Re: [vwrap] Simulation consistency
Meadhbh Hamrick <ohmeadhbh@gmail.com> Sun, 03 April 2011 19:35 UTC
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From: Meadhbh Hamrick <ohmeadhbh@gmail.com>
Date: Sun, 03 Apr 2011 12:36:20 -0700
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To: Carlo Wood <carlo@alinoe.com>
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Cc: vwrap@ietf.org
Subject: Re: [vwrap] Simulation consistency
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there is no way for a protocol to enforce the processing behavior on either end of a connection unless you want to mandate the use of MAC or DRM. the reason you "trust" someone is that you can't complete a transaction without trusting them. in the original VWRAP model, we assumed assets were bits of data and meta-data that could be securely moved around. "license" was just another bit of meta-data, as was "distribution." the protocol didn't require you to add either of these fields. neither did the protocol require you to honor them. that's because there's no way a protocol can REQUIRE a consumer of information do anything with that info. instead, we provided a mechanism to communicate structured information and described the processing expectations. but ultimately, if a "bad actor" that wants to steal digital content participates in a protocol transaction, it won't matter that the protocol will say "honor permissions metadata." there is nothing magical about protocols that require adherence to specified processing expectations. -cheers -meadhbh -- meadhbh hamrick * it's pronounced "maeve" @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com On Sat, Apr 2, 2011 at 10:48 AM, Carlo Wood <carlo@alinoe.com> wrote: > On Sat, 2 Apr 2011 10:01:43 -0700 > Meadhbh Hamrick <ohmeadhbh@gmail.com> wrote: > > This is not exactly what I was refering too :p > What I meant is that it should be possible to tag > a creation as "GPL-ed" or "Common Creations" etc, > and that the result is that that thing stays that > way. That it is not possible to accidently break > such free licenses by making it 'no mod' because > someone forgot to check a box. > > Although this seems to be a client-side issue, > and thus something internally to grid (and thus > not related to VWRAP), it DOES mean that such > information has to be supported at all levels: > the fact that something IS explicitely allowed > to be copied etc, has to be stored in asset > servers and be transported to others who obtain > a copy if it. > > If everyone is willing to work as hard on guaranteeing > support for such free product as on the use case > for proprietary products, then I'm willing to think > hard of ways to support the latter. > >> yes. there is something missing in the protocol. it's trust. you don't >> put "trust" in a protocol, you put "security" in a protocol. at the >> end of the day, the people using this protocol will need to decide >> whom they trust. this is why there was a security model and the >> ability of the protocol to "securely carry trust." >> >> the idea is that the protocol would carry cryptographically >> unforgeable attestations of an endpoint's identity. this identity >> would then be evaluated by protocol participants to see if it is >> "trusted." >> >> there's no place in the protocol that says "you must trust a specific >> entity," but rather a mechanism deployers can use to carry the >> identity of people wishing to be trusted. >> >> at the end of the day, an asset service should only barf up assets to >> trusted simulation services. simulators SHOULD only allow people on >> the grid they trust (for some definition of the word "trust.") >> >> if you're a company like Linden that needs to respond to DMCA takedown >> requests, you're likely to require the client trust knob turned up a >> bit. if you're an enterprise, you're going to want that trust knob >> turned all the way up. if you're the pirate bay, you're going to >> intentionally want that trust knob turned all the way down. >> >> as protocol developers, it's our duty to create a protocol that meets >> everyone's use cases. so... i mean... feel free to try to define a >> protocol that mandates the use of DRM or blesses a particular trust >> point, but the likelihood of it being widely supported is.. >> approximately nil. >> >> my recommendation has always been... "define mechanism, not policy." >> >> -cheers >> -meadhbh >> -- >> meadhbh hamrick * it's pronounced "maeve" >> @OhMeadhbh * http://meadhbh.org/ * OhMeadhbh@gmail.com >> >> >> >> On Sat, Apr 2, 2011 at 8:19 AM, Carlo Wood <carlo@alinoe.com> wrote: >> > On Sat, 2 Apr 2011 14:12:59 GMT >> > "dyerbrookme@juno.com" <dyerbrookme@juno.com> wrote: >> > >> >> BTW, the Red Zone statistics of 9 million scans with only 78,000 >> >> rogue viewers captured lets us know that this problem is >> >> exaggerated -- and usually by engineers who claim there is no >> >> technical solution. >> > >> > Just for the record, from a hacker/engineer: there is no technical >> > solution. It is possible to copy everything (and without being >> > detected by a "Red Zone" which can only detect rogue viewers that >> > were released to the public and explicitly make a point of being >> > detectable in the first place (call that bragging: no fun in >> > releasing a "k3wl" viewer if others (or even the coder himself) >> > can't see that it is being used.) So, there is a psychological >> > advantage for the detectors, but not really a technical one. >> > >> > Lets concentrate on textures for the moment to explain this. >> > >> > In order to see an object, or clothing, with the appropriate >> > textures, those textures have to be downloadable for the viewer. >> > There is nothing you can do about that short of running the whole >> > viewer server-side and providing a video. But even in that case it >> > would technically be possible to rip the textures: they are still >> > visible (ie, you could make a screenshot of the surface of a wall). >> > I don't consider the video-broadcast to even be remotely >> > interesting, certainly not from the viewpoint of VWRAP so lets >> > forget that for the moment and just accept that it is possible for >> > anyone to store whatever they SEE to their harddisk. >> > >> > Secondly, if the first creator could upload this texture then so can >> > the ripper. And don't tell me software exists that can detect if >> > an uploaded texture "looks like" one of the already existing billion >> > textures that were uploaded before. If the texture is converted >> > twice, ie from jpeg2000 to jpg to tga and then uploaded, then you'd >> > need a human to look at the original and the newly uploaded texture >> > at the same time to judge that it is MAYBE a copy - which then can >> > only be proved in court if the original creator can prove that his >> > original textures are 100% his own and not, for example, downloaded >> > from the internet somewhere (because in that case the other >> > uploader could have used the same source). >> > >> > A real problem, currently in SL, is imho the complete lack of >> > support for FREE things. The amount of restriction (for people with >> > honest viewers) is tremendous: if you're not an expert or do not pay >> > attention for a second, then your creation is not truely free >> > anymore. Everything defaults to very copyleft unfriendly settings. >> > I'm trying to get my friends, who are very willing in that regard, >> > to only create full permission stuff, but it's simply near >> > impossible to keep something full permission and often we're stuck >> > with something nobody else can change or edit because the creator >> > forgot to set the bit of the contents of an object after changing >> > the group etc blah blah... >> > >> > For example, last a good friend of me wanted my help with making a >> > large amount of changes on his sim: hunderds of objects had to be >> > adjusted... He was willing to: >> > 1) Add me to any group necessary. >> > 2) Give me his build rights >> > 3) Transfer any object to me (temporary ownership transfer) >> > 4) Make any adjustments to the objects and the objects contents >> > needed to allow me to access what I needed to access. >> > etc etc >> > >> > The end result: He had to do it all by himself. It was impossible to >> > give me enough access to help him (for those who don't believe that, >> > one of things involved changing the "anyone can move" bit of an >> > object in the contents of objects: it is not possible to take >> > anything out of the contents (ie copy it to your inventory) when >> > it's no transfer, and therefore you can't edit it, even though it's >> > modify and you get all the rights that the owner can give you). >> > >> > Sorry, but that is unacceptable; and it CLEARLY shows that >> > something is missing from the protocol. >> > >> > Now the above example doesn't show that a free object is not >> > supported, it only make clear that non-free objects can be very >> > annoying even in situations where the owner has all the rights to >> > do what he wants to do. There are many other such examples. Hence, >> > it shows that it is very annoying that an object is non-free by >> > default at so many levels that you need an IQ of over 140 to create >> > one and those permissions erode quickly to non-free. Even the so >> > called "freebies" are non-free by the way: they are almost always >> > no transfer. Hell, even the default shape that you can when you >> > create a new account is no transfer, what kind of insanity is that?! >> > >> > I think you might find a lot of people, like myself, a lot more >> > willing to help out with thinking of ways on how to protect >> > property in virtual worlds when first it is assured that those who >> > want to create things that are FREE are equally supported as the >> > commercial guys out there. >> > >> > -- >> > Carlo Wood <carlo@alinoe.com> >> > _______________________________________________ >> > vwrap mailing list >> > vwrap@ietf.org >> > https://www.ietf.org/mailman/listinfo/vwrap >> > > > > > -- > Carlo Wood <carlo@alinoe.com> > _______________________________________________ > vwrap mailing list > vwrap@ietf.org > https://www.ietf.org/mailman/listinfo/vwrap >
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- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency Patnad Babii
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Patnad Babii
- Re: [vwrap] [wvrap] Simulation consistency Izzy Alanis
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency dyerbrookme@juno.com
- Re: [vwrap] [wvrap] Simulation consistency Dahlia Trimble
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Israel Alanis
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Meadhbh Hamrick
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Morgaine
- Re: [vwrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] Simulation consistency Morgaine
- Re: [vwrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Fleep Tuque
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Carlo Wood
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
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- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Carlo Wood
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Patnad Babii
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Morgaine
- Re: [vwrap] Is 'Data Z' immutable (like a git sna… Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
- Re: [vwrap] [wvrap] Simulation consistency Vaughn Deluca
- Re: [vwrap] [wvrap] Simulation consistency Morgaine
- Re: [vwrap] [wvrap] Simulation consistency Dzonatas Sol
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- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine
- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine
- Re: [vwrap] Inventory, Asset Metadata and Privacy… Morgaine