Cyberspace?  What is it?
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Technology to facilitate network based entertainment (interactive or
    passive) for massive audiences.
   
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A way of enabling massive audiences to participate in the same virtual
    world, by making each of their computers talk to each other.
   
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A library of software routines that makes writing interactive
    entertainment much easier.
   
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A way of efficiently sharing a model of a virtual world or artificial
    universe.
   
 
What’s so special?
  Unique
  
    Other solutions are traditional, server based
    
      Servers linked by high bandwidth backbones model the universe
      Participants’ computers are just client terminals
      Expensive
     
    Other distributed databases are inappropriate
    
      Designed for a reliable applications environment
      Not optimised for responsive intercommunication
      Heavyweight
     
    Designed for Global Networks
    
      LAN solutions do not scale
     
    Scalable
    
      Can work on any network, whether direct modem-to-modem, LAN, cable-TV,
      Internet or Radio networks.
     
   
  Industrial Strength
  
    No practical limit to size of universe or number of participants
    
      Large universes, particularly ones participants can build in, will be
      very appealing
      The current technological limit of about 32 simultaneous participants
      does not represent a ceiling in terms of market.
     
   
  Fault tolerant
  
    Expectation of unreliability at core of design
    
      Most other comparable systems are concerned with integrity. This
      system makes its absence a feature - by sacrificing integrity, the
      database can be optimised for response time.
     
    Can cope with the temperamental Internet
    
      Will automatically cope with communication breakdown and fluctuations,
      continuously reassigning links according to performance
     
    Asynchronous
    
      Unlike games such as Quake, is not held up by slowest participant.
      Not upset by communications lag (though naturally, the game still has
      to address this aspect).
     
   
  Not just for interactive entertainment
  
    A virtual film set
    A better World Wide Web
    An operating system with a global network for a computer
    Transparent distribution of software
    Co-operative development environment
   
 
Why use it above any other approach?
  Competitive advantage
  
    Efficient
    
      Optimised for communicating relevant changes in scene according to
      priority
      Greater tolerance to limited bandwidth
      
        Doesn’t require expensive high bandwidth infrastructure
        Preferred by network & access providers
        Allow wider user base
       
     
    Scaleable
    
      Extra hard disk resources automatically exploited
      Multi-threading permits multi-processor ‘server’ type systems
      Multi-threading also allows handling of simultaneous connections
     
    Symmetric (same whatever the system - participant or server)
    
      The middleware is the same for consoles as for ‘servers’.
     
    Flexible
    
      Automatic configuration according to response time and capacity of
      neighbouring systems
      Automatic load balancing of neighbouring nodes
      Processing distributed according to ability and response time, e.g. a
      slow PC will do little background computation itself but will obtain
      results from a more capable system up the line.
     
    Simple
    
      Very small API to distributed database, consisting of a single
      function.
     
    Technology
    
      Object Oriented
      
        Easily extensible
        Conceptually easy to handle
       
      Active
      
        Not only data is shared, but programs are too.
        Products and upgrades may easily be distributed
        Products can be developed even while on-line
        Application rules independent of platform (only front end is written
        for platform)
       
      Distributed
      
        Not reliant on one or a few servers.
        Any system can go down without significant loss
        Distributed processing as well as data
       
      Transparent
      
        Transparently replicates information
        Authors can pretend there is just a single database
        No need to worry about communications protocols, etc.
        Authors just need to set priority attributes appropriately
       
     
   
  Drawbacks
  
    Investment
    Risk
    Reliance on success
    New Technology, new skills
    Not appropriate just for primitive Quake type games with few
    participants over a LAN
    
      If need is only for LAN or low latency Internet based games with up to
      32 participants, another approach would be more cost effective in the
      short term.
      Quake type games over a LAN have a small and easily modelled universe
      where the only elements of unpredictability are the human participants -
      in such cases it is more efficient simply to communicate the
      participants’ input.
     
   
  Possibilities
  
    Rapid production of online entertainment
    Online entertainment development (in-house)
    Online art production
    Other group working
   
  Competition
  
    Various Internet oriented solutions based on enhancements to essentially
    ‘brute force’ approaches, e.g. high speed backbone and server.
    Microsoft and Direct Play
    US Military, Department of Defence, HLA/DIS
    Sun et al and use of Java in a distributed object space
    World wide web, VRML, and high end 3D participants.
    As yet unannounced approaches
    A similar approach
   
 
Other Questions
  
    Is it truly feasible?
    
      Designed with the much higher volume of data transfer
      needed by true VR applications rather than 3D maze games like Quake which
      have static universes.
      We know how to ‘brute force’ replicate databases around the
      network, this is fairly straightforward to do, the only complications
      arising from simultaneous access to the database.
      Current distributed object oriented environments (even active ones) do
      exist but all presume that reliability is the primary concern.
      For VR the overriding importance is response time, particularly for
      interacting participants. Our approach is entirely optimised towards this
      and is designed to ‘not care’ that low priority events may be missed,
      at the expense of high priority events.
     
    How does it work - simply?
    
      It is a local database where changes to data cause messages notifying
      these changes to be sent to a parent database and any other subscribing
      databases.
      It is a self organising hierarchy of peer-to-peer systems in which
      systems are both clients and servers, some being heavily biased one way or
      another.
      Self organising hierarchy in the sense that relationships can change
      from one minute to the next depending upon the availability of a system
      (network traffic), the data it contains, and its capacity and performance.
      Peer-to-peer in the sense that no system is inherently a client or a
      server, and that in spite of capability each system is considered equal in
      importance.
      Client in the sense that a system can subscribe to information held by
      another, and server in the sense that a system can support many
      subscribers.
     
   
 
 
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