Re: [mmox] Creating walled gardens considered harmful
Morgaine <morgaine.dinova@googlemail.com> Tue, 31 March 2009 04:01 UTC
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Date: Tue, 31 Mar 2009 04:02:40 +0000
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From: Morgaine <morgaine.dinova@googlemail.com>
To: Jon Watte <jwatte@gmail.com>
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Cc: MMOX-IETF <mmox@ietf.org>, Kari Lippert <kari.lippert@gmail.com>
Subject: Re: [mmox] Creating walled gardens considered harmful
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On Tue, Mar 31, 2009 at 12:35 AM, Jon Watte <jwatte@gmail.com> wrote: > > What if the destination is a for-profit world, and the reason you could get > there in the first place was that some paying customer invited you? Then > when you want to return, there is no paying customer to share the "cost" > (loosely defined). We're only supplying a control mechanism for the movement between worlds. I think it's far beyond our remit to get involved in costs or cost distribution, although teleport grant or denial might validly be considered part of the "mechanism" of teleport. > > > Do we really want to use the term "landmark" in interop speak? That sounds > a little too SL specific? Else, would you define what a "landmark" really > means? > The term "landmark" is in extremely wide use in many applications that involve maps or addresses, as well as in real life, so it's certainly not SL-specific. Since we haven't yet tied down its meaning for interop (if any), for now it probably just means "address within a world" for us. Addresses we can certainly expect to be transportable (as readable N-tuples which have meaning only within their respective worlds), but how addresses are presented in any given world is very world-specific. For example, in SL a "landmark" is a special inventory item which can be placed in objects and manipulated by scripts, but which does not have in-world visibility. That sounds too architecture-specific for an object in an interop protocol, it seems to me. Perhaps plain addresses will be sufficient at the protocol level. Morgaine. On Tue, Mar 31, 2009 at 12:35 AM, Jon Watte <jwatte@gmail.com> wrote: > Thanks for referencing that use case. It's interesting that the answer to > those questions hasn't actually been posted yet... > > What if the destination is a for-profit world, and the reason you could get > there in the first place was that some paying customer invited you? Then > when you want to return, there is no paying customer to share the "cost" > (loosely defined). > > Do we really want to use the term "landmark" in interop speak? That sounds > a little too SL specific? Else, would you define what a "landmark" really > means? > > Sincerely, > > jw > > > Morgaine wrote: > >> 2009/3/30 Kari Lippert <kari.lippert@gmail.com <mailto: >> kari.lippert@gmail.com>> >> >> >> I understand "teleport" (and believe if you can define it well >> enough, smart people can make it so) but it leaves me asking why? >> Why would a user desire to "teleport" from one VWE to another? >> >> >> >> Given this interop scenario < >> http://www.ietf.org/mail-archive/web/mmox/current/msg01114.html>, which >> reflects the normal way in which humans organize their lives around travel >> between different places, a reasonable answer to your question is probably >> that our various forms of inter-VW travel (continguous handover, portal >> crossings, and discontiguous transitions) are a natural extrapolation of our >> everyday experience. >> >> In the real world, we're rather limited in the methods by which we can >> move between distant lands. The nearest thing to an instantaneous teleport >> between London and Boston is to get on a jet plane, go to sleep for several >> hours, and wake up in a different place. Virtual worlds are of course much >> more flexible, so because we /can/ teleport instantaneously, we /do/. It's >> only one of several methods, though. >> >> Of course, instantaneous travel is not to everyone's taste, but nor is >> lengthy and laborious contiguous travel to everyone's taste. In any case, >> VWs differ in their topological connectivity to other worlds and therefore >> no single approach is possible, nor desireable. >> >> Fortunately, these are matters of policy, whereas our interests here is >> providing mechanisms that can support a wide range of policies. The three >> underlying components of teleport < >> http://www.ietf.org/mail-archive/web/mmox/current/msg01208.html> are >> applicable to a very wide range of VWs indeed. >> >> >> Morgaine. >> >> >> >> >> >> >> >> >> >> 2009/3/30 Kari Lippert <kari.lippert@gmail.com <mailto: >> kari.lippert@gmail.com>> >> >> <clearing throat> >> >> I've been lurking for some time now and reading and trying to >> understand the basic user requirement that is driving this work. I >> have to admit this is as close as I've seen. >> >> I understand "teleport" (and believe if you can define it well >> enough, smart people can make it so) but it leaves me asking why? >> Why would a user desire to "teleport" from one VWE to another? The >> answer to this will, I believe, help you focus on what needs to be >> included in the definition of what it means to "teleport", and >> what can be safely set aside for the moment. >> >> Kari >> >> 2009/3/30 James Stallings II <james.stallings@gmail.com >> <mailto:james.stallings@gmail.com>> >> >> >> >> On what would seem to be the more mainstream topic of the >> use-case, I think Jon left off perhaps the most fundamental >> interop capability of all from his list: that of exchange of >> text communications ("chat") between endusers. Without this, >> there really isnt any advantage in doing the three things he >> lists; but as soon as user<->user communications across >> diverse worlds is possible, the other three things he lists >> immediately begin to produce value for the endusers of said >> divergent worlds. >> >> >> >> _______________________________________________ >> mmox mailing list >> mmox@ietf.org <mailto:mmox@ietf.org> >> https://www.ietf.org/mailman/listinfo/mmox >> >> >> >
- [mmox] Creating walled gardens considered harmful Morgaine
- Re: [mmox] Creating walled gardens considered har… Lisa Dusseault
- Re: [mmox] Creating walled gardens considered har… Lawson English
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Hurliman, John
- Re: [mmox] Creating walled gardens considered har… Mystical Demina
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Christian Scholz
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… James Kempf
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… zedmaster
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Kajikawa Jeremy
- [mmox] charter scope, thinking horizontally Larry Masinter
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] charter scope, thinking horizontally Morgaine
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] charter scope, thinking horizontally Jon Watte
- Re: [mmox] charter scope, thinking horizontally Larry Masinter
- Re: [mmox] charter scope, thinking horizontally Charles Krinke
- Re: [mmox] charter scope, thinking horizontally Jon Watte
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… James Stallings II
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Kari Lippert
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Lisa Dusseault
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Dan Olivares
- Re: [mmox] Creating walled gardens considered har… Charles Krinke
- Re: [mmox] Creating walled gardens considered har… Larry Masinter
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Mystical Demina
- Re: [mmox] Creating walled gardens considered har… Morgaine
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Jon Watte
- Re: [mmox] Creating walled gardens considered har… Christian Scholz