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Re: [www-vrml] Tim BL Is Baffled, Too
Miriam English wrote:
Recently? It's been wide open to anybody with $100US for four or five
years
now.
That is what I mean about closed doors. Who has US$100 to spare? I
certainly don't. I live way below the poverty line. And if I have little
money imagine how the average student manages.
There is a temptation these days to consider people who don't have money
to be not worth considering, but that is a short-sighted view. If
VRML/X3D is not to go (more) stale it needs constant infusion of new
blood. Barriers to that work against it. And nobody knows where the next
round of brilliant ideas will come from to revolutionise 3d. I may be
money-poor, but I am information-rich and this is the case with
increasing numbers of people now.
As Neil commented, the consortium makes no money off professional
members. Typically we get $50, half off at all conferences or if you
sneeze. Consider webmaster time and accountant, web server trafic and
it goes away quickly. If we where all volunteer this might work, but
we've tried that in the past. Having a few semi-paid positions(nowhere
near full-time) helps make things run smoother.
The main reason for having professional members is to insure the IP
framework. Ie if someone contributes ideas to the specification we have
to have an agreement from them saying its ok to use it. I've woken up
at nights with nightmares that Xj3D will be the target of a patent
lawsuit. We do no-one a good thing if X3D ends up being unimplementable
without patent licensing costs.
I pushed very hard for professional memberships as I felt it was the
passion of the community which drove the VRML spec forward. But some
balance of corporate and community is required. We are definately open
to suggestions as to how to involve the community, but the fact remains
that for the consortium to exist it must cover its expenses.
One key difference between VRML/X3D and other standards/open source
projects is the ISO standardization. There is no way to do this without
editing fees, travel and a standards body to feed the work to ISO. Neil
and I go around about the values of this verses industry standards, but
I feel this adds a fair bit to this process. At the minimum its forced
us to document X3D considerabily more then any other 3D format. Look
around at the obj, openflight, 3ds, shockwave, viewpoint any of these.
None are as well documented as VRML or X3D. I beleive this is a direct
follow-on from the ISO rules and process. W3C does as well but only
after some serious learning curves.
--
Alan Hudson
President: Yumetech, Inc. www.yumetech.com/
Web3D Open Source Chair www.web3d.org/x3d/workgroups/source.html
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