AWG Use Cases

Use cases contributed by architecture working group members.

This page will hold all sorts of use cases and should be some brainstorming place. Please add use cases in the form "<Role> <Action>" like "User logs in". If it's a requirement such as "The system needs to support OpenID" write it like that. For now we should aim at one-line descriptions for an overview. For more detailed explanations make the use case a link and explain it there.

Use Cases of the existing system should be marked with an (*) for now. Areas of potential discussion are marked with (??)

Use Case Capturing

We use the defined AWG Glossary. Please use 'user' to only mean a person operating an agent (even if that user is doing so through a bot). If you are talking about something like a web service client querying for data, please use the term 'client'. For more complete use cases, link usecase category to a separate page and use the template here.

Strategic Scope

System Scope

The use cases below are system scope

Identity related Use Cases

Agent related Use Cases

Administrative Use Cases

Information Use Cases

Basic Use Cases

Inventory Use Cases

Region related Use Cases

Company/Organization related Use Cases

Replay ability Use Cases

The intent is something that allows a 3D scene to be replayed and navigable (though not interactive) during replay.


Firewall related Use Cases

Security related Use Cases

Viewer related Use Cases

SecondlifeTube

"SecondlifeTube" (or "SLTube") is a popular umbrella term for all graphic use cases that lack an avatar at the visual point of presence in the viewed region.

All such use cases offer the possibility of massive scalability for events, ie. potentially millions of observers viewing and navigating through the same region. This possibility arises because increasing the number of observers does not increase client-side processing whatsoever, and therefore scalability for events becomes limited by server-side design and performance alone.

Current "SecondlifeTube" use cases include: (add the others here)

Use cases that reduce the processing load on the client through reduced rendering of avatars do not scale to arbitrary levels in this way, but are nevertheless highly interesting and useful for smaller populations (they have no special name currently).

Uses cases that perform no rendering reduction at all are informally called the normal use case.

Interactive TV

This use case is the SL-specific version of Use_Cases#Guild Wars "Observer Mode" like setup -- Interactive TV, described further down.

  • A user logs in and runs the normal 3D graphic viewer. (Lightweight authentication schemes qualify as well.)
  • Some regions provide a new permission, ObserverMode_Permitted. The user chooses a landmark for one that does.
  • A new operation Teleport_As_Observer(Landmark) atomically activates Observer Mode and teleports agent to Landmark.
  • When in Observer Mode, the agent's avatar, HUDs and attachments are not instantiated at the point of presence.
  • When in Observer Mode, the agent is listed on an Observers_List for that region.
  • When in Observer Mode, the agent is not detectable by any other means (eg. sensing). (very important for scalability)
  • When in Observer Mode, all camera controls and navigation work exactly as in normal mode.
  • When in Observer Mode, the agent is denied all means of interaction with any object in the region.
  • In all other regards, all objects, agents, and everything else in the region are treated normally.
  • When in Observer Mode, only terrain and sky are visible beyond the boundaries of the current region, to prevent covert spying.
  • A region permitting Observer Mode explicitly places everything on display to the world, by design and on purpose.
  • Exiting the region by any means cancels Observer Mode for the user, unless it is to another such region.
  • The sum total of these features and properties is that client-side obstacles to arbitrary scalability for events disappear.
  • Expected examples of this use case include mass live music events, spectator sports, reality TV, and online education.
  • Personal navigation/camera controls distinguishes this method of viewing events from passive video and television.

Non-Interactive TV

  • Disabling navigation/camera controls in Interactive TV turns that use case into passive viewing for non-interactive experiences.
  • It is worth noting that since all clients receive the same visual information in this use case, stream fanout issues are relatively simple, similar to those in current streaming audio and video services, ie. requiring only stream replication.
  • Because this use case requires no per-client object handling for downloads, it has a much-reduced server-side footprint.

Internet Radio leading to Interactive Music Videos

  • Internet radio stations already have the audio infrastructure for massive service delivery to clients. As a result, up-scaled 3D virtual world visuals can tie very easily into their existing business model.
  • The zero-avatar SecondlifeTube use cases are the most appropriate here, as listeners need have no world presence, and visuals fall mainly into the category of information and fun.
  • Normal visuals in this use case would include all the resources currently offered on the radio websites, including webcams, music video screens, playlist information, listener statistics and others. Interacting with such resources when in Observer Mode would have to be done in ways which are not visible by other observers, otherwise the massive scalability would collapse. This still leaves open many solutions though.
  • With the support of bands, the visuals could be extended to delivering "3D Interactive Music Videos" at the same time as the music is played, a form of theatrical presentation. The "Interactive" side of this refers only to private client navigation within the performance.
  • Note that regions delivering such a service can still be visited by avatars in the normal manner for interactive purposes or for purely social ones (inevitably, dancing to the radio), but with greatly reduced viewer numbers. The relatively few whose avatars are present would of course be viewable by huge numbers of others whose avatars are not present, ie. the two use cases combine.

Limited Capability Clients

Any type of computer or device that can establish a connection to SL could be an LCC.

Because of the relatively low power of the hardware on which they run, many types of LCC are likely to use one of the avatar-free models under the SecondlifeTube heading, and hence benefit from the massive scalability for events that is inherent in this category.

Extended Capability Clients

At the other end from Limited Capability Cients would be optional enhancements to the client, such as

  • Voice morphing
  • Voice control
  • Text to speech
A Second-Life aware user interface could accept optional input from other optional enhancements, such as Windlight, and modify/animate the GUI skin according to user controlled input.
Examples might include:
  • Windlight/weather-enhanced skins that reflect the theme of the sim (combat/forrest/goth/etc)
  • Subtle animations of the GUI based on input/settings from user preferences and/or messages from the skins--lightning flicker for goth sims, explosion flickering for combat sims, rainy day animations to reflect weather conditions, etc
A HUD could evoke GUI elements in the client and the client would implement mouse tracking and provide feedback to the HUD, to free up sim resources that would otherwise be required to change the position of sliders, content of text input boxes, etc.

Game Clients

This spectrum of clients runs orthogal to the Limited vs Extended axis of classification, because gaming platforms already cover the smallest cellphone to the most hardcore enthusiast's gaming machine. This type of client is distinguished by one or more of the following attributes:

  • Focus on strong support for one specific game, or genre of games
  • Removal of non-game GUI elements, such as object edit screens and inappropriate menus
  • Removal of non-game UI controls, such as inappropriate mouse and keyboard events
  • Addition of game or genre-specific GUI elements such as targets and target selection
  • Complete replacement of the normal GUI by a game or genre-specific one
  • Full mouse and keyboard remapping, with selectable mapsets if multiple games supported
  • High levels of responsiveness for all games, because low responsiveness ruins game enjoyment
  • Very high levels of responsiveness for games or genres where success is a function of speed
  • Offline playability if appropriate to the game or genre.
  • Easy setup of player-vs-player pairings, and/or use at LAN parties or on clan servers

Content Development Use Cases

Second Life As We Know It

Yes, it must be documented and preserved as a use case, too.

Some possible futuristic scenarios

(add here what scenarios are completely different but maybe should still be possible with this new architecture. This is mainly to get our thinking broader. These can also be described by some bullet points and from these we should later on construct use cases).

EVE Online like setup

Earth & Beyond like setup

Guild Wars "Observer Mode" like setup -- Interactive TV

The Observer Mode (OM) in Guild Wars (currently the second largest MMOG by recent reports on Slashdot) provides an exact Use Case for interactive event observation without avatar visibility. This bypasses entirely nearly all of the client-side issues arising from scalability for events. The following aspects of OM operation in Guild Wars are relevant here:

Corporate subgrid setup

In this scenario e.g. corporate entities might want to have their own protected subgrid for only their controlled agents but these agents might still be allowed into a more public grid. This might also need to support:

Google Earth like setup

Login-Less view of Regions


Off-line but Synch-able grids

Misc Use Cases

Tree's Use Cases

Persistent Session Data via llHTTPRequest()

3DWeb