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Virtual Reality Getting its Own Network?

loganrapp writes "We've all watched the Matrix, and regardless of how we felt about them, the concept of plugging into a virtual reality appeals greatly to us. It appears that a nonprofit group called the International Association of Virtual Reality Technologies plans to build a network purely for virtual reality. Its name? Neuronet, and the first generation is planned for 2007, with "consumer applications" planned for 2009. There is some fear, however, that the whole thing is a scam."

12 of 82 comments (clear)

  1. huh? by Swimport · · Score: 5, Insightful

    Wouldn't using an existing network like say the internet be much cheaper?

  2. Looks completely bogus by Animats · · Score: 3, Insightful

    Yes, looks bogus.

    Domain names are so Web 1.0, anyway. In virtual reality, you have virtual real estate, like the "islands" of Second Life.

  3. They could call this Vapornet also by viking80 · · Score: 3, Insightful

    From the article:
    quoting IAVRT co-founder Chistopher Scully: ...IAVRT is overseeing the registration of Neuronet domain names, the group said. Trademark holders can get an early start from February 5 to June 1; the general public is set to get access after June 4...

    and ...Funds raised from the sale of network domain names will offset the considerable costs associated with the creation of the network...

    If this is not the definition of vapornet, I do not know what is.
    I wonder who are that easy to fool and will pay the registration fee.

    Some paid SCO a license fee for Linux, so they might have a customer base here.

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  4. Hold on... by slimjim8094 · · Score: 5, Insightful

    They're trying to create an entire new network? Not even the telco's did that (used existing telephone infrastructure). And, they plan to finance it by selling domain names in this network. But, no company will buy one (they must be expensive...) until they see a need. There's no need until the network exists...

    Anybody with any idea how they could possibly create an entire new network spanning much of the US (forget the world), with essentially no prospect of money until it's finished?

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  5. Sounds bogus to me. by sowth · · Score: 5, Insightful

    The statement "...new standards must be created, and network hardware must support those standards..." sounds like they either don't know what they are talking about or it is compeletely bogus. Exactly what modifications to ethernet hardware would be needed for this service? In fact, what changes to IP would be needed? There are already realtime flags/protocols and multicasting built into it. They would just need to buy the right routing equipment, wouldn't they?

    I can see why they can't use normal ISPs, since most of them don't support multicast at the home user's end and their latency and bandwidth allowed is usually bad for games/vr. But why would they need to engineer whole new protocols? I just don't see it.

    1. Re:Sounds bogus to me. by PhiRatE · · Score: 3, Insightful

      Actually, they're right. Not saying they're any more realistic about what they're doing, but the Internet2 research that has been going on has run into plenty of problems with the basic IP protocols, from packet overhead to issues with TCP backoff algorithms. These things just weren't designed with gigabit+ speeds in mind, even though they work there, their efficiency is poor and in some cases really quite pathological.

      Of particular concern above and beyond the basic failings when confronted with very high speeds, the balance between bandwidth ad latency starts to warp significantly as the bandwidth of the link increases. The speed of light, and thus the latency from A to B will never change, although response times improve due to better switching, but the amount that can be sent in any given moment constantly increases as we improve our ability to transmit more data per second. As a consequence, the idea of, for example, the standard TCP handshake SYN *wait* ACK will never improve despite greater speeds, it'll always be constrained by the need to wait for light to get to the end and back. At the moment, this is efficient, in the near future you would be better off sending a whole HTTP request off in a single packet and if the other end doesn't want to talk it'll send back a RST instead, reducing the connection times significantly.

      There's a considerable number of related issues to do with high bandwidth that need serious investigation, from security implications (brute force of TCP session numbers occasionally rears its ugly head again until someone manages to squeeze better security into the protocol) to better protocols to support routing mechanisms (ipv6 being a good case in point, ipv4 is computationally expensive to route in comparison, causing your megafast link to choke because the hardware can't handle it).

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  6. Suspicous by edwardpickman · · Score: 2, Insightful

    The fact it's being financed by selling internet based swamp land is a concern.

  7. Re:Not a chance by ortholattice · · Score: 2, Insightful
    But wait, there's more! There are so many unanswered questions. How do you connect (not by DSL or cable!)? What's the interface? Does it run on a computer, or a separate appliance?

    Apparently, it will conveniently interface directly to your brain, so there may be no need for a separate appliance. They issued a press release that unfortunately seems to be down on their site right now, but the following is from a Google cache of it:

    Vancouver, Canada - The International Association of Brain Interface Technologies (IABIT) is pleased to announce a US$10 million fund for the study and advancement of Brain Interface (BI) technology. The fund will issue one US$500,000 grant and two US$250,000 grants each year for ten years beginning in 2007.

    Brain Interface refers collectively to the disciplines known as Brain Machine Interface (BMI), Brain Computer Interface (BCI), Direct Brain Interface (DBI), and Adaptive Brain Interface (ABI). BI is technology through which computers interface directly with the brain. In the field of medicine, the technology being developed promises miraculous advances that will someday enable persons with spinal cord injuries to regain mobility, blind persons to regain vision and deaf persons to regain the ability to hear. While medical applications are at the forefront of BI research, other commercial applications abound. Over the next decade, BMI technology is expected to revolutionize the video gaming, film & television, medical, and defense industries to name a few.

    "BI researchers around the world are making quantum leaps forward and the field of BMI technology is poised to explode," says Nigel Malkin, Director of IABIT. IABIT is a not-for-profit organization founded to enable the sharing of resources, knowledge and technology that will serve to advance the BI industry as a whole while at the same time affording the highest level of respect for proprietary knowledge and technologies. "We are thrilled to have this fund at our disposal to contribute to the advancement of BI technology," says Malkin. Grant recipients will be chosen by a panel of member peers spanning several BI-related industries.

    Note, by the way, that "International Association of Virtual Reality Technologies" seems to be a different name for "The International Association of Brain Interface Technologies (IABIT)" which you can see by going to the http://www.iabit.org/ vs. http://www.iavrt.org/ home pages.
  8. Not in the wildest dot-com days by istartedi · · Score: 3, Insightful

    This would have been hard enough to pitch in '99. They're going to build a whole network for a niche application that isn't even consuming a single-digit percentage of the existing internet? That's nuts.

    OK, maybe VR is consuming a significant percentage of the net if you define it as "network gaming" or something. If you do that though, you immediately provide an argument against the need for another network, since these applications are successful with the current net. You might be able to argue that you could provide more bandwidth-intensive applications with the dedicated network, but a logical first step is to write the software and run it over the existing network first, and then run demos on a LAN showing how a dedicated network would help. If your LAN demos blow people away, then maybe you have something... but if that were possible, you'd already be hearing network gamers say things like "this rocks on the corporate LAN, but is worthless on my cable modem". I haven't heard anything like that.

    Then, as that linked blog pointed out, you'd want to be able to communicate with the Internet at large. So. Then you'd need a Neuronet to Internet gateway of some kind. Even if this conveyed an advantage, just think of the cost--bringing in another ISP just for one app that most people don't even care about???

    This just makes no sense to anybody who knows anything. Maybe they'll fleece some really stupid VCs though.

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  9. Internet-like growth needs decentralization by Morgaine · · Score: 3, Insightful

    Even if we assume for a minute that this isn't a scam ...

    They've got their underlying model entirely wrong if they're expecting massive growth and success of their VR network by analogy with the Internet.

    The Internet bloomed in popularity because it was decentralized and uncontrolled, growing branches at all points and sprouting leaf nodes everywhere. The explosive growth of content "at the edges" happened because of a total lack of coordination and restriction, ie. because people could do their own thing without asking, and almost without cost. And its millions of contributors were driven by fun and interest, not by earning money from their sites.

    In contrast, these Neuronet folks seem to be starting with a centralised and tightly restricted registration scheme, plus costly membership that is clearly creating an elite and a money-driven pyramid right from the start.

    Well that won't work, if they expect growth modelled on the growth of the Internet.

    And it also won't work because of the lack of community-based VR systems to run on such a VR network. The few existing ones that could qualify (Second Life, all online MMOGs and game worlds, clan-based FPSs, etc etc) are almost all proprietary or centralized or both, and hence don't meet the two key requirements for explosive growth.

    Frameworks for making non-proprietary and decentralized VR systems do exist, in fact there are many of them (in the guise of open-source 3D game engines), but that's merely a potential rather than a reality for today.

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    "The question of whether machines can think is no more interesting than [] whether submarines can swim" - Dijkstra
  10. Wrong end of the argument by dissy · · Score: 3, Insightful

    Why don't they start with, say, the VR interfacing hardware, and then, I don't know, maybe the computers and software needed to generate the environment.

    Get two or more of these nonexistant devices in the same room talking to eachother over nice fast cheap ethernet first. THEN worry about the external network to hook said nonexistant devices together over a distance.

    Oh, wait, my bad. Not as easy to get peoples money that way. Nevermind.

  11. Alas, the woes of the bleeding edge by trancertong · · Score: 2, Insightful

    It's almost unfortunate that this would never work out, be it a hoax or not. As someone mentioned earlier, until there are users on the network, no company will buy domains for it, but until people buy domains for it, there will be no network. The exaggerated scope of it seems to make me think it's a hoax though. If they would just make small VR arcades, or VR cafes or what have you, and then network those in a small area, and then gradually grow larger and larger, then maybe that would be viable. But to propose to instantly shoot out from coast to coast? This is either a scam or a really, really, poorly thought out operation.

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    -dKL