I finally got around to write some comments on the requirements  
document. I reversed the numbering, since the last bit is the most  
controversial.

1.4.3. Authoring

"There shall be a bidirectional mapping between X3D and Interreality  
3D capabilities and semantics."

I assume this include Collada as well, and maybe other file formats?

Can the mapping truly be bidirectional, considering that VOS contains  
*more* information than just a scene graph? What about X3D scripting  
and VOS scripting, is there supposed to be a mapping too?


1.4.1. Scripts and 1.4.2. Interactivity

This seems a bit unclear to me, regarding the role of the client and  
server. Some passages seem to indicate server control, others  
independent client-based simulation. How do these two fit together?  
Does the server prescribe client interaction? Can the client ignore  
any server commands?


1.2 Multiuser Requirements

"Users shall be able to establish accounts which persist when the  
user is not logged in."

This section is relatively open in *how* this works. I assume it  
refers to a "traditional" user account database held at the servers  
end. I've had may difficulties with that concept for some time now,  
since it seems to me that it does not really scale. If you have a  
single big world, or at least a central authority, this works fine.  
But if you aim for a loose clustering of relatively small worlds, you  
need an account on every single one of them. Its a big hassle for  
users to create and maintain all of them, even if they just need most  
of the accounts only to pass through most worlds.

My idea is to create a user profile once, and let the user carry it  
around with them. The profile is a small VOS graph. It describes the  
user, capabilities, current inventory, game state, RPG stats,  
whatever, each aspect in a distinct subgraph. A server can add,  
modify, and remove a subgraph independent from other subgraphs; most  
importantly, it can also *sign* it cryptographically, to certify its  
authenticity.
When a user wishes to join a particular world, he uploads the profile  
to the server. The server looks for subgraphs it understands/ 
requires, and verifies that it is certified by itself *or another  
trusted server*. The big assumption here is that neighboring servers  
know and trust each other. If the profile lacks prerequisite parts or  
cannot be verified, access is denied.
When the users leaves the server, he downloads the (modified)  
profile, to provide it to another server on its way. He can also keep  
multiple copies of the profile on its private computer, sort of as a  
"saved game" (thats what the idea was originally designed for).

I originally designed this for RDF graphs, but VOS is similar enough  
to transfer the idea. I also did some experimentation with this, on a  
cluster of private servers, which worked out nicely. I also have a  
paper on the idea, If you're interested I can post the PDF.

What do you think? Too radical? Utter nonsense? Comments welcome.

Regards,
Karsten Otto (kao)



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