Technology Review - Published By MIT
Advertisement

A Bridge between Virtual Worlds

Second Life's new program links virtual environments.

By Brian White

Monday, August 11, 2008

smaller text tool iconmedium text tool iconlarger text tool icon

The first steps to developing virtual-world interoperability are now being tested between Second Life and other independent virtual worlds, thanks to the launch of Linden Lab's Open Grid Beta, a program designed for developers to test new functionality. The beta program will allow users to move between a Second Life test grid--a set of servers simulating a virtual world--and other non-Linden Lab grids running the OpenSim software. OpenSim is an independent open-source project to create a virtual-world server.

Linking worlds: Two avatars, Brian White (left) and Butch Arnold, meet in 3rd Rock Grid, an independent OpenSim-based server.
Credit: Brian White

The discussion of linking together today's virtual worlds is not new, but this is the first running code that demonstrates previously hypothetical approaches--another tangible sign that Linden Lab is serious about interoperability. "We are still early in the game. The point of the beta is to give the rest of the development community the chance to try the protocols themselves," says Joe Miller, Linden Lab's vice president of platform and development. More than 200 users have signed up for the beta program, and currently 15 worlds have been connected.

In order to test virtual-world interoperability, a person needs at least two virtual worlds. For Linden Lab, the OpenSim project was a natural choice. It began in January 2007 at the nexus of two open-source projects--one to reverse-engineer the Second Life server APIs, and the other Linden Lab's open-source viewer initiative. The goal of the OpenSim project is to build a virtual-world server that supports the Linden Lab viewer or a derivative.

Today, there is a flourishing OpenSim community with 26 registered grids hosting approximately 2,300 regions. While this is certainly a small number compared with the 28,070 regions that make up the Second Life main grid, it still represents a significant number of independent virtual worlds. The open-source nature of the project, combined with the number of participants and the shared support of a common viewer, make OpenSim-based worlds ideal for interoperability tests.

Interoperability is the future of the Web, says Terry Ford, the owner and operator of an OpenSim-based world called 3rd Rock Grid. Ford is also participating in the program. "It may be [in] OpenSim's future, or maybe another package will spring up, but just as links from a Web page take you to another site, people will come to expect the ability to navigate between virtual worlds," he says.

Story continues below

Ford is Butch Arnold in Second Life, Butch Arnold in 3rd Rock Grid, and Butch Arnold in the OpenLife grid, and that's kind of the point. No one wants to have as many avatars as they do website accounts, but there is a fundamental difference between accounts, which hold data like a shopping cart, and avatars, which contain data regarding a person's virtual-world appearance. IBM's David Levine, who has been closely collaborating with Linden Lab on the interoperability protocols, says, "You don't care if your shopping-cart contents in your Amazon account [are] the same as other shopping carts. However, if you were moving region to region and had very different assets in each, that would be a problem."

Yet many efforts to let users share their avatars on the Web have not been successful. Levine says that the Open Grid Protocol has a chance because it is less ambitious. "We are not trying to do it across the entire Web. The focus is on the Linden main grid and a set of broadly similar grids."

Comments

  • And What About IP?
    Typically, your coverage has left out the problems of copyright and intellectual property when establishing interoperability between grids. As we all know, if you can see it on the viewer, you can copy it -- the reverse-engineered simulator coders have basically abandoned the notion of trying to implement copyright protections mechanically -- as they are now found in Second Life with a copy/mod/transfer regime built into the object menus. They belong to a school of thought that says this is futile, although of course big companies like Apple do not practice this copyleftism. It's a legitimate debate even among coders themselves as to the extent you can use obfuscation or encryption in these worlds, and the debate is not over merely because one school of thought announces that it is. The most popular -- and populated -- virtual worlds are "walled gardens" -- and that's how they secure themselves not only against copyright theft but against griefing. Second Life has the unique feature of user-generated content but its makers aren't interested in preserving its proprietary nature, unlike Google with Lively or IMVU or Habbo Hotel or There or any number of worlds, whether 3-d browser chat rooms or more elaborate contiguous spaces. None of those hugely populated MMORPGs and virtual worlds are actively seeking interoperability; it's not a necessity or goal but a distraction.

    For the purposes of SL, this issue can't be viewed merely from the consumer's perspective of "being able to take my stuff with me," which is how Joe Miller seems to frame it, but simply must be viewed from the perspective of the creator. How will his rights be preserved? There is a huge debate about this that you haven't reflected here by presenting these events as if they have some huge public support. They don't. It's not a public demand from most users; it is a small group of people around IBM and LL who have their own agenda.

    It's also quite overstating to describe the other grids as "worlds". They have very bare-boned features. OpenSim goes to great lengths to explain in fact that they are *not* a world but only a platform to generate worlds.

    Finally, this perceived annoyance of having too many avatars because there are so many worlds is also a bit of a geek affectation. Most people don't expect that their WoW avatar has to have the same name and log-on as their SL avatar; they can handle it.

    http://secondthoughts.typepad.com/second_thoughts/2008/08/zhas-at-it-agai.html

    http://secondthoughts.typepad.com/second_thoughts/2008/07/if-you-can-see.html
    Rate this comment: 12345

    Prokofy
    08/11/2008
    Posts:7
    Avg Rating:
    2/5
    • Re: And What About IP?
      I can only urge people to read the interoperability chat logs of the Second Life Architecture Working Group, especially those from the past few months, in order to get a sense of the concern that AWG members have about Intellectual Property. Consider, for example, the AWG meeting about inter-grid IP protection that took place on 10 June just after the first inter-grid teleport demo:

      https://wiki.secondlife.com/wiki/User:Zero_Linden/Office_Hours/2008_June_10

      not to mention the discussion on "Trust Domains" which took place this past Tuesday:

      https://wiki.secondlife.com/wiki/AW_Groupies/Chat_Logs/AWGroupies-2008-08-12

      The technical requirements to implement Intellectual Properties solutions of various kinds are relatively straightforward, requiring only a few man-months or man-years of work. However, the work to map out the boundaries of the problem from a social, economic and legal perspective is ongoing and has taken up hundreds of hours of discussion between many, many people and after all that we are still working to gain a sense of the possible range of end-user requirements that will need to be supported in a virtual worlds metaverse.

      Anyone interested in finding out  how wide-ranging these conversations have been, should consult these links to the many scores of chat logs and other web pages that discuss these issues in great detail:


      https://wiki.secondlife.com/wiki/AW_Groupies#Architecture_Working_Group_meetings

      Rate this comment: 12345

      Saijanai
      08/13/2008
      Posts:1
  • great minds think alike and fools never differ
    All debate, except for intentional slagging, is healthy if it helps to define the boundries, or social paramters, of a particular group. This process allows a loose aggregation of ideas, regardless of how technically refined they may be, to set the guidelines of acceptable behaviour. A sort of unwritten constitution starts to evolve until such time as the dynamics of said group demand a legal framework be put in place so that everyone has an equal opportunity to participate. I don't see the realm of virtual worlds being any different than that of real ones, as the interaction between the different competing factions gets played out in a common area.
    Rate this comment: 12345

    phoenix
    08/11/2008
    Posts:172
    Avg Rating:
    3/5
  • Trust Management in Virtual Worlds
    Now that the OGP teleport tests are well underway "the real meat is on the table": inventory and permissions and economy.  I have some interesting comments from Zero Linden (lead on AWG for LL) on the road map for this here.  http://www.ugotrade.com/2008/07/31/the-open-grid-beta-the-first-step-to-interoperable-virtual-worlds/

    Also Avi Bar-Zeev discusses trust/transactional security in this interview on the future of virtual worlds here http://www.ugotrade.com/2008/08/08/will-the-future-of-virtual-worlds-be-in-the-browser-interview-with-avi-bar-zeev/
    Rate this comment: 12345

    Ugotrade
    08/12/2008
    Posts:1

Log In

Forgot your password?     Register »
Advertisement

Videos

Laser-Triggered Chemical Reactions
Featured Content
Sponsored by:
White Papers

Twelve ways to reduce costs with SQL Server 2008
Find out how to reduce costs and get more efficient

Download

Total Economic Impact of SQL Server 2008 Upgrade
Forrester reports on increasing productivity and management capabilities

Download 

Achieving Cost and Resource Savings with UC
How Office Communications Server R2 and Exchange Server can make your business smarter and more efficient

Download 

The Compelling Case for Conferencing
Read how you can improve workload support and find IT efficiencies

Download

How Windows Server 2008 R2 Helps Optimize IT and Save you Money
Read how you can improve workload support and find IT efficiencies

Download

Windows Server 2008 R2 Hyper-V Live Migration
See how Windows Server 2008 R2 and Hyper-V enable virtualization and Live Migration

Download
Advertisement
Subscribe to Technology Review's daily e-mail update. Enter your e-mail address

TECHNOLOGY RESOURCES
Advertisement
MIT Massachusetts Institute of Technology © 2009 Technology Review. All Rights Reserved.