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State & Synchrony in Web VWs: 2012 Update Virtual Worlds on the Web: Web3D 2012 Workshop Nicholas F. Polys. Ph.D.

State & Synchrony in Web VWs: 2012 Updateweb3d2012.web3d.org/.../State_SynchronyinWebVWs.pdf · 2012-08-16 · Planet 9 Studios – RayGun Overview RayGun RayGun™ is a White Label

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Page 1: State & Synchrony in Web VWs: 2012 Updateweb3d2012.web3d.org/.../State_SynchronyinWebVWs.pdf · 2012-08-16 · Planet 9 Studios – RayGun Overview RayGun RayGun™ is a White Label

State & Synchrony in Web VWs: 2012 Update

Virtual Worlds on the Web:

Web3D 2012 Workshop Nicholas F. Polys. Ph.D.

Page 2: State & Synchrony in Web VWs: 2012 Updateweb3d2012.web3d.org/.../State_SynchronyinWebVWs.pdf · 2012-08-16 · Planet 9 Studios – RayGun Overview RayGun RayGun™ is a White Label

Networked Computer Culture

• Its Possible: ‘Cyberspace’

• Its Cool:‘Metaverse’

– Facebook, Second Life, …

• Its Here:

– Virtual Worlds

– Mobile devices & situated awareness

– BUT IT’S NOT!

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Virtual World Content

Decades of innovation

• Art, Engineering, Consumer

The ISO standards

• X3D

• H-Anim

• VRML

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: the Scenegraph Standard

Scene graph for real-time interactive delivery of virtual environments over the web:

• Meshes, lights, materials, textures, shaders • Integrated video, audio • Animation • Interaction • Scripts & Behaviors

• Multiple encodings (ISO = XML, VRML-Classic, Binary) • Multiple Application Programming Interfaces (ISO = ECMA, Java)

• X3D 3.3 includes examples for Volume rendering, CAD and Geospatial

support!

Sensor

Event ROUTE

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Sharing Online

A shared world requires:

• scene updates are passed among participants via messages describing: – Entities

– Events

• updates to be managed by regions and filtered by LOD or some other criteria

• considering update rate

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Frontiers (circa 1998)

• Vnet

• DeepMatrix v1

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Colonizing

• ColonyCity, Cybertown

• Canal++

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Empire Building

• Vivaty -> Microsoft

• DarkStar (Sun) -> RedDwarf

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MPEG-4 BIFS

• Binary Interchange Format for Scenes:

• A patented streaming protocol using compressed (binary) X3D content

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Populating

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• Avatar Studio

• Vivaty Studio

• Seamless3D

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Populating

• H-Anim 1.0 vs. – segmented

• H-Anim 1.1 (proposed) – Bones and skin

• Avatar structure bound to VRML and X3D and its runtime APIs

(EAI, SAI via EcmaScript and Java)

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Easter Island…

• Where did they go?

• Lost civilizations

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Wild Wild West (again)

Nature abhors a vacuum…

• a new generation of colonizers – Be There (RIP)

– Second Life

– Teleplace

– Vastpark

– OLIVE

– Avaya

– …

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State of the Art

• Participants & Communities

– FCVW

– V-Gov

– Immersive Education

– …

• Technology (VRML and X3D content still working!)

– DeepMatrix

– BitManagement

– OpenDIS

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FCVW

• V-Gov

• USDA hosting 4 different VW engines for US Federal Agencies (none are SL)

• Corresponding conference event @ National Defense University (4 years +)

• Neither worlds nor avatars are portable – the pain is real!

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Other Action

• Immersive Education initiative helping SL refugees:

– http://www.immersiveeducation.org/

• IEEE WG on Best Practices for model interchange:

– http://www.metaversestandards.org

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MMORPGs

• Leelh.com – over 30,000 players!

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Planet 9 Studios – RayGun Overview

RayGun

RayGun™ is a White Label Software Platform

for Navigation, Social Networking and Friend

Finding Running on PC’s, In Car Systems,

PND’s and Cell Phones

Desktop Automotive Personal Navigation Cell Phones

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RayGun on iPhone with Game

London

Kyoto, Japan San Francisco, with Clue London

Planet 9 Studios – RayGun Overview

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Mobile Multi-user X3D on IPad (Raygun)

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COVISE / OpenCover

• A proven and mature platform for distributed (VRML and X3D based) VR for HPC and VR visualization

– http://www.hlrs.de/organization/av/vis/covise/

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Distributed Interactive Simulation (DIS)

DIS is an IEEE standard (IEEE-1278.1) developed by the Simulation Interoperability Standards Group (SISO) and approved by IEEE. It is very widely used in real time, virtual world military simulations.

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DIS • DIS is a network protocol. It describes the

exact layout of a few dozen Protocol Data Units (PDUs) that contain information about the position and orientation of entities in the world, and more

• ESPDU refers to Entity-State PDUs

• Articulated Parameters provide space for other messages (eg OpenSim?)

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DIS • Velocity field allows for dead-reckoning

• DIS is supported in X3D Edit, Xj3D

• X3D-Edit has DIS recording and playback

• Demonstrated w/ DarkStar / Red Dwarf and Multi-cast

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X3D specification: DIS support

DIS component includes following X3D nodes: • EspduTransform, ReceiverPdu, SignalPdu,

TransmitterPdu, DISEntityManager, DISEntityTypeMapping

DIS PDU message types • Collision, Detonate, Entity State, Fire, Receiver,

Signal and Transmitter

• Numerous other DIS PDUs defined by DIS protocol, but corresponding X3D mappings are not defined.

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Open-DIS

• DIS examples in X3D examples archive

• BSD license

• Java, C++, C#,

Objective C

• http://open-dis.sourceforge.net/Open-DIS.html

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Open-DIS on Mac

Objective C version of Open-DIS able to run on iPhone, iPad

Screen snapshot shows PDU tracks superimposed on Google Maps using iPhone Simulator

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Open-DIS on iPad

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Red Dwarf

• Enterprise–scale multi-user game server

• Originally developed by Sun (Dark Star), now on SourceForge

• Protocol-agnostic (and map-able!)

• Integrates messages across several ports

• Demonstrated with DIS & X3D (NPS)

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For More

• See References at end

• DIS slides in Advanced X3D at:

– www.x3dgraphics.com

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Virginia Tech

• Collaboration Services for HPC users

• A common infrastructure

• Testing DeepMatrix and Bitmanagement’s Collaborate

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DeepMatrix.org

• Thanks Gerhard Reitmayr, Geometrek

• GPL in 2003

• Uses Java EAI

• Newly updated

• Current distro works with Instant Reality

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Bitmanagement Add to file:

• BSCollaborate {

– connection NetConnection {

address “metagrid1.edu”

port 14140 protocol 3

– }

• + Scripts for authentication, avatar management, chat

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Goals + Ease of Publication

+ Ease of Client install

+ Ease of content distribution

+ Ease of avatar & gesture creation

Challenges

- Licensing

- “Put that there”

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Collaborate

• Web3D Consortium Strategies

– Protocol-agnostic nodes

– Improve use of HTTP

• Other notable efforts RE Avatars :

– VastPark OpenAvatar SDK

– Evolver.com

– OpenSim

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Embrace Protocols

• Distributed Interactive Simulation • … • SWAMP • Bubblecloud • OpenSim

• Red Dwarf can bridge between several

protocols and ports !

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Improve X3D’s use of HTTP

9.3.2 X3DUrlObject

X3DUrlObject {

MFString [in,out] url [] [URI]

SFBool [in,out] load TRUE

SFTime [in,out] refresh -1

}

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Privacy & Security

• A major concern in virtual worlds

• Authenticating participants and their roles

• Wither the logs and transcripts?

• Position X3D Binary as data-centric security layer with authentication and encryption

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Opportunities

• Participant = Consumer + Producer

• Babelization has reached the point of pain for many VW customers

• WebSockets and services

• Engage other efforts:

– VastPark’s OpenAvatar SDK

– OpenSim

– …

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References

[email protected]

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References 1

X3D: Extensible 3D Graphics for Web Authors by Don Brutzman and Leonard Daly, Morgan Kaufmann Publishers, April 2007, 468 pages.

•http://x3dGraphics.com

X3D Resources and X3D Basic Examples Archive • http://www.web3d.org/x3d/content/examples/X3dResources.html

• http://www.web3d.org/x3d/content/examples/Basic/DistributedInteractiveSimulatio

n

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References 2

X3D-Edit Authoring Tool

•https://savage.nps.edu/X3D-Edit

X3D Scene Authoring Hints •http://x3dgraphics.com/examples/X3dSceneAuthoringHints.html

X3D Graphics Specification

•http://www.web3d.org/x3d/specifications

•Also available as help pages within X3D-Edit

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References 3

SISO Digital Library for DIS

– SISO-REF-020-2008: DIS Plain and Simple Guide

– The Complete DIS PDU Guide (also database)

– Variable Parameter Record Guide (VPRG)

– DIS Version Difference Guide

– SISO-REF-010-2010-RC1 Enumeration and Bit Encoded Values for DIS (500 pages)

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References 4 – David L. Neyland, Virtual Combat: A Guide To

Distributed Interactive Simulation, Stackpole Books, 1997.

– Sandeep Singhal and Michael Zyda, Networked virtual environments: design and implementation, ACM Press/Addison-Wesley, 1999. Online course available.

– Anthony Steed and Manuel Fradinho Oliveira, Building Networked Games and Virtual Environments, Morgan Kaufman, 2009.

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Discussion

• Recent Work

• Consortium Priorities

– H-Anim WG

– Motion capture data

– Alt skeletons (Kinect, etc)