Showing posts with label Decentralization. Show all posts
Showing posts with label Decentralization. Show all posts

Friday, December 16, 2011

3D Virtual Worlds and the Metaverse:

Current Status and Future Possibilities | #SecondLife

 

On December 1st, 2011 there arrived in my email quite astounding news from Dr. Dionisio and Dr. Gilbert that the Association for Computing Machinery had not only accepted our research paper 3D Virtual Worlds and the Metaverse: Current Status and Future Possibilities for publication in their next  journal, but that the reviewers had given the best praise of the paper that the editors had ever seen. As I read through the critiques from each reviewer, I was humbled by their responses.

 

As Dr. Gilbert succinctly put it:

 

After my recent return from the European Summit of the Immersive Education Initiative (I'm still jet lagged as you can see from the early hour I'm writing this!), Dondi sent me the news that ACM Computing Surveys had accepted our paper with relatively minor revisions.  Even more significantly, the impressions of the editors and individual reviewers of the paper were outstanding with all the reviewers suggesting that the work be considered for a best paper award, the main reviewer viewing the work as a  "seminal" contribution to the field, and the Associate Editor calling the first round reviews the best he's ever seen! 

 

What I've also learned is that ACM Computing Surveys is one of the most cited and respected journals in the field of computer science (I had no idea that Dondi had decided to reach so high in submitting the paper). To get accepted into this journal, especially with such high praise, is a great honor and once the article is published our work will be widely read and could have a real impact on the field.  After we submit the revisions in the next few weeks you can crank up all your social media expertise and begin to distribute the article as "in press." 

 

 

LAVA Home of the Future

 

 

 

It’s definitely an honor, and quite humbling to receive that caliber of review from not one but four independent sources across the industry. My understanding of the process was that we should have expected multiple rounds of revisions before being considered for publication, so having it accepted immediately after the first round of peer review is astounding.

 

In the words of the Associate Editor at ACM:

 

These actually are the most positive first-round reviews of a journal article I have seen. If you revise this and include a document that explains how you did, and did not, address comments, I will not need to send this out for further review if it looks satisfactory to me.

 

Let’s put aside the banner waving for a moment, because despite how groundbreaking this all is, it is only a prelude to a bigger picture concerning the Metaverse as I usually provide in articles like this.

 

The Down Low

 

There is a lot of subject matter covered in the paper for ACM Journal, but the title says it all: Current Status and Future Possibilities.

 

Essentially, what we wrote was a comprehensive survey paper looking into the various areas of virtual environments, or immersive environments as some refer to it, and addressed the fundamental challenges and technologies that can further the progress. There is also discussion in the paper concerning what areas are deficient and in need of further research initiative in hopes that those areas will be focused on by some of the countless people reading and citing the paper.

 

Literary influences that led up to the current state of affairs are also outlined, in order to give a proper history of the subject while framing the further understandings as the paper continued on. As one reviewer put it, we presented the most comprehensive paper on the subject that we could short of writing an entire book about the subject.

 

As the message from Dr. Gilbert suggests, I will be making the entire paper available as a PDF when it is sent off to ACM for publication. While there are a lot of topics covered in the paper,  I’ll only be addressing one of them here in this blog.

 

The Take-Away

 

One of the biggest things that can be taken from the paper concerning the future direction of the Metaverse (in my opinion) is the implicit understanding that centralized networking is our Achilles Heel. It always has been, even before we really got into the hardcore 3D Immersive Environments like we see today. All the way back to Lessons from Habitat in 1991, Bandwidth being a scarce resource has always been a concern in something like this, and centralized networking was pegged as a culprit.

 

Yes, we can alleviate that stress by offloading across a datacenter, or buying more powerful servers. But the limitation is still there, and all we end up doing in the process is kicking the can down the road instead of actually trying to solve the problem at the root.

 

Whatever the future holds for immersive environments, it is likely that decentralized networking will be a major part of it in stark contrast to our massive datacenters today and centralized bandwidth.

 

To Boldly Go…

 

There is also a hint toward the data itself, in that the distribution of that data would likely not be the same as how we are accomplishing this task today. I’d like to say that in order for a powerful Metaverse to really evolve, the data has to be agnostic. The best way to understand this is to imagine the replicators in Star Trek and how they work.

 

When the captain walks up to a replicator and says “Tea. Earl Gray. Hot.” the replicator isn’t looking for a cup of tea in its inventory. Nowhere on the ship is there a room with thousands of cups of hot tea on a shelf waiting to be beamed to the replicator. Essentially, there is a holding tank of sorts on the ship which contains the raw molecular “soup” of materials, and the replicators are simply using a digital recipe to pull the components and “replicate” that molecular recipe.

 

 

Janeway and the Replicator

A replicator works almost like magic. Just like the plot to every Star Trek series.

 

 

If we apply this understanding to purely digital files, the same process works. Let’s say that the replicator is a software program on your computer whose sole purpose is to reconstruct digital files based on digital fingerprints (keys) that you give it. Since we’re already talking about a decentralized network as our future, the “holding tank” full of agnostic data to be used for those reconstructions of files should be spread across every user of the network.

 

Why not? We all have a cache folder sitting on our computers from virtual environments and web browsers. What if that cache folder was simply agnostic data and available to the entire network of users in a P2P manner?

 

First off, it would mean that our cache’s are meaningless to human interpretation. Completely random data not representing anything in particular until we give it the fingerprint to reconstruct the file we need. Secondly, it would mean that the data becomes multi-use data.

 

That last point is very important. It means that 1GB of multi-use data represents or contains any file that is 1GB or less. We can say that Photoshop CS5 is under 1GB for the installer, correct? So that multi-use data would contain Photoshop CS5, and anything else that is 1GB or under. The key, so to speak, is that while such a system just about invalidates the premise of current copyright law, making it impossible to prosecute somebody using such a system, it brings up something even more interesting.

 

11 Herbs and Spices

 

It’s not the data that is really copyrightable, but the means by which such data can be arranged in a unique configuration as a representation of a work. What is really copyrightable happens to be the unique fingerprints which tell the system how to reconfigure multi-use data for a specific file output that is no longer multi-use, or in layman terms – it’s the digital recipe.

 

Another interesting side effect to multi-use data is that you’re not storing a 1:1 representation of anything. Since the data is multi-use, that means (for the most part) that you don’t need the storage equivalent for a copy of every single file in the system. All you really need at the very least is enough agnostic data available in order to cover the largest file on the network.

 

If the largest file you have on the network is about 50GB (and I’m being very generous here), then on a multi-use data system, you would need no more than 50GB of data total for everything you ever store into that network. That’s the bare minimum. Yes, at that level it would take longer to reconstruct the data, but it would still work. the more agnostic data you have in storage, the faster that reconstruction goes. Think of it like over unity…

 

Needless to say that a multi-use data structure in combination with decentralized networking would mean that, in example, the entirety of the Second Life asset servers could be housed in about 100 terabytes or less (for redundancy), and the reliability of that system would mean that the odds of anything in your inventory ever disappearing would be so close to nil as to make no odds.

 

And that, is how you solve the root of a problem instead of addressing only the symptoms.

 

 

 

Sunday, July 17, 2011

diaspora*

How #SecondLife may find their social media answer blowing in the wind…

 

diaspora

 

Social Media Networks are essentially all the same on the surface. You’re connecting with friends, relatives, co-workers, and sharing information on a feed wall. Of course there is the addition of games, applications, and other plugins which give our social networks a sense of further connectivity, but in the long run they are all essentially laid out the same. When we take a look at the varying social networks, we have to ask ourselves what it is that makes one better than another, and at first glance we are hard pressed to see any real differences.

 

Take for instance, Facebook. It’s essentially a three pane layout with your controls on the left side, different information feeds in the center (wall) and on the right hand side are advertisements, and other things.

 

 

aeonix_facebook

 

 

I’m sure the image above looks familiar. To me, this is a social media network that is showing its age in the amount of clutter that has managed to cram itself into the interface over time. If we take into account the addition of the Chat Sidebar view (which I’ve turned off) the far right side of the screen becomes a contact list. Aside from aesthetics, this sort of feature creep has turned what once was a clean layout without too much clutter or distraction into the digital equivalent to an advertising back-alley. Myspace had the same issue as well before its demise, when NewsCorp initially bought it up and then opened the flood gates for marketing. Now that Myspace is trying to be the place where musicians and artists can connect (read: spam) you, it is little wonder why anyone uses it any longer.

 

For the longest time, Facebook was the center of the social media world. Everyone was compared to them, and their 500+ Million users. Even today that happens, because that’s where everyone is at this particular moment. But there is always a paradigm shift on the horizon, and even Facebook knows that, which explains why they are looking for an IPO – the cash out. This can be seen in Zynga’s (Farmville, etc) sudden interest in an IPO as well.

 

Of course, this can also be explained in conjunction with the behemoth of media, Google, gaining ground with their Google+ Social Network. But something isn’t quite right…

 

 

aeonix_googleplus

 

 

With all of the hype surrounding Google+, for those that actually have gotten into the service have likely noticed that there is little difference between Facebook and Google+, other than the obligatory integration of Google services. Yes, Google+ has Circles and Sparks, and Hangouts, but Circles are a fancy way of saying “Groups”, Sparks is a fancy way of saying “RSS Search” and Hangout is just a Group VideoChat. Are these the killer features of the Google+ service? Sure they’ll throw in Games, because that’s obligatory for a social media network, and they’ll probably use their acquisition of Aardvark to offer a “Live Answers from Real People” service powered by the network.

 

I’m still unconvinced this is anything to really be excited about, especially when we take into account the Google+ stance on the use of pseudonyms as your profile identity, which you are not allowed to do based on their terms of service. People leaving Facebook based on privacy concerns to go to Google+ are finding out that they’ve essentially jumped out of the frying pan and into the fire as Google has decided to make all profiles public without an option to make them private, and they also insist you use your “wallet” name – that is a birth name on your profile or come under the scrutiny of the digital inquisition.

 

While the media has been focusing attention of Google+ and whether or not it will be a Facebook killer, there has been an ongoing development called Diaspora* in the background. A tech startup that is taking a different approach to all of this. But diaspora* isn’t a fly by night sort of operation that suddenly came out of nowhere; They’ve been around for a few years now, working diligently to create a social media network that is very different than Facebook or Google+.

 

aeonix_diaspora

 

 

We already know from the pictures that there is essentially little difference to the layout of these social media networks, so what are the underlying things that make these social media outlets different, and why should we care?

 

Privacy is Dead. (Or is It?)

 

When it comes to Facebook, Mark Zuckerberg once said “Privacy is dead” and when it comes to Google+ they are taking a similar stance in that your profiles must be tied to a real person (wallet name) and they will be insisting on making all profiles public. Aside from this very telling stance, Facebook and Google have a very large incentive to keep you public and “authentic” in that they earn their money on the zeitgeist advertising metrics. In this case, there is no room for the myriad of other ways we may present ourselves online, such as anonymously or through a pseudonym; Whether the pseudonym is a pen name or of your virtual world avatar is irrelevant, because they both act like a digital inquisition when challenged – asking for a cell phone number or other “approved” methods by which to validate your identity, which in turn defeat the point of anonymity or pseudonyms because those validation methods divulge private information about yourself that you had no intention of divulging – and more often than not shouldn’t be legally forced to divulge for something like a social media network.

 

Diaspora, on the other hand is the polar opposite to this “Privacy is dead” approach by stating it is specifically designed to facilitate your privacy in a decentralized and agnostic manner which each person is free to control entirely, while also giving users and entities the right to start their own “pod” in the network with the source code. This is a stark contrast to Google+ and Facebook where your information is housed centrally (thanks to Google and Facebook) and where Google and Facebook control what privacy (if any) you are allowed to have.

 

So while on the surface, these social media networks look essentially the same, the ideals of Diaspora and how it works are in stark contrast, almost in total defiance, to mainstream social media networks.

 

While Diaspora isn’t as fully featured as Facebook or Google+, you have to hand it to their small team in that they are diligently working on the code and making it better over time. Their greatest concern isn’t whether or not you can play Angry Birds, or beg for CafeWorld items on your stream, but in making the underlying system secure and privacy aware, even with encryption. Unlike Google+, they aren’t subject to corporate sponsor (or even intelligence agency) pressures to make everyone “authentic”. No, they simply care about whether or not you can control all the aspects of your privacy and persona.

 

Personally, I believe this is a “killer" app” for social media. It’s not the widgets, it’s not video games, it’s not a little “Like” button on websites. The killer application of social media is (and always should remain) the ability to represent yourself with privacy and security in whatever manner you decide. Advertisers and corporate entities will realize that reaching demographics is a privilege and not a right, and more so that the individual right to privacy will always trump their right to make a buck.

 

As of this moment, think about all of the information you voluntarily give them. Photos, videos, comments, likes, and all manner of user habits as they keep an eye on you. You’d think that would be enough to satisfy them, but now with Google+ they are extending that boundary further by insisting on a real name and not anonymous or pseudonym. If they challenge your “name” on a profile, they ask for a phone number to verify your identity or any other amount of “approved” identification methods such as maybe ID cards, or mainstream media references where your name is shown. Maybe a home address too?

 

Is it just me, or is all of this invasion of privacy becoming too much? If you use FourSquare, you’re already broadcasting everywhere you go, and I made a joke on Twitter about this to the tune of how the NSA can essentially track you without needing a warrant: Just make it into a game called FourSquare and you’ll be volunteering your whereabouts.

 

It’s one thing to make these privacy options… optional. But it crosses the line when these companies begin demanding instead of asking. That’s the one thing I will not stand for… will you?

 

Is there a SecondLife for Diaspora?

 

By now you’re probably wondering what any of this has to do with SecondLife since I’ve tagged the article for Twitter as such. Actually, this article has quite a lot to do with SecondLife and Linden Lab if we think about it.

 

Linden Lab wanted to create some sort of social media connection between their existing users and social media services that they use outside of SecondLife. Their initial thought on the subject was to find ways to integrate into Facebook (Skylight, etc) but found that when they put all their chips on the table to make that happen, they were shot down. Facebook decided to enforce their T.O.S. and wiped out quite a lot of Avatar Identity Profiles on the Facebook service. Since connecting SecondLife to Facebook would require Linden Lab to follow the Facebook terms of service, they would be forced to only allow “authentic” users to connect, which is a very different reality to what sort of user they already have of their service in Avatar identities. With Google+ the option wasn’t even on the table, as Google began enforcing their T.O.S. even in closed beta, removing “fake” avatar identities which were really SecondLife citizens looking for a privacy aware alternative haven for social media.

 

It is possible that the push for “Display Names” came about as a short sighted workaround to address the “authentic” names issue on Facebook, but then it was realized that not many people were going to change their display names to a real name, thus making that idea bunk. However, Display Names does have at least the side effect of allowing people to choose a name – so whether that is putting your real name over your head or just choosing something less arbitrary than the name you were assigned on rez-day is inconsequential.

 

The answer, at least in the short term, for Linden Lab has been to simply develop Social Profiles for their citizens – a walled garden social network for their own avatar users where they can have a safe haven. If you can’t join them, then you make your own… But this isn’t entirely the best idea either, even though it shows that Linden lab is at least thinking forward on this in terms of their own users. I mean, if we ignore the acquisition of Avatar United and shutting it down in the first place.

 

The problem still remains that the avatar identities are still blacklisted from mainstream social media, and those that are not have either given their real names, are on borrowed time, or have invented some plausible name that will escape detection from the digital inquisition. Creating an entirely new network specifically for just avatar identities is not solving the overall problem either, because the situation is reversed – in that instead of avatars being persecuted on social media, now “real people” are persecuted since they have to have an avatar to participate in Social Profiles.

 

This is where a stroke of genius comes in.

 

Diaspora is open source, and they wholly encourage people to set up their own “pods” in the decentralized network. They are privacy aware, and don’t care if you are anonymous, pseudonymous or authentic. Why build a social media network from the ground up that will only service a walled garden, when you can connect to an open source framework that prides itself on privacy and user identity in all forms?

 

I propose, then, that the SecondLife Social Profiles run on Diaspora as part of the decentralized social network infrastructure. This is the secret as to how we can bring the “authentic” people and the “avatar identities” together under a single banner, while remaining accessible to the outside world and cross platform. Why not? Diaspora seems to be the social network of choice gaining favor quickly with Avatar identities. It meets all of the needs for a Social Profile in SecondLife, and for the needs it does not meet, the code is open source and extendable freely as needed.

 

Diaspora + SecondLife, think about it.

 

There is also the main reason why I really believe that SecondLife should be using Diaspora as their Social Profiles system, and it’s the biggest reason:

 

Time and again I find myself writing about interoperability and the future of the Metaverse. More recently in the context of research papers and now as the Object Interoperability Lead for IEEE Virtual Worlds Standards Workgroup. The most consistent thing I find myself saying, and getting agreement on, is that open formats and methods are favored over proprietary methods at all points. The agnostic descriptions usually state things such as that the methods must be available via open source, without patents or litigation, and must be implementable by anyone who wishes without royalty, fee or restrictive license.

 

In the recent research paper with Dr. Dionisio and Dr. Gilbert, there exists a chart to illustrate how Social Media and virtual Environments offer two different forms of ecosystem, in that social media freely shares with each other, and while virtual environments sometimes connect to those social media outlets, it is often a one way street as virtual environments remain within their walled gardens.

 

Social Profiles as they exist today do not qualify for standards compliance, however the introduction of Diaspora as the backbone method by which to integrate Social Profiles for SecondLife would have far more benefits and easily qualifies under standards compliancy, while truly offering a method to reach outside of the walled garden, and reach back in.

 

 

 

 

joindiaspora

 

 

 

 

 

Tuesday, February 27, 2007

Dcentralized Content Distribution Network

What would happen if a single web server were suddenly inundated with an abnormally high amount of bandwidth, such that the cost of serving the content far outweighed the acceptable cost per user ratio intended by the publisher? This is known as the "slashdot" effect and can be applied to a number of scenarios across the digital publishing realm.

What inevitably happens is that, a small publisher of content creates a particular amount of media (be it an article, graphic, executable application, etc) that somehow finds massive appeal and favor among millions of people around the world. This in turn opens a virtual floodgate of people trying to access the content online, and thus the servers (of which the publisher is more than likely leasing) are collectively bombarded with content requests.

For a fortified server, such is usually not a problem as bandwidth is appropriated accordingly. But for low bandwidth servers (or say, publishers who cannot afford large bandwidth) we see either that the website in question is obliterated under the weight of the traffic, or that the host charges massive overages to the publisher - of which the publisher many times cannot afford.

Decentralized Content Distribution in this scenario can easily alleviate the major cause of this, while using very little of the network resources individually, but overall serving the content as though it were from a high speed server. Undeniably, 10k/sec from a large amount of servers adds up in the end just as pennies can add up in the large scale of things.

So say your server was being requested of 10k/sec. On your access per month, this amounts to very little and is inconsequential. But now multiply that by 200 servers, and you see that the content can be served at around 2000k/sec or higher (depending on the actual Kb/sec each server is appropriating). So, like a vest of Kevlar, when the bullet (the millions of requests) hit the main server, the Decentralized Network intercepts the bullet and spreads the traffic across a large area in small doses.

For websites, this seems to work amazingly well and, in fact, some websites currently handle their traffic this way (with 25 million users even though the main server remains low on bandwidth usage). The idea here is that I got to thinking about how this could be used in order to solve an age old problem concerning online Virtual Reality.

In one of the earliest written synopsis for an online virtual community (Habitat) Morningstar and Farmer pointed out that in order for a wide scale virtual environment to continually grow the servers of the content could not be centralized. Decentralization was key to the continued advancement and growth of virtual environments. I would like to believe also that this pertains to the "environment server" as well as the content server (many times these two are seperate), though I am currently focusing on a solution for the content end (with the environment server being a consideration well into the future).

When I muse of this, what I am thinking is that while current systems can easily handle tens of thousands of simultaneous users, the price per user begins to see an exponential increase in cost proportional to the amount of users. In essence, we see an exponential increase when the system is centralized.

Taking this into account, even the best planned and programmed system will begin to see an ultimate limit as to how many users can co-exist per centralized server before the costs of that system become prohibitive to it's expansion. And herein lies the point of Decentralized Content Distribution Networks.

While I am unfamiliar with the detailed mechanics of systems such as Second Life or There, I do understand that they take a fundamentally similar approach to the content that is served in their virtual environments. While Second Life effectively "streams" content using a derivative of the RealMedia system (as Phillip Rosedale was one of the creators of the format) I am want to believe that the content still comes from a centralized system of servers. In this much I am certain, though it is quite possible that the Second Life system also groups persons by node in order to offload the distribution of the content. I could be very wrong in the last aspect, but the behavior of the system seems to warrant such node grouping.

In recent months, I have read such articles wherein a self replicating object in the Second Life environment has managed to disable their servers, so in light of this new information I am now leaning toward the idea that they are attempting to run the Second Life environment on a centralized system.

This in itself is fine if a company in this field wishes to establish a user base of no larger than 100,000, but around such time, the cost per user will begin to skyrocket out of control as the numbers increase past this threshold.

In the end, seeing as I am interested in the theoretical applications of virtual environments and it's advancement, I have found that the Active Worlds environment seems to be the most receptive to this line of testing, and have continued toward attempting to find solutions to problems outlined in the synopsis "Lessons Learned From Lucasfilm's Habitat" Morningstar & Farmer, of which happens to be attempting to address the centralization problem.

Over the past few months I have indeed found a very plausible candidate for solving this Decentralization aspect within the Active Worlds environment by routing the Object Path through a server-side P2P network which self replicates and organizes the information from a main server across 260 high bandwidth servers around the world as a specific type of hash file. The more bandwidth that the Object Path requires, the more efficient the CDN will become, even though in beginning to use it I have noticed variable speeds (but not enough testing or time has been given to this in order to gauge it's overall ability).

One thing that I have immediately noticed is that it actually works in the Active Worlds environment, though entering the specific address to begin with in the World Properties Dialog and hitting apply will crash your browser, after you restart the browser you immediately realize that while it crashed your browser the change in address did take effect and the Object Path is being redirected through the CDN, thus beginning the hash replication and self organization across the whole network (server side and not user side).

After some various testing in the virtual world, I have noticed that it has a 99% accuracy when downloading the various files from the distributed network (99% as in that maybe 5 or 6 files will randomly time out while trying to be located and thus not properly loading, though simply exiting and re-entering the world seems to automatically correct this problem).

While I will not disclose exactly how this method is accomplished, I will say that for the most part it works just fine. I would imagine that it would perform much better under much higher stress than a few users entering at random, so this method would be best used for virtual environments where you are expecting a much higher stress on the Object Path (hundreds, thousands or more users). In theory, it would be possible to minimize the overall bandwidth consumption of an entire universe server's set of Object Paths even if it were to be filled to the brink with users (possibly serve every Object Path in a universe from a single cable modem and a home computer with low latency).

So from the theoretical application to the proof of concept, at least the serving of the content part can be decentralized as suggested by Morningstar and Farmer.