The Object Network is an architecture for programming and connecting computers.
Its goal is to put the power of networked computers back into the hands of ordinary people and free us and our data from the "priesthood" of big tech with their love of obscure and arcane technology that hides and exploits our digital stuff.
The Object Network creates a global landscape of updating data "Objects", all linked together and owned and controlled by each of us. Objects are "internally animated" with predictable behaviours that can be intuitively configured.
Briefly, for more technical readers, it comprises four components:
This architecture should be especially beneficial in building the "Metaverse" as a seamless, open, shared, global virtual world. In this application there will be Object Types to represent people, places and property in the world.
The primary unique feature of a Metaverse built using this Object Network technology stack is the pervasiveness of links to its dynamic, distributed Objects. Such links will point to objects representing everything in the virtual world, including land, structures, items, avatars, identities, media, images, textures, shaders, animations and behaviours.
The links of the Object Network are similar to those of the web, with its URLs. And, like the web, no-one owns the Object Network: anyone can create a server and host objects, linking them to anyone else's. Also like the web, a server or host crash simply freezes the corresponding parts of the virtual world, everything else carries on fine.
Links mean that you have a handle on all of your in-world properties. You own and are in complete control of them. You decide where they're hosted, and you can migrate or transfer ownership of anything, both through re-hosting and/or re-signing. You can even use your mobile phone as a host for objects you own.
You, or your avatar, are also an object, of course! You own and control your own identity objects and can have many persona objects linked to that, accessed from any device that you own or control.
Object links are easy to share and re-use; you can literally attach anything to anything via their links, making world-building and co-creation easy through shared and re-used property objects.
You can create a room or a world, then simply link it together with all of your other rooms or worlds; you can link up with worlds created by others to make huge explorable super-worlds owned by people all over the globe.
The end result will be a shared cyberspace or Metaverse seamlessly weaved together through these links, owned by no-one and everyone, that spans the globe just like the web does.
Here are the design goals for the Object Network Metaverse:
As described above, these features will be implemented through the simple concept of a link to each of your objects that are hosted in various places.
In order to quickly demonstrate the power of links in this Metaverse, the initial functionality offered will be focused around importing of existing 3D models and media. That is, it will allow you to import such things as models for regions and items, URLs to images and so-on. These can then be manipulated in-world to quickly build an explorable Metaverse.
Perhaps you could import a gallery building model, then place your art photos on the wall. Others can grab a copy of a different gallery they found elsewhere in the Metaverse to use themselves for their own photos, or, with permission, grab links to their favourite works of yours. You can then link all these regions together - putting your galleries adjacent to each other to form the beginnings of an artists' quarter. Even though others will be able to link to your works or copy them (still constrained by relevant law), no-one can remove your signed ownership of the original, and that can be transferred to another owner.
Comparison of the Object Network Metaverse with existing systems
Pictures and slides on the Object Network Metaverse
Many more broader and deeper articles and presentations
Let me know what you think! There's a contact email at the base of the page.
Duncan Cragg, 2021. Contact me