Posted by Theodora A. Varvarigou 24 April 2009
Virtual World interoperability is currently a hot topic in the research world. There are at least two major initiatives trying to tackle the issue by setting up a standard for enabling interoperability: the joint effort from Linden Labs and IBM within the auspices of the Internet Engineering Task Force (IETF), and the MPEG-V, which is taking place within the auspices of the International Standardisation Organisation (ISO) with Philips driving the effort. At the same time there are numerous virtual world platforms based on different implementations (and some widely used open source ones such as Project Wonderland and OpenSim) and a great number of users which is constantly increasing. This is only an indication of the virtual world dynamics and in turn, how enormous are the technical challenges, especially for an application that is being traditionally based on well-established software engineering technologies such as multi-tier (client-server) architectures.
But let’s talk a little bit about these challenges. Apart from the presentation issues that arise when someone attempts to port an avatar from a virtual world platform to another which are more related to 3D modelling and 3D-engines in general, there are other more hardcore challenges such as data, identity and license schemes management, security, privacy, trust and common interfaces issues. And addressing these aspects is crucial if one wants to achieve end-to-end interoperability coupled with viable business models.
For one, data aggregation is required for dealing with the variable data formats and structures that each virtual world is using while secure data transmission is necessary to protect sensitive private and commercial information. Then, it is the common API for application development in several virtual world platforms. Moreover, even though actual user identity is not always reflected in virtual worlds -mainly because of current vague registration and authorization schemes-, the identity that is attached to the avatar must be carried throughout the virtual island hoping adventure. Finally, a trust framework must be established between virtual world providers which are often antagonistic, by allowing them to gain control over the type of information that they are giving out as well as the other quality terms that govern these relationships.
However, a more careful study, will lead the meticulous reader to the conclusion that all the above seem to be aspects of the more general problem of complex system heterogeneity, scalability and business relationship management. This, coupled with the fact that virtual worlds are by nature service-based applications, rings many bells to the researchers that work in distributed computing. Several of the abovementioned problems have been addressed to a large extend by Grid computing, i.e. data aggregation, end-to-end security, trust establishment and SLA management, functional interoperability through common infrastructure services and the list goes on. BEinGRID alone covers many of these issues. One has only to check some of the technical solutions in Gridipedia to find out that we can start building an interoperability middleware for virtual world interoperability using these as a baseline SOI.
The bottom line is that problems which have been addressed by Grids (even with functionalities exposed through Clouds) seem to remain all-the-rage and re-using such solutions even partially makes great sense. It is not necessary that it will worth the effort, but it is necessary to investigate it.