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CYBERSPACE
Mark D. Pesce, Peter Kennard and Anthony S. Parisi
Labyrinth Group
45 Henry Street #2
San Francisco, CA 94114
mpesce@netcom.com peterk@netcom.com dagobert@netcom.com
Abstract
This work describes a visualization tool for WWW, "Labyrinth", which
uses WWW and a newly defined protocol, Cyberspace Protocol (CP) to
visualize and maintain a uniform definition of objects, scene
arragement, and spatio-location which is consistent across all of
Internet. Several technologies have been invented to handle the
scaling problems associated with widely-shared spaces, including a
distributed server methodology for resolving spatial requests. A new
languague, Virtual Reality Markup Language (VRML) is introduced as a
beginning proposal for WWW visualization.
Introduction
The emergence, in 1991, of the World Wide Web, added a new dimension
of accessibility and functionality to Internet. For the first time,
both users and programmers of Internet could access all of the various
types of Internet services (FTP, Gopher, Telnet, etc.) through a
consistent and abstract mechanism. In addition, WWW added two new
services, HTTP, the Hypertext Transfer Protocol, which provides a
rapid file-transfer mechanism; and the Uniform Resource Locator, or
URL, which defines a universal locator mechanism for a data set
resident anywhere within Internet'ís domain.
The first major consequence of the presence of WWW on Internet has
manifested itself in an explosion in the usability of data sets within
it. This is directly correlatable to the navigability of these data
sets: in other words, Internet is useful (and will be used) to the
degree it is capable of conforming to requests made of it. WWW has
made Internet navigable, where it was not before, except in the most
occult and hermetic manner. Furthermore, it added a universal
organization to the data within it; through WWW, all four million
Internet hosts can be treated as a single, unified data source, and
all of the data can be treated as a single, albeit complexly
structured, document.
It would appear that WWW, as a phenomenon, has induced two other
processes to begin. The first is an upswing in the amount of traffic
on Internet (1993 WWW traffic was 3000x greater than in 1992!); the
second is a process of organization: the data available on Internet is
being restructured, tailored to fit within WWW. (This is a clear
example of ìthe medium is the messageî, as the presence of a new
medium, WWW, forces a reconfiguration of all pre- existing media into
it.) This organization is occurring at right angles to the previous
form of organization; that is to say that, previously, Internet
appeared as a linear source, a unidimensional stream, while now, an
arbitrary linkage of documents, in at least two dimensions (generally
defined as ìpagesî), is possible. As fitting the organization skills
most common in Western Civilization, this structure is often
hierarchical, with occasional exceptions. (Most rare are
anti-hierarchical documents which are not intrinsically confusing.)
Navigability in a purely symbolic domain has limits. The amount of
ìdepthî present in a subject before it exceeds human capacity for
comprehension (and hence, navigation) is finite and relatively
limited. Humans, however, are superb visualizers, holding within their
craniums the most powerful visualization tool known. Human beings
navigate in three dimensions; we are born to it, and, except in the
case of severe organic damage, have a comprehensive ability to
spatio-locate and spatio-organize.
It seems reasonable to propose that WWW should be extended, bringing
its conceptual model from two dimensions, out, at a right angle, into
three. To do this, two things are required; extensions to HTML to
describe both geometry and space; and a unified representation of
ìspaceî across Internet. This work proposes solutions to both of these
issues, and describes a WWW client built upon them, called
ìLabyrinthî, which visualizes WWW as a space.
Visualization and VRML
As of this writing, HTML is capable of expressing both textual and
pictorial data, and can provide some limited formatting features for
each of them; beyond this it provides a linkage mechanism to express
the connection between data sets. HTMLís roots are in text; its
parent, SGML, specifies a format for printed media, a expression which
is intrinsically two-dimensional. For this reason, we have stepped
ìoutsideî of HTML in our language specifications for geometry and
place, defining a simple, easily parsed scripting language for the
generation of objects and spaces.
The basic functionality for any three-dimensional language interface
to WWW can be broken into three parts; object definitions, which
include the definitions of the geometric representations for these
objects; scene definitions, which define ìplacementî of these objects
inside of a larger context; and a mechanism which ìbindsî a URL to an
object within a scene. The current revision of Labyrinth's Virtual
Reality Markup Language (VRML), while unsophisticated, does fulfill
all of these requirements, and therefore provides all of the basic
functionality required in a fully visualized WWW client.
As currently defined, Labyrinth's VRMLdî files are a unique data type,
like MPEG or AIFF, and must be integrated with MIME in order to launch
a companion ìviewerî. This is not an optimal solution; rather, it
should be possible to extend HTML to encapsulate ìspatialî data types;
these, then, could be visualized or ignored given the capabilities of
the WWW client. The OpenGL, OpenInventor, or HOOPS specifications
could form a basis, insofar as object definitions are concerned, for
HTML extensions, and should be examined as a possible (and
well-supported) solution to this issue. Our scripting language should
serve as a starting example, rather than a proposal for an all-
inclusive solution.
Any conceptualization of space contains within it, implicitly, the
quality of number; i.e., ìhow muchî or ìhow farî is contained within
the simple expression of existence. Space, in its electronic
representation, is numbered, and, if it is to be shared by billions of
simultaneous participants, it must be consistent, unique, and very
large/ dense. Despite this, it is rarely necessary for a WWW client to
deal with the totality of space; operations occur local to the
position of the WWW viewer, and this local description of space is
nearly always a great deal more constrained than the entire spatial
representation.
It is necessary for VRML to define a numbering system for
visualization which conforms to the three principles outlined above.
Another section of this work describes such a system.
Cyberspace
For the purposes of continuity in navigation, it is necessary to
create a unified conceptualization of space spanning the entire
Internet, a spatial equivalent of WWW. This has been called
ìCyberspaceî, in the sense that it has at least three dimensions,
but exists only as a ìconsensual hallucinationî on the part of the
hosts and users which participate within it. There is only one
cyberspace, just as there is only one WWW; to imply multiplicity is to
defeat the objective of unity.
At its fundamental level, cyberspace is a map that is maintained
between a regular spatial topology and an irregular network topology.
The continuity of cyberspace implies nothing about the internetwork
upon which it exists. Cyberspace is complete abstraction, divorced at
every point from concrete representation.
All of the examples used in the following explanation of the
algorithmic nature of cyberspace are derived from our implementation
of a system that conforms to this basic principle, a system developed
for TCP/IP and Internet.
Metrics in Cyberspace
Internet defines an address ìspaceî for its hosts, specifying these
addresses as 32-bit numbers, expressed in dotted octet notation, where
the general form is {s.t.u.v}. Into this unidimensional address space,
cyberspace places a map of N dimensions (N = 3 in the canonical,
ìGibsonianî cyberspace under discussion here), so that any ìplaceî can
be uniquely identified by the tuple {x.y.z}.
In order to ensure sufficient volume and density within cyberspace, it
is necessary to use a numbering system which has a truly vast dynamic
range. We have developed a system of ìaddress elementsî where each
element contains a specific portion of the entire expressible dynamic
range in the form:
{p.x.y.z}
where p is the place value, and x, y, and z are the metrics for each
dimension. The address element is currently implemented as a 32-bit
construct, so the range of p is ±127, and x, y, and z, are unsigned
octets. Address elements may be concatenated to any level of
resolution desired; as most operations in cyberspace occur within a
constrained context, 32, or at most, 64 bits is sufficient to express
the vast majority of interactions. This gives the numbering system the
twin benefits of wide dynamic range and compactness; compactness is an
essential quality in a networked environment.
This is only one possible numbering scheme; others may be developed
which conform to the principles as given, perhaps more effectively.
Cyberspace has now been given a universal, unique, dense numbering
system; it is now possible to quantify it. The first quantification is
that of existence (metrics); the second quantification is that of
content. Content is not provided by cyberspace itself, but rather by
the participants within it. The only service cyberspace needs to
provide is a binding between a spatial descriptor and a host address.
This can be described by the function:
f(s) => a
where s is a spatial identifier, and a is an internetwork address.
This is the essential mathematical construction of cyberspace.
Implementation of Cyberspace Protocol
If cyberspace is reducible to a simple function, it can be expressed
through a transaction-based protocol, where every request yields a
reply, even if that reply is Δ. In the implementation under
examination, cyberspace protocol (CP) is implemented through a
straightforward client-server mechanism, in which there are very few
basic operations; registration, investigation, and deletion.
In the registration process, a cyberspace client announces to a server
that it has populated a volume of space; in this sense, cyberspace
does not exist until it is populated: this is a corollary to
Benedikt'ís Principle of Indifference, which states: ìabsence from
cyberspace will have a cost.î
The investigation process will be discussed in detail later in this
work. The basic transaction is simple: given a circumscribed volume of
space, return a set of all hosts which contribute to it. The reply to
such a transaction could be NULL or practically infinite (consider the
case where the request specifies a volume which describes the entirety
of cyberspace); this implies that level-of-detail must be implemented
within the transaction (and hence, within registration), in order to
optimize the process of investigation. Often, it is enough to know
cyberspace is populated, nothing more, and many other times, it is
enough to know only the gross features of the landscape, not the
particularities of it. In this sense, level of detail is a quality
intrinsic to cyberspace.
Registration contains within it the investigation process; before a
volume can be registered successfully, ìpermissionî must be received
from cyberspace itself, and this must include an active collaboration
and authentication process with whatever other hosts help to define
the volume. This is an enforcement of the rule which forbids
interpenetration of objects within the physical world; it need not be
enforced, but unless it is observed in most situations, cyberspace
will tend toward being intrinsically disorienting.
Finally, the deletion process is the logical inverse of the
registration process, where a volume defined by a client is removed
from cyberspace. These three basic transactions form the core of
cyberspace protocol, as implemented between the client and the server.
Cyberspace Servers
Cyberspace is a unified whole; therefore, from a transaction-oriented
point of view, every server must behave exactly like any other server
(specifically with respect to investigation requests). The same
requests should evoke the same responses. This would appear to imply
that every server must comprehend the ìtotalityî of cyberspace, a
requirement which is functionally beyond any computer yet conceived
of, or it places a severe restriction on the total content of
cyberspace. Both of these constraints are unacceptable, and a
methodology to surmount these constraints must be incorporated into
the cyberspace server implementation.
The cyberspace server is implemented as a three-dimensional database
with at least three implemented operations; insertion, deletion, and
search. These correspond to the registration, deletion, and
investigation transactions. Each element within the database is
composed of at least three items of data; the volumetric identifier of
the space; the IP address of the host which ìmanifestsî within that
space; and the IP address of the cyberspace server through which it is
registered.
The investigation transaction is the core of the server
implementation. Cyberspace servers use a repeated, refined query
mechanism, which iteratively narrows the possible range of servers
which are capable of affirmatively answering an investigation request
until the set exactly conforms to the volumetric parameters of the
request. This set of servers contains the entire possible list of
hosts which collaborate in creating some volume of cyberspace, and
will return a non-null reply to an investigation request for a given
volume of space. The complete details of the investigation algorythm
are beyond the scope of the current work and will be explained in
greater detail in a subsequent publication.
An assumption implicit in the investigation algorithm is that
investigative searches have ìdepthî, that investigation is not
performed to its exhaustive limit, but to some limit determined by
both client and server, based upon the ìimportanceî of the request.
Registrations, on the other hand, must be performed exhaustively, but
can (and should) occur asynchronously.
The primary side-effect of this methodology is that cyberspace is not
instantaneous, but is bounded by bandwidth, processor capacity, and
level of detail, in the form:
[IMAGE]
where c is a constant, the ìspeed limitî of cyberspace (as c is the
speed of light in physical space), l is the level of detail, b is
bandwidth of the internetwork, p is processor capacity, D is the
number of dimensions of the cyberspace, and r is the position within
the space. The function rho defines the "density" of a volume of
cyberspace under examination.
This expression is intended to describe the primary relationships
between the elements which create cyberspace, and is not
mathematically rigorous, but can be deduced from Benedikt'ís Law.
Finally, because cyberspace servers do not attempt to contain the
entirety of cyberspace, but rather, search through it, based upon
client transaction requests, it can be seen that the content of a
cyberspace server is entirely determined by the requests made to it
by its clients.
One way to visualize the operation of cyberspace servers is with the
metaphor of Indra'ís Net, from Vedanta Hinduism; finely woven of
glittering jewels, each jewel reflecting every other.
Cyberspace and the World Wide Web
Having defined, specified, and implemented an architecture which
provides a binding between spatio-location and data set location, this
architecture needs to be integrated with the existing WWW libraries so
that their functionality can be similarly extended. As ìlocationî is
being augmented by the addition of CP to WWW, it is the Universal
Resource Locator which must be extended to incorporate these new
capabilities.
The URL, in its present definition, has three parts: an access
identifier (type of service), a host name (specified either as an IP
address or DNS-resolvable name), and a ìfilenameî, which is really
more of a message passed along to the host at the point of service.
Cyberspace Protocol fits well into this model, with two exceptions;
multiple hosts which collaborate on a space, and the identification of
a ìfilenameî associated with a registered volume of space.
We propose a new URL of the following form:
cs://{pa.x.y.z}{pb.x.y.z}.../filename
where {pn...} is a set of CP address elements.
Resolution of this URL into a data set is a two-stage process: first
the client CP mechanism must be used to translate the given
spatio-location into a host address, then the request must be sent to
the host address. Two issues arise here; multiple host addresses, as
mentioned previously, and a default access mechanism for CP. If a set
of host addresses are returned by CP, a request must be sent to each
specified host; otherwise, the description of the space will be
incomplete. Ideally, all visualized WWW clients will implement a
threaded execution mechanism (with re-entrant WWW libraries) so that
these requests can occur simultaneously and asynchronously.
A default access mechanism for CP within WWW must be selected. The
authors have chosen HTTP, for two reasons; it is efficient, and it is
available at all WWW servers. Nonetheless, this is not a closed issue;
it may make sense to allow for some variety of access mechanisms, or
perhaps a fallback mechanism; if one service is not present at a host,
another attempt, on another service, could be made.
Labyrinth
It is now possible, from the previous discussion, to describe the
architecture and operation of a fully visualized WWW client. It is
composed of several pieces; WWW libraries with an integrated CP client
interface; an interpreter for an VRML-derived language which describes
object geometry, placement, and linkage; and a user interface which
presents a navigable ìwindow on the webî.
The operation of the client is very straightforward, as is the case of
the other WWW clients. After launching, the client queries the ìspaceî
at ìhomeî, and loads the world as the axis mundi of the client's view
of the web. As a user moves through cyberspace, the client makes
requests, through CP, to determine the content of all spaces passed
through or looked upon. A great deal of design effort needs to be put
into the development of look-ahead caching algorithms for cyberspace
viewers; without them, the user will experience a discontinuous,
ìjerkyî trip through cyberspace. The optimal design of these
algorithms will be the subject of a subsequent work.
At this time, visualized objects in WWW have only two possible
behaviors; no behavior at all, or linkage, through an attached URL, to
another data set. This linkage could be to another ìworldî (actually
another place in cyberspace), which is called a ìportalî, or it could
link to another data type, in which case the client must launch the
appropriate viewer. Labyrinth is designed to augment the functionality
of existing WWW viewers, such as NCSA Mosaic, rather than to supplant
them, and therefore does not need a well-integrated facility for
viewing other types of HTML documents.
Data Abstraction Protocols
Cyberspace Protocol is a specific implementation of a general theory,
which has implications well beyond WWW. CP is the solution, in three
dimensions, of an N-dimensional practice for data set location
abstraction. Data abstraction places a referent between the ìnameî of
a data set locator and the physical location, allowing physical data
set location to become mutable.
If an implementation were to be developed for the case where N = 1, it
would be an effective replacement Internet'ís Domain Name Service
(DNS), which maintains a static mapping of ìnamesî to IP addresses.
Any network which used a dynamic abstraction mechanism could mirror or
reassign hosts on a continuous basis (assuming that all write-through
mirroring could be maintained by the hosts themselves), so that the
selection of a host for a transaction could be made based upon
criteria that would tend to optimize the performance of the network
from the perspective of the transaction. It would also be easy to
create a data set which could ìfollowî its user(s), adjusting its
location dynamically in response to changes in the physical location
or connectivity of the user. In an age of wireless, worldwide
networking, this could be a very powerful methodology.
Conclusions
This work attempts to outline the requirements for architectures which
can fully visualize WWW, and proposes solutions to the issues raised
by these requirements. While much further study needs to be done, this
work is meant to serve as a starting point for an understanding of the
subtleties of wide-area, distributed, visualized data sets.
Labyrinth and Cyberspace Protocol are logical extensions to the World
Wide Web and Internet. Indeed, without the existence of WWW, neither
would be very useful immediately; they would operate, but lack
content, and individuals would hardly be compelled either to use them
or adapt their existing data sets to realize their new potentials.
Used together, they work to make both WWW and Internet inherently more
navigable, because they help to make Internet more human-centered,
adapting data sets to human capabilities rather than vice versa. This,
thus far, is the single largest contribution that ìvirtual realityî
research has offered to the field of computing; a human-centered
design approach that lowers or erases the barriers to usage by
creating user-interface paradigms which serve humans to the full of
their potential.
Finally, network visualization marks the end of the ìfirst ageî of
networking, where protocols, services, and infrastructure dominated
the discourse within the field. In the ìsecond ageî of networking,
questions like data architecture and the inherent navigability of a
well- designed data set become infinitely more important than ìfirst
ageî questions; where ìhow do I find what Iím looking for?î becomes
more relevant than ìwhere did it come from?î
Acknowledgments
The authors would like to thank the following individuals, who
contributed their own thoughts to the formation and development of the
ideas expressed in this work: Michael J. Donahue, Owen Rowley, Dr.
Stuart D. Brorson, Clayton Graham, Christopher Morin, Neil Redding,
James Curnow, Marina Berlin, Casey Caston and the Fugawi tribe.