Virtual world framework

The VWF is meant as a useful tool to interact with differing types of entities (objects, avatars, simulations, spaces).

As an open-source tool protected under the Apache II license, VWF is free and accessible to any number of developers who can create content and expand its scope and functionality.

VWF is under development to work with Massively Multiplayer Online Role Playing Games (MMORPG) such as EDGE, and ideally will be developed to interface with the latest object encodings (such as Unity and MP4), environments (such as OpenSim MOSES) and other simulations platforms in order to create a truly agnostic interfacing tool.

The VWF is meant to extend the use of active client-server simulations in order that they can be accessed via a web browser.

We are surrounded by immersive, personalized social media and technology (such as Smart Phones, Facebook, Twitter, Pandora Radio, Project Glass and augmented reality sites such as Layar).

[5] The intersection of technologies and the speed/volume of data delivery create a perfect storm of possibility for this system to provide the most good at the best cost.

It means spontaneous meeting spaces and a method for delivering increased complexity and speed of intelligence to those who need it.

The DoD owns the rights to the source code of the VWF; however, as it is licensed using Apache II, it is freely usable by any and all as long as original attribution is given to the creators.

The current content version control is affected by the primary engineers through GitHub, with the latest stable builds published under unique serial numbers.

The designers are David A. Smith (computer scientist) (Lockheed Martin Chief Innovation Officer – project oversight, design, architecture), David Easter (LM Engineer - Development/Architecture), Richard Boyd (Lockheed Martin Virtual world Labs Chief Architect - governance and ecosystem design), Allison Corey (LM Engineer – development), Scott R. Haynes (LM Engineer - Development), Michael J. Vacirca (LM Engineer - Development), Steven D. Carr (LM Engineer - Development), Cynthia L. Moore (contractor, OSD(P&R) TRS – design, future specs, governance), Carlton Rosengrant OSD(P&R) TRS – overall Program Manager, Frank C. DiGiovanni (Director, OSD(P&R)TRS),[8] Coles/RDECOM (Edge interfacing), Robert Chadwick (ADL – code efficiency and applications), and emerging partners as new functions and libraries are proposed.

VWF is posted on GitHub,[9] and is open to any and all developers who wish to contribute forks, projects, suggestions or build-outs for the framework.

The paper "A Virtual World Ecosystem Framework", presented at the IITSEc conference in 2012, explains the philosophy of contribution to the system.

[9] As the community extends the robustness of the VWF, increases the libraries and finalizes the toolkits, these applications will gain in complexity as well.

There is nothing special required to run completed applications outside of having access to a compatible browser with WebGL and potentially web sockets capability depending on the location of the source objects and interactions.

There are still other tools which produce virtual environments, avatars, and content, but none of the ones known tie them together, spontaneously create interfaces among them or provide seamless communications to all of the entities regardless of their timing and without a heavy burden in bandwidth or processing power for the client.

VWF utilizes web sockets and WebGL, directly providing a content link between entities and build 3D objects in the quickest, most efficient manner possible.

Other virtual interfacing programs utilize Flash which also provides direct content, but does so in a less efficient manner.

For augmented reality and truly immersive gaming, VWF will be under development with critical partners and hopes to have this capability in the coming 24 months, depending on current technologies and partnerships.

Ideally, VWF will be used in live, virtual, and constructive simulation (LVC) exercises as a primary or secondary delivery mechanism.

LVC is ideal for VWF delivery due to its large virtual/digital component and its need to be delivered to myriad audiences in a variety of locations/platforms.

JavaScript is a prototype-based scripting language that is dynamic, weakly typed, general purpose and supports object oriented, imperative, and functional programming styles.

Developers can download the latest build of VWF from GitHub and submit their recommendations, code and applications directly on the site.

GitHub allows users to create their own forks, submit pull requests, and leave questions, comments and support related items in the issue tracker.

VWF is licensed using Apache II, but this allows for a commercial repackaging of the open-source portions as part of a larger work.

These games and services would capitalize on the direct link between entities facilitated by the VWF, while the company would determine where the resources were located.

There are the creators (mentioned earlier), as well as partnerships with Mark P. McCahill from Duke University, Advanced Distributed Learning (ADL), Doug Maxwell (for MOSES) and Cole Corporation (for the Edge military MMO).