =A0 =A0 =A0a little. =A0For example, it would do us no good to transpo=
rt<br>
 =A0 =A0 =A0 =A0Collada<br>
 =A0 =A0 =A0 =A0meshes from an asset service to a client that tries to rend=
er<br>
 =A0 =A0 =A0 =A0them as<br>
 =A0 =A0 =A0 =A0some other graphics format --- that would create a semantic=
<br>
 =A0 =A0 =A0 =A0mishap,<br>
 =A0 =A0 =A0 =A0because one party thinks that the items means one thing and=
<br>
 =A0 =A0 =A0 =A0another<br>
 =A0 =A0 =A0 =A0party applies a different semantic. =A0So yes, there is a l=
ittle<br>
 =A0 =A0 =A0 =A0more for<br>
 =A0 =A0 =A0 =A0us to consider here, but it&#39;s not a lot. =A0In most par=
t we have<br>
 =A0 =A0 =A0 =A0already<br>
 =A0 =A0 =A0 =A0stated the solution every time that we have mentioned MIME<=
br>
 =A0 =A0 =A0 =A0types for<br>
 =A0 =A0 =A0 =A0describing content. =A0This is mostly a solved problem.<br>
<br>
 =A0 =A0 =A0 =A0There may be one or two other areas where we have to specif=
y the<br>
 =A0 =A0 =A0 =A0required semantic alongside the simple matter of protocol<b=
r>
 =A0 =A0 =A0 =A0syntax, but<br>
 =A0 =A0 =A0 =A0that&#39;s a standard part of defining protocols. =A0There =
is<br>
 =A0 =A0 =A0 =A0nothing really<br>
 =A0 =A0 =A0 =A0new here.<br>
<br>
 =A0 =A0 =A0 =A0Lastly, service level interoperability focuses entirely on =
single<br>
 =A0 =A0 =A0 =A0services and their clients, so it&#39;s unrelated to intero=
perability<br>
 =A0 =A0 =A0 =A0between multiple services, such as a set of virtual world<b=
r>
 =A0 =A0 =A0 =A0services.<br>
 =A0 =A0 =A0 =A0This means that, apart from defining type semantics, it<br>
 =A0 =A0 =A0 =A0doesn&#39;t get us<br>
 =A0 =A0 =A0 =A0even a step closer towards interop between virtual worlds.<=
br>
<br>
<br>
 =A0 =A0 =A0 =A0Morgaine.<br>
<br>
<br>
<br>
<br>
<br>
<br>
 =A0 =A0 =A0 =A0=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D<br>
<br>
 =A0 =A0 =A0 =A0On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca<br>
 =A0 =A0 =A0 =A0&lt;<a href=3D"mailto:vaughn.deluca@gmail.com" target=3D"_b=
lank">vaughn.deluca@gmail.com</a> &lt;mailto:<a href=3D"mailto:vaughn.deluc=
a@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;<br>
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a><br>
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:vaughn.deluca@gmail.com" targe=
t=3D"_blank">vaughn.deluca@gmail.com</a>&gt;&gt;&gt; wrote:<br>
<br>
 =A0 =A0 =A0 =A0 =A0 Katherine wrote:<br>
 =A0 =A0 =A0 =A0&gt;It seems to me that accomodating &quot;full&quot; inter=
op only would<br>
 =A0 =A0 =A0 =A0reduce the<br>
 =A0 =A0 =A0 =A0&gt;number of possible implementers and use cases for our w=
ork<br>
<br>
 =A0 =A0 =A0 =A0 =A0 I am sure that nobody =A0suggested to we restrict ours=
elves<br>
 =A0 =A0 =A0 =A0to &quot;full&quot;<br>
 =A0 =A0 =A0 =A0 =A0 interop only.<br>
 =A0 =A0 =A0 =A0 =A0 &quot;Service level interop&quot; is clearly subset of=
 VW<br>
 =A0 =A0 =A0 =A0interoperability. You<br>
 =A0 =A0 =A0 =A0 =A0 can&#39;t have VW interoperability without service lev=
el<br>
 =A0 =A0 =A0 =A0interoperability!<br>
 =A0 =A0 =A0 =A0 =A0 However, If i understand Morgaine right, she is worrie=
d<br>
 =A0 =A0 =A0 =A0that the VWRAP<br>
 =A0 =A0 =A0 =A0 =A0 specs will be *restricted* to service level interop on=
ly.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 It has been argued (sorry, I forgot by whom) that prop=
er<br>
 =A0 =A0 =A0 =A0 =A0 specifications of service level interop will give us<b=
r>
 =A0 =A0 =A0 =A0virtual world<br>
 =A0 =A0 =A0 =A0 =A0 interop for free. I think we need a bit more, but i re=
ally<br>
 =A0 =A0 =A0 =A0have a hard<br>
 =A0 =A0 =A0 =A0 =A0 time envisioning how service level interop can be spec=
ified<br>
 =A0 =A0 =A0 =A0in such a<br>
 =A0 =A0 =A0 =A0 =A0 way that it *prevents* VW interop, at least not if we =
pay<br>
 =A0 =A0 =A0 =A0attention to<br>
 =A0 =A0 =A0 =A0 =A0 this aspect, and clearly we do. So in conclusion i do =
not<br>
 =A0 =A0 =A0 =A0see much of<br>
 =A0 =A0 =A0 =A0 =A0 a problem.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 Izzy wrote in another tread &quot;This whole argument =
between<br>
 =A0 =A0 =A0 =A0service level<br>
 =A0 =A0 =A0 =A0 =A0 interop and &#39;full&#39; interop eludes me.&quot; At=
 first it eluded<br>
 =A0 =A0 =A0 =A0me to, but<br>
 =A0 =A0 =A0 =A0 =A0 now i think that what is actually expressed in these<b=
r>
 =A0 =A0 =A0 =A0discussions is<br>
 =A0 =A0 =A0 =A0 =A0 the question of the scope of our effort as well as des=
ign<br>
 =A0 =A0 =A0 =A0approach.<br>
 =A0 =A0 =A0 =A0 =A0 Some prefer to work bottom up, following their primary=
<br>
 =A0 =A0 =A0 =A0interests in<br>
 =A0 =A0 =A0 =A0 =A0 getting the low level protocols working, especially si=
nce<br>
 =A0 =A0 =A0 =A0that will<br>
 =A0 =A0 =A0 =A0 =A0 already be good enough for (all?) of their use cases .=
 Some<br>
 =A0 =A0 =A0 =A0prefer a<br>
 =A0 =A0 =A0 =A0 =A0 more top-down approach, first sketching the high level=
<br>
 =A0 =A0 =A0 =A0picture of the<br>
 =A0 =A0 =A0 =A0 =A0 users perception of VW interop, =A0and from there work=
ing<br>
 =A0 =A0 =A0 =A0downwards,<br>
 =A0 =A0 =A0 =A0 =A0 obviously also because that approach optimises the<br>
 =A0 =A0 =A0 =A0realisation of<br>
 =A0 =A0 =A0 =A0 =A0 *their* use cases.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 I think we need both, and above all, i do feel that th=
e two<br>
 =A0 =A0 =A0 =A0approaches<br>
 =A0 =A0 =A0 =A0 =A0 are not al all incompatible and both are without any d=
oubt<br>
 =A0 =A0 =A0 =A0square<br>
 =A0 =A0 =A0 =A0 =A0 within the current charter.<br>
 =A0 =A0 =A0 =A0 =A0 Formally splitting our effort in two working parties a=
long<br>
 =A0 =A0 =A0 =A0the current<br>
 =A0 =A0 =A0 =A0 =A0 visible fissures and getting each to work on their own=
<br>
 =A0 =A0 =A0 =A0interest is a<br>
 =A0 =A0 =A0 =A0 =A0 recipe for disaster. It will only strengthen the animo=
sity<br>
 =A0 =A0 =A0 =A0that is<br>
 =A0 =A0 =A0 =A0 =A0 already slowing us down tremendously, and will sustain=
 the<br>
 =A0 =A0 =A0 =A0infighting.<br>
 =A0 =A0 =A0 =A0 =A0 Rather than spitting efforts off, we need to address t=
he<br>
 =A0 =A0 =A0 =A0causes for<br>
 =A0 =A0 =A0 =A0 =A0 the current disagreement and found common ground. =A0I=
n my<br>
 =A0 =A0 =A0 =A0view that is<br>
 =A0 =A0 =A0 =A0 =A0 not all all hard.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 I have been reviewing the discussion we had in Septemb=
er<br>
 =A0 =A0 =A0 =A0and i am<br>
 =A0 =A0 =A0 =A0 =A0 actually amazed at the level of consensus that is expr=
essed<br>
 =A0 =A0 =A0 =A0in those<br>
 =A0 =A0 =A0 =A0 =A0 email exchanges. Unfortuanately we have been very bad =
at<br>
 =A0 =A0 =A0 =A0consolidating<br>
 =A0 =A0 =A0 =A0 =A0 that consensus. As a result we recycle the same proble=
ms<br>
 =A0 =A0 =A0 =A0time and time<br>
 =A0 =A0 =A0 =A0 =A0 again. The archives make very depressing reading from =
that<br>
 =A0 =A0 =A0 =A0point of<br>
 =A0 =A0 =A0 =A0 =A0 view. We need to do more documentation for sure.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 I am currently going over the September discussion and=
<br>
 =A0 =A0 =A0 =A0looking up the<br>
 =A0 =A0 =A0 =A0 =A0 places were we all agreed on the way forward. =A0Much =
of that<br>
 =A0 =A0 =A0 =A0is still<br>
 =A0 =A0 =A0 =A0 =A0 undocumented, and my aim is to get those points writte=
n<br>
 =A0 =A0 =A0 =A0down in the<br>
 =A0 =A0 =A0 =A0 =A0 wiki.<br>
<br>
 =A0 =A0 =A0 =A0 =A0 As i final point i want to make clear how I understand=
 the term<br>
 =A0 =A0 =A0 =A0 =A0 &quot;Service Level Interop&quot;. I used the term, an=
d since the<br>
 =A0 =A0 =A0 =A0glosary entry<br>
 =A0 =A0 =A0 =A0 =A0 is still emtpy, i feel obliged to add at least my pers=
onal<br>
 =A0 =A0 =A0 =A0reading. If<br>
 =A0 =A0 =A0 =A0 =A0 somebody disagrees, please add an improved version.<br=
>
<br>
 =A0 =A0 =A0 =A0 =A0 Service level interoperability:<br>
 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0 A subset of &quot;Virtual World Intero=
perability&quot; as<br>
 =A0 =A0 =A0 =A0defined by<br>
 =A0 =A0 =A0 =A0 =A0 the VWRAP<br>
 =A0 =A0 =A0 =A0 =A0 protocol. Service level interoperabity loosely describ=
es<br>
 =A0 =A0 =A0 =A0specific<br>
 =A0 =A0 =A0 =A0 =A0 interactions between VWRAP endpoints. These inteaction=
s<br>
 =A0 =A0 =A0 =A0form the glue<br>
 =A0 =A0 =A0 =A0 =A0 that hold a particular virtual world together, but mig=
ht<br>
 =A0 =A0 =A0 =A0just as well<br>
 =A0 =A0 =A0 =A0 =A0 be used for communication between different VWRAP<br>
 =A0 =A0 =A0 =A0compatible virtual<br>
 =A0 =A0 =A0 =A0 =A0 worlds (i.e. crossing trust domains).<br>
<br>
 =A0 =A0 =A0 =A0 =A0 I intend to put this up in the glossary, but first wil=
l see<br>
 =A0 =A0 =A0 =A0how it<br>
 =A0 =A0 =A0 =A0 =A0 flies here =A0:)<br>
<br>
 =A0 =A0 =A0 =A0 =A0 On 3/29/11, Katherine Mancuso &lt;<a href=3D"mailto:km=
ancuso@gmail.com" target=3D"_blank">kmancuso@gmail.com</a><br>
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:kmancuso@gmail.com" target=3D"=
_blank">kmancuso@gmail.com</a>&gt;<br></div></div><div><div></div><div clas=
s=3D"h5">
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:kmancuso@gmail.com" target=3D"=
_blank">kmancuso@gmail.com</a> &lt;mailto:<a href=3D"mailto:kmancuso@gmail.=
com" target=3D"_blank">kmancuso@gmail.com</a>&gt;&gt;&gt; wrote:<br>
 =A0 =A0 =A0 =A0&gt; Hi everyone,<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; I want to speak up for agreeing with Meadhbh &amp; Mik=
e about<br>
 =A0 =A0 =A0 =A0keeping a<br>
 =A0 =A0 =A0 =A0&gt; role for service level interop in this group. =A0We&#3=
9;ve made good<br>
 =A0 =A0 =A0 =A0&gt; progress towards this goal and can continue to work on=
 it.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; Here is an alternative proposal to any which has been<=
br>
 =A0 =A0 =A0 =A0brought up so<br>
 =A0 =A0 =A0 =A0&gt; far. =A0I&#39;m aware this may not be fully correct in=
 its technical<br>
 =A0 =A0 =A0 =A0&gt; details, as I am not a software architect:<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; Could the partisans of &quot;full&quot; VW interop con=
sider working<br>
 =A0 =A0 =A0 =A0together on<br>
 =A0 =A0 =A0 =A0&gt; a draft specification that is something like the intro=
 or<br>
 =A0 =A0 =A0 =A0David&#39;s<br>
 =A0 =A0 =A0 =A0&gt; piece in scope that lays out which specific capacities=
 would<br>
 =A0 =A0 =A0 =A0need to<br>
 =A0 =A0 =A0 =A0&gt; be supported at a minimum to allow for &quot;full&quot=
; interop, perhaps<br>
 =A0 =A0 =A0 =A0 =A0 getting<br>
 =A0 =A0 =A0 =A0&gt; input from implementers such as the Hypergrid folks an=
d the<br>
 =A0 =A0 =A0 =A0folks who<br>
 =A0 =A0 =A0 =A0&gt; coordinated the teleport test at Linden? =A0Citing exi=
sting<br>
 =A0 =A0 =A0 =A0service<br>
 =A0 =A0 =A0 =A0&gt; specifications (either ones developed within this WG, =
or outside<br>
 =A0 =A0 =A0 =A0&gt; specifications like XML, Collada, etc) is preferred, a=
nd for<br>
 =A0 =A0 =A0 =A0&gt; capabilities for which there are not existing service<=
br>
 =A0 =A0 =A0 =A0specifications<br>
 =A0 =A0 =A0 =A0&gt; or the existing specifications don&#39;t work well eno=
ugh, address<br>
 =A0 =A0 =A0 =A0 =A0 that to<br>
 =A0 =A0 =A0 =A0&gt; lay out a clear roadmap of what must be developed.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; My vision here is that folks who are doing service-lev=
el<br>
 =A0 =A0 =A0 =A0work could<br>
 =A0 =A0 =A0 =A0&gt; continue developing and implementing their individual<=
br>
 =A0 =A0 =A0 =A0services, and<br>
 =A0 =A0 =A0 =A0&gt; the folks who wish to do &quot;full&quot; interop coul=
d define a menu of<br>
 =A0 =A0 =A0 =A0&gt; services which must be implemented for &quot;full&quot=
; interop.<br>
 =A0 =A0 =A0 =A0 Implementers<br>
 =A0 =A0 =A0 =A0&gt; could then choose their path based on their use cases:=
<br>
 =A0 =A0 =A0 =A0implement the<br>
 =A0 =A0 =A0 =A0&gt; &quot;full&quot; interop specification including all t=
he<br>
 =A0 =A0 =A0 =A0specifications called<br>
 =A0 =A0 =A0 =A0&gt; for, or implement individual services. =A0I believe th=
at both<br>
 =A0 =A0 =A0 =A0of these<br>
 =A0 =A0 =A0 =A0&gt; concepts can exist under our existing charter or with =
limited<br>
 =A0 =A0 =A0 =A0&gt; amendment to the charter and intro, which is much easi=
er for<br>
 =A0 =A0 =A0 =A0everyone<br>
 =A0 =A0 =A0 =A0&gt; to agree to than entirely rewriting both, and does not=
 require<br>
 =A0 =A0 =A0 =A0&gt; trashing years of work.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; It seems to me that accomodating &quot;full&quot; inte=
rop only would<br>
 =A0 =A0 =A0 =A0reduce the<br>
 =A0 =A0 =A0 =A0&gt; number of possible implementers and use cases for our =
work<br>
 =A0 =A0 =A0 =A0&gt; dramatically, not to mention cut out a productive body=
 of<br>
 =A0 =A0 =A0 =A0folks in<br>
 =A0 =A0 =A0 =A0&gt; this group who have been contributing an awful lot of<=
br>
 =A0 =A0 =A0 =A0documents and<br>
 =A0 =A0 =A0 =A0&gt; implementing.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; For example, to illustrate my point:<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; From my work as a SL developer focusing in education, =
I know<br>
 =A0 =A0 =A0 =A0 =A0 there&#39;s a<br>
 =A0 =A0 =A0 =A0&gt; substantial use case in K-12 education in the US for w=
alled<br>
 =A0 =A0 =A0 =A0gardens,<br>
 =A0 =A0 =A0 =A0&gt; because schools have big legal liability problems with=
<br>
 =A0 =A0 =A0 =A0letting minors<br>
 =A0 =A0 =A0 =A0&gt; wander unwalled virtual worlds (most school libraries =
in the<br>
 =A0 =A0 =A0 =A0US have<br>
 =A0 =A0 =A0 =A0&gt; internet filters for the same reasons) and have fairly=
 intense<br>
 =A0 =A0 =A0 =A0&gt; supervision requirements which require substantial mod=
eration &amp;<br>
 =A0 =A0 =A0 =A0&gt; surveillance tools. =A0However, a shared asset server =
that<br>
 =A0 =A0 =A0 =A0contains a<br>
 =A0 =A0 =A0 =A0&gt; core of &quot;safe&quot; content might be of interest =
to these folks,<br>
 =A0 =A0 =A0 =A0since<br>
 =A0 =A0 =A0 =A0&gt; educators don&#39;t necessarily need to reinvent the w=
heel for their<br>
 =A0 =A0 =A0 =A0&gt; classrooms every year. =A0This is a really good case f=
or<br>
 =A0 =A0 =A0 =A0service level<br>
 =A0 =A0 =A0 =A0&gt; interop ... implement the asset server specification o=
nly,<br>
 =A0 =A0 =A0 =A0not the<br>
 =A0 =A0 =A0 =A0&gt; &quot;full&quot; one that allows you to teleport to ot=
her worlds.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; On the other hand, universities have far greater inter=
est in<br>
 =A0 =A0 =A0 =A0letting<br>
 =A0 =A0 =A0 =A0&gt; students and professors teleport among university spac=
es (which<br>
 =A0 =A0 =A0 =A0&gt; happens metaphorically in the real world all the time)=
, and<br>
 =A0 =A0 =A0 =A0fewer<br>
 =A0 =A0 =A0 =A0&gt; liability issues. =A0Sharing an asset server might be =
of<br>
 =A0 =A0 =A0 =A0interest to<br>
 =A0 =A0 =A0 =A0&gt; them, but so too might &quot;full&quot; interop. =A0Th=
ey&#39;d want to<br>
 =A0 =A0 =A0 =A0implement the<br>
 =A0 =A0 =A0 =A0&gt; &quot;full&quot; interop specification.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; (Paging Fleep Tuque, are you here to make this case be=
tter<br>
 =A0 =A0 =A0 =A0for me?)<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; TL;DR - Proposal is to amend the charter &amp; intro s=
o that<br>
 =A0 =A0 =A0 =A0they allow<br>
 =A0 =A0 =A0 =A0&gt; the &quot;full&quot; interop people to work in one com=
munity on their<br>
 =A0 =A0 =A0 =A0ideas and<br>
 =A0 =A0 =A0 =A0&gt; the service level interop people to work in parallel o=
n<br>
 =A0 =A0 =A0 =A0their ideas,<br>
 =A0 =A0 =A0 =A0&gt; rather than assuming that one model has to exclusively=
<br>
 =A0 =A0 =A0 =A0dominate the<br>
 =A0 =A0 =A0 =A0&gt; group.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; I will be unavailable to post anything else much lengt=
hy through<br>
 =A0 =A0 =A0 =A0 =A0 3 April,<br>
 =A0 =A0 =A0 =A0&gt; FYI.<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; Katherine<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; --<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0---------------------------------------=
------------------------------------------------------<br>
 =A0 =A0 =A0 =A0&gt; Katherine Mancuso<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; ISIS Inc, Community Manager (<a href=3D"http://www.isi=
s-inc.org" target=3D"_blank">http://www.isis-inc.org</a>)<br>
 =A0 =A0 =A0 =A0&gt; Sex::Tech Conference, Social Media Chair<br>
 =A0 =A0 =A0 =A0(<a href=3D"http://www.sextech.org" target=3D"_blank">http:=
//www.sextech.org</a>)<br>
 =A0 =A0 =A0 =A0&gt; The Vesuvius Group: metaverse community builders<br>
 =A0 =A0 =A0 =A0&gt; (<a href=3D"http://www.thevesuviusgroup.com" target=3D=
"_blank">http://www.thevesuviusgroup.com</a>)<br>
 =A0 =A0 =A0 =A0&gt; GimpGirl Community Liaison (<a href=3D"http://www.gimp=
girl.com" target=3D"_blank">http://www.gimpgirl.com</a>)<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0&gt; <a href=3D"http://twitter.com/musingvirtual" target=3D=
"_blank">http://twitter.com/musingvirtual</a><br>
 =A0 =A0 =A0 =A0&gt; <a href=3D"http://facebook.com/kmancuso" target=3D"_bl=
ank">http://facebook.com/kmancuso</a><br>
 =A0 =A0 =A0 =A0&gt; <a href=3D"http://www.linkedin.com/in/kathymancuso" ta=
rget=3D"_blank">http://www.linkedin.com/in/kathymancuso</a><br>
 =A0 =A0 =A0 =A0&gt; Second Life: Muse Carmona<br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0 =A0---------------------------------------=
-------------------------------------------------------<br>
 =A0 =A0 =A0 =A0&gt; _______________________________________________<br>
 =A0 =A0 =A0 =A0&gt; vwrap mailing list<br>
 =A0 =A0 =A0 =A0&gt; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_bl=
ank">vwrap@ietf.org</a>&gt;<br></div></div>
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_bla=
nk">vwrap@ietf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a>&gt;&gt;<div class=3D"im"><br>
<br>
 =A0 =A0 =A0 =A0&gt; <a href=3D"https://www.ietf.org/mailman/listinfo/vwrap=
" target=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
 =A0 =A0 =A0 =A0&gt;<br>
 =A0 =A0 =A0 =A0 =A0 _______________________________________________<br>
 =A0 =A0 =A0 =A0 =A0 vwrap mailing list<br></div>
 =A0 =A0 =A0 =A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@i=
etf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">=
vwrap@ietf.org</a>&gt; &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=
=3D"_blank">vwrap@ietf.org</a><div class=3D"im">
<br>
 =A0 =A0 =A0 =A0&lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_bla=
nk">vwrap@ietf.org</a>&gt;&gt;<br>
<br>
 =A0 =A0 =A0 =A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" tar=
get=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
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<br>
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 =A0 =A0 =A0 =A0_______________________________________________<br>
 =A0 =A0 =A0 =A0vwrap mailing list<br>
 =A0 =A0 =A0 =A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@i=
etf.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">=
vwrap@ietf.org</a>&gt;<br>
 =A0 =A0 =A0 =A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" tar=
get=3D"_blank">https://www.ietf.org/mailman/listinfo/vwrap</a><br>
<br>
<br></div><div class=3D"im">
 =A0 =A0-- <br>
 =A0 =A0Sean Hennessee<br>
 =A0 =A0Central Computing Support<br>
 =A0 =A0Office of Information Technology<br>
 =A0 =A0UC Irvine<br>
<br>
<br>
 =A0 =A0... . .- -. / =A0.... . -. -. . ... ... . .<br>
<br>
 =A0 =A0_______________________________________________<br>
 =A0 =A0vwrap mailing list<br>
 =A0 =A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org<=
/a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ie=
tf.org</a>&gt;<br>
 =A0 =A0<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_=
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_______________________________________________<br>
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<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br>
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ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
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From vaughn.deluca@gmail.com  Thu Mar 31 07:32:29 2011
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Morgaine,

Thanks a lot for the explanation, i now realise that "service level
interoperability is an existing technical term, and  not something
that was manufactured on the fly here in the group...my bad.

I will update my definition in the glossary a bit, (and use an existing source).
In the process of doing my homework, and reading up on the topic, i
stumbled over a very  interesting piece on the web that i would like
to bring up here for discussion.

It is a powerpoint presentation with teaching material from the OGCII
(Open Geospatial Consortium Interoperability Institute).  Processing
Geospatial data appears to have many problems in common with our
virtual worlds. See:
http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint download)

The core idea is simple. A standard intermediate data format, that is
used to match possibly very disparate datasets (like our assets from
different virtual worlds) and some mechanisms to extend this.

I might have missed this, but it seems to me that this concept has up
till now not figured this explicitly in our thinking. It would be good
if people on this list have a look at this material, if only to point
out that it matches closely to stuff we *did*specify, or alternatively
why it is *not* applicable to our case, and bad idea.  However,  I
think it is very useful, and could easily be adapted for the VWRAP
problem domain with its many disparate and  distributed data sources.

It anyhow nicely addresses the differences between working service
level interoperability and the semantic mismatch you mentioned.

--Vaughn

On 3/31/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
> Very well put, Vaughn.
>
> Regarding "service level interoperability", it's not really a subset of VW
> interoperability at all, but lies orthogonal to it because it is a property
> of all multipart systems that implement services.  I'll try to explain.
>
> Client-server systems for example have at least two distinct parts with
> distinct roles, server(s) and client(s).  Service-level interoperability
> typically consists of designing and specifying the protocols or interfaces
> between them in such a way that any part of the system is interchangeable
> with another equivalent part that performs the same role, say from a
> different manufacturer, and the system as a whole still continues to work
> normally.
>
> This rarely needs to be honored with a fancy title such as "service level
> interoperability" in these days of IETF standards and highly cross-platform
> web applications.  Historically however, applications did not behave quite
> so nicely, and vendors often sought to lock customers in with hidden
> proprietary interfaces, so there was a need for adding "service level
> interoperability" to the tendering documentation in days gone by, to avoid
> surprises later on.
>
> Today, the need for that has almost disappeared, and if your online service
> has a documented protocol interface then "service level interoperability" is
> virtually assured without doing anything at all, assuming normal commonsense
> has prevailed during development (and there is no deliberate obfuscation of
> course).  There is only one other area of this topic where a little more
> needs to be said.
>
> Protocol messages can normally be validated syntactically to a strong
> degree, and whether a message is correct or not is normally known
> immediately upon syntactic validation.  Unfortunately, that is not always
> the end of the story, because protocols can transport complex data items
> which are valid syntactically yet invalid semantically.
>
> This is the last vestige of where that term is commonly encountered,
> as *Service
> Level Semantic Interoperability*.  Is it relevant to us?  Yes, a little.
> For example, it would do us no good to transport Collada meshes from an
> asset service to a client that tries to render them as some other graphics
> format --- that would create a semantic mishap, because one party thinks
> that the items means one thing and another party applies a different
> semantic.  So yes, there is a little more for us to consider here, but it's
> not a lot.  In most part we have already stated the solution every time that
> we have mentioned MIME types for describing content.  This is mostly a
> solved problem.
>
> There may be one or two other areas where we have to specify the required
> semantic alongside the simple matter of protocol syntax, but that's a
> standard part of defining protocols.  There is nothing really new here.
>
> Lastly, service level interoperability focuses entirely on single services
> and their clients, so it's unrelated to interoperability between multiple
> services, such as a set of virtual world services.  This means that, apart
> from defining type semantics, it doesn't get us even a step closer towards
> interop between virtual worlds.
>
>
> Morgaine.
>
>
>
>
>
>
> ==========================
>
> On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca
> <vaughn.deluca@gmail.com>wrote:
>
>> Katherine wrote:
>> >It seems to me that accomodating "full" interop only would reduce the
>> >number of possible implementers and use cases for our work
>>
>> I am sure that nobody  suggested to we restrict ourselves to "full"
>> interop only.
>> "Service level interop" is clearly subset of VW interoperability. You
>> can't have VW interoperability without service level interoperability!
>> However, If i understand Morgaine right, she is worried that the VWRAP
>> specs will be *restricted* to service level interop only.
>>
>> It has been argued (sorry, I forgot by whom) that proper
>> specifications of service level interop will give us virtual world
>> interop for free. I think we need a bit more, but i really have a hard
>> time envisioning how service level interop can be specified in such a
>> way that it *prevents* VW interop, at least not if we pay attention to
>> this aspect, and clearly we do. So in conclusion i do not see much of
>> a problem.
>>
>> Izzy wrote in another tread "This whole argument between service level
>> interop and 'full' interop eludes me." At first it eluded me to, but
>> now i think that what is actually expressed in these discussions is
>> the question of the scope of our effort as well as design approach.
>> Some prefer to work bottom up, following their primary interests in
>> getting the low level protocols working, especially since that will
>> already be good enough for (all?) of their use cases . Some prefer a
>> more top-down approach, first sketching the high level picture of the
>> users perception of VW interop,  and from there working downwards,
>> obviously also because that approach optimises the realisation of
>> *their* use cases.
>>
>> I think we need both, and above all, i do feel that the two approaches
>> are not al all incompatible and both are without any doubt square
>> within the current charter.
>> Formally splitting our effort in two working parties along the current
>> visible fissures and getting each to work on their own interest is a
>> recipe for disaster. It will only strengthen the animosity that is
>> already slowing us down tremendously, and will sustain the infighting.
>> Rather than spitting efforts off, we need to address the causes for
>> the current disagreement and found common ground.  In my view that is
>> not all all hard.
>>
>> I have been reviewing the discussion we had in September and i am
>> actually amazed at the level of consensus that is expressed in those
>> email exchanges. Unfortuanately we have been very bad at consolidating
>> that consensus. As a result we recycle the same problems time and time
>> again. The archives make very depressing reading from that point of
>> view. We need to do more documentation for sure.
>>
>> I am currently going over the September discussion and looking up the
>> places were we all agreed on the way forward.  Much of that is still
>> undocumented, and my aim is to get those points written down in the
>> wiki.
>>
>> As i final point i want to make clear how I understand the term
>> "Service Level Interop". I used the term, and since the glosary entry
>> is still emtpy, i feel obliged to add at least my personal reading. If
>> somebody disagrees, please add an improved version.
>>
>> Service level interoperability:
>>        A subset of "Virtual World Interoperability" as defined by the
>> VWRAP
>> protocol. Service level interoperabity loosely describes specific
>> interactions between VWRAP endpoints. These inteactions form the glue
>> that hold a particular virtual world together, but might just as well
>> be used for communication between different VWRAP compatible virtual
>> worlds (i.e. crossing trust domains).
>>
>> I intend to put this up in the glossary, but first will see how it
>> flies here  :)
>>
>> On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
>> > Hi everyone,
>> >
>> > I want to speak up for agreeing with Meadhbh & Mike about keeping a
>> > role for service level interop in this group.  We've made good
>> > progress towards this goal and can continue to work on it.
>> >
>> > Here is an alternative proposal to any which has been brought up so
>> > far.  I'm aware this may not be fully correct in its technical
>> > details, as I am not a software architect:
>> >
>> > Could the partisans of "full" VW interop consider working together on
>> > a draft specification that is something like the intro or David's
>> > piece in scope that lays out which specific capacities would need to
>> > be supported at a minimum to allow for "full" interop, perhaps getting
>> > input from implementers such as the Hypergrid folks and the folks who
>> > coordinated the teleport test at Linden?  Citing existing service
>> > specifications (either ones developed within this WG, or outside
>> > specifications like XML, Collada, etc) is preferred, and for
>> > capabilities for which there are not existing service specifications
>> > or the existing specifications don't work well enough, address that to
>> > lay out a clear roadmap of what must be developed.
>> >
>> > My vision here is that folks who are doing service-level work could
>> > continue developing and implementing their individual services, and
>> > the folks who wish to do "full" interop could define a menu of
>> > services which must be implemented for "full" interop.  Implementers
>> > could then choose their path based on their use cases: implement the
>> > "full" interop specification including all the specifications called
>> > for, or implement individual services.  I believe that both of these
>> > concepts can exist under our existing charter or with limited
>> > amendment to the charter and intro, which is much easier for everyone
>> > to agree to than entirely rewriting both, and does not require
>> > trashing years of work.
>> >
>> > It seems to me that accomodating "full" interop only would reduce the
>> > number of possible implementers and use cases for our work
>> > dramatically, not to mention cut out a productive body of folks in
>> > this group who have been contributing an awful lot of documents and
>> > implementing.
>> >
>> > For example, to illustrate my point:
>> >
>> > From my work as a SL developer focusing in education, I know there's a
>> > substantial use case in K-12 education in the US for walled gardens,
>> > because schools have big legal liability problems with letting minors
>> > wander unwalled virtual worlds (most school libraries in the US have
>> > internet filters for the same reasons) and have fairly intense
>> > supervision requirements which require substantial moderation &
>> > surveillance tools.  However, a shared asset server that contains a
>> > core of "safe" content might be of interest to these folks, since
>> > educators don't necessarily need to reinvent the wheel for their
>> > classrooms every year.  This is a really good case for service level
>> > interop ... implement the asset server specification only, not the
>> > "full" one that allows you to teleport to other worlds.
>> >
>> > On the other hand, universities have far greater interest in letting
>> > students and professors teleport among university spaces (which
>> > happens metaphorically in the real world all the time), and fewer
>> > liability issues.  Sharing an asset server might be of interest to
>> > them, but so too might "full" interop.  They'd want to implement the
>> > "full" interop specification.
>> >
>> > (Paging Fleep Tuque, are you here to make this case better for me?)
>> >
>> > TL;DR - Proposal is to amend the charter & intro so that they allow
>> > the "full" interop people to work in one community on their ideas and
>> > the service level interop people to work in parallel on their ideas,
>> > rather than assuming that one model has to exclusively dominate the
>> > group.
>> >
>> > I will be unavailable to post anything else much lengthy through 3
>> > April,
>> > FYI.
>> >
>> > Katherine
>> >
>> > --
>> >
>> ---------------------------------------------------------------------------------------------
>> > Katherine Mancuso
>> >
>> > ISIS Inc, Community Manager (http://www.isis-inc.org)
>> > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
>> > The Vesuvius Group: metaverse community builders
>> > (http://www.thevesuviusgroup.com)
>> > GimpGirl Community Liaison (http://www.gimpgirl.com)
>> >
>> > http://twitter.com/musingvirtual
>> > http://facebook.com/kmancuso
>> > http://www.linkedin.com/in/kathymancuso
>> > Second Life: Muse Carmona
>> >
>> ----------------------------------------------------------------------------------------------
>> > _______________________________________________
>> > vwrap mailing list
>> > vwrap@ietf.org
>> > https://www.ietf.org/mailman/listinfo/vwrap
>> >
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>

From morgaine.dinova@googlemail.com  Thu Mar 31 07:58:54 2011
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That sounds interesting, Vaughn.

Unfortunately my Firefox browser and Gmail on Linux appear to have a
semantic problem with Powerpoint, despite the success of Service Level
(Syntactic) Interoperability because it is a recognized type.  Is the OGCII
material available in any other format?

:P


Morgaine.




==========================

On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> Morgaine,
>
> Thanks a lot for the explanation, i now realise that "service level
> interoperability is an existing technical term, and  not something
> that was manufactured on the fly here in the group...my bad.
>
> I will update my definition in the glossary a bit, (and use an existing
> source).
> In the process of doing my homework, and reading up on the topic, i
> stumbled over a very  interesting piece on the web that i would like
> to bring up here for discussion.
>
> It is a powerpoint presentation with teaching material from the OGCII
> (Open Geospatial Consortium Interoperability Institute).  Processing
> Geospatial data appears to have many problems in common with our
> virtual worlds. See:
> http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint
> download)
>
> The core idea is simple. A standard intermediate data format, that is
> used to match possibly very disparate datasets (like our assets from
> different virtual worlds) and some mechanisms to extend this.
>
> I might have missed this, but it seems to me that this concept has up
> till now not figured this explicitly in our thinking. It would be good
> if people on this list have a look at this material, if only to point
> out that it matches closely to stuff we *did*specify, or alternatively
> why it is *not* applicable to our case, and bad idea.  However,  I
> think it is very useful, and could easily be adapted for the VWRAP
> problem domain with its many disparate and  distributed data sources.
>
> It anyhow nicely addresses the differences between working service
> level interoperability and the semantic mismatch you mentioned.
>
> --Vaughn
>
> On 3/31/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
> > Very well put, Vaughn.
> >
> > Regarding "service level interoperability", it's not really a subset of
> VW
> > interoperability at all, but lies orthogonal to it because it is a
> property
> > of all multipart systems that implement services.  I'll try to explain.
> >
> > Client-server systems for example have at least two distinct parts with
> > distinct roles, server(s) and client(s).  Service-level interoperability
> > typically consists of designing and specifying the protocols or
> interfaces
> > between them in such a way that any part of the system is interchangeable
> > with another equivalent part that performs the same role, say from a
> > different manufacturer, and the system as a whole still continues to work
> > normally.
> >
> > This rarely needs to be honored with a fancy title such as "service level
> > interoperability" in these days of IETF standards and highly
> cross-platform
> > web applications.  Historically however, applications did not behave
> quite
> > so nicely, and vendors often sought to lock customers in with hidden
> > proprietary interfaces, so there was a need for adding "service level
> > interoperability" to the tendering documentation in days gone by, to
> avoid
> > surprises later on.
> >
> > Today, the need for that has almost disappeared, and if your online
> service
> > has a documented protocol interface then "service level interoperability"
> is
> > virtually assured without doing anything at all, assuming normal
> commonsense
> > has prevailed during development (and there is no deliberate obfuscation
> of
> > course).  There is only one other area of this topic where a little more
> > needs to be said.
> >
> > Protocol messages can normally be validated syntactically to a strong
> > degree, and whether a message is correct or not is normally known
> > immediately upon syntactic validation.  Unfortunately, that is not always
> > the end of the story, because protocols can transport complex data items
> > which are valid syntactically yet invalid semantically.
> >
> > This is the last vestige of where that term is commonly encountered,
> > as *Service
> > Level Semantic Interoperability*.  Is it relevant to us?  Yes, a little.
> > For example, it would do us no good to transport Collada meshes from an
> > asset service to a client that tries to render them as some other
> graphics
> > format --- that would create a semantic mishap, because one party thinks
> > that the items means one thing and another party applies a different
> > semantic.  So yes, there is a little more for us to consider here, but
> it's
> > not a lot.  In most part we have already stated the solution every time
> that
> > we have mentioned MIME types for describing content.  This is mostly a
> > solved problem.
> >
> > There may be one or two other areas where we have to specify the required
> > semantic alongside the simple matter of protocol syntax, but that's a
> > standard part of defining protocols.  There is nothing really new here.
> >
> > Lastly, service level interoperability focuses entirely on single
> services
> > and their clients, so it's unrelated to interoperability between multiple
> > services, such as a set of virtual world services.  This means that,
> apart
> > from defining type semantics, it doesn't get us even a step closer
> towards
> > interop between virtual worlds.
> >
> >
> > Morgaine.
> >
> >
> >
> >
> >
> >
> > ==========================
> >
> > On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca
> > <vaughn.deluca@gmail.com>wrote:
> >
> >> Katherine wrote:
> >> >It seems to me that accomodating "full" interop only would reduce the
> >> >number of possible implementers and use cases for our work
> >>
> >> I am sure that nobody  suggested to we restrict ourselves to "full"
> >> interop only.
> >> "Service level interop" is clearly subset of VW interoperability. You
> >> can't have VW interoperability without service level interoperability!
> >> However, If i understand Morgaine right, she is worried that the VWRAP
> >> specs will be *restricted* to service level interop only.
> >>
> >> It has been argued (sorry, I forgot by whom) that proper
> >> specifications of service level interop will give us virtual world
> >> interop for free. I think we need a bit more, but i really have a hard
> >> time envisioning how service level interop can be specified in such a
> >> way that it *prevents* VW interop, at least not if we pay attention to
> >> this aspect, and clearly we do. So in conclusion i do not see much of
> >> a problem.
> >>
> >> Izzy wrote in another tread "This whole argument between service level
> >> interop and 'full' interop eludes me." At first it eluded me to, but
> >> now i think that what is actually expressed in these discussions is
> >> the question of the scope of our effort as well as design approach.
> >> Some prefer to work bottom up, following their primary interests in
> >> getting the low level protocols working, especially since that will
> >> already be good enough for (all?) of their use cases . Some prefer a
> >> more top-down approach, first sketching the high level picture of the
> >> users perception of VW interop,  and from there working downwards,
> >> obviously also because that approach optimises the realisation of
> >> *their* use cases.
> >>
> >> I think we need both, and above all, i do feel that the two approaches
> >> are not al all incompatible and both are without any doubt square
> >> within the current charter.
> >> Formally splitting our effort in two working parties along the current
> >> visible fissures and getting each to work on their own interest is a
> >> recipe for disaster. It will only strengthen the animosity that is
> >> already slowing us down tremendously, and will sustain the infighting.
> >> Rather than spitting efforts off, we need to address the causes for
> >> the current disagreement and found common ground.  In my view that is
> >> not all all hard.
> >>
> >> I have been reviewing the discussion we had in September and i am
> >> actually amazed at the level of consensus that is expressed in those
> >> email exchanges. Unfortuanately we have been very bad at consolidating
> >> that consensus. As a result we recycle the same problems time and time
> >> again. The archives make very depressing reading from that point of
> >> view. We need to do more documentation for sure.
> >>
> >> I am currently going over the September discussion and looking up the
> >> places were we all agreed on the way forward.  Much of that is still
> >> undocumented, and my aim is to get those points written down in the
> >> wiki.
> >>
> >> As i final point i want to make clear how I understand the term
> >> "Service Level Interop". I used the term, and since the glosary entry
> >> is still emtpy, i feel obliged to add at least my personal reading. If
> >> somebody disagrees, please add an improved version.
> >>
> >> Service level interoperability:
> >>        A subset of "Virtual World Interoperability" as defined by the
> >> VWRAP
> >> protocol. Service level interoperabity loosely describes specific
> >> interactions between VWRAP endpoints. These inteactions form the glue
> >> that hold a particular virtual world together, but might just as well
> >> be used for communication between different VWRAP compatible virtual
> >> worlds (i.e. crossing trust domains).
> >>
> >> I intend to put this up in the glossary, but first will see how it
> >> flies here  :)
> >>
> >> On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
> >> > Hi everyone,
> >> >
> >> > I want to speak up for agreeing with Meadhbh & Mike about keeping a
> >> > role for service level interop in this group.  We've made good
> >> > progress towards this goal and can continue to work on it.
> >> >
> >> > Here is an alternative proposal to any which has been brought up so
> >> > far.  I'm aware this may not be fully correct in its technical
> >> > details, as I am not a software architect:
> >> >
> >> > Could the partisans of "full" VW interop consider working together on
> >> > a draft specification that is something like the intro or David's
> >> > piece in scope that lays out which specific capacities would need to
> >> > be supported at a minimum to allow for "full" interop, perhaps getting
> >> > input from implementers such as the Hypergrid folks and the folks who
> >> > coordinated the teleport test at Linden?  Citing existing service
> >> > specifications (either ones developed within this WG, or outside
> >> > specifications like XML, Collada, etc) is preferred, and for
> >> > capabilities for which there are not existing service specifications
> >> > or the existing specifications don't work well enough, address that to
> >> > lay out a clear roadmap of what must be developed.
> >> >
> >> > My vision here is that folks who are doing service-level work could
> >> > continue developing and implementing their individual services, and
> >> > the folks who wish to do "full" interop could define a menu of
> >> > services which must be implemented for "full" interop.  Implementers
> >> > could then choose their path based on their use cases: implement the
> >> > "full" interop specification including all the specifications called
> >> > for, or implement individual services.  I believe that both of these
> >> > concepts can exist under our existing charter or with limited
> >> > amendment to the charter and intro, which is much easier for everyone
> >> > to agree to than entirely rewriting both, and does not require
> >> > trashing years of work.
> >> >
> >> > It seems to me that accomodating "full" interop only would reduce the
> >> > number of possible implementers and use cases for our work
> >> > dramatically, not to mention cut out a productive body of folks in
> >> > this group who have been contributing an awful lot of documents and
> >> > implementing.
> >> >
> >> > For example, to illustrate my point:
> >> >
> >> > From my work as a SL developer focusing in education, I know there's a
> >> > substantial use case in K-12 education in the US for walled gardens,
> >> > because schools have big legal liability problems with letting minors
> >> > wander unwalled virtual worlds (most school libraries in the US have
> >> > internet filters for the same reasons) and have fairly intense
> >> > supervision requirements which require substantial moderation &
> >> > surveillance tools.  However, a shared asset server that contains a
> >> > core of "safe" content might be of interest to these folks, since
> >> > educators don't necessarily need to reinvent the wheel for their
> >> > classrooms every year.  This is a really good case for service level
> >> > interop ... implement the asset server specification only, not the
> >> > "full" one that allows you to teleport to other worlds.
> >> >
> >> > On the other hand, universities have far greater interest in letting
> >> > students and professors teleport among university spaces (which
> >> > happens metaphorically in the real world all the time), and fewer
> >> > liability issues.  Sharing an asset server might be of interest to
> >> > them, but so too might "full" interop.  They'd want to implement the
> >> > "full" interop specification.
> >> >
> >> > (Paging Fleep Tuque, are you here to make this case better for me?)
> >> >
> >> > TL;DR - Proposal is to amend the charter & intro so that they allow
> >> > the "full" interop people to work in one community on their ideas and
> >> > the service level interop people to work in parallel on their ideas,
> >> > rather than assuming that one model has to exclusively dominate the
> >> > group.
> >> >
> >> > I will be unavailable to post anything else much lengthy through 3
> >> > April,
> >> > FYI.
> >> >
> >> > Katherine
> >> >
> >> > --
> >> >
> >>
> ---------------------------------------------------------------------------------------------
> >> > Katherine Mancuso
> >> >
> >> > ISIS Inc, Community Manager (http://www.isis-inc.org)
> >> > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
> >> > The Vesuvius Group: metaverse community builders
> >> > (http://www.thevesuviusgroup.com)
> >> > GimpGirl Community Liaison (http://www.gimpgirl.com)
> >> >
> >> > http://twitter.com/musingvirtual
> >> > http://facebook.com/kmancuso
> >> > http://www.linkedin.com/in/kathymancuso
> >> > Second Life: Muse Carmona
> >> >
> >>
> ----------------------------------------------------------------------------------------------
> >> > _______________________________________________
> >> > vwrap mailing list
> >> > vwrap@ietf.org
> >> > https://www.ietf.org/mailman/listinfo/vwrap
> >> >
> >> _______________________________________________
> >> vwrap mailing list
> >> vwrap@ietf.org
> >> https://www.ietf.org/mailman/listinfo/vwrap
> >>
> >
>

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Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

That sounds interesting, Vaughn.<br><br>Unfortunately my Firefox browser an=
d Gmail on Linux appear to have a semantic problem with Powerpoint, despite=
 the success of Service Level (Syntactic) Interoperability because it is a =
recognized type.=A0 Is the OGCII material available in any other format?<br=
>
<br>:P<br><br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gm=
ail_quote">On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca <span dir=3D"ltr"=
>&lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com</a>=
&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Morgaine,<br>
<br>
Thanks a lot for the explanation, i now realise that &quot;service level<br=
>
interoperability is an existing technical term, and =A0not something<br>
that was manufactured on the fly here in the group...my bad.<br>
<br>
I will update my definition in the glossary a bit, (and use an existing sou=
rce).<br>
In the process of doing my homework, and reading up on the topic, i<br>
stumbled over a very =A0interesting piece on the web that i would like<br>
to bring up here for discussion.<br>
<br>
It is a powerpoint presentation with teaching material from the OGCII<br>
(Open Geospatial Consortium Interoperability Institute). =A0Processing<br>
Geospatial data appears to have many problems in common with our<br>
virtual worlds. See:<br>
<a href=3D"http://portal.ogcii.org/files/?artifact_id=3D168" target=3D"_bla=
nk">http://portal.ogcii.org/files/?artifact_id=3D168</a> =A0 (warning: powe=
rpoint download)<br>
<br>
The core idea is simple. A standard intermediate data format, that is<br>
used to match possibly very disparate datasets (like our assets from<br>
different virtual worlds) and some mechanisms to extend this.<br>
<br>
I might have missed this, but it seems to me that this concept has up<br>
till now not figured this explicitly in our thinking. It would be good<br>
if people on this list have a look at this material, if only to point<br>
out that it matches closely to stuff we *did*specify, or alternatively<br>
why it is *not* applicable to our case, and bad idea. =A0However, =A0I<br>
think it is very useful, and could easily be adapted for the VWRAP<br>
problem domain with its many disparate and =A0distributed data sources.<br>
<br>
It anyhow nicely addresses the differences between working service<br>
level interoperability and the semantic mismatch you mentioned.<br>
<font color=3D"#888888"><br>
--Vaughn<br>
</font><div><div></div><div class=3D"h5"><br>
On 3/31/11, Morgaine &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">=
morgaine.dinova@googlemail.com</a>&gt; wrote:<br>
&gt; Very well put, Vaughn.<br>
&gt;<br>
&gt; Regarding &quot;service level interoperability&quot;, it&#39;s not rea=
lly a subset of VW<br>
&gt; interoperability at all, but lies orthogonal to it because it is a pro=
perty<br>
&gt; of all multipart systems that implement services. =A0I&#39;ll try to e=
xplain.<br>
&gt;<br>
&gt; Client-server systems for example have at least two distinct parts wit=
h<br>
&gt; distinct roles, server(s) and client(s). =A0Service-level interoperabi=
lity<br>
&gt; typically consists of designing and specifying the protocols or interf=
aces<br>
&gt; between them in such a way that any part of the system is interchangea=
ble<br>
&gt; with another equivalent part that performs the same role, say from a<b=
r>
&gt; different manufacturer, and the system as a whole still continues to w=
ork<br>
&gt; normally.<br>
&gt;<br>
&gt; This rarely needs to be honored with a fancy title such as &quot;servi=
ce level<br>
&gt; interoperability&quot; in these days of IETF standards and highly cros=
s-platform<br>
&gt; web applications. =A0Historically however, applications did not behave=
 quite<br>
&gt; so nicely, and vendors often sought to lock customers in with hidden<b=
r>
&gt; proprietary interfaces, so there was a need for adding &quot;service l=
evel<br>
&gt; interoperability&quot; to the tendering documentation in days gone by,=
 to avoid<br>
&gt; surprises later on.<br>
&gt;<br>
&gt; Today, the need for that has almost disappeared, and if your online se=
rvice<br>
&gt; has a documented protocol interface then &quot;service level interoper=
ability&quot; is<br>
&gt; virtually assured without doing anything at all, assuming normal commo=
nsense<br>
&gt; has prevailed during development (and there is no deliberate obfuscati=
on of<br>
&gt; course). =A0There is only one other area of this topic where a little =
more<br>
&gt; needs to be said.<br>
&gt;<br>
&gt; Protocol messages can normally be validated syntactically to a strong<=
br>
&gt; degree, and whether a message is correct or not is normally known<br>
&gt; immediately upon syntactic validation. =A0Unfortunately, that is not a=
lways<br>
&gt; the end of the story, because protocols can transport complex data ite=
ms<br>
&gt; which are valid syntactically yet invalid semantically.<br>
&gt;<br>
&gt; This is the last vestige of where that term is commonly encountered,<b=
r>
&gt; as *Service<br>
&gt; Level Semantic Interoperability*. =A0Is it relevant to us? =A0Yes, a l=
ittle.<br>
&gt; For example, it would do us no good to transport Collada meshes from a=
n<br>
&gt; asset service to a client that tries to render them as some other grap=
hics<br>
&gt; format --- that would create a semantic mishap, because one party thin=
ks<br>
&gt; that the items means one thing and another party applies a different<b=
r>
&gt; semantic. =A0So yes, there is a little more for us to consider here, b=
ut it&#39;s<br>
&gt; not a lot. =A0In most part we have already stated the solution every t=
ime that<br>
&gt; we have mentioned MIME types for describing content. =A0This is mostly=
 a<br>
&gt; solved problem.<br>
&gt;<br>
&gt; There may be one or two other areas where we have to specify the requi=
red<br>
&gt; semantic alongside the simple matter of protocol syntax, but that&#39;=
s a<br>
&gt; standard part of defining protocols. =A0There is nothing really new he=
re.<br>
&gt;<br>
&gt; Lastly, service level interoperability focuses entirely on single serv=
ices<br>
&gt; and their clients, so it&#39;s unrelated to interoperability between m=
ultiple<br>
&gt; services, such as a set of virtual world services. =A0This means that,=
 apart<br>
&gt; from defining type semantics, it doesn&#39;t get us even a step closer=
 towards<br>
&gt; interop between virtual worlds.<br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D<br>
&gt;<br>
&gt; On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca<br>
&gt; &lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gmail.com=
</a>&gt;wrote:<br>
&gt;<br>
&gt;&gt; Katherine wrote:<br>
&gt;&gt; &gt;It seems to me that accomodating &quot;full&quot; interop only=
 would reduce the<br>
&gt;&gt; &gt;number of possible implementers and use cases for our work<br>
&gt;&gt;<br>
&gt;&gt; I am sure that nobody =A0suggested to we restrict ourselves to &qu=
ot;full&quot;<br>
&gt;&gt; interop only.<br>
&gt;&gt; &quot;Service level interop&quot; is clearly subset of VW interope=
rability. You<br>
&gt;&gt; can&#39;t have VW interoperability without service level interoper=
ability!<br>
&gt;&gt; However, If i understand Morgaine right, she is worried that the V=
WRAP<br>
&gt;&gt; specs will be *restricted* to service level interop only.<br>
&gt;&gt;<br>
&gt;&gt; It has been argued (sorry, I forgot by whom) that proper<br>
&gt;&gt; specifications of service level interop will give us virtual world=
<br>
&gt;&gt; interop for free. I think we need a bit more, but i really have a =
hard<br>
&gt;&gt; time envisioning how service level interop can be specified in suc=
h a<br>
&gt;&gt; way that it *prevents* VW interop, at least not if we pay attentio=
n to<br>
&gt;&gt; this aspect, and clearly we do. So in conclusion i do not see much=
 of<br>
&gt;&gt; a problem.<br>
&gt;&gt;<br>
&gt;&gt; Izzy wrote in another tread &quot;This whole argument between serv=
ice level<br>
&gt;&gt; interop and &#39;full&#39; interop eludes me.&quot; At first it el=
uded me to, but<br>
&gt;&gt; now i think that what is actually expressed in these discussions i=
s<br>
&gt;&gt; the question of the scope of our effort as well as design approach=
.<br>
&gt;&gt; Some prefer to work bottom up, following their primary interests i=
n<br>
&gt;&gt; getting the low level protocols working, especially since that wil=
l<br>
&gt;&gt; already be good enough for (all?) of their use cases . Some prefer=
 a<br>
&gt;&gt; more top-down approach, first sketching the high level picture of =
the<br>
&gt;&gt; users perception of VW interop, =A0and from there working downward=
s,<br>
&gt;&gt; obviously also because that approach optimises the realisation of<=
br>
&gt;&gt; *their* use cases.<br>
&gt;&gt;<br>
&gt;&gt; I think we need both, and above all, i do feel that the two approa=
ches<br>
&gt;&gt; are not al all incompatible and both are without any doubt square<=
br>
&gt;&gt; within the current charter.<br>
&gt;&gt; Formally splitting our effort in two working parties along the cur=
rent<br>
&gt;&gt; visible fissures and getting each to work on their own interest is=
 a<br>
&gt;&gt; recipe for disaster. It will only strengthen the animosity that is=
<br>
&gt;&gt; already slowing us down tremendously, and will sustain the infight=
ing.<br>
&gt;&gt; Rather than spitting efforts off, we need to address the causes fo=
r<br>
&gt;&gt; the current disagreement and found common ground. =A0In my view th=
at is<br>
&gt;&gt; not all all hard.<br>
&gt;&gt;<br>
&gt;&gt; I have been reviewing the discussion we had in September and i am<=
br>
&gt;&gt; actually amazed at the level of consensus that is expressed in tho=
se<br>
&gt;&gt; email exchanges. Unfortuanately we have been very bad at consolida=
ting<br>
&gt;&gt; that consensus. As a result we recycle the same problems time and =
time<br>
&gt;&gt; again. The archives make very depressing reading from that point o=
f<br>
&gt;&gt; view. We need to do more documentation for sure.<br>
&gt;&gt;<br>
&gt;&gt; I am currently going over the September discussion and looking up =
the<br>
&gt;&gt; places were we all agreed on the way forward. =A0Much of that is s=
till<br>
&gt;&gt; undocumented, and my aim is to get those points written down in th=
e<br>
&gt;&gt; wiki.<br>
&gt;&gt;<br>
&gt;&gt; As i final point i want to make clear how I understand the term<br=
>
&gt;&gt; &quot;Service Level Interop&quot;. I used the term, and since the =
glosary entry<br>
&gt;&gt; is still emtpy, i feel obliged to add at least my personal reading=
. If<br>
&gt;&gt; somebody disagrees, please add an improved version.<br>
&gt;&gt;<br>
&gt;&gt; Service level interoperability:<br>
&gt;&gt; =A0 =A0 =A0 =A0A subset of &quot;Virtual World Interoperability&qu=
ot; as defined by the<br>
&gt;&gt; VWRAP<br>
&gt;&gt; protocol. Service level interoperabity loosely describes specific<=
br>
&gt;&gt; interactions between VWRAP endpoints. These inteactions form the g=
lue<br>
&gt;&gt; that hold a particular virtual world together, but might just as w=
ell<br>
&gt;&gt; be used for communication between different VWRAP compatible virtu=
al<br>
&gt;&gt; worlds (i.e. crossing trust domains).<br>
&gt;&gt;<br>
&gt;&gt; I intend to put this up in the glossary, but first will see how it=
<br>
&gt;&gt; flies here =A0:)<br>
&gt;&gt;<br>
&gt;&gt; On 3/29/11, Katherine Mancuso &lt;<a href=3D"mailto:kmancuso@gmail=
.com">kmancuso@gmail.com</a>&gt; wrote:<br>
&gt;&gt; &gt; Hi everyone,<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; I want to speak up for agreeing with Meadhbh &amp; Mike about=
 keeping a<br>
&gt;&gt; &gt; role for service level interop in this group. =A0We&#39;ve ma=
de good<br>
&gt;&gt; &gt; progress towards this goal and can continue to work on it.<br=
>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Here is an alternative proposal to any which has been brought=
 up so<br>
&gt;&gt; &gt; far. =A0I&#39;m aware this may not be fully correct in its te=
chnical<br>
&gt;&gt; &gt; details, as I am not a software architect:<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Could the partisans of &quot;full&quot; VW interop consider w=
orking together on<br>
&gt;&gt; &gt; a draft specification that is something like the intro or Dav=
id&#39;s<br>
&gt;&gt; &gt; piece in scope that lays out which specific capacities would =
need to<br>
&gt;&gt; &gt; be supported at a minimum to allow for &quot;full&quot; inter=
op, perhaps getting<br>
&gt;&gt; &gt; input from implementers such as the Hypergrid folks and the f=
olks who<br>
&gt;&gt; &gt; coordinated the teleport test at Linden? =A0Citing existing s=
ervice<br>
&gt;&gt; &gt; specifications (either ones developed within this WG, or outs=
ide<br>
&gt;&gt; &gt; specifications like XML, Collada, etc) is preferred, and for<=
br>
&gt;&gt; &gt; capabilities for which there are not existing service specifi=
cations<br>
&gt;&gt; &gt; or the existing specifications don&#39;t work well enough, ad=
dress that to<br>
&gt;&gt; &gt; lay out a clear roadmap of what must be developed.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; My vision here is that folks who are doing service-level work=
 could<br>
&gt;&gt; &gt; continue developing and implementing their individual service=
s, and<br>
&gt;&gt; &gt; the folks who wish to do &quot;full&quot; interop could defin=
e a menu of<br>
&gt;&gt; &gt; services which must be implemented for &quot;full&quot; inter=
op. =A0Implementers<br>
&gt;&gt; &gt; could then choose their path based on their use cases: implem=
ent the<br>
&gt;&gt; &gt; &quot;full&quot; interop specification including all the spec=
ifications called<br>
&gt;&gt; &gt; for, or implement individual services. =A0I believe that both=
 of these<br>
&gt;&gt; &gt; concepts can exist under our existing charter or with limited=
<br>
&gt;&gt; &gt; amendment to the charter and intro, which is much easier for =
everyone<br>
&gt;&gt; &gt; to agree to than entirely rewriting both, and does not requir=
e<br>
&gt;&gt; &gt; trashing years of work.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; It seems to me that accomodating &quot;full&quot; interop onl=
y would reduce the<br>
&gt;&gt; &gt; number of possible implementers and use cases for our work<br=
>
&gt;&gt; &gt; dramatically, not to mention cut out a productive body of fol=
ks in<br>
&gt;&gt; &gt; this group who have been contributing an awful lot of documen=
ts and<br>
&gt;&gt; &gt; implementing.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; For example, to illustrate my point:<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; From my work as a SL developer focusing in education, I know =
there&#39;s a<br>
&gt;&gt; &gt; substantial use case in K-12 education in the US for walled g=
ardens,<br>
&gt;&gt; &gt; because schools have big legal liability problems with lettin=
g minors<br>
&gt;&gt; &gt; wander unwalled virtual worlds (most school libraries in the =
US have<br>
&gt;&gt; &gt; internet filters for the same reasons) and have fairly intens=
e<br>
&gt;&gt; &gt; supervision requirements which require substantial moderation=
 &amp;<br>
&gt;&gt; &gt; surveillance tools. =A0However, a shared asset server that co=
ntains a<br>
&gt;&gt; &gt; core of &quot;safe&quot; content might be of interest to thes=
e folks, since<br>
&gt;&gt; &gt; educators don&#39;t necessarily need to reinvent the wheel fo=
r their<br>
&gt;&gt; &gt; classrooms every year. =A0This is a really good case for serv=
ice level<br>
&gt;&gt; &gt; interop ... implement the asset server specification only, no=
t the<br>
&gt;&gt; &gt; &quot;full&quot; one that allows you to teleport to other wor=
lds.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; On the other hand, universities have far greater interest in =
letting<br>
&gt;&gt; &gt; students and professors teleport among university spaces (whi=
ch<br>
&gt;&gt; &gt; happens metaphorically in the real world all the time), and f=
ewer<br>
&gt;&gt; &gt; liability issues. =A0Sharing an asset server might be of inte=
rest to<br>
&gt;&gt; &gt; them, but so too might &quot;full&quot; interop. =A0They&#39;=
d want to implement the<br>
&gt;&gt; &gt; &quot;full&quot; interop specification.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; (Paging Fleep Tuque, are you here to make this case better fo=
r me?)<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; TL;DR - Proposal is to amend the charter &amp; intro so that =
they allow<br>
&gt;&gt; &gt; the &quot;full&quot; interop people to work in one community =
on their ideas and<br>
&gt;&gt; &gt; the service level interop people to work in parallel on their=
 ideas,<br>
&gt;&gt; &gt; rather than assuming that one model has to exclusively domina=
te the<br>
&gt;&gt; &gt; group.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; I will be unavailable to post anything else much lengthy thro=
ugh 3<br>
&gt;&gt; &gt; April,<br>
&gt;&gt; &gt; FYI.<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; Katherine<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; --<br>
&gt;&gt; &gt;<br>
&gt;&gt; ------------------------------------------------------------------=
---------------------------<br>
&gt;&gt; &gt; Katherine Mancuso<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; ISIS Inc, Community Manager (<a href=3D"http://www.isis-inc.o=
rg" target=3D"_blank">http://www.isis-inc.org</a>)<br>
&gt;&gt; &gt; Sex::Tech Conference, Social Media Chair (<a href=3D"http://w=
ww.sextech.org" target=3D"_blank">http://www.sextech.org</a>)<br>
&gt;&gt; &gt; The Vesuvius Group: metaverse community builders<br>
&gt;&gt; &gt; (<a href=3D"http://www.thevesuviusgroup.com" target=3D"_blank=
">http://www.thevesuviusgroup.com</a>)<br>
&gt;&gt; &gt; GimpGirl Community Liaison (<a href=3D"http://www.gimpgirl.co=
m" target=3D"_blank">http://www.gimpgirl.com</a>)<br>
&gt;&gt; &gt;<br>
&gt;&gt; &gt; <a href=3D"http://twitter.com/musingvirtual" target=3D"_blank=
">http://twitter.com/musingvirtual</a><br>
&gt;&gt; &gt; <a href=3D"http://facebook.com/kmancuso" target=3D"_blank">ht=
tp://facebook.com/kmancuso</a><br>
&gt;&gt; &gt; <a href=3D"http://www.linkedin.com/in/kathymancuso" target=3D=
"_blank">http://www.linkedin.com/in/kathymancuso</a><br>
&gt;&gt; &gt; Second Life: Muse Carmona<br>
&gt;&gt; &gt;<br>
&gt;&gt; ------------------------------------------------------------------=
----------------------------<br>
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Date: Thu, 31 Mar 2011 11:11:01 -0400
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--00163628363a8a9ea4049fc8b305
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The formatting got a little wonky, but I printed the PPT to PDF and uploaded
it to google docs.  Should be a public document now, try
https://docs.google.com/document/pub?id=1WsjarTozebPG8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA
.

- Chris/Fleep

Chris M. Collins (SL: Fleep Tuque)
Project Manager, UC Second Life
Second Life Ambassador, Ohio Learning Network
UCit Instructional & Research Computing
University of Cincinnati
406E Zimmer Hall
PO Box 210088
Cincinnati, OH 45221-0088
(513)556-3018
chris.collins@uc.edu

UC Second Life:   http://homepages.uc.edu/secondlife
OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php



On Thu, Mar 31, 2011 at 11:00 AM, Morgaine
<morgaine.dinova@googlemail.com>wrote:

> That sounds interesting, Vaughn.
>
> Unfortunately my Firefox browser and Gmail on Linux appear to have a
> semantic problem with Powerpoint, despite the success of Service Level
> (Syntactic) Interoperability because it is a recognized type.  Is the OGCII
> material available in any other format?
>
> :P
>
>
> Morgaine.
>
>
>
>
> ==========================
>
>
> On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:
>

It is a powerpoint presentation with teaching material from the OGCII
(Open Geospatial Consortium Interoperability Institute).  Processing
Geospatial data appears to have many problems in common with our
virtual worlds. See:
http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint
download)

--00163628363a8a9ea4049fc8b305
Content-Type: text/html; charset=ISO-8859-1
Content-Transfer-Encoding: quoted-printable

The formatting got a little wonky, but I printed the PPT to PDF and uploade=
d it to google docs. =A0Should be a public document now, try=A0<a href=3D"h=
ttps://docs.google.com/document/pub?id=3D1WsjarTozebPG8f7HRh_Qyg9PO6dD603cn=
UzzLUCRSFA">https://docs.google.com/document/pub?id=3D1WsjarTozebPG8f7HRh_Q=
yg9PO6dD603cnUzzLUCRSFA</a>.<div>
<br></div><div>- Chris/Fleep</div><div><br></div><div>Chris M. Collins (SL:=
 Fleep Tuque)</div><div>Project Manager, UC Second Life=A0</div><div>Second=
 Life Ambassador, Ohio Learning Network=A0</div><div>UCit Instructional &am=
p; Research Computing</div>
<div>University of Cincinnati=A0</div><div>406E Zimmer Hall</div><div>PO Bo=
x 210088</div><div>Cincinnati, OH 45221-0088</div><div>(513)556-3018</div><=
div><a href=3D"mailto:chris.collins@uc.edu">chris.collins@uc.edu</a></div><=
div>
<br></div><div>UC Second Life: =A0 <a href=3D"http://homepages.uc.edu/secon=
dlife">http://homepages.uc.edu/secondlife</a></div><div>OLN Second Life: <a=
 href=3D"http://www.oln.org/emerging_technologies/emtech.php">http://www.ol=
n.org/emerging_technologies/emtech.php</a></div>
<div><br></div><div><br><br><div class=3D"gmail_quote">On Thu, Mar 31, 2011=
 at 11:00 AM, Morgaine <span dir=3D"ltr">&lt;<a href=3D"mailto:morgaine.din=
ova@googlemail.com">morgaine.dinova@googlemail.com</a>&gt;</span> wrote:<br=
><blockquote class=3D"gmail_quote" style=3D"margin:0 0 0 .8ex;border-left:1=
px #ccc solid;padding-left:1ex;">
That sounds interesting, Vaughn.<br><br>Unfortunately my Firefox browser an=
d Gmail on Linux appear to have a semantic problem with Powerpoint, despite=
 the success of Service Level (Syntactic) Interoperability because it is a =
recognized type.=A0 Is the OGCII material available in any other format?<br=
>

<br>:P<br><font color=3D"#888888"><br><br>Morgaine.<br><br><br><br><br>=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
</font><div><div></div><div class=3D"h5"><br><br><div class=3D"gmail_quote"=
>On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:vaughn.deluca@gmail.com" target=3D"_blank">vaughn.deluca@gmail=
.com</a>&gt;</span> wrote:</div>
</div></div></blockquote><div>=A0</div>It is a powerpoint presentation with=
 teaching material from the OGCII<br>(Open Geospatial Consortium Interopera=
bility Institute). =A0Processing<br>Geospatial data appears to have many pr=
oblems in common with our<br>
virtual worlds. See:<br><div><a href=3D"http://portal.ogcii.org/files/?arti=
fact_id=3D168" target=3D"_blank">http://portal.ogcii.org/files/?artifact_id=
=3D168</a>=A0=A0 (warning: powerpoint download)=A0</div></div><br></div>

--00163628363a8a9ea4049fc8b305--

From ohmeadhbh@gmail.com  Thu Mar 31 08:19:24 2011
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Thu, 31 Mar 2011 08:20:40 -0700
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fwiw... in terms of data formats,

a couple years ago, this group was indicating we wanted to re-use
existing formats as much as possible. Assets were to be COLLADA
objects, textures were to be JPEGs or PNGs, audio files were to be
MP3, WAV, AU or whatever. group chat, when it was considered "in
scope" for this initiative, was hoped tobe IRC or XMPP.

LLSD based services were supposed to provide the "glue" that held them
together or to define things we couldn't find existing services for.

A typical example might be... you use an LLSD over HTTPS service to
authenticate to a auth service. Some magic happens and your client is
given a URL on a target region / simulator system the client can use
to retrieve the scene graph. Maybe that scene graph was represented as
X3D/VRML (though some of us had some issues with X3D) and objects in
the world were represented as URLs to COLLADA objects.

it sounds philosophically similar to what you describe above, but
probably different in execution. but the core idea is the same: "use
existing standards where they apply, build new things only when an
existing standard doesn't apply and use new things as 'glue' to glue
things together."

-cheers
-meadhbh
--
meadhbh hamrick * it's pronounced "maeve"
@OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com



On Thu, Mar 31, 2011 at 7:34 AM, Vaughn Deluca <vaughn.deluca@gmail.com> wr=
ote:
> Morgaine,
>
> Thanks a lot for the explanation, i now realise that "service level
> interoperability is an existing technical term, and =A0not something
> that was manufactured on the fly here in the group...my bad.
>
> I will update my definition in the glossary a bit, (and use an existing s=
ource).
> In the process of doing my homework, and reading up on the topic, i
> stumbled over a very =A0interesting piece on the web that i would like
> to bring up here for discussion.
>
> It is a powerpoint presentation with teaching material from the OGCII
> (Open Geospatial Consortium Interoperability Institute). =A0Processing
> Geospatial data appears to have many problems in common with our
> virtual worlds. See:
> http://portal.ogcii.org/files/?artifact_id=3D168 =A0 (warning: powerpoint=
 download)
>
> The core idea is simple. A standard intermediate data format, that is
> used to match possibly very disparate datasets (like our assets from
> different virtual worlds) and some mechanisms to extend this.
>
> I might have missed this, but it seems to me that this concept has up
> till now not figured this explicitly in our thinking. It would be good
> if people on this list have a look at this material, if only to point
> out that it matches closely to stuff we *did*specify, or alternatively
> why it is *not* applicable to our case, and bad idea. =A0However, =A0I
> think it is very useful, and could easily be adapted for the VWRAP
> problem domain with its many disparate and =A0distributed data sources.
>
> It anyhow nicely addresses the differences between working service
> level interoperability and the semantic mismatch you mentioned.
>
> --Vaughn
>
> On 3/31/11, Morgaine <morgaine.dinova@googlemail.com> wrote:
>> Very well put, Vaughn.
>>
>> Regarding "service level interoperability", it's not really a subset of =
VW
>> interoperability at all, but lies orthogonal to it because it is a prope=
rty
>> of all multipart systems that implement services. =A0I'll try to explain=
.
>>
>> Client-server systems for example have at least two distinct parts with
>> distinct roles, server(s) and client(s). =A0Service-level interoperabili=
ty
>> typically consists of designing and specifying the protocols or interfac=
es
>> between them in such a way that any part of the system is interchangeabl=
e
>> with another equivalent part that performs the same role, say from a
>> different manufacturer, and the system as a whole still continues to wor=
k
>> normally.
>>
>> This rarely needs to be honored with a fancy title such as "service leve=
l
>> interoperability" in these days of IETF standards and highly cross-platf=
orm
>> web applications. =A0Historically however, applications did not behave q=
uite
>> so nicely, and vendors often sought to lock customers in with hidden
>> proprietary interfaces, so there was a need for adding "service level
>> interoperability" to the tendering documentation in days gone by, to avo=
id
>> surprises later on.
>>
>> Today, the need for that has almost disappeared, and if your online serv=
ice
>> has a documented protocol interface then "service level interoperability=
" is
>> virtually assured without doing anything at all, assuming normal commons=
ense
>> has prevailed during development (and there is no deliberate obfuscation=
 of
>> course). =A0There is only one other area of this topic where a little mo=
re
>> needs to be said.
>>
>> Protocol messages can normally be validated syntactically to a strong
>> degree, and whether a message is correct or not is normally known
>> immediately upon syntactic validation. =A0Unfortunately, that is not alw=
ays
>> the end of the story, because protocols can transport complex data items
>> which are valid syntactically yet invalid semantically.
>>
>> This is the last vestige of where that term is commonly encountered,
>> as *Service
>> Level Semantic Interoperability*. =A0Is it relevant to us? =A0Yes, a lit=
tle.
>> For example, it would do us no good to transport Collada meshes from an
>> asset service to a client that tries to render them as some other graphi=
cs
>> format --- that would create a semantic mishap, because one party thinks
>> that the items means one thing and another party applies a different
>> semantic. =A0So yes, there is a little more for us to consider here, but=
 it's
>> not a lot. =A0In most part we have already stated the solution every tim=
e that
>> we have mentioned MIME types for describing content. =A0This is mostly a
>> solved problem.
>>
>> There may be one or two other areas where we have to specify the require=
d
>> semantic alongside the simple matter of protocol syntax, but that's a
>> standard part of defining protocols. =A0There is nothing really new here=
.
>>
>> Lastly, service level interoperability focuses entirely on single servic=
es
>> and their clients, so it's unrelated to interoperability between multipl=
e
>> services, such as a set of virtual world services. =A0This means that, a=
part
>> from defining type semantics, it doesn't get us even a step closer towar=
ds
>> interop between virtual worlds.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D
>>
>> On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca
>> <vaughn.deluca@gmail.com>wrote:
>>
>>> Katherine wrote:
>>> >It seems to me that accomodating "full" interop only would reduce the
>>> >number of possible implementers and use cases for our work
>>>
>>> I am sure that nobody =A0suggested to we restrict ourselves to "full"
>>> interop only.
>>> "Service level interop" is clearly subset of VW interoperability. You
>>> can't have VW interoperability without service level interoperability!
>>> However, If i understand Morgaine right, she is worried that the VWRAP
>>> specs will be *restricted* to service level interop only.
>>>
>>> It has been argued (sorry, I forgot by whom) that proper
>>> specifications of service level interop will give us virtual world
>>> interop for free. I think we need a bit more, but i really have a hard
>>> time envisioning how service level interop can be specified in such a
>>> way that it *prevents* VW interop, at least not if we pay attention to
>>> this aspect, and clearly we do. So in conclusion i do not see much of
>>> a problem.
>>>
>>> Izzy wrote in another tread "This whole argument between service level
>>> interop and 'full' interop eludes me." At first it eluded me to, but
>>> now i think that what is actually expressed in these discussions is
>>> the question of the scope of our effort as well as design approach.
>>> Some prefer to work bottom up, following their primary interests in
>>> getting the low level protocols working, especially since that will
>>> already be good enough for (all?) of their use cases . Some prefer a
>>> more top-down approach, first sketching the high level picture of the
>>> users perception of VW interop, =A0and from there working downwards,
>>> obviously also because that approach optimises the realisation of
>>> *their* use cases.
>>>
>>> I think we need both, and above all, i do feel that the two approaches
>>> are not al all incompatible and both are without any doubt square
>>> within the current charter.
>>> Formally splitting our effort in two working parties along the current
>>> visible fissures and getting each to work on their own interest is a
>>> recipe for disaster. It will only strengthen the animosity that is
>>> already slowing us down tremendously, and will sustain the infighting.
>>> Rather than spitting efforts off, we need to address the causes for
>>> the current disagreement and found common ground. =A0In my view that is
>>> not all all hard.
>>>
>>> I have been reviewing the discussion we had in September and i am
>>> actually amazed at the level of consensus that is expressed in those
>>> email exchanges. Unfortuanately we have been very bad at consolidating
>>> that consensus. As a result we recycle the same problems time and time
>>> again. The archives make very depressing reading from that point of
>>> view. We need to do more documentation for sure.
>>>
>>> I am currently going over the September discussion and looking up the
>>> places were we all agreed on the way forward. =A0Much of that is still
>>> undocumented, and my aim is to get those points written down in the
>>> wiki.
>>>
>>> As i final point i want to make clear how I understand the term
>>> "Service Level Interop". I used the term, and since the glosary entry
>>> is still emtpy, i feel obliged to add at least my personal reading. If
>>> somebody disagrees, please add an improved version.
>>>
>>> Service level interoperability:
>>> =A0 =A0 =A0 =A0A subset of "Virtual World Interoperability" as defined =
by the
>>> VWRAP
>>> protocol. Service level interoperabity loosely describes specific
>>> interactions between VWRAP endpoints. These inteactions form the glue
>>> that hold a particular virtual world together, but might just as well
>>> be used for communication between different VWRAP compatible virtual
>>> worlds (i.e. crossing trust domains).
>>>
>>> I intend to put this up in the glossary, but first will see how it
>>> flies here =A0:)
>>>
>>> On 3/29/11, Katherine Mancuso <kmancuso@gmail.com> wrote:
>>> > Hi everyone,
>>> >
>>> > I want to speak up for agreeing with Meadhbh & Mike about keeping a
>>> > role for service level interop in this group. =A0We've made good
>>> > progress towards this goal and can continue to work on it.
>>> >
>>> > Here is an alternative proposal to any which has been brought up so
>>> > far. =A0I'm aware this may not be fully correct in its technical
>>> > details, as I am not a software architect:
>>> >
>>> > Could the partisans of "full" VW interop consider working together on
>>> > a draft specification that is something like the intro or David's
>>> > piece in scope that lays out which specific capacities would need to
>>> > be supported at a minimum to allow for "full" interop, perhaps gettin=
g
>>> > input from implementers such as the Hypergrid folks and the folks who
>>> > coordinated the teleport test at Linden? =A0Citing existing service
>>> > specifications (either ones developed within this WG, or outside
>>> > specifications like XML, Collada, etc) is preferred, and for
>>> > capabilities for which there are not existing service specifications
>>> > or the existing specifications don't work well enough, address that t=
o
>>> > lay out a clear roadmap of what must be developed.
>>> >
>>> > My vision here is that folks who are doing service-level work could
>>> > continue developing and implementing their individual services, and
>>> > the folks who wish to do "full" interop could define a menu of
>>> > services which must be implemented for "full" interop. =A0Implementer=
s
>>> > could then choose their path based on their use cases: implement the
>>> > "full" interop specification including all the specifications called
>>> > for, or implement individual services. =A0I believe that both of thes=
e
>>> > concepts can exist under our existing charter or with limited
>>> > amendment to the charter and intro, which is much easier for everyone
>>> > to agree to than entirely rewriting both, and does not require
>>> > trashing years of work.
>>> >
>>> > It seems to me that accomodating "full" interop only would reduce the
>>> > number of possible implementers and use cases for our work
>>> > dramatically, not to mention cut out a productive body of folks in
>>> > this group who have been contributing an awful lot of documents and
>>> > implementing.
>>> >
>>> > For example, to illustrate my point:
>>> >
>>> > From my work as a SL developer focusing in education, I know there's =
a
>>> > substantial use case in K-12 education in the US for walled gardens,
>>> > because schools have big legal liability problems with letting minors
>>> > wander unwalled virtual worlds (most school libraries in the US have
>>> > internet filters for the same reasons) and have fairly intense
>>> > supervision requirements which require substantial moderation &
>>> > surveillance tools. =A0However, a shared asset server that contains a
>>> > core of "safe" content might be of interest to these folks, since
>>> > educators don't necessarily need to reinvent the wheel for their
>>> > classrooms every year. =A0This is a really good case for service leve=
l
>>> > interop ... implement the asset server specification only, not the
>>> > "full" one that allows you to teleport to other worlds.
>>> >
>>> > On the other hand, universities have far greater interest in letting
>>> > students and professors teleport among university spaces (which
>>> > happens metaphorically in the real world all the time), and fewer
>>> > liability issues. =A0Sharing an asset server might be of interest to
>>> > them, but so too might "full" interop. =A0They'd want to implement th=
e
>>> > "full" interop specification.
>>> >
>>> > (Paging Fleep Tuque, are you here to make this case better for me?)
>>> >
>>> > TL;DR - Proposal is to amend the charter & intro so that they allow
>>> > the "full" interop people to work in one community on their ideas and
>>> > the service level interop people to work in parallel on their ideas,
>>> > rather than assuming that one model has to exclusively dominate the
>>> > group.
>>> >
>>> > I will be unavailable to post anything else much lengthy through 3
>>> > April,
>>> > FYI.
>>> >
>>> > Katherine
>>> >
>>> > --
>>> >
>>> -----------------------------------------------------------------------=
----------------------
>>> > Katherine Mancuso
>>> >
>>> > ISIS Inc, Community Manager (http://www.isis-inc.org)
>>> > Sex::Tech Conference, Social Media Chair (http://www.sextech.org)
>>> > The Vesuvius Group: metaverse community builders
>>> > (http://www.thevesuviusgroup.com)
>>> > GimpGirl Community Liaison (http://www.gimpgirl.com)
>>> >
>>> > http://twitter.com/musingvirtual
>>> > http://facebook.com/kmancuso
>>> > http://www.linkedin.com/in/kathymancuso
>>> > Second Life: Muse Carmona
>>> >
>>> -----------------------------------------------------------------------=
-----------------------
>>> > _______________________________________________
>>> > vwrap mailing list
>>> > vwrap@ietf.org
>>> > https://www.ietf.org/mailman/listinfo/vwrap
>>> >
>>> _______________________________________________
>>> vwrap mailing list
>>> vwrap@ietf.org
>>> https://www.ietf.org/mailman/listinfo/vwrap
>>>
>>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

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From: Dzonatas Sol <dzonatas@gmail.com>
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Subject: Re: [vwrap] Conditioners and refineries
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Don't need to assume too much like that, Morgaine; however, we need 
something more of "trust domains" defined and the example(s) I wrote 
about fit in well as lead-in. I stated these use-cases specially to 
avoid the use of terminology that now exists, and this leans towards the 
need to center on "trust domains." I see the use of current 
client/server-* terminology continually to confuse us (even if some like 
it, not all do). If we have to think about such terminology for more 
than 90 seconds each time then it needs to change.

My side-point was that VWs may have their own object format in their 
world, and I'm thinking more then just the regions that exist now that 
the monolithic client connects. Perhaps, others only think about SL 
compatible grids, and don't worry about the default format.

Morgaine wrote:
> We've maintained throughout that our protocols would be extensible 
> with regard to data formats, allowing worlds and user expectations to 
> evolve without requiring protocol redefinition.
>
> In the area of meshes, it is very much to be expected that COLLADA 
> will figure strongly among the graphic formats used (particularly 
> since it was chosen for the iED initiative), but it's not of any 
> special interest to the VWRAP protocols other than as a potential 
> content type.ďż˝ All we have to do is to make sure that we label each 
> transfer with its appropriate type, and possibly also include other 
> metadata that may be needed.
>
> We're certainly not standardizing what graphics are used in virtual 
> worlds, beyond assigning types where they might not yet exist.ďż˝ 
> Hardwiring them would be a recipe not for extensibility but for 
> stagnation.ďż˝ Other bodies may be standardizing which graphics formats 
> are used, whereas we're trying to define useful deployment 
> architectures and standardizing the protocols through which they are 
> accessed.
>
>
> Morgaine.
>
>
>
>
> ===================
>
> On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     If we say the conditioner basically authenticates or re-signs an
>     asset from grid X to grid Y, and the refinery would make sure the
>     physics of the object described by the asset is translated from
>     the topology of grid X to the topology of grid Y, then this is
>     basically what COLLADA expects in exchange. This exchange is this
>     different from the usual import/export process. It doesn't have to
>     be this exact process, as this is only an example to us be more
>     familiar.
>
>     It seems a complete waste to not realize that LL has implemented
>     the import process and physics refinery into their browser, and
>     this very feature, though not fully automated as such, could be
>     used to help move assets in-between grids/v-worlds. Since the
>     import is from local basis, the authentication is not implemented.
>     What's to stop to basically export to DAE format on the local
>     storage, from one world, and continue to import that DAE into
>     another grid.
>
>     Note that the refineries may be proprietary. They may produce
>     non-COLLADA formats (from DAE files) that are for optimal
>     render/display capability of the software "client" (i.e. that the
>     end-user has to view graphics).
>
>     As with Google Earth and Sony HOME, they already have their assets
>     conditioned and refined for those virtual worlds such that they
>     can optimally display them. The key note is not the optimal
>     display, as it is about being able to exchange and use in other
>     virtual worlds.
>
>     The DAE format does have extensive abilities, yet the goal of
>     COLLADA is still to define the basic material, scripts, model, etc
>     in the most portable format. The DAE may contain hybrid or
>     specific formats that is stored in the extensions, so that custom
>     objects are retained/transferred.
>
>     If virtual worlds start to not agree upon how they store objects,
>     I see COLLADA as the default format for digital asset exchange.
>
>     https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F
>
>     (Yes, we can put all inventory items in DAE format through the
>     user-data and asset extensions, despite the format mainly being
>     for 3D... just sayin')
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>     _______________________________________________
>     vwrap mailing list
>     vwrap@ietf.org <mailto:vwrap@ietf.org>
>     https://www.ietf.org/mailman/listinfo/vwrap
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From vaughn.deluca@gmail.com  Thu Mar 31 08:31:11 2011
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Thanks for that upload, but it stops working for me after slide 9, and
the interesting bits are starting at 17... Let me see if i can make a
pdf out of the presentation.
brb.

On 3/31/11, Fleep Tuque <fleep513@gmail.com> wrote:
> The formatting got a little wonky, but I printed the PPT to PDF and uploaded
> it to google docs.  Should be a public document now, try
> https://docs.google.com/document/pub?id=1WsjarTozebPG8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA
> .
>
> - Chris/Fleep
>
> Chris M. Collins (SL: Fleep Tuque)
> Project Manager, UC Second Life
> Second Life Ambassador, Ohio Learning Network
> UCit Instructional & Research Computing
> University of Cincinnati
> 406E Zimmer Hall
> PO Box 210088
> Cincinnati, OH 45221-0088
> (513)556-3018
> chris.collins@uc.edu
>
> UC Second Life:   http://homepages.uc.edu/secondlife
> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>
>
>
> On Thu, Mar 31, 2011 at 11:00 AM, Morgaine
> <morgaine.dinova@googlemail.com>wrote:
>
>> That sounds interesting, Vaughn.
>>
>> Unfortunately my Firefox browser and Gmail on Linux appear to have a
>> semantic problem with Powerpoint, despite the success of Service Level
>> (Syntactic) Interoperability because it is a recognized type.  Is the
>> OGCII
>> material available in any other format?
>>
>> :P
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> ==========================
>>
>>
>> On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca
>> <vaughn.deluca@gmail.com>wrote:
>>
>
> It is a powerpoint presentation with teaching material from the OGCII
> (Open Geospatial Consortium Interoperability Institute).  Processing
> Geospatial data appears to have many problems in common with our
> virtual worlds. See:
> http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint
> download)
>

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Date: Thu, 31 Mar 2011 17:43:09 +0200
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Fleep Tuque <fleep513@gmail.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] vwrap Digest, Vol 11, Issue 24
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I am not sure if i am allowed to upload this to the VWRAP wiki, for
now  put it here:

http://ddscripting.net/Module_1_-_Overview.pdf

On 3/31/11, Vaughn Deluca <vaughn.deluca@gmail.com> wrote:
> Thanks for that upload, but it stops working for me after slide 9, and
> the interesting bits are starting at 17... Let me see if i can make a
> pdf out of the presentation.
> brb.
>
> On 3/31/11, Fleep Tuque <fleep513@gmail.com> wrote:
>> The formatting got a little wonky, but I printed the PPT to PDF and
>> uploaded
>> it to google docs.  Should be a public document now, try
>> https://docs.google.com/document/pub?id=1WsjarTozebPG8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA
>> .
>>
>> - Chris/Fleep
>>
>> Chris M. Collins (SL: Fleep Tuque)
>> Project Manager, UC Second Life
>> Second Life Ambassador, Ohio Learning Network
>> UCit Instructional & Research Computing
>> University of Cincinnati
>> 406E Zimmer Hall
>> PO Box 210088
>> Cincinnati, OH 45221-0088
>> (513)556-3018
>> chris.collins@uc.edu
>>
>> UC Second Life:   http://homepages.uc.edu/secondlife
>> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
>>
>>
>>
>> On Thu, Mar 31, 2011 at 11:00 AM, Morgaine
>> <morgaine.dinova@googlemail.com>wrote:
>>
>>> That sounds interesting, Vaughn.
>>>
>>> Unfortunately my Firefox browser and Gmail on Linux appear to have a
>>> semantic problem with Powerpoint, despite the success of Service Level
>>> (Syntactic) Interoperability because it is a recognized type.  Is the
>>> OGCII
>>> material available in any other format?
>>>
>>> :P
>>>
>>>
>>> Morgaine.
>>>
>>>
>>>
>>>
>>> ==========================
>>>
>>>
>>> On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca
>>> <vaughn.deluca@gmail.com>wrote:
>>>
>>
>> It is a powerpoint presentation with teaching material from the OGCII
>> (Open Geospatial Consortium Interoperability Institute).  Processing
>> Geospatial data appears to have many problems in common with our
>> virtual worlds. See:
>> http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint
>> download)
>>
>

From morgaine.dinova@googlemail.com  Thu Mar 31 09:21:23 2011
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From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
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Subject: Re: [vwrap] Conditioners and refineries
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--00235429d356faa22c049fc9b4ad
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There is no default format, and nowhere does VWRAP deal in SL-compatible
grids.

We are defining a services-oriented architecture which is nothing like that
of today's SL, and we cannot for a moment assume that SL will adopt it in
the future, as that is their choice, not ours.

The only partly-compatible VW frameworks over which we have a small amount
of influence are Opensim and realXtend (which uses Opensim server-side),
because we can take their open source code and adapt it to our protocols if
we wish.  In that sense, we could be said to be defining an
Opensim-compatible protocol, but never an SL-compatible protocol.  That
would be a misapprehension.

We occasionally say that we are defining an SL-like *data* architecture, bu=
t
even that isn't really correct since VWRAP doesn't favor one in-world
content type over another.  All content types are denoted merely by a type
tag and there is no standard set of content types required.

So what is the real commonality between VWRAP and SL?  Currently, only LLSD
is reasonably compatible with SL, although LLSD might well change in more
than just its name if we find the current spec not sufficiently powerful or
lacking extensibility for our needs.


Morgaine.




=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D

On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol <dzonatas@gmail.com> wrote:

> Don't need to assume too much like that, Morgaine; however, we need
> something more of "trust domains" defined and the example(s) I wrote abou=
t
> fit in well as lead-in. I stated these use-cases specially to avoid the u=
se
> of terminology that now exists, and this leans towards the need to center=
 on
> "trust domains." I see the use of current client/server-* terminology
> continually to confuse us (even if some like it, not all do). If we have =
to
> think about such terminology for more than 90 seconds each time then it
> needs to change.
>
> My side-point was that VWs may have their own object format in their worl=
d,
> and I'm thinking more then just the regions that exist now that the
> monolithic client connects. Perhaps, others only think about SL compatibl=
e
> grids, and don't worry about the default format.
>
> Morgaine wrote:
>
>> We've maintained throughout that our protocols would be extensible with
>> regard to data formats, allowing worlds and user expectations to evolve
>> without requiring protocol redefinition.
>>
>> In the area of meshes, it is very much to be expected that COLLADA will
>> figure strongly among the graphic formats used (particularly since it wa=
s
>> chosen for the iED initiative), but it's not of any special interest to =
the
>> VWRAP protocols other than as a potential content type.=EF=BF=BD All we =
have to do
>> is to make sure that we label each transfer with its appropriate type, a=
nd
>> possibly also include other metadata that may be needed.
>>
>> We're certainly not standardizing what graphics are used in virtual
>> worlds, beyond assigning types where they might not yet exist.=EF=BF=BD =
Hardwiring
>> them would be a recipe not for extensibility but for stagnation.=EF=BF=
=BD Other
>> bodies may be standardizing which graphics formats are used, whereas we'=
re
>> trying to define useful deployment architectures and standardizing the
>> protocols through which they are accessed.
>>
>>
>> Morgaine.
>>
>>
>>
>>
>> =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D
>>
>> On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol <dzonatas@gmail.com<mailto=
:
>> dzonatas@gmail.com>> wrote:
>>
>>    If we say the conditioner basically authenticates or re-signs an
>>    asset from grid X to grid Y, and the refinery would make sure the
>>    physics of the object described by the asset is translated from
>>    the topology of grid X to the topology of grid Y, then this is
>>    basically what COLLADA expects in exchange. This exchange is this
>>    different from the usual import/export process. It doesn't have to
>>    be this exact process, as this is only an example to us be more
>>    familiar.
>>
>>    It seems a complete waste to not realize that LL has implemented
>>    the import process and physics refinery into their browser, and
>>    this very feature, though not fully automated as such, could be
>>    used to help move assets in-between grids/v-worlds. Since the
>>    import is from local basis, the authentication is not implemented.
>>    What's to stop to basically export to DAE format on the local
>>    storage, from one world, and continue to import that DAE into
>>    another grid.
>>
>>    Note that the refineries may be proprietary. They may produce
>>    non-COLLADA formats (from DAE files) that are for optimal
>>    render/display capability of the software "client" (i.e. that the
>>    end-user has to view graphics).
>>
>>    As with Google Earth and Sony HOME, they already have their assets
>>    conditioned and refined for those virtual worlds such that they
>>    can optimally display them. The key note is not the optimal
>>    display, as it is about being able to exchange and use in other
>>    virtual worlds.
>>
>>    The DAE format does have extensive abilities, yet the goal of
>>    COLLADA is still to define the basic material, scripts, model, etc
>>    in the most portable format. The DAE may contain hybrid or
>>    specific formats that is stored in the extensions, so that custom
>>    objects are retained/transferred.
>>
>>    If virtual worlds start to not agree upon how they store objects,
>>    I see COLLADA as the default format for digital asset exchange.
>>
>>
>> https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_f=
eatures_of_this_format.3F
>>
>>    (Yes, we can put all inventory items in DAE format through the
>>    user-data and asset extensions, despite the format mainly being
>>    for 3D... just sayin')
>>
>>    --     --- https://twitter.com/Dzonatas_Sol ---
>>    Web Development, Software Engineering, Virtual Reality, Consultant
>>
>>    _______________________________________________
>>    vwrap mailing list
>>    vwrap@ietf.org <mailto:vwrap@ietf.org>
>>
>>    https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>> ------------------------------------------------------------------------
>>
>>
>> _______________________________________________
>> vwrap mailing list
>> vwrap@ietf.org
>> https://www.ietf.org/mailman/listinfo/vwrap
>>
>>
>
>
> --
> --- https://twitter.com/Dzonatas_Sol ---
> Web Development, Software Engineering, Virtual Reality, Consultant
>
>

--00235429d356faa22c049fc9b4ad
Content-Type: text/html; charset=UTF-8
Content-Transfer-Encoding: quoted-printable

There is no default format, and nowhere does VWRAP deal in SL-compatible gr=
ids.<br><br>We are defining a services-oriented architecture which is nothi=
ng like that of today&#39;s SL, and we cannot for a moment assume that SL w=
ill adopt it in the future, as that is their choice, not ours.<br>
<br>The only partly-compatible VW frameworks over which we have a small amo=
unt of influence are Opensim and realXtend (which uses Opensim server-side)=
, because we can take their open source code and adapt it to our protocols =
if we wish.=C2=A0 In that sense, we could be said to be defining an Opensim=
-compatible protocol, but never an SL-compatible protocol.=C2=A0 That would=
 be a misapprehension.<br>
<br>We occasionally say that we are defining an SL-like <i><b>data</b></i> =
architecture, but even that isn&#39;t really correct since VWRAP doesn&#39;=
t favor one in-world content type over another.=C2=A0 All content types are=
 denoted merely by a type tag and there is no standard set of content types=
 required.<br>
<br>So what is the real commonality between VWRAP and SL?=C2=A0 Currently, =
only LLSD is reasonably compatible with SL, although LLSD might well change=
 in more than just its name if we find the current spec not sufficiently po=
werful or lacking extensibility for our needs.<br>
<br><br>Morgaine.<br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><div class=3D"gmail_quote=
">On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol <span dir=3D"ltr">&lt;<a hr=
ef=3D"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;</span> wrote:<b=
r>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">Don&#39;t need to=
 assume too much like that, Morgaine; however, we need something more of &q=
uot;trust domains&quot; defined and the example(s) I wrote about fit in wel=
l as lead-in. I stated these use-cases specially to avoid the use of termin=
ology that now exists, and this leans towards the need to center on &quot;t=
rust domains.&quot; I see the use of current client/server-* terminology co=
ntinually to confuse us (even if some like it, not all do). If we have to t=
hink about such terminology for more than 90 seconds each time then it need=
s to change.<br>

<br>
My side-point was that VWs may have their own object format in their world,=
 and I&#39;m thinking more then just the regions that exist now that the mo=
nolithic client connects. Perhaps, others only think about SL compatible gr=
ids, and don&#39;t worry about the default format.<br>

<br>
Morgaine wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>
We&#39;ve maintained throughout that our protocols would be extensible with=
 regard to data formats, allowing worlds and user expectations to evolve wi=
thout requiring protocol redefinition.<br>
<br>
In the area of meshes, it is very much to be expected that COLLADA will fig=
ure strongly among the graphic formats used (particularly since it was chos=
en for the iED initiative), but it&#39;s not of any special interest to the=
 VWRAP protocols other than as a potential content type.=EF=BF=BD All we ha=
ve to do is to make sure that we label each transfer with its appropriate t=
ype, and possibly also include other metadata that may be needed.<br>

<br>
We&#39;re certainly not standardizing what graphics are used in virtual wor=
lds, beyond assigning types where they might not yet exist.=EF=BF=BD Hardwi=
ring them would be a recipe not for extensibility but for stagnation.=EF=BF=
=BD Other bodies may be standardizing which graphics formats are used, wher=
eas we&#39;re trying to define useful deployment architectures and standard=
izing the protocols through which they are accessed.<br>

<br>
<br>
Morgaine.<br>
<br>
<br>
<br>
<br>
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
<br></div><div><div></div><div class=3D"h5">
On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol &lt;<a href=3D"mailto:dzonata=
s@gmail.com" target=3D"_blank">dzonatas@gmail.com</a> &lt;mailto:<a href=3D=
"mailto:dzonatas@gmail.com" target=3D"_blank">dzonatas@gmail.com</a>&gt;&gt=
; wrote:<br>

<br>
 =C2=A0 =C2=A0If we say the conditioner basically authenticates or re-signs=
 an<br>
 =C2=A0 =C2=A0asset from grid X to grid Y, and the refinery would make sure=
 the<br>
 =C2=A0 =C2=A0physics of the object described by the asset is translated fr=
om<br>
 =C2=A0 =C2=A0the topology of grid X to the topology of grid Y, then this i=
s<br>
 =C2=A0 =C2=A0basically what COLLADA expects in exchange. This exchange is =
this<br>
 =C2=A0 =C2=A0different from the usual import/export process. It doesn&#39;=
t have to<br>
 =C2=A0 =C2=A0be this exact process, as this is only an example to us be mo=
re<br>
 =C2=A0 =C2=A0familiar.<br>
<br>
 =C2=A0 =C2=A0It seems a complete waste to not realize that LL has implemen=
ted<br>
 =C2=A0 =C2=A0the import process and physics refinery into their browser, a=
nd<br>
 =C2=A0 =C2=A0this very feature, though not fully automated as such, could =
be<br>
 =C2=A0 =C2=A0used to help move assets in-between grids/v-worlds. Since the=
<br>
 =C2=A0 =C2=A0import is from local basis, the authentication is not impleme=
nted.<br>
 =C2=A0 =C2=A0What&#39;s to stop to basically export to DAE format on the l=
ocal<br>
 =C2=A0 =C2=A0storage, from one world, and continue to import that DAE into=
<br>
 =C2=A0 =C2=A0another grid.<br>
<br>
 =C2=A0 =C2=A0Note that the refineries may be proprietary. They may produce=
<br>
 =C2=A0 =C2=A0non-COLLADA formats (from DAE files) that are for optimal<br>
 =C2=A0 =C2=A0render/display capability of the software &quot;client&quot; =
(i.e. that the<br>
 =C2=A0 =C2=A0end-user has to view graphics).<br>
<br>
 =C2=A0 =C2=A0As with Google Earth and Sony HOME, they already have their a=
ssets<br>
 =C2=A0 =C2=A0conditioned and refined for those virtual worlds such that th=
ey<br>
 =C2=A0 =C2=A0can optimally display them. The key note is not the optimal<b=
r>
 =C2=A0 =C2=A0display, as it is about being able to exchange and use in oth=
er<br>
 =C2=A0 =C2=A0virtual worlds.<br>
<br>
 =C2=A0 =C2=A0The DAE format does have extensive abilities, yet the goal of=
<br>
 =C2=A0 =C2=A0COLLADA is still to define the basic material, scripts, model=
, etc<br>
 =C2=A0 =C2=A0in the most portable format. The DAE may contain hybrid or<br=
>
 =C2=A0 =C2=A0specific formats that is stored in the extensions, so that cu=
stom<br>
 =C2=A0 =C2=A0objects are retained/transferred.<br>
<br>
 =C2=A0 =C2=A0If virtual worlds start to not agree upon how they store obje=
cts,<br>
 =C2=A0 =C2=A0I see COLLADA as the default format for digital asset exchang=
e.<br>
<br>
 =C2=A0 =C2=A0<a href=3D"https://collada.org/mediawiki/index.php/COLLADA_FA=
Q#What_are_the_major_features_of_this_format.3F" target=3D"_blank">https://=
collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_=
this_format.3F</a><br>

<br>
 =C2=A0 =C2=A0(Yes, we can put all inventory items in DAE format through th=
e<br>
 =C2=A0 =C2=A0user-data and asset extensions, despite the format mainly bei=
ng<br>
 =C2=A0 =C2=A0for 3D... just sayin&#39;)<br>
<br>
 =C2=A0 =C2=A0-- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_=
Sol" target=3D"_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
 =C2=A0 =C2=A0Web Development, Software Engineering, Virtual Reality, Consu=
ltant<br>
<br>
 =C2=A0 =C2=A0_______________________________________________<br>
 =C2=A0 =C2=A0vwrap mailing list<br></div></div>
 =C2=A0 =C2=A0<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@iet=
f.org</a> &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vw=
rap@ietf.org</a>&gt;<div class=3D"im"><br>
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--0016368340c06fa376049fc9c957
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Thanks Fleep, Vaughn, and Sean!

Between the three of you, I have something that is readable here, :DDD


Morgaine.


=====================


On Thu, Mar 31, 2011 at 4:43 PM, Vaughn Deluca <vaughn.deluca@gmail.com>wrote:

> I am not sure if i am allowed to upload this to the VWRAP wiki, for
> now  put it here:
>
> http://ddscripting.net/Module_1_-_Overview.pdf
>
> On 3/31/11, Vaughn Deluca <vaughn.deluca@gmail.com> wrote:
> > Thanks for that upload, but it stops working for me after slide 9, and
> > the interesting bits are starting at 17... Let me see if i can make a
> > pdf out of the presentation.
> > brb.
> >
> > On 3/31/11, Fleep Tuque <fleep513@gmail.com> wrote:
> >> The formatting got a little wonky, but I printed the PPT to PDF and
> >> uploaded
> >> it to google docs.  Should be a public document now, try
> >>
> https://docs.google.com/document/pub?id=1WsjarTozebPG8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA
> >> .
> >>
> >> - Chris/Fleep
> >>
> >> Chris M. Collins (SL: Fleep Tuque)
> >> Project Manager, UC Second Life
> >> Second Life Ambassador, Ohio Learning Network
> >> UCit Instructional & Research Computing
> >> University of Cincinnati
> >> 406E Zimmer Hall
> >> PO Box 210088
> >> Cincinnati, OH 45221-0088
> >> (513)556-3018
> >> chris.collins@uc.edu
> >>
> >> UC Second Life:   http://homepages.uc.edu/secondlife
> >> OLN Second Life: http://www.oln.org/emerging_technologies/emtech.php
> >>
> >>
> >>
> >> On Thu, Mar 31, 2011 at 11:00 AM, Morgaine
> >> <morgaine.dinova@googlemail.com>wrote:
> >>
> >>> That sounds interesting, Vaughn.
> >>>
> >>> Unfortunately my Firefox browser and Gmail on Linux appear to have a
> >>> semantic problem with Powerpoint, despite the success of Service Level
> >>> (Syntactic) Interoperability because it is a recognized type.  Is the
> >>> OGCII
> >>> material available in any other format?
> >>>
> >>> :P
> >>>
> >>>
> >>> Morgaine.
> >>>
> >>>
> >>>
> >>>
> >>> ==========================
> >>>
> >>>
> >>> On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca
> >>> <vaughn.deluca@gmail.com>wrote:
> >>>
> >>
> >> It is a powerpoint presentation with teaching material from the OGCII
> >> (Open Geospatial Consortium Interoperability Institute).  Processing
> >> Geospatial data appears to have many problems in common with our
> >> virtual worlds. See:
> >> http://portal.ogcii.org/files/?artifact_id=168   (warning: powerpoint
> >> download)
> >>
> >
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>

--0016368340c06fa376049fc9c957
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Thanks Fleep, Vaughn, and Sean!<br><br>Between the three of you, I have som=
ething that is readable here, :DDD<br><br><br>Morgaine.<br><br><br>=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br><br><div c=
lass=3D"gmail_quote">On Thu, Mar 31, 2011 at 4:43 PM, Vaughn Deluca <span d=
ir=3D"ltr">&lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@gma=
il.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">I am not sure if =
i am allowed to upload this to the VWRAP wiki, for<br>
now =A0put it here:<br>
<br>
<a href=3D"http://ddscripting.net/Module_1_-_Overview.pdf" target=3D"_blank=
">http://ddscripting.net/Module_1_-_Overview.pdf</a><br>
<div><div></div><div class=3D"h5"><br>
On 3/31/11, Vaughn Deluca &lt;<a href=3D"mailto:vaughn.deluca@gmail.com">va=
ughn.deluca@gmail.com</a>&gt; wrote:<br>
&gt; Thanks for that upload, but it stops working for me after slide 9, and=
<br>
&gt; the interesting bits are starting at 17... Let me see if i can make a<=
br>
&gt; pdf out of the presentation.<br>
&gt; brb.<br>
&gt;<br>
&gt; On 3/31/11, Fleep Tuque &lt;<a href=3D"mailto:fleep513@gmail.com">flee=
p513@gmail.com</a>&gt; wrote:<br>
&gt;&gt; The formatting got a little wonky, but I printed the PPT to PDF an=
d<br>
&gt;&gt; uploaded<br>
&gt;&gt; it to google docs. =A0Should be a public document now, try<br>
&gt;&gt; <a href=3D"https://docs.google.com/document/pub?id=3D1WsjarTozebPG=
8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA" target=3D"_blank">https://docs.google.com/=
document/pub?id=3D1WsjarTozebPG8f7HRh_Qyg9PO6dD603cnUzzLUCRSFA</a><br>
&gt;&gt; .<br>
&gt;&gt;<br>
&gt;&gt; - Chris/Fleep<br>
&gt;&gt;<br>
&gt;&gt; Chris M. Collins (SL: Fleep Tuque)<br>
&gt;&gt; Project Manager, UC Second Life<br>
&gt;&gt; Second Life Ambassador, Ohio Learning Network<br>
&gt;&gt; UCit Instructional &amp; Research Computing<br>
&gt;&gt; University of Cincinnati<br>
&gt;&gt; 406E Zimmer Hall<br>
&gt;&gt; PO Box 210088<br>
&gt;&gt; Cincinnati, OH 45221-0088<br>
&gt;&gt; (513)556-3018<br>
&gt;&gt; <a href=3D"mailto:chris.collins@uc.edu">chris.collins@uc.edu</a><b=
r>
&gt;&gt;<br>
&gt;&gt; UC Second Life: =A0 <a href=3D"http://homepages.uc.edu/secondlife"=
 target=3D"_blank">http://homepages.uc.edu/secondlife</a><br>
&gt;&gt; OLN Second Life: <a href=3D"http://www.oln.org/emerging_technologi=
es/emtech.php" target=3D"_blank">http://www.oln.org/emerging_technologies/e=
mtech.php</a><br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; On Thu, Mar 31, 2011 at 11:00 AM, Morgaine<br>
&gt;&gt; &lt;<a href=3D"mailto:morgaine.dinova@googlemail.com">morgaine.din=
ova@googlemail.com</a>&gt;wrote:<br>
&gt;&gt;<br>
&gt;&gt;&gt; That sounds interesting, Vaughn.<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; Unfortunately my Firefox browser and Gmail on Linux appear to =
have a<br>
&gt;&gt;&gt; semantic problem with Powerpoint, despite the success of Servi=
ce Level<br>
&gt;&gt;&gt; (Syntactic) Interoperability because it is a recognized type. =
=A0Is the<br>
&gt;&gt;&gt; OGCII<br>
&gt;&gt;&gt; material available in any other format?<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; :P<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; Morgaine.<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt;<br>
&gt;&gt;&gt; On Thu, Mar 31, 2011 at 3:34 PM, Vaughn Deluca<br>
&gt;&gt;&gt; &lt;<a href=3D"mailto:vaughn.deluca@gmail.com">vaughn.deluca@g=
mail.com</a>&gt;wrote:<br>
&gt;&gt;&gt;<br>
&gt;&gt;<br>
&gt;&gt; It is a powerpoint presentation with teaching material from the OG=
CII<br>
&gt;&gt; (Open Geospatial Consortium Interoperability Institute). =A0Proces=
sing<br>
&gt;&gt; Geospatial data appears to have many problems in common with our<b=
r>
&gt;&gt; virtual worlds. See:<br>
&gt;&gt; <a href=3D"http://portal.ogcii.org/files/?artifact_id=3D168" targe=
t=3D"_blank">http://portal.ogcii.org/files/?artifact_id=3D168</a> =A0 (warn=
ing: powerpoint<br>
&gt;&gt; download)<br>
&gt;&gt;<br>
&gt;<br>
_______________________________________________<br>
vwrap mailing list<br>
<a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a><br>
<a href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">h=
ttps://www.ietf.org/mailman/listinfo/vwrap</a><br>
</div></div></blockquote></div><br>

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Subject: Re: [vwrap] "Trust Domains", conditioners and refineries
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Added "trust domains" to the subject line to hopefully narrow this 
thread before it goes into some random debate.

At the source level, in the (voted upon?) client/server roles, who is 
the trust domain? If user A connect to asset server B, and B connects to 
grid X and grid Y, is the trust domain B, X, and Y, or just B and 
whatever A determines? I don't think there is any determinate 
client/server role here.

Being able to export/import objects with given "trust domain" is 
obviously either going to be "local only" or maybe combination of above 
A, B, X, Y. Should we simply establish trust domains based upon sign-in 
capabilities keep it simple to PGP/GPG keys. I think the URI/GPG-key is 
the simpler way for non-local assets, yet to be proven.

Do consider more complex assets that are "manufactured", and may contain 
encrypted assets within asset bundles in order to move objects between 
regions/v-worlds. The current SL(-compatible) protocols don't seem to 
handle bundles. What-if an asset is made for grid X and bundled with 
another asset for export/import. If grid Y cannot establish any "trust 
domain" with grid X then where should the export/import fail?

Yes, I'm thinking ahead... but the "manufactured" use-case is old (and 
by Morgaine's keeps being set aside to argue other "misapprehensions"). 
The manufactured use-case may get as complex as materials from many 
different grids in order to put together one object. Then we'll have to 
consider if that object requires a predefine trust domain in order to 
interop at various levels.

Let me also include this (un-rephrased from other email): Does "service 
level interop" include anything about "region-crossing"? If it does not, 
then we surely can then partition capabilities into different 
client/server clusters. If people want more seamless movement while in 
"service level interop" then mabye that needs to be upgraded to 
the"region-crossing" level.

When is interop from grid X to grid Y seamless, when do assets need to 
be conditioned (keep "trust domains" in mind), and when do objects need 
to be refined? To continue to use client/server terminology in that 
question is just to complex (or confuses the discussion into further 
endless debate).

Morgaine wrote:
> There is no default format, and nowhere does VWRAP deal in 
> SL-compatible grids.
>
> We are defining a services-oriented architecture which is nothing like 
> that of today's SL, and we cannot for a moment assume that SL will 
> adopt it in the future, as that is their choice, not ours.
>
> The only partly-compatible VW frameworks over which we have a small 
> amount of influence are Opensim and realXtend (which uses Opensim 
> server-side), because we can take their open source code and adapt it 
> to our protocols if we wish.  In that sense, we could be said to be 
> defining an Opensim-compatible protocol, but never an SL-compatible 
> protocol.  That would be a misapprehension.
>
> We occasionally say that we are defining an SL-like /*data*/ 
> architecture, but even that isn't really correct since VWRAP doesn't 
> favor one in-world content type over another.  All content types are 
> denoted merely by a type tag and there is no standard set of content 
> types required.
>
> So what is the real commonality between VWRAP and SL?  Currently, only 
> LLSD is reasonably compatible with SL, although LLSD might well change 
> in more than just its name if we find the current spec not 
> sufficiently powerful or lacking extensibility for our needs.
>
>
> Morgaine.
>
>
>
>
> ==========================
>
> On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol <dzonatas@gmail.com 
> <mailto:dzonatas@gmail.com>> wrote:
>
>     Don't need to assume too much like that, Morgaine; however, we
>     need something more of "trust domains" defined and the example(s)
>     I wrote about fit in well as lead-in. I stated these use-cases
>     specially to avoid the use of terminology that now exists, and
>     this leans towards the need to center on "trust domains." I see
>     the use of current client/server-* terminology continually to
>     confuse us (even if some like it, not all do). If we have to think
>     about such terminology for more than 90 seconds each time then it
>     needs to change.
>
>     My side-point was that VWs may have their own object format in
>     their world, and I'm thinking more then just the regions that
>     exist now that the monolithic client connects. Perhaps, others
>     only think about SL compatible grids, and don't worry about the
>     default format.
>
>     Morgaine wrote:
>
>         We've maintained throughout that our protocols would be
>         extensible with regard to data formats, allowing worlds and
>         user expectations to evolve without requiring protocol
>         redefinition.
>
>         In the area of meshes, it is very much to be expected that
>         COLLADA will figure strongly among the graphic formats used
>         (particularly since it was chosen for the iED initiative), but
>         it's not of any special interest to the VWRAP protocols other
>         than as a potential content type.ďż˝ All we have to do is to
>         make sure that we label each transfer with its appropriate
>         type, and possibly also include other metadata that may be needed.
>
>         We're certainly not standardizing what graphics are used in
>         virtual worlds, beyond assigning types where they might not
>         yet exist.ďż˝ Hardwiring them would be a recipe not for
>         extensibility but for stagnation.ďż˝ Other bodies may be
>         standardizing which graphics formats are used, whereas we're
>         trying to define useful deployment architectures and
>         standardizing the protocols through which they are accessed.
>
>
>         Morgaine.
>
>
>
>
>         ===================
>
>         On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol
>         <dzonatas@gmail.com <mailto:dzonatas@gmail.com>
>         <mailto:dzonatas@gmail.com <mailto:dzonatas@gmail.com>>> wrote:
>
>            If we say the conditioner basically authenticates or
>         re-signs an
>            asset from grid X to grid Y, and the refinery would make
>         sure the
>            physics of the object described by the asset is translated from
>            the topology of grid X to the topology of grid Y, then this is
>            basically what COLLADA expects in exchange. This exchange
>         is this
>            different from the usual import/export process. It doesn't
>         have to
>            be this exact process, as this is only an example to us be more
>            familiar.
>
>            It seems a complete waste to not realize that LL has
>         implemented
>            the import process and physics refinery into their browser, and
>            this very feature, though not fully automated as such, could be
>            used to help move assets in-between grids/v-worlds. Since the
>            import is from local basis, the authentication is not
>         implemented.
>            What's to stop to basically export to DAE format on the local
>            storage, from one world, and continue to import that DAE into
>            another grid.
>
>            Note that the refineries may be proprietary. They may produce
>            non-COLLADA formats (from DAE files) that are for optimal
>            render/display capability of the software "client" (i.e.
>         that the
>            end-user has to view graphics).
>
>            As with Google Earth and Sony HOME, they already have their
>         assets
>            conditioned and refined for those virtual worlds such that they
>            can optimally display them. The key note is not the optimal
>            display, as it is about being able to exchange and use in other
>            virtual worlds.
>
>            The DAE format does have extensive abilities, yet the goal of
>            COLLADA is still to define the basic material, scripts,
>         model, etc
>            in the most portable format. The DAE may contain hybrid or
>            specific formats that is stored in the extensions, so that
>         custom
>            objects are retained/transferred.
>
>            If virtual worlds start to not agree upon how they store
>         objects,
>            I see COLLADA as the default format for digital asset exchange.
>
>          
>          https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F
>
>            (Yes, we can put all inventory items in DAE format through the
>            user-data and asset extensions, despite the format mainly being
>            for 3D... just sayin')
>
>            --     --- https://twitter.com/Dzonatas_Sol ---
>            Web Development, Software Engineering, Virtual Reality,
>         Consultant
>
>            _______________________________________________
>            vwrap mailing list
>            vwrap@ietf.org <mailto:vwrap@ietf.org>
>         <mailto:vwrap@ietf.org <mailto:vwrap@ietf.org>>
>
>            https://www.ietf.org/mailman/listinfo/vwrap
>
>
>         ------------------------------------------------------------------------
>
>
>
>         _______________________________________________
>         vwrap mailing list
>         vwrap@ietf.org <mailto:vwrap@ietf.org>
>         https://www.ietf.org/mailman/listinfo/vwrap
>          
>
>
>
>     -- 
>     --- https://twitter.com/Dzonatas_Sol ---
>     Web Development, Software Engineering, Virtual Reality, Consultant
>
>
> ------------------------------------------------------------------------
>
> _______________________________________________
> vwrap mailing list
> vwrap@ietf.org
> https://www.ietf.org/mailman/listinfo/vwrap
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant


From mike.dickson@hp.com  Thu Mar 31 10:17:50 2011
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To: Morgaine <morgaine.dinova@googlemail.com>
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Subject: Re: [vwrap] Conditioners and refineries
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On Thu, 2011-03-31 at 16:23 +0000, Morgaine wrote:
> There is no default format, and nowhere does VWRAP deal in
> SL-compatible grids.

That's actually for the contributors to define.  There's no reason we
can't choose to favor a direction that's compatible or at least
complimentary with existing practice.

> 
> We are defining a services-oriented architecture which is nothing like
> that of today's SL, and we cannot for a moment assume that SL will
> adopt it in the future, as that is their choice, not ours.

You have a tendency to use "we" as this inclusive, everyone agrees with
me so its a done deal concept.  Again wether the group chooses to
leverage some of the concepts in SL (like LLSD for instance) is still
open to discussion.  And protocol standard are what "we" are about here.
Honestly if we fail to produce something that can "inter-operate" with
SL at least to some degree I think the usefulness is minimal.

> The only partly-compatible VW frameworks over which we have a small
> amount of influence are Opensim and realXtend (which uses Opensim
> server-side), because we can take their open source code and adapt it
> to our protocols if we wish.  In that sense, we could be said to be
> defining an Opensim-compatible protocol, but never an SL-compatible
> protocol.  That would be a misapprehension.

This is all about implementation and isn't related to standards work at
all.  How what is produced here is implemented into a "product" (open
source or not) is irrelevant. And again, wether the protocol is
"SL-compatible" is open to discussion.  You clearly have a bias away
from it but its not clear that's true for everyone.

> 
> We occasionally say that we are defining an SL-like data architecture,
> but even that isn't really correct since VWRAP doesn't favor one
> in-world content type over another.  All content types are denoted
> merely by a type tag and there is no standard set of content types
> required.
> 
> So what is the real commonality between VWRAP and SL?  Currently, only
> LLSD is reasonably compatible with SL, although LLSD might well change
> in more than just its name if we find the current spec not
> sufficiently powerful or lacking extensibility for our needs.

Again, your making assumptions based on what you'd like to see.  If you
really feel as strongly as you do that an alternative is appropriate I'd
get to drafting some documents that describe it.  Otherwise IMO,
standardizing around existing current practice is completely reasonable
and appropriate.  Not that there isn't room for improvement of course.
But those improvements can be incremental in nature rather than
revolutionary.

Mike

> 
> 
> Morgaine.
> 
> 
> 
> 
> ==========================
> 
> On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol <dzonatas@gmail.com>
> wrote:
>         Don't need to assume too much like that, Morgaine; however, we
>         need something more of "trust domains" defined and the
>         example(s) I wrote about fit in well as lead-in. I stated
>         these use-cases specially to avoid the use of terminology that
>         now exists, and this leans towards the need to center on
>         "trust domains." I see the use of current client/server-*
>         terminology continually to confuse us (even if some like it,
>         not all do). If we have to think about such terminology for
>         more than 90 seconds each time then it needs to change.
>         
>         My side-point was that VWs may have their own object format in
>         their world, and I'm thinking more then just the regions that
>         exist now that the monolithic client connects. Perhaps, others
>         only think about SL compatible grids, and don't worry about
>         the default format.
>         
>         Morgaine wrote:
>                 We've maintained throughout that our protocols would
>                 be extensible with regard to data formats, allowing
>                 worlds and user expectations to evolve without
>                 requiring protocol redefinition.
>                 
>                 In the area of meshes, it is very much to be expected
>                 that COLLADA will figure strongly among the graphic
>                 formats used (particularly since it was chosen for the
>                 iED initiative), but it's not of any special interest
>                 to the VWRAP protocols other than as a potential
>                 content type.ďż˝ All we have to do is to make sure that
>                 we label each transfer with its appropriate type, and
>                 possibly also include other metadata that may be
>                 needed.
>                 
>                 We're certainly not standardizing what graphics are
>                 used in virtual worlds, beyond assigning types where
>                 they might not yet exist.ďż˝ Hardwiring them would be a
>                 recipe not for extensibility but for stagnation.ďż˝
>                 Other bodies may be standardizing which graphics
>                 formats are used, whereas we're trying to define
>                 useful deployment architectures and standardizing the
>                 protocols through which they are accessed.
>                 
>                 
>                 Morgaine.
>                 
>                 
>                 
>                 
>                 ===================
>                 
>                 
>                 
>                 On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol
>                 <dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
>                 wrote:
>                 
>                    If we say the conditioner basically authenticates
>                 or re-signs an
>                    asset from grid X to grid Y, and the refinery would
>                 make sure the
>                    physics of the object described by the asset is
>                 translated from
>                    the topology of grid X to the topology of grid Y,
>                 then this is
>                    basically what COLLADA expects in exchange. This
>                 exchange is this
>                    different from the usual import/export process. It
>                 doesn't have to
>                    be this exact process, as this is only an example
>                 to us be more
>                    familiar.
>                 
>                    It seems a complete waste to not realize that LL
>                 has implemented
>                    the import process and physics refinery into their
>                 browser, and
>                    this very feature, though not fully automated as
>                 such, could be
>                    used to help move assets in-between grids/v-worlds.
>                 Since the
>                    import is from local basis, the authentication is
>                 not implemented.
>                    What's to stop to basically export to DAE format on
>                 the local
>                    storage, from one world, and continue to import
>                 that DAE into
>                    another grid.
>                 
>                    Note that the refineries may be proprietary. They
>                 may produce
>                    non-COLLADA formats (from DAE files) that are for
>                 optimal
>                    render/display capability of the software
>                 "client" (i.e. that the
>                    end-user has to view graphics).
>                 
>                    As with Google Earth and Sony HOME, they already
>                 have their assets
>                    conditioned and refined for those virtual worlds
>                 such that they
>                    can optimally display them. The key note is not the
>                 optimal
>                    display, as it is about being able to exchange and
>                 use in other
>                    virtual worlds.
>                 
>                    The DAE format does have extensive abilities, yet
>                 the goal of
>                    COLLADA is still to define the basic material,
>                 scripts, model, etc
>                    in the most portable format. The DAE may contain
>                 hybrid or
>                    specific formats that is stored in the extensions,
>                 so that custom
>                    objects are retained/transferred.
>                 
>                    If virtual worlds start to not agree upon how they
>                 store objects,
>                    I see COLLADA as the default format for digital
>                 asset exchange.
>                 
>                 
>                  https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F
>                 
>                    (Yes, we can put all inventory items in DAE format
>                 through the
>                    user-data and asset extensions, despite the format
>                 mainly being
>                    for 3D... just sayin')
>                 
>                    --     --- https://twitter.com/Dzonatas_Sol ---
>                    Web Development, Software Engineering, Virtual
>                 Reality, Consultant
>                 
>                    _______________________________________________
>                    vwrap mailing list
>                 
>                    vwrap@ietf.org <mailto:vwrap@ietf.org>
>                 
>                    https://www.ietf.org/mailman/listinfo/vwrap
>                 
>                 
>                 
>                 ------------------------------------------------------------------------
>                 
>                 
>                 _______________________________________________
>                 vwrap mailing list
>                 vwrap@ietf.org
>                 https://www.ietf.org/mailman/listinfo/vwrap
>                  
>                 
>         
>         
>         
>         -- 
>         --- https://twitter.com/Dzonatas_Sol ---
>         Web Development, Software Engineering, Virtual Reality,
>         Consultant
>         
>         
> 



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I thought this project had died a deserved death and been revealed long =
ago for the Trojan horse of the radical open source cult that it is. Int=
eroperability is not a demand of paying customers in Second Life; it's a=
 sectarian demand of a few ideological educators and coders who are usin=
g it as a cover to advance their agenda. There is no demonstrable need t=
o link Second Life to the open sims that are reverse engineered (yes ind=
eed they are) from SL -- given the rampant flushing of content theft alr=
eady underway. I've outlined all the problems with this ideological gamb=
it here:http://secondthoughts.typepad.com/second_thoughts/2011/02/the-be=
rne-inherency-and-the-interop-flop-reply-to-meadh.html?cid=3D6a00d83451c=
fe069e2014e5f6737c6970c in answer toMeadhbh's article here herehttp://bl=
og.meadhbh.org/2011/01/boiling-ocean-and-profit-motive.html
Proprietary worlds are not "prisons". Far from being something to be sco=
rned as they were by earlier ideologues in the AOL/Netscape/ etc wars, w=
alled gardens are valued. Today, the walled gardens of Facebook, Twitter=
 and yes, Second Life have millions of happy customers precisely because=
 they can hold in value better than the Leninist sandboxes devised by th=
e Internet's early adapters. All of these lovely walled gardens represen=
t progress for civilization, more freedom, not less. While imperfect, as=
 they still present problems for privacy, IP rights, monetarization, etc=
. they are still moving in the direction of *real life* and its *values*=
 and not in the direction of discredited ideologies from failed states o=
f the last century. It's not an imposition to *gasp* log out and then lo=
g into another world. The user find that it takes a second. And that's a=
n important firewall and membrane to keep intact against theft, griefing=
 and crime. It's all good. It's not "balkanization" to have realms of ci=
vilization that in fact can deter intellectual property theft, harassmen=
t and stalking, and crime like child pornography. It's *ok*.The real wor=
ld does not consist of warring Balkan-like states merely because they ha=
ve customs & immigration and regulations and passports. These are all no=
rmal things and their transposition on line is normal and expected and h=
ealthy, despite the screeching we hear from people still clinging to a m=
isguided and insular notion that everything has to be some communist uto=
pia with everything coercively shared for the "good of humankind". WHEN =
worlds are ready to hook up to each other -- because they have what are =
the analogies of treaties that uphold the rule of law *like content perm=
issions* -- THEN they will hook up. Fiddling around and making technical=
 standards for this execise now is merely an ideological gambit to force=
 the open source cult on the worlds. When companies *and their customers=
* have a need for interoperability, they will FIRST develop the relevant=
 terms of service and POLICIES, THEN they will develop the tech *that su=
pports that, instead of attempts to drive that*. That's it. That's how i=
t's going to be. Efforts to abstractly enforce this in advance will like=
ly be out of date even on the tech needed, and they will *MOST CERTAINLY=
* be undemocratic and out of step with CUSTOMER REQUIREMENTS. Nobody but=
 those who need to steal them has a felt need to share the assets of Sec=
ond Life. These are made by hard-working people who have copyrighted the=
se assets. *Get your furry paws off them*. Prokofy Neva     ---------- O=
riginal Message ----------
From: Morgaine <morgaine.dinova@googlemail.com>
To: vwrap@ietf.org
Subject: Re: [vwrap] vwrap Digest, Vol 11, Issue 24
Date: Thu, 31 Mar 2011 01:17:01 +0100

That's a good requirement, Sean.

However, you're suggesting a rather inflexible way of achieving it, beca=
use it would rely on one world giving you access to another world.&#6553=
3; This doesn't scale at all when you consider thousands, let alone mill=
ions, of destination worlds.
 =

Also, it would result in balkanization of the metaverse, as restrictive =
world operators seek to prevent you from travelling to worlds they don't=
 like.&#65533; We'd end up with prison enclaves in which the only way fo=
r inmates to "escape" to visit friends in non-permitted worlds would be =
to log out from this prison and log in to a different one, which defeats=
 most of the benefits of VW interop.&#65533; It's a poor approach.
 =

Fortunately there is a much better way to achieve this, and David hinted=
 at it when he wrote about the near impossibility of one world forcing l=
ocal policy onto services run by somebody else.&#65533; If your assets a=
re not held by a world operator but in an independent external asset ser=
vice (which could even be on your local system), then you don't need to =
ask the current world for "permission" to teleport to some other world, =
since you (or your external asset service) can supply all of the resourc=
es needed by the destination world directly.&#65533; No more prison plan=
et.
 =

The Web doesn't usually provide a good analogy with virtual worlds becau=
se its architecture is substantially different in several areas.&#65533;=
 However, in respect of teleports the analogy is a direct one.&#65533; O=
ne world should not limit your ability to teleport to another world any =
more than one website should have a say on which website you visit next.=

 =

In summary, the inter-world teleport requirement that you describe is a =
good one, but it should not be implemented as a cooperative agreement be=
tween worlds because that has very negative repercussions for residents,=
 turning them into hapless inmates and splitting communities apart.
 =

Instead, VWRAP provides the excellent concept of independent external sh=
ared asset services which can serve content to multiple worlds.&#65533; =
Using them we can design a teleport protocol that empowers users and hel=
ps the open metaverse bloom, instead of enslaving them and balkanizing w=
orlds into non-communicating factions.
 =


Morgaine.





=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D


On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee <sean@uci.edu> wrote:
 So, for example, one protocol we would like to define, in the name of V=
W interoperability, is how a client, (a viewer and it's user in this cas=
e), communicates, to a specific grid X authentication server, that it wa=
nts to connect to that grid using grid Y authentication server, which co=
uld be another grid or facebook, etc. The communication that happens the=
re needs to have some way to determine if that grid Y authentication ser=
vice is allowed or known, and if it was successful in authenticating you=
, among other things. So, this is, in a way, service level interop, but =
like you said, a bit orthogonal. Also, in addition to the communication =
between the above service and client, there would have to be communicati=
on between grid X authentication service and grid Y authentication servi=
ce. More protocol this group would likely specify, I assume.
 =

 Peace,
 Sean
 =

 On 03/30/2011 03:40 PM, Morgaine wrote:Very well put, Vaughn.
 =

 Regarding "service level interoperability", it's not really a subset of=

 VW interoperability at all, but lies orthogonal to it because it is a
 property of all multipart systems that implement services. &#65533;I'll=
 try to
 explain.
 =

 Client-server systems for example have at least two distinct parts with=

 distinct roles, server(s) and client(s). &#65533;Service-level interope=
rability
 typically consists of designing and specifying the protocols or
 interfaces between them in such a way that any part of the system is
 interchangeable with another equivalent part that performs the same
 role, say from a different manufacturer, and the system as a whole stil=
l
 continues to work normally.
 =

 This rarely needs to be honored with a fancy title such as "service
 level interoperability" in these days of IETF standards and highly
 cross-platform web applications. &#65533;Historically however, applicat=
ions did
 not behave quite so nicely, and vendors often sought to lock customers
 in with hidden proprietary interfaces, so there was a need for adding
 "service level interoperability" to the tendering documentation in days=

 gone by, to avoid surprises later on.
 =

 Today, the need for that has almost disappeared, and if your online
 service has a documented protocol interface then "service level
 interoperability" is virtually assured without doing anything at all,
 assuming normal commonsense has prevailed during development (and there=

 is no deliberate obfuscation of course). &#65533;There is only one othe=
r area
 of this topic where a little more needs to be said.
 =

 Protocol messages can normally be validated syntactically to a strong
 degree, and whether a message is correct or not is normally known
 immediately upon syntactic validation. &#65533;Unfortunately, that is n=
ot
 always the end of the story, because protocols can transport complex
 data items which are valid syntactically yet invalid semantically.
 =

 This is the last vestige of where that term is commonly encountered, as=

 *Service Level Semantic Interoperability*. &#65533;Is it relevant to us=
? &#65533;Yes,
 a little. &#65533;For example, it would do us no good to transport Coll=
ada
 meshes from an asset service to a client that tries to render them as
 some other graphics format --- that would create a semantic mishap,
 because one party thinks that the items means one thing and another
 party applies a different semantic. &#65533;So yes, there is a little m=
ore for
 us to consider here, but it's not a lot. &#65533;In most part we have a=
lready
 stated the solution every time that we have mentioned MIME types for
 describing content. &#65533;This is mostly a solved problem.
 =

 There may be one or two other areas where we have to specify the
 required semantic alongside the simple matter of protocol syntax, but
 that's a standard part of defining protocols. &#65533;There is nothing =
really
 new here.
 =

 Lastly, service level interoperability focuses entirely on single
 services and their clients, so it's unrelated to interoperability
 between multiple services, such as a set of virtual world services.
 This means that, apart from defining type semantics, it doesn't get us
 even a step closer towards interop between virtual worlds.
 =

 =

 Morgaine.
 =

 =

 =

 =

 =

 =

 =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D
 =

 On Wed, Mar 30, 2011 at 10:07 PM, Vaughn Deluca <vaughn.deluca@gmail.co=
m<mailto:vaughn.deluca@gmail.com>> wrote:
 =

 &#65533; &#65533;Katherine wrote:
 &#65533; &#65533; >It seems to me that accomodating "full" interop only=
 would reduce the
 &#65533; &#65533; >number of possible implementers and use cases for ou=
r work
 =

 &#65533; &#65533;I am sure that nobody &#65533;suggested to we restrict=
 ourselves to "full"
 &#65533; &#65533;interop only.
 &#65533; &#65533;"Service level interop" is clearly subset of VW intero=
perability. You
 &#65533; &#65533;can't have VW interoperability without service level i=
nteroperability!
 &#65533; &#65533;However, If i understand Morgaine right, she is worrie=
d that the VWRAP
 &#65533; &#65533;specs will be *restricted* to service level interop on=
ly.
 =

 &#65533; &#65533;It has been argued (sorry, I forgot by whom) that prop=
er
 &#65533; &#65533;specifications of service level interop will give us v=
irtual world
 &#65533; &#65533;interop for free. I think we need a bit more, but i re=
ally have a hard
 &#65533; &#65533;time envisioning how service level interop can be spec=
ified in such a
 &#65533; &#65533;way that it *prevents* VW interop, at least not if we =
pay attention to
 &#65533; &#65533;this aspect, and clearly we do. So in conclusion i do =
not see much of
 &#65533; &#65533;a problem.
 =

 &#65533; &#65533;Izzy wrote in another tread "This whole argument betwe=
en service level
 &#65533; &#65533;interop and 'full' interop eludes me." At first it elu=
ded me to, but
 &#65533; &#65533;now i think that what is actually expressed in these d=
iscussions is
 &#65533; &#65533;the question of the scope of our effort as well as des=
ign approach.
 &#65533; &#65533;Some prefer to work bottom up, following their primary=
 interests in
 &#65533; &#65533;getting the low level protocols working, especially si=
nce that will
 &#65533; &#65533;already be good enough for (all?) of their use cases .=
 Some prefer a
 &#65533; &#65533;more top-down approach, first sketching the high level=
 picture of the
 &#65533; &#65533;users perception of VW interop, &#65533;and from there=
 working downwards,
 &#65533; &#65533;obviously also because that approach optimises the rea=
lisation of
 &#65533; &#65533;*their* use cases.
 =

 &#65533; &#65533;I think we need both, and above all, i do feel that th=
e two approaches
 &#65533; &#65533;are not al all incompatible and both are without any d=
oubt square
 &#65533; &#65533;within the current charter.
 &#65533; &#65533;Formally splitting our effort in two working parties a=
long the current
 &#65533; &#65533;visible fissures and getting each to work on their own=
 interest is a
 &#65533; &#65533;recipe for disaster. It will only strengthen the animo=
sity that is
 &#65533; &#65533;already slowing us down tremendously, and will sustain=
 the infighting.
 &#65533; &#65533;Rather than spitting efforts off, we need to address t=
he causes for
 &#65533; &#65533;the current disagreement and found common ground. &#65=
533;In my view that is
 &#65533; &#65533;not all all hard.
 =

 &#65533; &#65533;I have been reviewing the discussion we had in Septemb=
er and i am
 &#65533; &#65533;actually amazed at the level of consensus that is expr=
essed in those
 &#65533; &#65533;email exchanges. Unfortuanately we have been very bad =
at consolidating
 &#65533; &#65533;that consensus. As a result we recycle the same proble=
ms time and time
 &#65533; &#65533;again. The archives make very depressing reading from =
that point of
 &#65533; &#65533;view. We need to do more documentation for sure.
 =

 &#65533; &#65533;I am currently going over the September discussion and=
 looking up the
 &#65533; &#65533;places were we all agreed on the way forward. &#65533;=
Much of that is still
 &#65533; &#65533;undocumented, and my aim is to get those points writte=
n down in the
 &#65533; &#65533;wiki.
 =

 &#65533; &#65533;As i final point i want to make clear how I understand=
 the term
 &#65533; &#65533;"Service Level Interop". I used the term, and since th=
e glosary entry
 &#65533; &#65533;is still emtpy, i feel obliged to add at least my pers=
onal reading. If
 &#65533; &#65533;somebody disagrees, please add an improved version.
 =

 &#65533; &#65533;Service level interoperability:
 &#65533; &#65533; &#65533; &#65533; &#65533; &#65533;A subset of "Virtu=
al World Interoperability" as defined by
 &#65533; &#65533;the VWRAP
 &#65533; &#65533;protocol. Service level interoperabity loosely describ=
es specific
 &#65533; &#65533;interactions between VWRAP endpoints. These inteaction=
s form the glue
 &#65533; &#65533;that hold a particular virtual world together, but mig=
ht just as well
 &#65533; &#65533;be used for communication between different VWRAP comp=
atible virtual
 &#65533; &#65533;worlds (i.e. crossing trust domains).
 =

 &#65533; &#65533;I intend to put this up in the glossary, but first wil=
l see how it
 &#65533; &#65533;flies here &#65533;:)
 =

 &#65533; &#65533;On 3/29/11, Katherine Mancuso <kmancuso@gmail.com&#655=
33; &#65533;<mailto:kmancuso@gmail.com>> wrote:
 &#65533; &#65533; > Hi everyone,
 &#65533; &#65533; >
 &#65533; &#65533; > I want to speak up for agreeing with Meadhbh & Mike=
 about keeping a
 &#65533; &#65533; > role for service level interop in this group. &#655=
33;We've made good
 &#65533; &#65533; > progress towards this goal and can continue to work=
 on it.
 &#65533; &#65533; >
 &#65533; &#65533; > Here is an alternative proposal to any which has be=
en brought up so
 &#65533; &#65533; > far. &#65533;I'm aware this may not be fully correc=
t in its technical
 &#65533; &#65533; > details, as I am not a software architect:
 &#65533; &#65533; >
 &#65533; &#65533; > Could the partisans of "full" VW interop consider w=
orking together on
 &#65533; &#65533; > a draft specification that is something like the in=
tro or David's
 &#65533; &#65533; > piece in scope that lays out which specific capacit=
ies would need to
 &#65533; &#65533; > be supported at a minimum to allow for "full" inter=
op, perhaps
 &#65533; &#65533;getting
 &#65533; &#65533; > input from implementers such as the Hypergrid folks=
 and the folks who
 &#65533; &#65533; > coordinated the teleport test at Linden? &#65533;Ci=
ting existing service
 &#65533; &#65533; > specifications (either ones developed within this W=
G, or outside
 &#65533; &#65533; > specifications like XML, Collada, etc) is preferred=
, and for
 &#65533; &#65533; > capabilities for which there are not existing servi=
ce specifications
 &#65533; &#65533; > or the existing specifications don't work well enou=
gh, address
 &#65533; &#65533;that to
 &#65533; &#65533; > lay out a clear roadmap of what must be developed.
 &#65533; &#65533; >
 &#65533; &#65533; > My vision here is that folks who are doing service-=
level work could
 &#65533; &#65533; > continue developing and implementing their individu=
al services, and
 &#65533; &#65533; > the folks who wish to do "full" interop could defin=
e a menu of
 &#65533; &#65533; > services which must be implemented for "full" inter=
op. &#65533;Implementers
 &#65533; &#65533; > could then choose their path based on their use cas=
es: implement the
 &#65533; &#65533; > "full" interop specification including all the spec=
ifications called
 &#65533; &#65533; > for, or implement individual services. &#65533;I be=
lieve that both of these
 &#65533; &#65533; > concepts can exist under our existing charter or wi=
th limited
 &#65533; &#65533; > amendment to the charter and intro, which is much e=
asier for everyone
 &#65533; &#65533; > to agree to than entirely rewriting both, and does =
not require
 &#65533; &#65533; > trashing years of work.
 &#65533; &#65533; >
 &#65533; &#65533; > It seems to me that accomodating "full" interop onl=
y would reduce the
 &#65533; &#65533; > number of possible implementers and use cases for o=
ur work
 &#65533; &#65533; > dramatically, not to mention cut out a productive b=
ody of folks in
 &#65533; &#65533; > this group who have been contributing an awful lot =
of documents and
 &#65533; &#65533; > implementing.
 &#65533; &#65533; >
 &#65533; &#65533; > For example, to illustrate my point:
 &#65533; &#65533; >
 &#65533; &#65533; > From my work as a SL developer focusing in educatio=
n, I know
 &#65533; &#65533;there's a
 &#65533; &#65533; > substantial use case in K-12 education in the US fo=
r walled gardens,
 &#65533; &#65533; > because schools have big legal liability problems w=
ith letting minors
 &#65533; &#65533; > wander unwalled virtual worlds (most school librari=
es in the US have
 &#65533; &#65533; > internet filters for the same reasons) and have fai=
rly intense
 &#65533; &#65533; > supervision requirements which require substantial =
moderation &
 &#65533; &#65533; > surveillance tools. &#65533;However, a shared asset=
 server that contains a
 &#65533; &#65533; > core of "safe" content might be of interest to thes=
e folks, since
 &#65533; &#65533; > educators don't necessarily need to reinvent the wh=
eel for their
 &#65533; &#65533; > classrooms every year. &#65533;This is a really goo=
d case for service level
 &#65533; &#65533; > interop ... implement the asset server specificatio=
n only, not the
 &#65533; &#65533; > "full" one that allows you to teleport to other wor=
lds.
 &#65533; &#65533; >
 &#65533; &#65533; > On the other hand, universities have far greater in=
terest in letting
 &#65533; &#65533; > students and professors teleport among university s=
paces (which
 &#65533; &#65533; > happens metaphorically in the real world all the ti=
me), and fewer
 &#65533; &#65533; > liability issues. &#65533;Sharing an asset server m=
ight be of interest to
 &#65533; &#65533; > them, but so too might "full" interop. &#65533;They=
'd want to implement the
 &#65533; &#65533; > "full" interop specification.
 &#65533; &#65533; >
 &#65533; &#65533; > (Paging Fleep Tuque, are you here to make this case=
 better for me?)
 &#65533; &#65533; >
 &#65533; &#65533; > TL;DR - Proposal is to amend the charter & intro so=
 that they allow
 &#65533; &#65533; > the "full" interop people to work in one community =
on their ideas and
 &#65533; &#65533; > the service level interop people to work in paralle=
l on their ideas,
 &#65533; &#65533; > rather than assuming that one model has to exclusiv=
ely dominate the
 &#65533; &#65533; > group.
 &#65533; &#65533; >
 &#65533; &#65533; > I will be unavailable to post anything else much le=
ngthy through
 &#65533; &#65533;3 April,
 &#65533; &#65533; > FYI.
 &#65533; &#65533; >
 &#65533; &#65533; > Katherine
 &#65533; &#65533; >
 &#65533; &#65533; > --
 &#65533; &#65533; >
 &#65533; &#65533;------------------------------------------------------=
---------------------------------------
 &#65533; &#65533; > Katherine Mancuso
 &#65533; &#65533; >
 &#65533; &#65533; > ISIS Inc, Community Manager (http://www.isis-inc.or=
g)
 &#65533; &#65533; > Sex::Tech Conference, Social Media Chair (http://ww=
w.sextech.org)
 &#65533; &#65533; > The Vesuvius Group: metaverse community builders
 &#65533; &#65533; > (http://www.thevesuviusgroup.com)
 &#65533; &#65533; > GimpGirl Community Liaison (http://www.gimpgirl.com=
)
 &#65533; &#65533; >
 &#65533; &#65533; > http://twitter.com/musingvirtual
 &#65533; &#65533; > http://facebook.com/kmancuso
 &#65533; &#65533; > http://www.linkedin.com/in/kathymancuso
 &#65533; &#65533; > Second Life: Muse Carmona
 &#65533; &#65533; >
 &#65533; &#65533;------------------------------------------------------=
----------------------------------------
 &#65533; &#65533; > _______________________________________________
 &#65533; &#65533; > vwrap mailing list &#65533; &#65533; > vwrap@ietf.o=
rg <mailto:vwrap@ietf.org>
 &#65533; &#65533; > https://www.ietf.org/mailman/listinfo/vwrap
 &#65533; &#65533; >
 &#65533; &#65533;_______________________________________________
 &#65533; &#65533;vwrap mailing list &#65533; &#65533;vwrap@ietf.org <ma=
ilto:vwrap@ietf.org>
 &#65533; &#65533;https://www.ietf.org/mailman/listinfo/vwrap
 =

 =

 =

 =

 _______________________________________________
 vwrap mailing list
 vwrap@ietf.org
 https://www.ietf.org/mailman/listinfo/vwrap =

 -- =

 =

 Sean Hennessee
 Central Computing Support
 Office of Information Technology
 UC Irvine
 =

 =

 ... . .- -. / &#65533;.... . -. -. . ... ... . .
 _______________________________________________
 vwrap mailing list
 vwrap@ietf.org
 https://www.ietf.org/mailman/listinfo/vwrap =

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<html><div>I thought this project had died a deserved death and been rev=
ealed long ago for the Trojan horse of the radical open source cult that=
 it is.</div><div>&nbsp;</div><div>Interoperability is not a demand of p=
aying customers in Second Life; it's a sectarian demand of a few ideolog=
ical educators and coders who are using it as a cover to advance their a=
genda.</div><div>&nbsp;</div><div>There is no demonstrable need to link =
Second Life to the open sims that are reverse engineered (yes indeed the=
y are) from SL -- given the rampant flushing of content theft already un=
derway.</div><div>&nbsp;</div><div>I've outlined all the problems with t=
his ideological gambit here:</div><div>http://secondthoughts.typepad.com=
/second_thoughts/2011/02/the-berne-inherency-and-the-interop-flop-reply-=
to-meadh.html?cid=3D6a00d83451cfe069e2014e5f6737c6970c</div><div>&nbsp;<=
/div><div>in answer toMeadhbh's article here here</div><div>http://blog.=
meadhbh.org/2011/01/boiling-ocean-and-profit-motive.html</div><div><br>P=
roprietary worlds are not "prisons". Far from being something to be scor=
ned as they were by earlier ideologues in the AOL/Netscape/ etc wars, wa=
lled gardens are valued. Today, the walled gardens of Facebook, Twitter =
and yes, Second Life have millions of happy customers precisely because =
they can hold in value better than the Leninist sandboxes devised by the=
 Internet's early adapters. All of these lovely walled gardens represent=
 progress for civilization, more freedom, not less. While imperfect, as =
they still present problems for privacy, IP rights, monetarization, etc.=
 they are still moving in the direction of *real life* and its *values* =
and not in the direction of discredited ideologies from failed states of=
 the last century.</div><div>&nbsp;</div><div>It's not an imposition to =
*gasp* log out and then log into another world. The user find that it ta=
kes a second. And that's an important firewall and membrane to keep inta=
ct against theft, griefing and crime. It's all good.</div><div>&nbsp;</d=
iv><div>It's not "balkanization" to have realms of civilization that in =
fact can deter intellectual property theft, harassment and stalking, and=
 crime like child pornography. It's *ok*.The real world does not consist=
 of warring Balkan-like states merely because they have customs &amp; im=
migration and regulations and passports. These are all normal things and=
 their transposition on line is normal and expected and healthy, despite=
 the screeching we hear from people still clinging to a misguided and in=
sular notion that everything has to be some communist utopia with everyt=
hing coercively shared for the "good of humankind".</div><div>&nbsp;</di=
v><div>WHEN worlds are ready to hook up to each other -- because they ha=
ve what are the analogies of treaties that uphold the rule of law *like =
content permissions* -- THEN they will hook up. Fiddling around and maki=
ng technical standards for this execise now is merely an ideological gam=
bit to force the open source cult on the worlds. When companies *and the=
ir customers* have a need for interoperability, they will FIRST develop =
the relevant terms of service and POLICIES, THEN they will develop the t=
ech *that supports that, instead of attempts to drive that*. That's it. =
That's how it's going to be. Efforts to abstractly enforce this in advan=
ce will likely be out of date even on the tech needed, and they will *MO=
ST CERTAINLY* be undemocratic and out of step with CUSTOMER REQUIREMENTS=
.</div><div>&nbsp;</div><div>Nobody but those who need to steal them has=
 a felt need to share the assets of Second Life. These are made by hard-=
working people who have copyrighted these assets. *Get your furry paws o=
ff them*.</div><div>&nbsp;</div><div>Prokofy Neva</div><div>&nbsp;</div>=
<div>&nbsp;</div><div>&nbsp;</div><div>&nbsp;</div><div>&nbsp;</div><div=
>---------- Original Message ----------<br>From: Morgaine &lt;morgaine.d=
inova@googlemail.com&gt;<br>To: vwrap@ietf.org<br>Subject: Re: [vwrap] v=
wrap Digest, Vol 11, Issue 24<br>Date: Thu, 31 Mar 2011 01:17:01 +0100<b=
r><br>That's a good requirement, Sean.<br><br>However, you're suggesting=
 a rather inflexible way of achieving it, because it would rely on one w=
orld giving you access to another world.&#65533; This doesn't scale at a=
ll when you consider thousands, let alone millions, of destination world=
s.<br> <br>Also, it would result in balkanization of the metaverse, as r=
estrictive world operators seek to prevent you from travelling to worlds=
 they don't like.&#65533; We'd end up with prison enclaves in which the =
only way for inmates to "escape" to visit friends in non-permitted world=
s would be to log out from this prison and log in to a different one, wh=
ich defeats most of the benefits of VW interop.&#65533; It's a poor appr=
oach.<br> <br>Fortunately there is a much better way to achieve this, an=
d David hinted at it when he wrote about the near impossibility of one w=
orld forcing local policy onto services run by somebody else.&#65533; If=
 your assets are not held by a world operator but in an independent exte=
rnal asset service (which could even be on your local system), then you =
don't need to ask the current world for "permission" to teleport to some=
 other world, since you (or your external asset service) can supply all =
of the resources needed by the destination world directly.&#65533; No mo=
re prison planet.<br> <br>The Web doesn't usually provide a good analogy=
 with virtual worlds because its architecture is substantially different=
 in several areas.&#65533; However, in respect of teleports the analogy =
is a direct one.&#65533; One world should not limit your ability to tele=
port to another world any more than one website should have a say on whi=
ch website you visit next.<br> <br>In summary, the inter-world teleport =
requirement that you describe is a good one, but it should not be implem=
ented as a cooperative agreement between worlds because that has very ne=
gative repercussions for residents, turning them into hapless inmates an=
d splitting communities apart.<br> <br>Instead, VWRAP provides the excel=
lent concept of independent external shared asset services which can ser=
ve content to multiple worlds.&#65533; Using them we can design a telepo=
rt protocol that empowers users and helps the open metaverse bloom, inst=
ead of enslaving them and balkanizing worlds into non-communicating fact=
ions.<br> <br><br>Morgaine.<br><br><br><br><br><br>=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br><br></p><div class=3D"g=
mail_quote">On Thu, Mar 31, 2011 at 12:20 AM, Sean Hennessee <span dir=3D=
"ltr">&lt;<a href=3D"mailto:sean@uci.edu">sean@uci.edu</a>&gt;</span> wr=
ote:<br> <blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt =
0.8ex; border-left: 1px solid #cccccc; padding-left: 1ex;">So, for examp=
le, one protocol we would like to define, in the name of VW interoperabi=
lity, is how a client, (a viewer and it's user in this case), communicat=
es, to a specific grid X authentication server, that it wants to connect=
 to that grid using grid Y authentication server, which could be another=
 grid or facebook, etc. The communication that happens there needs to ha=
ve some way to determine if that grid Y authentication service is allowe=
d or known, and if it was successful in authenticating you, among other =
things. So, this is, in a way, service level interop, but like you said,=
 a bit orthogonal. Also, in addition to the communication between the ab=
ove service and client, there would have to be communication between gri=
d X authentication service and grid Y authentication service. More proto=
col this group would likely specify, I assume.<br> <br> Peace,<br> Sean<=
div><div class=3D"h5"><br> <br> On 03/30/2011 03:40 PM, Morgaine wrote:<=
/div></div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0p=
t 0.8ex; border-left: 1px solid #cccccc; padding-left: 1ex;"><div><div c=
lass=3D"h5">Very well put, Vaughn.<br> <br> Regarding "service level int=
eroperability", it's not really a subset of<br> VW interoperability at a=
ll, but lies orthogonal to it because it is a<br> property of all multip=
art systems that implement services. &#65533;I'll try to<br> explain.<br=
> <br> Client-server systems for example have at least two distinct part=
s with<br> distinct roles, server(s) and client(s). &#65533;Service-leve=
l interoperability<br> typically consists of designing and specifying th=
e protocols or<br> interfaces between them in such a way that any part o=
f the system is<br> interchangeable with another equivalent part that pe=
rforms the same<br> role, say from a different manufacturer, and the sys=
tem as a whole still<br> continues to work normally.<br> <br> This rarel=
y needs to be honored with a fancy title such as "service<br> level inte=
roperability" in these days of IETF standards and highly<br> cross-platf=
orm web applications. &#65533;Historically however, applications did<br>=
 not behave quite so nicely, and vendors often sought to lock customers<=
br> in with hidden proprietary interfaces, so there was a need for addin=
g<br> "service level interoperability" to the tendering documentation in=
 days<br> gone by, to avoid surprises later on.<br> <br> Today, the need=
 for that has almost disappeared, and if your online<br> service has a d=
ocumented protocol interface then "service level<br> interoperability" i=
s virtually assured without doing anything at all,<br> assuming normal c=
ommonsense has prevailed during development (and there<br> is no deliber=
ate obfuscation of course). &#65533;There is only one other area<br> of =
this topic where a little more needs to be said.<br> <br> Protocol messa=
ges can normally be validated syntactically to a strong<br> degree, and =
whether a message is correct or not is normally known<br> immediately up=
on syntactic validation. &#65533;Unfortunately, that is not<br> always t=
he end of the story, because protocols can transport complex<br> data it=
ems which are valid syntactically yet invalid semantically.<br> <br> Thi=
s is the last vestige of where that term is commonly encountered, as<br>=
 *Service Level Semantic Interoperability*. &#65533;Is it relevant to us=
? &#65533;Yes,<br> a little. &#65533;For example, it would do us no good=
 to transport Collada<br> meshes from an asset service to a client that =
tries to render them as<br> some other graphics format --- that would cr=
eate a semantic mishap,<br> because one party thinks that the items mean=
s one thing and another<br> party applies a different semantic. &#65533;=
So yes, there is a little more for<br> us to consider here, but it's not=
 a lot. &#65533;In most part we have already<br> stated the solution eve=
ry time that we have mentioned MIME types for<br> describing content. &#=
65533;This is mostly a solved problem.<br> <br> There may be one or two =
other areas where we have to specify the<br> required semantic alongside=
 the simple matter of protocol syntax, but<br> that's a standard part of=
 defining protocols. &#65533;There is nothing really<br> new here.<br> <=
br> Lastly, service level interoperability focuses entirely on single<br=
> services and their clients, so it's unrelated to interoperability<br> =
between multiple services, such as a set of virtual world services.<br> =
This means that, apart from defining type semantics, it doesn't get us<b=
r> even a step closer towards interop between virtual worlds.<br> <br> <=
br> Morgaine.<br> <br> <br> <br> <br> <br> <br> =3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br> <br> On Wed, =
Mar 30, 2011 at 10:07 PM, Vaughn Deluca &lt;<a href=3D"mailto:vaughn.del=
uca@gmail.com" target=3D"_blank">vaughn.deluca@gmail.com</a></div></div>=
<div><div class=3D"h5">&lt;mailto:<a href=3D"mailto:vaughn.deluca@gmail.=
com" target=3D"_blank">vaughn.deluca@gmail.com</a>&gt;&gt; wrote:<br> <b=
r> &#65533; &#65533;Katherine wrote:<br> &#65533; &#65533; &gt;It seems =
to me that accomodating "full" interop only would reduce the<br> &#65533=
; &#65533; &gt;number of possible implementers and use cases for our wor=
k<br> <br> &#65533; &#65533;I am sure that nobody &#65533;suggested to w=
e restrict ourselves to "full"<br> &#65533; &#65533;interop only.<br> &#=
65533; &#65533;"Service level interop" is clearly subset of VW interoper=
ability. You<br> &#65533; &#65533;can't have VW interoperability without=
 service level interoperability!<br> &#65533; &#65533;However, If i unde=
rstand Morgaine right, she is worried that the VWRAP<br> &#65533; &#6553=
3;specs will be *restricted* to service level interop only.<br> <br> &#6=
5533; &#65533;It has been argued (sorry, I forgot by whom) that proper<b=
r> &#65533; &#65533;specifications of service level interop will give us=
 virtual world<br> &#65533; &#65533;interop for free. I think we need a =
bit more, but i really have a hard<br> &#65533; &#65533;time envisioning=
 how service level interop can be specified in such a<br> &#65533; &#655=
33;way that it *prevents* VW interop, at least not if we pay attention t=
o<br> &#65533; &#65533;this aspect, and clearly we do. So in conclusion =
i do not see much of<br> &#65533; &#65533;a problem.<br> <br> &#65533; &=
#65533;Izzy wrote in another tread "This whole argument between service =
level<br> &#65533; &#65533;interop and 'full' interop eludes me." At fir=
st it eluded me to, but<br> &#65533; &#65533;now i think that what is ac=
tually expressed in these discussions is<br> &#65533; &#65533;the questi=
on of the scope of our effort as well as design approach.<br> &#65533; &=
#65533;Some prefer to work bottom up, following their primary interests =
in<br> &#65533; &#65533;getting the low level protocols working, especia=
lly since that will<br> &#65533; &#65533;already be good enough for (all=
?) of their use cases . Some prefer a<br> &#65533; &#65533;more top-down=
 approach, first sketching the high level picture of the<br> &#65533; &#=
65533;users perception of VW interop, &#65533;and from there working dow=
nwards,<br> &#65533; &#65533;obviously also because that approach optimi=
ses the realisation of<br> &#65533; &#65533;*their* use cases.<br> <br> =
&#65533; &#65533;I think we need both, and above all, i do feel that the=
 two approaches<br> &#65533; &#65533;are not al all incompatible and bot=
h are without any doubt square<br> &#65533; &#65533;within the current c=
harter.<br> &#65533; &#65533;Formally splitting our effort in two workin=
g parties along the current<br> &#65533; &#65533;visible fissures and ge=
tting each to work on their own interest is a<br> &#65533; &#65533;recip=
e for disaster. It will only strengthen the animosity that is<br> &#6553=
3; &#65533;already slowing us down tremendously, and will sustain the in=
fighting.<br> &#65533; &#65533;Rather than spitting efforts off, we need=
 to address the causes for<br> &#65533; &#65533;the current disagreement=
 and found common ground. &#65533;In my view that is<br> &#65533; &#6553=
3;not all all hard.<br> <br> &#65533; &#65533;I have been reviewing the =
discussion we had in September and i am<br> &#65533; &#65533;actually am=
azed at the level of consensus that is expressed in those<br> &#65533; &=
#65533;email exchanges. Unfortuanately we have been very bad at consolid=
ating<br> &#65533; &#65533;that consensus. As a result we recycle the sa=
me problems time and time<br> &#65533; &#65533;again. The archives make =
very depressing reading from that point of<br> &#65533; &#65533;view. We=
 need to do more documentation for sure.<br> <br> &#65533; &#65533;I am =
currently going over the September discussion and looking up the<br> &#6=
5533; &#65533;places were we all agreed on the way forward. &#65533;Much=
 of that is still<br> &#65533; &#65533;undocumented, and my aim is to ge=
t those points written down in the<br> &#65533; &#65533;wiki.<br> <br> &=
#65533; &#65533;As i final point i want to make clear how I understand t=
he term<br> &#65533; &#65533;"Service Level Interop". I used the term, a=
nd since the glosary entry<br> &#65533; &#65533;is still emtpy, i feel o=
bliged to add at least my personal reading. If<br> &#65533; &#65533;some=
body disagrees, please add an improved version.<br> <br> &#65533; &#6553=
3;Service level interoperability:<br> &#65533; &#65533; &#65533; &#65533=
; &#65533; &#65533;A subset of "Virtual World Interoperability" as defin=
ed by<br> &#65533; &#65533;the VWRAP<br> &#65533; &#65533;protocol. Serv=
ice level interoperabity loosely describes specific<br> &#65533; &#65533=
;interactions between VWRAP endpoints. These inteactions form the glue<b=
r> &#65533; &#65533;that hold a particular virtual world together, but m=
ight just as well<br> &#65533; &#65533;be used for communication between=
 different VWRAP compatible virtual<br> &#65533; &#65533;worlds (i.e. cr=
ossing trust domains).<br> <br> &#65533; &#65533;I intend to put this up=
 in the glossary, but first will see how it<br> &#65533; &#65533;flies h=
ere &#65533;:)<br> <br> &#65533; &#65533;On 3/29/11, Katherine Mancuso &=
lt;<a href=3D"mailto:kmancuso@gmail.com" target=3D"_blank">kmancuso@gmai=
l.com</a></div></div><div><div class=3D"h5">&#65533; &#65533;&lt;mailto:=
<a href=3D"mailto:kmancuso@gmail.com" target=3D"_blank">kmancuso@gmail.c=
om</a>&gt;&gt; wrote:<br> &#65533; &#65533; &gt; Hi everyone,<br> &#6553=
3; &#65533; &gt;<br> &#65533; &#65533; &gt; I want to speak up for agree=
ing with Meadhbh &amp; Mike about keeping a<br> &#65533; &#65533; &gt; r=
ole for service level interop in this group. &#65533;We've made good<br>=
 &#65533; &#65533; &gt; progress towards this goal and can continue to w=
ork on it.<br> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt; Here is=
 an alternative proposal to any which has been brought up so<br> &#65533=
; &#65533; &gt; far. &#65533;I'm aware this may not be fully correct in =
its technical<br> &#65533; &#65533; &gt; details, as I am not a software=
 architect:<br> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt; Could =
the partisans of "full" VW interop consider working together on<br> &#65=
533; &#65533; &gt; a draft specification that is something like the intr=
o or David's<br> &#65533; &#65533; &gt; piece in scope that lays out whi=
ch specific capacities would need to<br> &#65533; &#65533; &gt; be suppo=
rted at a minimum to allow for "full" interop, perhaps<br> &#65533; &#65=
533;getting<br> &#65533; &#65533; &gt; input from implementers such as t=
he Hypergrid folks and the folks who<br> &#65533; &#65533; &gt; coordina=
ted the teleport test at Linden? &#65533;Citing existing service<br> &#6=
5533; &#65533; &gt; specifications (either ones developed within this WG=
, or outside<br> &#65533; &#65533; &gt; specifications like XML, Collada=
, etc) is preferred, and for<br> &#65533; &#65533; &gt; capabilities for=
 which there are not existing service specifications<br> &#65533; &#6553=
3; &gt; or the existing specifications don't work well enough, address<b=
r> &#65533; &#65533;that to<br> &#65533; &#65533; &gt; lay out a clear r=
oadmap of what must be developed.<br> &#65533; &#65533; &gt;<br> &#65533=
; &#65533; &gt; My vision here is that folks who are doing service-level=
 work could<br> &#65533; &#65533; &gt; continue developing and implement=
ing their individual services, and<br> &#65533; &#65533; &gt; the folks =
who wish to do "full" interop could define a menu of<br> &#65533; &#6553=
3; &gt; services which must be implemented for "full" interop. &#65533;I=
mplementers<br> &#65533; &#65533; &gt; could then choose their path base=
d on their use cases: implement the<br> &#65533; &#65533; &gt; "full" in=
terop specification including all the specifications called<br> &#65533;=
 &#65533; &gt; for, or implement individual services. &#65533;I believe =
that both of these<br> &#65533; &#65533; &gt; concepts can exist under o=
ur existing charter or with limited<br> &#65533; &#65533; &gt; amendment=
 to the charter and intro, which is much easier for everyone<br> &#65533=
; &#65533; &gt; to agree to than entirely rewriting both, and does not r=
equire<br> &#65533; &#65533; &gt; trashing years of work.<br> &#65533; &=
#65533; &gt;<br> &#65533; &#65533; &gt; It seems to me that accomodating=
 "full" interop only would reduce the<br> &#65533; &#65533; &gt; number =
of possible implementers and use cases for our work<br> &#65533; &#65533=
; &gt; dramatically, not to mention cut out a productive body of folks i=
n<br> &#65533; &#65533; &gt; this group who have been contributing an aw=
ful lot of documents and<br> &#65533; &#65533; &gt; implementing.<br> &#=
65533; &#65533; &gt;<br> &#65533; &#65533; &gt; For example, to illustra=
te my point:<br> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt; From =
my work as a SL developer focusing in education, I know<br> &#65533; &#6=
5533;there's a<br> &#65533; &#65533; &gt; substantial use case in K-12 e=
ducation in the US for walled gardens,<br> &#65533; &#65533; &gt; becaus=
e schools have big legal liability problems with letting minors<br> &#65=
533; &#65533; &gt; wander unwalled virtual worlds (most school libraries=
 in the US have<br> &#65533; &#65533; &gt; internet filters for the same=
 reasons) and have fairly intense<br> &#65533; &#65533; &gt; supervision=
 requirements which require substantial moderation &amp;<br> &#65533; &#=
65533; &gt; surveillance tools. &#65533;However, a shared asset server t=
hat contains a<br> &#65533; &#65533; &gt; core of "safe" content might b=
e of interest to these folks, since<br> &#65533; &#65533; &gt; educators=
 don't necessarily need to reinvent the wheel for their<br> &#65533; &#6=
5533; &gt; classrooms every year. &#65533;This is a really good case for=
 service level<br> &#65533; &#65533; &gt; interop ... implement the asse=
t server specification only, not the<br> &#65533; &#65533; &gt; "full" o=
ne that allows you to teleport to other worlds.<br> &#65533; &#65533; &g=
t;<br> &#65533; &#65533; &gt; On the other hand, universities have far g=
reater interest in letting<br> &#65533; &#65533; &gt; students and profe=
ssors teleport among university spaces (which<br> &#65533; &#65533; &gt;=
 happens metaphorically in the real world all the time), and fewer<br> &=
#65533; &#65533; &gt; liability issues. &#65533;Sharing an asset server =
might be of interest to<br> &#65533; &#65533; &gt; them, but so too migh=
t "full" interop. &#65533;They'd want to implement the<br> &#65533; &#65=
533; &gt; "full" interop specification.<br> &#65533; &#65533; &gt;<br> &=
#65533; &#65533; &gt; (Paging Fleep Tuque, are you here to make this cas=
e better for me?)<br> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt; =
TL;DR - Proposal is to amend the charter &amp; intro so that they allow<=
br> &#65533; &#65533; &gt; the "full" interop people to work in one comm=
unity on their ideas and<br> &#65533; &#65533; &gt; the service level in=
terop people to work in parallel on their ideas,<br> &#65533; &#65533; &=
gt; rather than assuming that one model has to exclusively dominate the<=
br> &#65533; &#65533; &gt; group.<br> &#65533; &#65533; &gt;<br> &#65533=
; &#65533; &gt; I will be unavailable to post anything else much lengthy=
 through<br> &#65533; &#65533;3 April,<br> &#65533; &#65533; &gt; FYI.<b=
r> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt; Katherine<br> &#655=
33; &#65533; &gt;<br> &#65533; &#65533; &gt; --<br> &#65533; &#65533; &g=
t;<br> &#65533; &#65533;------------------------------------------------=
---------------------------------------------<br> &#65533; &#65533; &gt;=
 Katherine Mancuso<br> &#65533; &#65533; &gt;<br> &#65533; &#65533; &gt;=
 ISIS Inc, Community Manager (<a href=3D"http://www.isis-inc.org" target=
=3D"_blank">http://www.isis-inc.org</a>)<br> &#65533; &#65533; &gt; Sex:=
:Tech Conference, Social Media Chair (<a href=3D"http://www.sextech.org"=
 target=3D"_blank">http://www.sextech.org</a>)<br> &#65533; &#65533; &gt=
; The Vesuvius Group: metaverse community builders<br> &#65533; &#65533;=
 &gt; (<a href=3D"http://www.thevesuviusgroup.com" target=3D"_blank">htt=
p://www.thevesuviusgroup.com</a>)<br> &#65533; &#65533; &gt; GimpGirl Co=
mmunity Liaison (<a href=3D"http://www.gimpgirl.com" target=3D"_blank">h=
ttp://www.gimpgirl.com</a>)<br> &#65533; &#65533; &gt;<br> &#65533; &#65=
533; &gt; <a href=3D"http://twitter.com/musingvirtual" target=3D"_blank"=
>http://twitter.com/musingvirtual</a><br> &#65533; &#65533; &gt; <a href=
=3D"http://facebook.com/kmancuso" target=3D"_blank">http://facebook.com/=
kmancuso</a><br> &#65533; &#65533; &gt; <a href=3D"http://www.linkedin.c=
om/in/kathymancuso" target=3D"_blank">http://www.linkedin.com/in/kathyma=
ncuso</a><br> &#65533; &#65533; &gt; Second Life: Muse Carmona<br> &#655=
33; &#65533; &gt;<br> &#65533; &#65533;---------------------------------=
-------------------------------------------------------------<br> &#6553=
3; &#65533; &gt; _______________________________________________<br> &#6=
5533; &#65533; &gt; vwrap mailing list</div></div> &#65533; &#65533; &gt=
; <a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>=
 &lt;mailto:<a href=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ie=
tf.org</a>&gt;<div class=3D"im"><br> &#65533; &#65533; &gt; <a href=3D"h=
ttps://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">https://ww=
w.ietf.org/mailman/listinfo/vwrap</a><br> &#65533; &#65533; &gt;<br> &#6=
5533; &#65533;_______________________________________________<br> &#6553=
3; &#65533;vwrap mailing list</div> &#65533; &#65533;<a href=3D"mailto:v=
wrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a> &lt;mailto:<a href=3D=
"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a>&gt;<div cla=
ss=3D"im"><br> &#65533; &#65533;<a href=3D"https://www.ietf.org/mailman/=
listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailman/listinfo/=
vwrap</a><br> <br> <br> <br> <br> ______________________________________=
_________<br> vwrap mailing list<br> <a href=3D"mailto:vwrap@ietf.org" t=
arget=3D"_blank">vwrap@ietf.org</a><br> <a href=3D"https://www.ietf.org/=
mailman/listinfo/vwrap" target=3D"_blank">https://www.ietf.org/mailman/l=
istinfo/vwrap</a></div></blockquote> <br> -- <br><span style=3D"color: #=
888888;"> <br> Sean Hennessee<br> Central Computing Support<br> Office o=
f Information Technology<br> UC Irvine<br> <br> <br> ... . .- -. / &#655=
33;.... . -. -. . ... ... . .</span><div><div class=3D"h5"><br> ________=
_______________________________________<br> vwrap mailing list<br> <a hr=
ef=3D"mailto:vwrap@ietf.org" target=3D"_blank">vwrap@ietf.org</a><br> <a=
 href=3D"https://www.ietf.org/mailman/listinfo/vwrap" target=3D"_blank">=
https://www.ietf.org/mailman/listinfo/vwrap</a></div></div></blockquote>=
</div><p>&nbsp;</p></html>

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On Thu, Mar 31, 2011 at 6:19 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Thu, 2011-03-31 at 16:23 +0000, Morgaine wrote:
> > There is no default format, and nowhere does VWRAP deal in
> > SL-compatible grids.
>
> That's actually for the contributors to define.  There's no reason we
> can't choose to favor a direction that's compatible or at least
> complimentary with existing practice.
>
> >
> > We are defining a services-oriented architecture which is nothing like
> > that of today's SL, and we cannot for a moment assume that SL will
> > adopt it in the future, as that is their choice, not ours.
>
> You have a tendency to use "we" as this inclusive, everyone agrees with
> me so its a done deal concept.  Again wether the group chooses to
> leverage some of the concepts in SL (like LLSD for instance) is still
> open to discussion.  And protocol standard are what "we" are about here.
> Honestly if we fail to produce something that can "inter-operate" with
> SL at least to some degree I think the usefulness is minimal.
>
>

Mike, in the post you quoted, I made no reference to what I personally woul=
d
like to see.  When I've used the word "we" and suggested that "we" hold som=
e
view, it is because the participants of THIS GROUP have expressed similar
ideas in sufficient numbers for it to be an approximate majority view, and
often (but not always) unanimous.  If the "we" does not include yourself, i=
t
is because you were either not participating at the time, or because you
were in the minority on the topic at the time.

A default content format has never even been *mentioned* here until
Dzonatas' recent post, so when I wrote "There is no default format" it was =
a
wholly accurate statement up to this point in time, and not just my
opinion.  And while we cannot foretell the future, that statement will
continue to be accurate until such a time as we've discussed the issue and
decided that there will be a default format.  In the interim, the fact that
there is no default format specified, agreed, or even discussed in VWRAP,
stands, regardless of whether you or I would wish it otherwise personally.

With regard to our relationship with SL, I don't think I need to explain
further the fact that we are not defining Linden Lab's future architecture,
protocols, nor service concepts for them.  We don't have that power, and
they are under no obligation to take any notice of what we do, particularly
now that they have officially withdrawn from the table.  At best we can hop=
e
that our protocols are good enough and flexible enough that a subset of the=
m
is useful for a proprietary service like Second Life.

Our work is not being undertaken for their benefit however, but to serve th=
e
needs of the entire Internet community as per our mandate under the *IETF
Mission Statement*.  If Linden Lab can benefit as well then we have done a
good job.

I hope that you are not disagreeing that "we are defining a
services-oriented architecture", so I'm not sure why you cited that
sentence.  Having witnessed all the discussions since the start of AWG and
OGP and MMOX all the way through to VWRAP, I believe that we are completely
unanimous that that is exactly what we are doing, so the "we" was, again,
accurate.  If you don't think that we should be defining a services-oriente=
d
architecture, I have yet to read any objections in that regard.





> > The only partly-compatible VW frameworks over which we have a small
> > amount of influence are Opensim and realXtend (which uses Opensim
> > server-side), because we can take their open source code and adapt it
> > to our protocols if we wish.  In that sense, we could be said to be
> > defining an Opensim-compatible protocol, but never an SL-compatible
> > protocol.  That would be a misapprehension.
>
> This is all about implementation and isn't related to standards work at
> all.  How what is produced here is implemented into a "product" (open
> source or not) is irrelevant. And again, wether the protocol is
> "SL-compatible" is open to discussion.  You clearly have a bias away
> from it but its not clear that's true for everyone.
>
>


That is incorrect.  IETF drafts are not promoted to Internet standards
unless they have implementations --- again, the Mission Statement is worth
reading.  "*Rough consensus and running code*" is a cardinal principle
highlighted in BCP 95.  Since we do not have the power to test our ideas
within Second Life, but only within open source frameworks like Opensim, SL
compatibility is beyond our reach until such a time as Linden Lab provides
the required test implementation.  In the absence of that, only Opensim
and/or realXtend compatibility is within our grasp because we can add the
"running code" there ourselves.

(Adding VWRAP protocol code to other open source VW frameworks such as
OpenWonderland, OpenCobalt, or Sirikata is potentially within our grasp as
well, but would require much more work and knowledge of those systems.)




> >
> > We occasionally say that we are defining an SL-like data architecture,
> > but even that isn't really correct since VWRAP doesn't favor one
> > in-world content type over another.  All content types are denoted
> > merely by a type tag and there is no standard set of content types
> > required.
> >
> > So what is the real commonality between VWRAP and SL?  Currently, only
> > LLSD is reasonably compatible with SL, although LLSD might well change
> > in more than just its name if we find the current spec not
> > sufficiently powerful or lacking extensibility for our needs.
>
> Again, your making assumptions based on what you'd like to see.  If you
> really feel as strongly as you do that an alternative is appropriate I'd
> get to drafting some documents that describe it.  Otherwise IMO,
> standardizing around existing current practice is completely reasonable
> and appropriate.  Not that there isn't room for improvement of course.
> But those improvements can be incremental in nature rather than
> revolutionary.
>
>

What you refer to as my "assumptions" are nothing more than rather obvious
observations which have never been a matter of disagreement here.  Our
target for VWRAP testing is Opensim because, as I already explained, the SL
platform is outside of our control.  Indeed, Linden Lab has probably
disclaimed more than once any unwarranted expectation that they undertake t=
o
implement VWRAP concepts, so it would be quite odd for us to insist that we
are designing a protocol that will be compatible with a new generation of
SL.

That is not something which we can claim, nor work towards.  The most we ca=
n
do is design a flexible protocol usable in many different deployments
(including commercial services), and hope that Linden Lab decides to adopt
it.  Much more important though is that our protocols serve the much broade=
r
Internet community well, and that goes far beyond the needs of one
commercial provider.  That is a duty which we have undertaken by being
members of this IETF working group.


Morgaine.








=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D


On Thu, Mar 31, 2011 at 6:19 PM, Mike Dickson <mike.dickson@hp.com> wrote:

> On Thu, 2011-03-31 at 16:23 +0000, Morgaine wrote:
> > There is no default format, and nowhere does VWRAP deal in
> > SL-compatible grids.
>
> That's actually for the contributors to define.  There's no reason we
> can't choose to favor a direction that's compatible or at least
> complimentary with existing practice.
>
> >
> > We are defining a services-oriented architecture which is nothing like
> > that of today's SL, and we cannot for a moment assume that SL will
> > adopt it in the future, as that is their choice, not ours.
>
> You have a tendency to use "we" as this inclusive, everyone agrees with
> me so its a done deal concept.  Again wether the group chooses to
> leverage some of the concepts in SL (like LLSD for instance) is still
> open to discussion.  And protocol standard are what "we" are about here.
> Honestly if we fail to produce something that can "inter-operate" with
> SL at least to some degree I think the usefulness is minimal.
>
> > The only partly-compatible VW frameworks over which we have a small
> > amount of influence are Opensim and realXtend (which uses Opensim
> > server-side), because we can take their open source code and adapt it
> > to our protocols if we wish.  In that sense, we could be said to be
> > defining an Opensim-compatible protocol, but never an SL-compatible
> > protocol.  That would be a misapprehension.
>
> This is all about implementation and isn't related to standards work at
> all.  How what is produced here is implemented into a "product" (open
> source or not) is irrelevant. And again, wether the protocol is
> "SL-compatible" is open to discussion.  You clearly have a bias away
> from it but its not clear that's true for everyone.
>
> >
> > We occasionally say that we are defining an SL-like data architecture,
> > but even that isn't really correct since VWRAP doesn't favor one
> > in-world content type over another.  All content types are denoted
> > merely by a type tag and there is no standard set of content types
> > required.
> >
> > So what is the real commonality between VWRAP and SL?  Currently, only
> > LLSD is reasonably compatible with SL, although LLSD might well change
> > in more than just its name if we find the current spec not
> > sufficiently powerful or lacking extensibility for our needs.
>
> Again, your making assumptions based on what you'd like to see.  If you
> really feel as strongly as you do that an alternative is appropriate I'd
> get to drafting some documents that describe it.  Otherwise IMO,
> standardizing around existing current practice is completely reasonable
> and appropriate.  Not that there isn't room for improvement of course.
> But those improvements can be incremental in nature rather than
> revolutionary.
>
> Mike
>
> >
> >
> > Morgaine.
> >
> >
> >
> >
> > =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D
> >
> > On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol <dzonatas@gmail.com>
> > wrote:
> >         Don't need to assume too much like that, Morgaine; however, we
> >         need something more of "trust domains" defined and the
> >         example(s) I wrote about fit in well as lead-in. I stated
> >         these use-cases specially to avoid the use of terminology that
> >         now exists, and this leans towards the need to center on
> >         "trust domains." I see the use of current client/server-*
> >         terminology continually to confuse us (even if some like it,
> >         not all do). If we have to think about such terminology for
> >         more than 90 seconds each time then it needs to change.
> >
> >         My side-point was that VWs may have their own object format in
> >         their world, and I'm thinking more then just the regions that
> >         exist now that the monolithic client connects. Perhaps, others
> >         only think about SL compatible grids, and don't worry about
> >         the default format.
> >
> >         Morgaine wrote:
> >                 We've maintained throughout that our protocols would
> >                 be extensible with regard to data formats, allowing
> >                 worlds and user expectations to evolve without
> >                 requiring protocol redefinition.
> >
> >                 In the area of meshes, it is very much to be expected
> >                 that COLLADA will figure strongly among the graphic
> >                 formats used (particularly since it was chosen for the
> >                 iED initiative), but it's not of any special interest
> >                 to the VWRAP protocols other than as a potential
> >                 content type.=EF=BF=BD All we have to do is to make sur=
e that
> >                 we label each transfer with its appropriate type, and
> >                 possibly also include other metadata that may be
> >                 needed.
> >
> >                 We're certainly not standardizing what graphics are
> >                 used in virtual worlds, beyond assigning types where
> >                 they might not yet exist.=EF=BF=BD Hardwiring them woul=
d be a
> >                 recipe not for extensibility but for stagnation.=EF=BF=
=BD
> >                 Other bodies may be standardizing which graphics
> >                 formats are used, whereas we're trying to define
> >                 useful deployment architectures and standardizing the
> >                 protocols through which they are accessed.
> >
> >
> >                 Morgaine.
> >
> >
> >
> >
> >                 =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D
> >
> >
> >
> >                 On Thu, Mar 31, 2011 at 3:34 AM, Dzonatas Sol
> >                 <dzonatas@gmail.com <mailto:dzonatas@gmail.com>>
> >                 wrote:
> >
> >                    If we say the conditioner basically authenticates
> >                 or re-signs an
> >                    asset from grid X to grid Y, and the refinery would
> >                 make sure the
> >                    physics of the object described by the asset is
> >                 translated from
> >                    the topology of grid X to the topology of grid Y,
> >                 then this is
> >                    basically what COLLADA expects in exchange. This
> >                 exchange is this
> >                    different from the usual import/export process. It
> >                 doesn't have to
> >                    be this exact process, as this is only an example
> >                 to us be more
> >                    familiar.
> >
> >                    It seems a complete waste to not realize that LL
> >                 has implemented
> >                    the import process and physics refinery into their
> >                 browser, and
> >                    this very feature, though not fully automated as
> >                 such, could be
> >                    used to help move assets in-between grids/v-worlds.
> >                 Since the
> >                    import is from local basis, the authentication is
> >                 not implemented.
> >                    What's to stop to basically export to DAE format on
> >                 the local
> >                    storage, from one world, and continue to import
> >                 that DAE into
> >                    another grid.
> >
> >                    Note that the refineries may be proprietary. They
> >                 may produce
> >                    non-COLLADA formats (from DAE files) that are for
> >                 optimal
> >                    render/display capability of the software
> >                 "client" (i.e. that the
> >                    end-user has to view graphics).
> >
> >                    As with Google Earth and Sony HOME, they already
> >                 have their assets
> >                    conditioned and refined for those virtual worlds
> >                 such that they
> >                    can optimally display them. The key note is not the
> >                 optimal
> >                    display, as it is about being able to exchange and
> >                 use in other
> >                    virtual worlds.
> >
> >                    The DAE format does have extensive abilities, yet
> >                 the goal of
> >                    COLLADA is still to define the basic material,
> >                 scripts, model, etc
> >                    in the most portable format. The DAE may contain
> >                 hybrid or
> >                    specific formats that is stored in the extensions,
> >                 so that custom
> >                    objects are retained/transferred.
> >
> >                    If virtual worlds start to not agree upon how they
> >                 store objects,
> >                    I see COLLADA as the default format for digital
> >                 asset exchange.
> >
> >
> >
> https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_fe=
atures_of_this_format.3F
> >
> >                    (Yes, we can put all inventory items in DAE format
> >                 through the
> >                    user-data and asset extensions, despite the format
> >                 mainly being
> >                    for 3D... just sayin')
> >
> >                    --     --- https://twitter.com/Dzonatas_Sol ---
> >                    Web Development, Software Engineering, Virtual
> >                 Reality, Consultant
> >
> >                    _______________________________________________
> >                    vwrap mailing list
> >
> >                    vwrap@ietf.org <mailto:vwrap@ietf.org>
> >
> >                    https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
> >
> >
> ------------------------------------------------------------------------
> >
> >
> >                 _______________________________________________
> >                 vwrap mailing list
> >                 vwrap@ietf.org
> >                 https://www.ietf.org/mailman/listinfo/vwrap
> >
> >
> >
> >
> >
> >         --
> >         --- https://twitter.com/Dzonatas_Sol ---
> >         Web Development, Software Engineering, Virtual Reality,
> >         Consultant
> >
> >
> >
>
>
>

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On Thu, Mar 31, 2011 at 6:19 PM, Mike Dickson <span dir=3D"ltr">&lt;<a href=
=3D"mailto:mike.dickson@hp.com">mike.dickson@hp.com</a>&gt;</span> wrote:<b=
r><blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; bor=
der-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;">
<div class=3D"im">On Thu, 2011-03-31 at 16:23 +0000, Morgaine wrote:<br>
&gt; There is no default format, and nowhere does VWRAP deal in<br>
&gt; SL-compatible grids.<br>
<br>
</div>That&#39;s actually for the contributors to define. =C2=A0There&#39;s=
 no reason we<br>
can&#39;t choose to favor a direction that&#39;s compatible or at least<br>
complimentary with existing practice.<br>
<div class=3D"im"><br>
&gt;<br>
&gt; We are defining a services-oriented architecture which is nothing like=
<br>
&gt; that of today&#39;s SL, and we cannot for a moment assume that SL will=
<br>
&gt; adopt it in the future, as that is their choice, not ours.<br>
<br>
</div>You have a tendency to use &quot;we&quot; as this inclusive, everyone=
 agrees with<br>
me so its a done deal concept. =C2=A0Again wether the group chooses to<br>
leverage some of the concepts in SL (like LLSD for instance) is still<br>
open to discussion. =C2=A0And protocol standard are what &quot;we&quot; are=
 about here.<br>
Honestly if we fail to produce something that can &quot;inter-operate&quot;=
 with<br>
SL at least to some degree I think the usefulness is minimal.<br>
<div class=3D"im"><br></div></blockquote><div><br><br>Mike, in the post you=
 quoted, I made no reference to what I personally would like to see.=C2=A0 =
When I&#39;ve used the word &quot;we&quot; and suggested that &quot;we&quot=
; hold some view, it is because the participants of THIS GROUP have express=
ed similar ideas in sufficient numbers for it to be an approximate majority=
 view, and often (but not always) unanimous.=C2=A0 If the &quot;we&quot; do=
es not include yourself, it is because you were either not participating at=
 the time, or because you were in the minority on the topic at the time.<br=
>
<br>A default content format has never even been <i>mentioned</i> here unti=
l Dzonatas&#39; recent post, so when I wrote &quot;There is no default form=
at&quot; it was a wholly accurate statement up to this point in time, and n=
ot just my opinion.=C2=A0 And while we cannot foretell the future, that sta=
tement will continue to be accurate until such a time as we&#39;ve discusse=
d the issue and decided that there will be a default format.=C2=A0 In the i=
nterim, the fact that there is no default format specified, agreed, or even=
 discussed in VWRAP, stands, regardless of whether you or I would wish it o=
therwise personally.<br>
<br>With regard to our relationship with SL, I don&#39;t think I need to ex=
plain further the fact that we are not defining Linden Lab&#39;s future arc=
hitecture, protocols, nor service concepts for them.=C2=A0 We don&#39;t hav=
e that power, and they are under no obligation to take any notice of what w=
e do, particularly now that they have officially withdrawn from the table.=
=C2=A0 At best we can hope that our protocols are good enough and flexible =
enough that a subset of them is useful for a proprietary service like Secon=
d Life.<br>
<br>Our work is not being undertaken for their benefit however, but to serv=
e the needs of the entire Internet community as per our mandate under the <=
b>IETF Mission Statement</b>.=C2=A0 If Linden Lab can benefit as well then =
we have done a good job.<br>
<br>I hope that you are not disagreeing that &quot;we are defining a servic=
es-oriented architecture&quot;, so I&#39;m not sure why you cited that sent=
ence.=C2=A0 Having witnessed all the discussions since the start of AWG and=
 OGP and MMOX all the way through to VWRAP, I believe that we are completel=
y unanimous that that is exactly what we are doing, so the &quot;we&quot; w=
as, again, accurate.=C2=A0 If you don&#39;t think that we should be definin=
g a services-oriented architecture, I have yet to read any objections in th=
at regard.<br>
<br><br><br>=C2=A0</div><blockquote class=3D"gmail_quote" style=3D"margin: =
0pt 0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left:=
 1ex;"><div class=3D"im">
&gt; The only partly-compatible VW frameworks over which we have a small<br=
>
&gt; amount of influence are Opensim and realXtend (which uses Opensim<br>
&gt; server-side), because we can take their open source code and adapt it<=
br>
&gt; to our protocols if we wish. =C2=A0In that sense, we could be said to =
be<br>
&gt; defining an Opensim-compatible protocol, but never an SL-compatible<br=
>
&gt; protocol. =C2=A0That would be a misapprehension.<br>
<br>
</div>This is all about implementation and isn&#39;t related to standards w=
ork at<br>
all. =C2=A0How what is produced here is implemented into a &quot;product&qu=
ot; (open<br>
source or not) is irrelevant. And again, wether the protocol is<br>
&quot;SL-compatible&quot; is open to discussion. =C2=A0You clearly have a b=
ias away<br>
from it but its not clear that&#39;s true for everyone.<br>
<div class=3D"im"><br></div></blockquote><div><br><br><br>That is incorrect=
.=C2=A0 IETF drafts are not promoted to Internet standards unless they have=
 implementations --- again, the Mission Statement is worth reading.=C2=A0 &=
quot;<b>Rough consensus and running code</b>&quot; is a cardinal principle =
highlighted in BCP 95.=C2=A0 Since we do not have the power to test our ide=
as within Second Life, but only within open source frameworks like Opensim,=
 SL compatibility is beyond our reach until such a time as Linden Lab provi=
des the required test implementation.=C2=A0 In the absence of that, only Op=
ensim and/or realXtend compatibility is within our grasp because we can add=
 the &quot;running code&quot; there ourselves.<br>
<br>(Adding VWRAP protocol code to other open source VW frameworks such as =
OpenWonderland, OpenCobalt, or Sirikata is potentially within our grasp as =
well, but would require much more work and knowledge of those systems.)<br>
<br><br>=C2=A0</div><blockquote class=3D"gmail_quote" style=3D"margin: 0pt =
0pt 0pt 0.8ex; border-left: 1px solid rgb(204, 204, 204); padding-left: 1ex=
;"><div class=3D"im">
&gt;<br>
&gt; We occasionally say that we are defining an SL-like data architecture,=
<br>
&gt; but even that isn&#39;t really correct since VWRAP doesn&#39;t favor o=
ne<br>
&gt; in-world content type over another. =C2=A0All content types are denote=
d<br>
&gt; merely by a type tag and there is no standard set of content types<br>
&gt; required.<br>
&gt;<br>
&gt; So what is the real commonality between VWRAP and SL? =C2=A0Currently,=
 only<br>
&gt; LLSD is reasonably compatible with SL, although LLSD might well change=
<br>
&gt; in more than just its name if we find the current spec not<br>
&gt; sufficiently powerful or lacking extensibility for our needs.<br>
<br>
</div>Again, your making assumptions based on what you&#39;d like to see. =
=C2=A0If you<br>
really feel as strongly as you do that an alternative is appropriate I&#39;=
d<br>
get to drafting some documents that describe it. =C2=A0Otherwise IMO,<br>
standardizing around existing current practice is completely reasonable<br>
and appropriate. =C2=A0Not that there isn&#39;t room for improvement of cou=
rse.<br>
But those improvements can be incremental in nature rather than<br>
revolutionary.<br>
<font color=3D"#888888"><br></font></blockquote><div><br><br>What you refer=
 to as my &quot;assumptions&quot; are nothing more than rather obvious obse=
rvations which have never been a matter of disagreement here.=C2=A0 Our tar=
get for VWRAP testing is Opensim because, as I already explained, the SL pl=
atform is outside of our control.=C2=A0 Indeed, Linden Lab has probably dis=
claimed more than once any unwarranted expectation that they undertake to i=
mplement VWRAP concepts, so it would be quite odd for us to insist that we =
are designing a protocol that will be compatible with a new generation of S=
L.<br>
<br>That is not something which we can claim, nor work towards.=C2=A0 The m=
ost we can do is design a flexible protocol usable in many different deploy=
ments (including commercial services), and hope that Linden Lab decides to =
adopt it.=C2=A0 Much more important though is that our protocols serve the =
much broader Internet community well, and that goes far beyond the needs of=
 one commercial provider.=C2=A0 That is a duty which we have undertaken by =
being members of this IETF working group.<br>
<br><br>Morgaine.<br><br></div><div><br><br><br><br><br><br><br>=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D</div><br><br><div class=3D"gmail_quote">On Thu, Mar 31, 2011 at 6=
:19 PM, Mike Dickson <span dir=3D"ltr">&lt;<a href=3D"mailto:mike.dickson@h=
p.com">mike.dickson@hp.com</a>&gt;</span> wrote:<br>
<blockquote class=3D"gmail_quote" style=3D"margin: 0pt 0pt 0pt 0.8ex; borde=
r-left: 1px solid rgb(204, 204, 204); padding-left: 1ex;"><div class=3D"im"=
>On Thu, 2011-03-31 at 16:23 +0000, Morgaine wrote:<br>
&gt; There is no default format, and nowhere does VWRAP deal in<br>
&gt; SL-compatible grids.<br>
<br>
</div>That&#39;s actually for the contributors to define. =C2=A0There&#39;s=
 no reason we<br>
can&#39;t choose to favor a direction that&#39;s compatible or at least<br>
complimentary with existing practice.<br>
<div class=3D"im"><br>
&gt;<br>
&gt; We are defining a services-oriented architecture which is nothing like=
<br>
&gt; that of today&#39;s SL, and we cannot for a moment assume that SL will=
<br>
&gt; adopt it in the future, as that is their choice, not ours.<br>
<br>
</div>You have a tendency to use &quot;we&quot; as this inclusive, everyone=
 agrees with<br>
me so its a done deal concept. =C2=A0Again wether the group chooses to<br>
leverage some of the concepts in SL (like LLSD for instance) is still<br>
open to discussion. =C2=A0And protocol standard are what &quot;we&quot; are=
 about here.<br>
Honestly if we fail to produce something that can &quot;inter-operate&quot;=
 with<br>
SL at least to some degree I think the usefulness is minimal.<br>
<div class=3D"im"><br>
&gt; The only partly-compatible VW frameworks over which we have a small<br=
>
&gt; amount of influence are Opensim and realXtend (which uses Opensim<br>
&gt; server-side), because we can take their open source code and adapt it<=
br>
&gt; to our protocols if we wish. =C2=A0In that sense, we could be said to =
be<br>
&gt; defining an Opensim-compatible protocol, but never an SL-compatible<br=
>
&gt; protocol. =C2=A0That would be a misapprehension.<br>
<br>
</div>This is all about implementation and isn&#39;t related to standards w=
ork at<br>
all. =C2=A0How what is produced here is implemented into a &quot;product&qu=
ot; (open<br>
source or not) is irrelevant. And again, wether the protocol is<br>
&quot;SL-compatible&quot; is open to discussion. =C2=A0You clearly have a b=
ias away<br>
from it but its not clear that&#39;s true for everyone.<br>
<div class=3D"im"><br>
&gt;<br>
&gt; We occasionally say that we are defining an SL-like data architecture,=
<br>
&gt; but even that isn&#39;t really correct since VWRAP doesn&#39;t favor o=
ne<br>
&gt; in-world content type over another. =C2=A0All content types are denote=
d<br>
&gt; merely by a type tag and there is no standard set of content types<br>
&gt; required.<br>
&gt;<br>
&gt; So what is the real commonality between VWRAP and SL? =C2=A0Currently,=
 only<br>
&gt; LLSD is reasonably compatible with SL, although LLSD might well change=
<br>
&gt; in more than just its name if we find the current spec not<br>
&gt; sufficiently powerful or lacking extensibility for our needs.<br>
<br>
</div>Again, your making assumptions based on what you&#39;d like to see. =
=C2=A0If you<br>
really feel as strongly as you do that an alternative is appropriate I&#39;=
d<br>
get to drafting some documents that describe it. =C2=A0Otherwise IMO,<br>
standardizing around existing current practice is completely reasonable<br>
and appropriate. =C2=A0Not that there isn&#39;t room for improvement of cou=
rse.<br>
But those improvements can be incremental in nature rather than<br>
revolutionary.<br>
<font color=3D"#888888"><br>
Mike<br>
</font><div><div></div><div class=3D"h5"><br>
&gt;<br>
&gt;<br>
&gt; Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=
=3D=3D=3D<br>
&gt;<br>
&gt; On Thu, Mar 31, 2011 at 4:21 PM, Dzonatas Sol &lt;<a href=3D"mailto:dz=
onatas@gmail.com">dzonatas@gmail.com</a>&gt;<br>
&gt; wrote:<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 Don&#39;t need to assume too much like tha=
t, Morgaine; however, we<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 need something more of &quot;trust domains=
&quot; defined and the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 example(s) I wrote about fit in well as le=
ad-in. I stated<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 these use-cases specially to avoid the use=
 of terminology that<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 now exists, and this leans towards the nee=
d to center on<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 &quot;trust domains.&quot; I see the use o=
f current client/server-*<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 terminology continually to confuse us (eve=
n if some like it,<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 not all do). If we have to think about suc=
h terminology for<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 more than 90 seconds each time then it nee=
ds to change.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 My side-point was that VWs may have their =
own object format in<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 their world, and I&#39;m thinking more the=
n just the regions that<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 exist now that the monolithic client conne=
cts. Perhaps, others<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 only think about SL compatible grids, and =
don&#39;t worry about<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 the default format.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine wrote:<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 We&#39;ve main=
tained throughout that our protocols would<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 be extensible =
with regard to data formats, allowing<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 worlds and use=
r expectations to evolve without<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 requiring prot=
ocol redefinition.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 In the area of=
 meshes, it is very much to be expected<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that COLLADA w=
ill figure strongly among the graphic<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 formats used (=
particularly since it was chosen for the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 iED initiative=
), but it&#39;s not of any special interest<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 to the VWRAP p=
rotocols other than as a potential<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 content type.=
=EF=BF=BD All we have to do is to make sure that<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 we label each =
transfer with its appropriate type, and<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 possibly also =
include other metadata that may be<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 needed.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 We&#39;re cert=
ainly not standardizing what graphics are<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 used in virtua=
l worlds, beyond assigning types where<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 they might not=
 yet exist.=EF=BF=BD Hardwiring them would be a<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 recipe not for=
 extensibility but for stagnation.=EF=BF=BD<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Other bodies m=
ay be standardizing which graphics<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 formats are us=
ed, whereas we&#39;re trying to define<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 useful deploym=
ent architectures and standardizing the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 protocols thro=
ugh which they are accessed.<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Morgaine.<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =3D=3D=3D=3D=
=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D=3D<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 On Thu, Mar 31=
, 2011 at 3:34 AM, Dzonatas Sol<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &lt;<a href=3D=
"mailto:dzonatas@gmail.com">dzonatas@gmail.com</a> &lt;mailto:<a href=3D"ma=
ilto:dzonatas@gmail.com">dzonatas@gmail.com</a>&gt;&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 wrote:<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I=
f we say the conditioner basically authenticates<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 or re-signs an=
<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0a=
sset from grid X to grid Y, and the refinery would<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 make sure the<=
br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0p=
hysics of the object described by the asset is<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 translated fro=
m<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0t=
he topology of grid X to the topology of grid Y,<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 then this is<b=
r>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0b=
asically what COLLADA expects in exchange. This<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 exchange is th=
is<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0d=
ifferent from the usual import/export process. It<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 doesn&#39;t ha=
ve to<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0b=
e this exact process, as this is only an example<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 to us be more<=
br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0f=
amiliar.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I=
t seems a complete waste to not realize that LL<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 has implemente=
d<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0t=
he import process and physics refinery into their<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 browser, and<b=
r>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0t=
his very feature, though not fully automated as<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 such, could be=
<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0u=
sed to help move assets in-between grids/v-worlds.<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Since the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0i=
mport is from local basis, the authentication is<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 not implemente=
d.<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0W=
hat&#39;s to stop to basically export to DAE format on<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 the local<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0s=
torage, from one world, and continue to import<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 that DAE into<=
br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0a=
nother grid.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0N=
ote that the refineries may be proprietary. They<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 may produce<br=
>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0n=
on-COLLADA formats (from DAE files) that are for<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 optimal<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0r=
ender/display capability of the software<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 &quot;client&q=
uot; (i.e. that the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0e=
nd-user has to view graphics).<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0A=
s with Google Earth and Sony HOME, they already<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 have their ass=
ets<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0c=
onditioned and refined for those virtual worlds<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 such that they=
<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0c=
an optimally display them. The key note is not the<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 optimal<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0d=
isplay, as it is about being able to exchange and<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 use in other<b=
r>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0v=
irtual worlds.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0T=
he DAE format does have extensive abilities, yet<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 the goal of<br=
>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0C=
OLLADA is still to define the basic material,<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 scripts, model=
, etc<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0i=
n the most portable format. The DAE may contain<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 hybrid or<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0s=
pecific formats that is stored in the extensions,<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 so that custom=
<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0o=
bjects are retained/transferred.<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I=
f virtual worlds start to not agree upon how they<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 store objects,=
<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0I=
 see COLLADA as the default format for digital<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 asset exchange=
.<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<a href=
=3D"https://collada.org/mediawiki/index.php/COLLADA_FAQ#What_are_the_major_=
features_of_this_format.3F" target=3D"_blank">https://collada.org/mediawiki=
/index.php/COLLADA_FAQ#What_are_the_major_features_of_this_format.3F</a><br=
>

&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0(=
Yes, we can put all inventory items in DAE format<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 through the<br=
>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0u=
ser-data and asset extensions, despite the format<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 mainly being<b=
r>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0f=
or 3D... just sayin&#39;)<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0-=
- =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonatas_Sol" target=3D"=
_blank">https://twitter.com/Dzonatas_Sol</a> ---<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0W=
eb Development, Software Engineering, Virtual<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 Reality, Consu=
ltant<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0_=
______________________________________________<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0v=
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a href=3D"mailto:vwrap@ietf.org">vwrap@ietf.org</a> &lt;mailto:<a href=3D"m=
ailto:vwrap@ietf.org">vwrap@ietf.org</a>&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0<=
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&gt;<br>
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&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 --------------=
----------------------------------------------------------<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 =C2=A0 ______________=
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lto:vwrap@ietf.org">vwrap@ietf.org</a><br>
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&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt;<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 --<br>
&gt; =C2=A0 =C2=A0 =C2=A0 =C2=A0 --- <a href=3D"https://twitter.com/Dzonata=
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</div></div></blockquote></div><br>

--000e0cd17298d34523049fce4bd1--
