Fulfilling the Internet's Promise: A Hybrid Approach
A white paper on Seven Raven's NetRaven technology, January
1997.
· The Problem Defined
· The NetRaven Model: A Real Solution
· Proof Positive: The Prototype At Work
· Future Uses and Planned Developments
· Conclusion
The Problem Defined
Current communication technologies
place noticeable limitations on the quality of the average user's on-line
experience. The sheer file size of desirable media (full motion video,
full screen animation) requires a real-time data pipeline that current
bandwidth is not capable of supporting. Through the seamless integration
of optical media (such as CD or DVD-ROMs) into the on-line experience,
Seven Raven, Inc.'s NetRaven client/server software suite vastly reduces
these constraints, allowing for the kind of rich, interactive experience
users seek.
Although Internet connectivity promises
the opportunity for many users to interact in real-time within a given
application's environment, it fails to deliver that reality. The
technology currently in place simply does not provide the availability
of a continuous, smooth, and reliable channel for large bandwidth data
transfers, both to and from the greater Internet. Even with the most
advanced compression and streaming technologies, there is simply no way
for phone companies to deliver the high quality animation and video that
consumers have come to expect from traditionally distributed multimedia
applications, but which now only trickle through Internet browsers.
Despite the projected development of high-speed cable modems and asymmetric
digital subscriber line technology, it is estimated that public telephone
networks will continue to carry the majority of Internet access traffic
for at least the next five years. Just to keep up with current demand,
local telephone companies would each have to spend $1.5 billion a year
nationwide through 1999 to upgrade their networks to handle the increased
traffic. It is further estimated that 80% of users will still be
connected to the Internet at 28.8 kbps in the beginning of the next century;
a woefully inadequate speed to receive new media effectively. Even
if an extremely fast and wide communication infrastructure were to exist
for the majority of users, the bandwidth problem would still persist.
Just as work is said to expand to fill the time available for its completion,
content likewise expands to fill bandwidth. In a fiercely competitive
market place, with users choosing one site over another based on superiority
of content, it is likely that any increase in bandwidth and average access
time would soon be eaten up by generally richer, more complex, and therefore
larger web sites. It thus seems that only by pairing connectivity
with the superior resources found on users' own PCs (optical media drives,
hard-drives, and removable drives) will the Internet become a functionally
rich application environment.
The NetRaven Model: A Real Solution
NetRaven has been specifically designed
to ease the development of hybrid applications, and is targeted toward
companies such as entertainment media firms, publishers of traditional
print media, and educational media companies currently (or considering)
distributing content on optical disks such as CD-ROMs. NetRaven manages
objects from local resources as well as from remote servers on the Internet,
through its three component software pieces. These are:
1. The NetRaven Client (NRC), which
manages an individual user's requests and resources,
2. The NetRaven Master Server (MNRS),
a central control tool and database management server, and
3. The NetRaven Application Server
(ARNS), a site-specific content manager.
The NRC is the only contact users
have with NetRaven. Although only 300Kb in size and easily downloaded,
this middleware piece would typically be installed from a CD-ROM distributed
as a matter of course by the aforementioned types of companies. This
same CD-ROM would also hold content in the form of an object library, with
typical objects being web pages, video clips and sound files, etc.
Each object would be associated with one or more keys, with examples being
"expiration date," identifier tag, creation date, etc.
The associated ANRS for a given web site uses these keys to establish concise
and timely rule sets that govern an objects' behavior remotely, as well
as determining which objects need updating. Just as MPEG compression
is based partly on the principle that most of a movie at any given time
is static, NetRaven is partially based on the knowledge that most content,
especially web content, remains static. Utilizing vast local storage
of content, only the changes in a given object would need to be transmitted
over the Internet, rather than the much bulkier object itself. The
final piece of NetRaven, the MNRS, maintains a database of all NetRaven
capable sites and provides it to active NRCs in the form of URLs to watch
for. With this system in place, content becomes immediately accessible,
is easily changed, and the limitations of bandwidth virtually disappear.
The enabling effect of this hybrid
approach cannot be overstated. Current web sites are not optimized
for the current potential of on-line technology, but for the lowest common
denominator: 28.8 connection speeds that rarely load compressed graphics
in tolerable time. A single CD-ROM, however, can hold 670 MB of content,
an amount which a 28.8 modem under ideal conditions would take over fifty
hours to download. The looming reality of DVD-ROMs, with 4.7 Gigabytes
of initial capacity (and up to 17 Gigabytes projected), provides even more
mind-boggling possibilities. Hard drive sizes continue to increase
rapidly, and removable drives storing 100 MB - 1 GB of data, with speeds
approaching those of hard drives, are fast permeating the installed base.
All of these re-writeable media provide the opportunity to create massive,
fast, and highly tailored caches. With NetRaven implemented, relatively
little time is devoted to the retrieval of bulk content over the Internet,
and idle time is more efficiently devoted to retrieving updates and replacing
obsolete objects. All of this turns the dream of real-time interactivity,
coupled with rich and varied content, into an achievable reality -- NOW.
Proof Positive: Blowfish, The Prototype At Work
Seven Raven's proof of concept prototype
application, a Java-based version of the NRC named Blowfish, will be distributed
on the CD-ROM accompanying the March 1997 issue of the Net magazine. Using
Black Sun Interactive's CyberHub Server, which allows 1000 concurrent users
to enter and interact with each other in the same 3-Dimensional space,
Blowfish is installed along with a library of VRML objects that, together,
comprise a rich and varied VRML world. It should be noted that the
Blowfish prototype client is far less efficient than the NRC. Benchmark
tests, on the same base system, comparing the VRML world's load time via
standard modems versus the speeds achieved when utilizing the Seven Raven
technology yielded the following dramatic results:
14.4kbs modem: 30-45 minutes.
28.8kbs modem: 15-20 minutes.
Blowfish prototype: Consistently under
40 seconds.
The advantages inherent in building
and maintaining content locally could not be clearer. Note that interactivity
is not sacrificed here. Even though the world is generated locally,
users still see and move around each other's Avatar representation, holding
conversations and exploring the world together. Connectivity, freed
from a task it cannot realistically perform, assumes its optimal role:
the real-time transmission of small but essential data such as avatar coordinates
and text, which comprise the very elements that define the interactivity
of the application. Our tests also demonstrated that the appropriate
use of available bandwidth keeps objects flowing down the pipeline rather
than clogging it up.
Behind the Scenes
Every NetRaven Server is registered
with the MNRS, letting the NRC know of the ANRS's existence without having
to crawl around the Internet looking for Servers. The NRC listens
for an Internet connection to be established. Once this happens,
the NRC automatically communicates with the MNRS. The MNRS
delivers a file informing the NRC of NetRaven enhanced sites. Knowing
which URLS to be looking for the, NRC waits until a NetRaven site is requested.
Once a NetRaven enhanced site request is identified by
the NRC, a rule set is obtained from the ANRS. For example, if a
NRC-enabled client requests http://www.xyz.com, the NRC anticipates that
this is an NetRaven enhanced site and finds the associated rule file.
This file lets the NRC know what objects are still valid from local resources
and prompts the user to insert the associated CD-ROM or removable drive.
Invisible to the user, it also describes any changes to object values and
queues updated files on the server for broadcast to the client at a more
favorable time.
Example: NetRaven Catalogue
Prime candidates for NetRaven technology
are print catalogue publishers who wish to bring their catalogues into
the on-line world. An on-line catalogue gives retailers the ability
to maintain a constant channel of two way communication with their customers,
providing them with up-to-date pricing and product information, and garnering
important demographic and customer response feedback. Often catalogue
content, whether it be graphic images or animation, photos, video and/or
audio clips, is too large (in terms of associated file sizes) to be downloaded
from a web site, given current bandwidth constraints and modem speeds.
However it often can be impractical to create entirely new CD's every time
there are pricing fluctuations, changes in seasonality of items or product
availability. NetRaven software allows the best of both worlds.
Retailers can send out comprehensive catalogues on CD-ROM, and, utilizing
the connectivity between the CD and the Web that NetRaven software creates,
keep customers up-to date on the most recent pricing and product availability.
Example: DVD-ROM delivered
entertainment
DVD-ROM discs can deliver 1.2 million
polygons-per-second, or video at 30 fps in Dolby surround sound. The quality
and quantity of DVD delivered content is far superior to what can be continuously
delivered over the Internet. When utilizing the rate of delivery
available via DVD, the Internet becomes most practical as an information
management channel. For example, a movie distributor (i.e.: Sony
or Blockbuster) could distribute DVD as a replacement or supplement to
their printed and on-line catalogues. This allows for the incorporation
of video promo's, digital stereo quality music samples, and interactive
games with music.. The content genre can be controlled via a rule
set over the web, which opens up potential synergistic partnerships between
companies like Sony/ Blockbuster and co-marketers of products looking for
access to a distinct Internet demographic. The ability of NetRaven
to collect vast amounts of demographic data on the user enables content
to be tailored for a particular user. The key to strong consumer
reception towards an on-line advertisement is the quick delivery of personalized
content. NetRaven simplifies the process of delivering targeted content
interleaved with DVD-ROM based entertainment titles.
Future Uses and Planned Development
With the release of all necessary
components in early February, NetRaven will provide users with the complete
power and functionality of our Hybrid Resource Management System.
A functional Windows NT server will be available late February, allowing
developers working with NT servers the ability to remotely control the
functioning of the NRC. Thereafter, Seven Raven will release a Beta
version of the NetRaven Studio - a GUI resource manager for the design
and control of NetRaven capable websites. Once sufficient care has
been taken to meet our users' needs, development of Version 2.0 will commence.
Planned additional functionality includes integrated profiling and seek
engines capable of reading various Internet "broadcast" data
(including point cast, back web, and marimba) AND polling sites visited
by individual users, in addition to gathering keys for a given ANRS to
more efficiently develop rule sets. Version 2.0 is also slated to
utilize encryption technology, allowing publishers to securely limit access
to specific content on the delivered optical media.
Conclusion
Clearly NetRaven's time has come and
will continue into the future. Universally shared access to high-speed
Internet connectivity and wide bandwidth is, at most, a distant reality.
Utilization of local resources in tandem with Internet connectivity seems
the only viable way to experience the kind of active and rich on-line experience
that will be critical to the continued growth of the Internet, but which
increased bandwidth only tentatively promises. Technology shows no
sign of halting its headlong dash into progressively more powerful incarnations.
Nowhere is this more evident than in the home PC and high-technology entertainment
markets where consumers scramble to find the most immersive experience
available for their home on-line experience. We believe that 7Raven's
NetRaven technology is the only currently viable solution to providing
Internet user's with dynamic, visually compelling content within current
bandwidth constraints.