Internet-Draft Metaverse February 2025
Fioccola, et al. Expires 28 August 2025 [Page]
Workgroup:
Network Working Group
Internet-Draft:
draft-fmbk-icnrg-metaverse-latest
Published:
Intended Status:
Informational
Expires:
Authors:
G. Fioccola
Huawei Technologies
P. Mendes
Airbus
J. Burke
UCLA REMAP
D. Kutscher
HKUST(GZ)

Information-Centric Metaverse

Abstract

This document aims to explore the new challenges for the transport network brought by the development of Metaverse. It discusses the Metaverse as an Information-Centric Network (ICN).

Discussion Venues

This note is to be removed before publishing as an RFC.

Source for this draft and an issue tracker can be found at https://github.com/giuseppefioccola/draft-fmbk-metaverse.

Status of This Memo

This Internet-Draft is submitted in full conformance with the provisions of BCP 78 and BCP 79.

Internet-Drafts are working documents of the Internet Engineering Task Force (IETF). Note that other groups may also distribute working documents as Internet-Drafts. The list of current Internet-Drafts is at https://datatracker.ietf.org/drafts/current/.

Internet-Drafts are draft documents valid for a maximum of six months and may be updated, replaced, or obsoleted by other documents at any time. It is inappropriate to use Internet-Drafts as reference material or to cite them other than as "work in progress."

This Internet-Draft will expire on 28 August 2025.

Table of Contents

1. Introduction

"Metaverse" is a place-holder for a range of new technologies and experiences that is not particularly well-defined, but some working definitions include the notion of shared, interoperable, and persistent eXtended Reality (XR). Whereas initial prototypes and blueprints suggest leveraging or extending existing Internet and Web protocols, we can already identify gaps with respect to performance and scalability, for example as reported by [socialVR-measurements].

Some of the observed performance problems seem to stem from fundamental gaps in today's Internet and Web technologies, for example, the lack of scalable and robust multi-destination communication and the lack of leveraging computing in the network with the required level of flexibility and trustworthiness to provide offloading services and to enable the ultra-low latencies that some Metaverse applications claim to require.

Different remedies are being proposed, e.g., providing more (costly) deterministic communication services through resource reservation and scheduling on the Internet, requiring/enabling the network to understand application requirements and to provide corresponding QoS, extended overlay infrastructure for reducing latencies for CDN-like distribution etc.

Alternatively, one might also take a more principled approach and do not take current design and deployment models as a given, but rather take Metaverse as a first candidate proposal for a future web infrastructure that enables fine-granular 3D content exchange, rich interaction between physical and virtual infrastructure, access to static data and dynamic computation results for individual users as well as for large user groups without the limitations of today's platform- and overlay-based system -- i.e., conceive the Metaverse and the future web as a fundamentally information-centric system.

This document addresses three aspects:

  1. the documentation of requirements and observed gaps with the current technology stack;

  2. a discussion of the applicability of different networking and distributed computing technologies; and

  3. an initial discussion of a more fundamental and comprehensive re-design of a future web that provides useful services for Metaverse systems and beyond.

2. Requirements and Gaps

[I-D.han-iccrg-arvr-transport-problem] started to analyze the requirements of Virtual Reality (VR) and Augmented Reality (AR) to networking from a transport protocol perspective. Some of the requirements are:

[socialVR-measurements] performed measurements with five popular social VR platforms. The experimental results revealed that all these platforms face fundamental technical challenges considering the claims that are often associated with the Metaverse. One issue was poor scalability with respect to the number of users in one session: throughput, end-to-end latency, and on-device computation resource utilization increase almost linearly with the number of users. Other issues include noticeable load and reduced achievable video rendering frame rates and considerable network utilization even with smaller numbers of users.

3. Current and Emerging Mainstream Approaches

Different IETF technologies have been proposed to address some of the above-mentioned issues and to provider a better service for Metaverse applications. In the following, we list a few of them and will discuss them in more detail in a future version of this document. For example, on the network and transport layer, there are elaborate solutions for dealing with bandwidth limitations, network congestion, lossy transport protocols, and the ever growing size of video data, to address the above requirements, for instance:

In all of these approaches, the Metaverse is considered as an overlay application with corresponding infrastructure dependencies, but this potentially increases the current gaps (and resulting costs and technical complexity) between distributed applications and the underlying network architecture.

In the 3D hypermedia space, one proposal for a new "Spatial Web" Framework is the HyperSpace Transaction Protocol (HSTP), as described by [IEEE-P2874], intended to "enable interoperable, semantically compatible connections between connected hardware (e.g. autonomous drones, sensors, smart devices, robots) and software (e.g. services, platforms, applications, artificial intelligence systems)". The specification, which is not accessible publically, is supposed to include

  1. a spatial range query format and response language for requesting data about objects within a dimensional range (spatial, temperature, pressure, motion) and their content.

  2. a semantic data ontology schema for describing objects, relations, and actions in a standardized way

  3. a verifiable credentialing and certification method for permissioning create, retrieve, update, and delete (CRUD) access to devices, locations, users, and data; and

  4. a human and machine-readable contracting language that enables the expression and automated execution of legal, financial and physical activities.

We cannot review the technical specification, but the feature description seems to suggest an application layer protocol that would enable more expressiveness and functionality in the "web" (i.e., application and presentation) layer, however based on the assumption of existing networking technology and overlay approaches.

4. Opportunities and Challenges for Information-Centric Metaverse

Considering the gaps and perceived requirements from applications and proposed application layer protocols, we can reason about a holistic design that can address the afore-mentioned problems and provide a more useful foundations for future hypermedia communication.

Information-Centric Networking (ICN) introduces named information objects, e.g. media contents, as the central concept as opposed to a physical computer, or node ([RFC7927]). In ICN approaches, the principal paradigm is not host-to-host communication as in the current Internet architecture. The increasing demand for highly scalable and efficient distribution of content has motivated the development of architectures that focus on information objects, their properties, and receiver interest in the network to achieve efficient and reliable distribution of such objects.

Therefore, we can conceive the Metaverse as an information-centric system where most applications participate in granular 3D content exchange, context-aware integration with the physical world, and other Metaverse-relevant services. The assumption is that the Metaverse is an information-centric concept that will become synonymous with the network itself.

Many applications already work with data-oriented paradigms. Mapping them to a host-centric network model creates complexities and robustness issues, which can be addressed with an ICN oriented approach.

The overlay approach to deal with real-time interactive media adds significant complexity. It is needed a fine-grained, hierarchical media exchange for low-latency interactive communication that enables scalable multi-destination distribution, and in-network replication and transformation that exposes object hierarchy for fine grained access and security.

Since the Metaverse is an extension of the Web into immersive XR modalities that are often aligned with physical space, leveraging ICN concepts provides support for decentralized publishing, content interoperability and co-existence, based on general building blocks and not within separated application silos as today’s initial prototypes.

In the following, we discuss issues with today's technologies, ICN support that could be leveraged, and research opportunities for the ICN community for four topics:

  1. Scalable multimedia communication;

  2. Interaction with applications;

  3. In-network computing; and

  4. Interoperability with existing infrastructure.

4.1. Scalable multimedia communication

4.1.1. Issues today

  • Low-latency live streaming is not easy and not efficient in the Internet today. CDN-based DASH incurs high latencies.

  • Current trends: blending of real-time interactive (WebRTC with RTP) and streaming (DASH), for example: Amazon Twitch, Meta Rush, IETF Media-over-QUIC, QuicR

  • What is needed:

    • fine-granular media distribution that supports both interactive and streaming;

    • scalable multi-destination distribution, i.e., some kind of in-network replication;

    • ability to leverage wireless broadcast such as 5G Broadcast; and

    • support for hetergeneous devices and edge networks, i.e., different quality layers, possibly dynamic transcoding.

4.1.2. ICN Support

ICN is generally supporting most of these requirements: * multi-destination distribution can be achieved through automatic in-network replication and interest aggregation, further supported by opportunistic caching. * ICN provides a uniform interface for unicast and "multicast" (i.e., there is no difference for consumers). * IP-Multicast issues (inter-domain, routing scalability) do not apply * Wireless broadcast could be leveraged where available, without requiring application-aware in edge routers. * Receiver-driven operation conducive to supporting different quality levels, like in DASH today: receiver has all the knowledge directly (current performance) and can make timely decisions. * Consumer mobility is an efficient operation in ICN (a non-operation).

4.1.3. Research Opportunities

  • Based on ICN's basic capabilities, actual systems would need specific approaches for quality adaptation, e.g.,

    • use of layered coding; and

    • role of in-network transcoding.

  • In order to achieve low-latency and QoS, more work is needed for

    • fine-tuning with respect to interest aggregation, caching; and for

    • prioritizing "flows", e.g., audio over video.

  • Sender mobility has seen some proposals in research that need to be validated.

  • More experiments are needed with large-scale interactive multimedia communication and low-latency transport.

  • Actual application development and deployment is needed to gradually develop best practices, software stacks, and re-usable application components.

    • For initial deployments, some kind of overlay topology over the current Internet might be needed.

    • Whereas the technology (different faces and underlay protocols) is essentially ready, there are other issues the deployment and efficient operation of such overlays (shortest path communication, routing, reliability).

4.2. Interaction with applications

4.2.1. Issues today

Many applications, not only the Metaverse, work inherently with data-oriented paradigms when they are accessing named data, objects etc. Mapping this to a connection-based communication model creates complexities and robustness issues and would not result in good abstractions for systems.

In Metaverse applications, data can potentially be shared efficiently between nodes and within one node/process. Connection-based communication models make it hard/impossible to do so.

Application layer data structures in VR (3D models, scene descriptions) are based on object hierarchies, connection-based systems may not be able to take advantage of it.

4.2.2. ICN Support

ICN generally enables direct data-oriented communication: just names and objects so that location, storage contexts (files etc.) become less relevant. In addition ICN provides

  • named-based APIs to applications;

  • support for object collections through manifests;

  • additional "middleware" such as dataset synchronization; and

  • data-sharing is generally supported, which has benefits beyond networking, e.g., zero-copy sharing in processes etc.

4.2.3. Research Opportunities

  • Work should be started on the development of information-centric hypermedia concepts, i.e., linking from object collections to other objects/collections.

  • Manifest technologies such as FLIC should be extended to support dynamically created objects.

  • Concepts for dealing with "mutable objects" (or mutable "information") should be developed, i.e., how to deal with updates without giving up data immutability.

  • The relationship between application-layer data-oriented operation and network-layer needs to be explored further, e.g.,

    • Would there be any differences?

    • Would it be needed to think about robust namespace mappings schemes?

  • Concepts and mechanisms for privacy, selective attention, content filtering, and autonomous interactions, as well as ownership and control on the publishing side are needed.

  • In general more applications should be developed to enable more experiments.

4.3. In-Network Computing

In-network computing can support Metaverse systems in different ways:

  • transcoding (to support heterogeneous receiver groups and networks better);

  • coding for better communication robustness & efficiency;

  • rendering for offloading clients and servers;

  • compression and decompression on various levels, including semantic communication;

  • ad insertion; and

  • potentially for future decomposed Metaverse systems.

4.3.1. Issues today

  • In-network computing today is typically limited to coarse-grained CDN-style computing, include Multi-Access Edge Computing.

  • Current trust and security frameworks require TLS connection termination, i.e., represent an overlay approach, which is not conducive to low latency communication.

  • Dynamic, just-in-time, instantiation of computing function on application-agnostic platforms is not available.

4.3.2. ICN Support

  • The named-data approach is generally useful for distributed computing (NFN, RICE, CFN).

  • ICN's security model makes it possible to do on-path computing / data transformation securely

  • discovery of functions and request forwarding can be punted on regular ICN mechanisms (name-based forwarding).

4.3.3. Research Opportunities

  • Robust distributed computing interaction models (RMI, Dataflow, REST) should be further developed and tested.

  • Specific approaches such as in-network media transcoding should be developed.

  • In general, more experiments for different types of applications are needed.

4.4. Interoperability with existing infrastructure

In addition, the interoperability aspects also need to be investigated, and, for example, Hybrid Information-Centric Networking (hICN), which implements information-networking functionalities into IPv6 ([I-D.muscariello-intarea-hicn], can provide a solution.

It would be theoretically possible to leverage the solutions mentioned in the previous section in order to reach the above ICN oriented capabilities. But a systemic approach would be highly desirable in the longer term.

5. Security Considerations

TBD

6. IANA Considerations

This document makes no request of IANA.

7. Contributors

TBD

8. Acknowledgements

TBD

9. Informative References

[I-D.han-iccrg-arvr-transport-problem]
Han, L. and K. Smith, "Problem Statement: Transport Support for Augmented and Virtual Reality Applications", Work in Progress, Internet-Draft, draft-han-iccrg-arvr-transport-problem-01, , <https://datatracker.ietf.org/doc/html/draft-han-iccrg-arvr-transport-problem-01>.
[I-D.ietf-moq-requirements]
Gruessing, J. and S. Dawkins, "Media Over QUIC - Use Cases and Requirements for Media Transport Protocol Design", Work in Progress, Internet-Draft, draft-ietf-moq-requirements-02, , <https://datatracker.ietf.org/doc/html/draft-ietf-moq-requirements-02>.
[I-D.ietf-quic-multipath]
Liu, Y., Ma, Y., De Coninck, Q., Bonaventure, O., Huitema, C., and M. Kühlewind, "Multipath Extension for QUIC", Work in Progress, Internet-Draft, draft-ietf-quic-multipath-12, , <https://datatracker.ietf.org/doc/html/draft-ietf-quic-multipath-12>.
[I-D.jennings-moq-proto]
Jennings, C. F. and S. Nandakumar, "QuicR - Media Delivery Protocol over QUIC", Work in Progress, Internet-Draft, draft-jennings-moq-proto-00, , <https://datatracker.ietf.org/doc/html/draft-jennings-moq-proto-00>.
[I-D.li-apn-framework]
Li, Z., Peng, S., Voyer, D., Li, C., Liu, P., Cao, C., and G. S. Mishra, "Application-aware Networking (APN) Framework", Work in Progress, Internet-Draft, draft-li-apn-framework-07, , <https://datatracker.ietf.org/doc/html/draft-li-apn-framework-07>.
[I-D.muscariello-intarea-hicn]
Muscariello, L., Carofiglio, G., Auge, J., Papalini, M., and M. Sardara, "Hybrid Information-Centric Networking", Work in Progress, Internet-Draft, draft-muscariello-intarea-hicn-04, , <https://datatracker.ietf.org/doc/html/draft-muscariello-intarea-hicn-04>.
[IEEE-P2874]
"IEEE SA P2874 Standard for Spatial Web Protocol, Architecture and Governance", n.d., <https://standards.ieee.org/ieee/2874/10375/>.
[RFC7927]
Kutscher, D., Ed., Eum, S., Pentikousis, K., Psaras, I., Corujo, D., Saucez, D., Schmidt, T., and M. Waehlisch, "Information-Centric Networking (ICN) Research Challenges", RFC 7927, DOI 10.17487/RFC7927, , <https://www.rfc-editor.org/rfc/rfc7927>.
[RFC8684]
Ford, A., Raiciu, C., Handley, M., Bonaventure, O., and C. Paasch, "TCP Extensions for Multipath Operation with Multiple Addresses", RFC 8684, DOI 10.17487/RFC8684, , <https://www.rfc-editor.org/rfc/rfc8684>.
[RFC9000]
Iyengar, J., Ed. and M. Thomson, Ed., "QUIC: A UDP-Based Multiplexed and Secure Transport", RFC 9000, DOI 10.17487/RFC9000, , <https://www.rfc-editor.org/rfc/rfc9000>.
[RFC9293]
Eddy, W., Ed., "Transmission Control Protocol (TCP)", STD 7, RFC 9293, DOI 10.17487/RFC9293, , <https://www.rfc-editor.org/rfc/rfc9293>.
[socialVR-measurements]
Cheng, R., Wu, N., Varvello, M., Chen, S., and B. Han, "Are we ready for metaverse?: a measurement study of social virtual reality platforms", ACM, Proceedings of the 22nd ACM Internet Measurement Conference pp. 504-518, DOI 10.1145/3517745.3561417, , <https://doi.org/10.1145/3517745.3561417>.

Authors' Addresses

Giuseppe Fioccola
Huawei Technologies
Palazzo Verrocchio, Centro Direzionale Milano 2
20054 Segrate (Milan)
Italy
Paulo Mendes
Airbus
82024 Taufkirchen
Germany
Jeff Burke
UCLA REMAP
102 East Melnitz Hall
Los Angeles, CA 90095
United States of America
Dirk Kutscher
HKUST(GZ)
Guangzhou
China