Distributed Virtual Worlds Foundations and Implementation Techniques Using VRML Java and CORBA Diehl Stephan All Chapter Instant Download
Distributed Virtual Worlds Foundations and Implementation Techniques Using VRML Java and CORBA Diehl Stephan All Chapter Instant Download
com
https://textbookfull.com/product/distributed-
virtual-worlds-foundations-and-implementation-
techniques-using-vrml-java-and-corba-diehl-
stephan/
https://textbookfull.com/product/machine-vision-algorithms-in-java-
techniques-and-implementation-whelan-paul-f-molloy-derek/
textbookfull.com
https://textbookfull.com/product/virtual-existentialism-meaning-and-
subjectivity-in-virtual-worlds-stefano-gualeni/
textbookfull.com
https://textbookfull.com/product/heterogeneous-information-network-
analysis-and-applications-1st-edition-chuan-shi/
textbookfull.com
Fuzzy Graph Theory 1st Edition Sunil Mathew
https://textbookfull.com/product/fuzzy-graph-theory-1st-edition-sunil-
mathew/
textbookfull.com
https://textbookfull.com/product/platform-chemical-biorefinery-future-
green-industry-1st-edition-satinder-kaur-brar/
textbookfull.com
https://textbookfull.com/product/studying-animal-languages-without-
translation-an-insight-from-ants-1st-edition-zhanna-reznikova-auth/
textbookfull.com
https://textbookfull.com/product/campbell-essential-biology-6th-
edition-simon/
textbookfull.com
Distributed Virtual W orlds
Springer-Verlag Berlin Heidelberg GmbH
Stephan Diehl
Distributed
Virtual Worlds
Foundations and
Implementation Techniques
Using VRML, Java, and CORBA
Springer
Dr. Stephan Diehl
Department of Computer Science
University of Saarland
66041 Saarbrücken
Germany
[email protected]
This work is subject to copyright. All rights are reserved, whether the whole or part of
the material is concerned, specifically the rights of translation, reprinting, reuse of il-
lustrations, recitation, broadcasting, reproduction on microfilm or in any other way, and
storage in data banks. Duplication of this publication or parts thereof is permitted only
under the provisions oftheGerman copyright law of September 9, 1965, in its current
version, and permission for use must always be obtained from Springer-Verlag Berlin
Heidelberg GmbH. Violations are liable for prosecution under the German Copyright Law.
The use of general descriptive names, trademarks, etc. in this publication does not imply,
even in the absence of a specific statement, that such names are exempt from the relevant
protective laws and regulations and therefore free for general use.
Recently, with the success of Java and the existence of different interfaces be-
tween VRML and Java, it became possible to implement three-dimensional
internet applications on standard VRML browsers (Plugins) using Java. With
the widespread use of VRML-Browsers, e.g., as part of the Netscape Com-
municator and Microsoft's Internet Explorerstandard distributions, everyone
connected to the internet via a PC (and some other platforms) can directly
enter a virtual world without installing a new kind of software. The VRML
technology offers the basis for new forms of customer services, e.g., interactive
three-dimensional product configuration, spare part ordering, or customer
training. Also this technology can be used for CSCW in intranets.
This book has a theoretical and a practical part. The theoretical part is
intended more for teachers and researchers, while the practical part is in-
tended for web designers, programmers and students, who want to have both
a hands-on approach to implementing Web 3D applications and a technically
detailed overview of existing solutions for specific problems in this area.
The reader should have a good knowledge of programming languages and
computers in generaland should know Java or at least an object-oriented pro-
gramming language. The book not only provides and explains source code,
which can be used as a starting point for own implementations, but it also
describes the fundamental problems and how currently known solutions work
and discusses a variety of different techniques and trade-offs. Many illustra-
tions help the reader to understand and memorize the underlying principles.
Acknowledgments. This book evolved from lectures at the University of
Saarland and courses taught in industry. I want to thank all participants for
discussions and feedback. Andreas Kerren carefully read a draft version of
the book and provided constructive comments. Above all, I have to thank my
wife Christine - she has been very patient with me. While I spent weekends
in front of the computer, she had to take care of our two sons Luca and
Jean-Luc. This book is dedicated to them.
Saarbrücken, January 2001 Stephan Diehl
Contents
Part I. Introduction
1. Motivation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.1 Peloton . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3
1.2 A Virtual Theater . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
1.3 Electronic Commerce . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2. Technical Aspects . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.1 Terminology . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
2.2 Requirements . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
2.3 Technologies, Languages and Protocols.................... 9
3. User Perspective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.1 Applications . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
3.2 Commercial and Experimental Virtual Worlds . . . . . . . . . . . . . 11
3.3 Navigation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
3.4 Communication . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
3.5 Multi-User Worlds- The Future?......................... 16
9. Streaming . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
9.1 Continuous Data Streams . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 87
9.1.1 Compression..................................... 87
9.1.2 Streaming in Practice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
9.2 Continuous Data Streams in Distributed Virtual Worlds . . . . . 88
9.3 Relevant Internet Protocols . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 89
9.3.1 Resource Reservation Protocol (RSVP) . . . . . . . . . . . . . 89
9.3.2 Real-Time Streaming Protocol (RTSP) . . . . . . . . . . . . . . 90
9.3.3 Real-Time Transport Protocol (RTP) . . . . . . . . . . . . . . . 91
9.4 Quality of Service for Streaming... . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.1 Forward Error Control . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.2 Interarrival Jitter. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
9.4.3 Combined Jitter and Error Control . . . . . . . . . . . . . . . . . 94
9.5 Spatial Hierarchical Compression . . . . . . . . . . . . . . . . . . . . . . . . . 96
9.6 Conclusion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 97
Introduction
1. Motivation
Before we dive into the technical aspects we present in this chapter three
very different examples of Distributed Virtual Worlds (DVW). The reader
will benefit throughout the book by thinking about how to use the described
techniques to implement one of the applications in this chapter.
1.1 Peloton
In February 1998 a system called Peloton [17] was presented at the Interna-
tional Conference on the Virtual Reality Modeling Language VRML'98. The
term "Peloton" stems from cycling and denotes the main group of cyclists
in a cycle race. Peloton was developed at Bell Laboratories, a research in-
stitute of Lucent Technologies. Peloton is a distributed cycling simulation, a
2.1 Terminology
Virtual worlds are computer-based models of three-dimensional spaces and
objects with restricted interaction. A user can move through a virtual world
and interact with those objects in various ways.
VRML [77, 14] is a file format for the specification of such spaces and
objects. A VRML file defines a scene gmph: by traversing the graph the
renderer (i.e. the algorithm which draws the scene onto the screen) computes
the appearance, geometry, position and orientation of each object in the
scene. VRML was designed to be platform independent and extensible, and it
should work with low-bandwidth connections. The major difference to other
3D-file formats is its use of URLs to include spaces and objects over the
www.
Behaviors are the dynamic changes of some properties of an object, as well
as the deletion and creation of objects and the modification of environmental
properties like gravity or light. Behaviors can be triggered by time, users or
programs.
A virtual world is distributed if active parts of it are spread throughout
different computers in a network. Developers of distributed virtual worlds
have to face both the problems of virtual reality and those of distributed
systems.
A multi-user world is a virtual world where several users can interact at
the same time. These users work at different computers which are intercon-
nected. In multi-user worlds the avatar plays a central role. An avatar is the
virtual representation of a user. It is put at the viewpoint of the user, i.e.,
the position in the virtual world from which the user looks at the scene. In a
single-user world the avatar is only used to detect collisions of the user and
those objects in the scene. In a multi-user world the avatar is also the visual
representation of the user, i.e. it determines how the user is seen by other
8 2. Technical Aspects
users. If a user moves his viewpoint, his avatar must also move in the views
of the others users. The term avatar comes from an Indian religion, where it
means god 's incarnation on earth.
The WWW has changed our way of perceiving the internet and its ser-
vices. They are brought to us as a cross-referenced book and we browse
through its pages. Multi-user worlds have the potential to change our view
again. They provide us with a new metaphor for the internet, its services and
its inhabitants- the users. They become objects in space, and for fast access
the user can tunnel from one point in space to another. One of the major
design goals of VRML was to allow for multiple users to act in a virtual world
at the same time. So far, this goal has not been achieved and there is not yet
a standard for the interaction of several users in a virtual world.
If interested, the reader might want to skip ahead and have a look at the
terminology introduced by Living Worlds in Beetion 7.3.2.
2.2 Requirements
From the examples in Chapter 1 one can deduce some technical requirements
for distributed, virtual worlds. Objects have a graphical representation, an
internal state and a behavior usually defined by program code. Such objects
have to be added or removed from a scene in real time, their behavior has
to be tracked in real time and their implementation has to be distributed
on different computers in the network. Some objects must be controlled by
other objects and objects must share information. If an imported object has
to become a permanent part of a scene, one must be able to store it including
its behavior on the scene server.
Further requirements result from security considerations, e.g., protecting
a scene from vandalism. An object can grant or deny access to its data and
behavior. For this purpose it could provide user rights. From this results
yet another requirement. The identity of users and their objects has to be
checked; this process is called authentification and cryptographic methods
play an important role here.
When several objects try to access a shared resource, a confiict arises.
Such confiicts can be avoided through transaction mechanisms or they can be
resolved by confiict solution strategies. Other requirements are those common
to distributed systems on the internet:
Low Bandwidth and Network Latency: On the internet the bandwidth
is in generallow and there is no guaranteed bandwidth. Network latency
is the amount of time it takes to deliver a message over the network.
To hide network latency a dient can, for example, perform speculative
computations or use buffering.
Heterogenity of Networks: Computers on the internetrundifferent oper-
ating systems. These operating systems often differ in the programming
2.3 Technologies, Languages and Protocols 9
li(!'loton ( 'hent
JSAI EAI
Script Applet
~
This is what this book is about , in particular Chapter 5 and Part III,
and is shown more clearly in Figure 2.2. In Part II we Iook at protocols,
spatial partitioning and streaming techniques, which are independent of a
particular implementation language and are designed to meet some of the
above requirements.
Visit https://textbookfull.com
now to explore a rich
collection of eBooks, textbook
and enjoy exciting offers!
3. User Perspective
3.1 Applications
In the book A vatars! Bruce Damer looks from a user perspective at a variety
of multi-user worlds [22]. His book provides installation and usage informa-
tion, as well as anecdotes. Damer uses the term virtual worlds and delimits
it from virtual reality. Virtual reality is concerned with reproducing reality
true to life. Tothis end mostly expensive, specialized hardware is used, e.g.,
cyber-helmets and cyber-suits. In contrast, virtual worlds require less from
12 3. User Perspective
Representation Representation
Name of World of Avatars
The Palace 2D 2D
http://www.thepalace.com
Microsoft's Comic Chat 2D 2D
http://www.microsoft.com/ie/chat
Worlds Away 2D 2D
http://www.worldsaway.com
Virtual Places 2D 2D
http://www.vplaces.com/vpnet
Worlds Chat 3D 2D
http://www.worlds.net
Microsoft's V-Chat 2D & 3D 2D
http://www.vchatl.microsoft.com
NTT's Interspace 3D 2D (Video)
http://www.ntts.com/interspace
Active Worlds 3D 3D
http://www.activeworlds.com
Onlive! Traveler 3D 3D
http://www.onlive.com
Oz Virtual 3D 3D
http://www.oz.com/zipvrml
VRML-based Virtual Worlds:
Blaxxun's Passport 3D 3D
http://www.blaxxun.com
Mitsubishi Electric's Schmoozer 3D 3D
http://www.schmoozer.net
Sony's Community Place 3D 3D
http://www.vs.spiw.com/vs
Geometrek's Deep Matrix 3D 3D
http://www.geometrek.com
Vnet 3D 3D
http://ariadne.iz.net/-jeffs/vnet
3.2 Commercial and Experimental Virtual Worlds 13
The Realm 2 ~D
http://www.realmserver.com
Meridian59 3D
http://www.meridian.3do.com/meridian
Ultima Online 3D
http://www.owo.com
Diablo 3D
http://www.blizzard.com
War Birds 3D
http://www.icigames.com
Quake 3D
http://www.idsoftware.com
Xwing vs. Tie Fighter .3D
http://www.lucasarts.com
DukeNukem3D 3D
http://www.duke.gtinteractive.com
14 3. User Perspective
Also, the game industry offers multi-user games, which have many of
the features of multi-user worlds. Dedicated web pages like www. heat. net
and www. garnestarm. com provide servers for a diversity of multi-user games,
including some of those listed in Table 3.2.
Except for the games market the commercial success of multi-user worlds
is very low. There are two major reasons for this. First, the technical prereq-
uisites are still demanding; second, the worlds are not used in a goal-directed
way, i.e. to facilitate certain work flows. Currently most multi-user worlds are
inhabited by technical enthusiasts who meet there to discuss implementation
details of these worlds.
3.3 Navigation
For most commercial multi-user worlds the user has to buy the viewer of
the respective vendor and instaU it on her machine. Demo-versions of these
browsers can be downloaded for free on the internet. Some vendors distribute
the viewers for free and try to earn money by selling their virtual-world servers
and world-authoring tools.
After the installation the user has to start the viewer and to log into the
virtual-world server. Some systems allow guest logins, others require that the
user registers by providing at least his email address or that the user has
to pay membership fees. Unfortunately some users misuse their anonymity
and harass other users by vulgar language and other activities depending on
the kinds of actions provided by the system. As a result, some systems are
moderated. A moderator supervises the chat and activity in the world and
throws obtruders out.
After logging into the server the user gets a default avatar. In Worlds
Chat the default is a crash test dummy. If the user doesn't like this avatar
she can select one from a menu. In most systems registered users can create
or import their own avatars.
After the selection of the avatar the user can move through the virtual
world. He can look at the scenery from different perspectives:
• first person view: The user sees the world through the eyes of his avatar,
i.e. the camera is at the position of the avatar.
• bird's eye view: The user sees the world from top, i.e. the camera is
above the avatar.
• third person view: The user sees the world through the eyes of a third
invisible person which follows the user's avatar, i.e. the camera is behind
the avatar.
In 3D computer games the third person view is preferred because the user
can see both the position as well as the actions of her avatar.
3.4 Communication 15
Worlds are usually made of several scenes which are connected in different
ways. The user can dick at objects or closed doors, which work in a simi-
lar way to hyperlinks in web pages. If the user clicks, the scene associated
with the object is loaded and the user is put into the new scene. Different
systems use different terms for this concept: anchor, hotspot, door, farcaster,
wormhole, tunnel or teleport.
A more sophisticated kind of these door, called a portal, allows the user
to see parts of the other scene through the open door without having to Ioad
the other scene completely.
3.4 Communication
“Listen,” said Naoise. “We have still more than a chance. We can
run. Scotland trained us in that certainly, and if we can surprise but
forty yards on the men without, we shall outrun their best in twenty
minutes.”
“Where shall we run to?”
“We shall take the road to our own lordship. If Lavarcham’s message
has been sent, our kinsmen should be marching at this moment on
Emain. But,” he said, and pointed, “we cannot wait for them.”
They looked in silence.
A huge golden flame licked screaming through the window, wavered
hither and thither like some blindly savage tongue, and roared out
again.
“It was ten feet long and three feet thick,” said Ardan in a whisper.
“In ten minutes we shall go,” said Naoise.
“What arms?”
“Shield and spear, brother. Strip off all armour. We must run lightly.
“I shall be out first,” he continued. “Give me twenty seconds before
you follow, Ainnle, I can make room in twenty seconds. You will run
ten paces to the left of the door. Deirdre and Ardan will run
immediately into our interval; turn all to the right, and at my shout,
run. Single file; Ainnle at the end. If I shout ‘halt,’ you two turn
about and protect the rear. When I shout ‘run,’ drop every combat
and fly. You, Deirdre, take Iollann’s shield.”
“And his spear,” said Deirdre.
“Keep actually at my back, beloved, and each time we halt drop flat
on the ground.”
He was shouting his instructions now, for the voice of the fire was
like the steady rage and roar of the sea, and through every window
monstrous sheets of flame were leaping and crashing.
“This door,” said Naoise. “A kiss for every one,” he called. “We shall
win yet. Pull, Ainnle!”
“The door is red-hot,” said Ainnle.
“Back for a mantle; two. Now grip. Pull! Give me twenty seconds,
Ainnle.”
He leaped across fire and disappeared.
The others leaped after him, with a wild yell from Ardan.
“They are out,” the captain said, as a great roar came from the
soldiers.
Conachúr moved to that direction.
“Quick, quick,” he said, twitching his father’s mantle in his
impatience. “They will escape me.”
“They shall not escape me,” Cathfa answered. “There is no need for
haste.”
They were out, indeed, and, like two grim lions or woeful griffins of
the air, Naoise and Ainnle were raging in that press. Into their
interval leaped Ardan, with but one eye peeping from the shield and
a deadly hand thrusting from the rim. Back and forth they leaped
with resistless savagery. Men flew at them and from them.
Everywhere was a wild yelling of orders and the wilder screaming of
stricken men. But, over all, Naoise’s voice came pealing—
“Up, Deirdre. Run!”
She was at his back in an instant, the shield covering her side; her
spear darted viciously by his right elbow, and a venturesome man
dropped squealing. Five feet behind, Ardan was leaping like a cat, all
eyes and points, and ten paces behind him Ainnle was bounding.
“Halt,” roared Naoise.
Deirdre was again on the ground. Ardan ranged tigerishly to right
and left, while Ainnle whirled on the pursuers in ten-foot bounds.
Conachúr had arrived with Cathfa. Men were falling before them at
the rate of three a second. So dreadful was Naoise’s onslaught in the
front that none would face him. Men tumbled over each other when
he charged.
“The men will run away in a second,” said the captain.
“Get into the mêlée, coward,” roared Conachúr.... “Cathfa——!” he
implored.
The officer whizzed out his blade and leaped forward. In three
seconds he was dead, and five who followed him were rolling in their
agony along the ground.
Naoise’s voice came in a wild shout.
“Up, Deirdre. Run!”
The four were again in line. The men in front melted to either side of
that dreadful file.
“Run!” said Naoise. “We are out!”
In front of him there was but Conachúr and Cathfa. Conachúr drew
his great sword and stood crouching; and at him, with a dreadful
smile, Naoise came on. Cathfa moved two paces to the front and
stared fixedly at Naoise. He extended his two arms widely——
Naoise dropped on one knee, rose again, leaped high in the air and
dropped again on his knee. Deirdre fell to the ground and rose up
gasping. Ardan rolled over on his back, tossed his shield away, and
came slowly up again, beating the air with his hands. Ainnle went
half way down, rose again, and continued his advance on tiptoe.
A look of dismay and rage came on Naoise’s face. He moved with
extraordinary slowness to Deirdre and lifted her to his shoulder.
“We are lost,” he said. “That magician——!”
“Keep on swimming,” Ardan giggled. “There was never water here
before, but the whole sea has risen around our legs, and we may
paddle to Uisneac.”
The arms dropped from their hands, and, in fact, they swam.
Not for a minute or two did the soldiers dare advance, and then they
did so cautiously. They picked up the fallen weapons, and then only
did they lay hands on the raging champions.
Cathfa dropped his arms to his sides.
“We are taken,” said Naoise. “Our run is ended.”
CHAPTER XVIII
Cathfa had gone away, and Conachúr strode to his prisoners.
“So! Naoise,” he said.
“So! uncle,” said Naoise.
“I win in the end. I always win at last,” said Conachúr.
He looked at each with his stern smile, and when he spoke again it
was to Deirdre.
“Little fawn! you have run wild for a long time. You shall rest at last.”
But she made only the reply that a fawn makes, the reply of parted
lips and terror-stricken eyes.
“You shall come to me,” he said.
Then she moistened her trembling lips and looked at Naoise.
“Do not look at him,” said Conachúr. “He is already a dead man; let
him be forgotten. All tricks and troubles are ended for you, sweet
bird; you shall have peace.”
“Will you have peace to-morrow, Conachúr?” said Naoise. “Fergus is
marching on you.”
“Be at ease, nephew,” and the king smiled grimly. “I shall take care
of Fergus when he comes. For long I have wanted to take care of
Fergus. But, first, I shall take care of you, Naoise, and of your traitor
brothers. Your hour is on you,” he said, “and you die now.”
“Churl and rogue——!” said Ainnle.
But a gesture from his brother stopped him.
“Let this king do his business,” he said.
“That must be done,” said Conachúr.
He turned briskly and moved away.
Now the day was at hand, and these four looked on a world that
was spectral and misshapen, but which was yet the world. On high
the clouds could be seen, a grey immensity, stony as the face of
Conachúr, and a chill wind moaned thinly about them. But far away
the grey misery of morn had lightened, and a silver gleam, slender
as a rod, crept up the east.
To that gleam their eyes turned, and from it to each other’s faces.
At the guards who ringed them in they did not look, or they looked
unseeingly. But those gaunt apparitions stared like statues on the
four and did not move a lip.
“The sun will rise in a little,” said Ardan.... “That magician has gone,”
he whispered. “If we leaped at the guards——!”
“No good, brother, they are too many and we have no arms.”
“We should have one merry minute,” said Ardan.
“We have had a merry night,” said Ainnle, “be contented, babe.”
When she had finished the poem she bowed over her husband’s
body: she sipped of his blood, and she died there upon his body.
SO FAR, THE FATE OF THE SONS OF UISNEAC, AND THE
OPENING OF THE GREAT TÁIN
Printed in Great Britain by R. & R. Clark, Limited, Edinburgh.
BY THE SAME AUTHOR
THE CROCK OF GOLD. Crown 8vo. 6s. net.
THE CROCK OF GOLD. With Illustrations in Colour and Black and
White by Wilfred Jones. 8vo. 12s. net.
HERE ARE LADIES. Crown 8vo. 6s. net.
THE DEMI-GODS. Crown 8vo. 6s. net.
THE CHARWOMAN’S DAUGHTER. Crown 8vo. 4s. 6d. net.
IRISH FAIRY TALES. Crown 8vo. 7s. 6d. net.
IRISH FAIRY TALES. With 16 Plates in Colour and other
Illustrations in Black and White by Arthur Rackham. Fcap. 4to.
15s. net.
THE ADVENTURES OF SEUMAS BEG: THE ROCKY ROAD TO
DUBLIN. Poems. Crown 8vo. 4s. 6d. net.
REINCARNATIONS. Poems. Crown 8vo. 3s. 6d. net.
THE HILL OF VISION. Poems. Third Edition. Crown 8vo. 6s.
net.
SONGS FROM THE CLAY. Crown 8vo. 4s. 6d. net.
LONDON: MACMILLAN AND CO., Ltd.
Transcriber’s Notes:
A number of typographical errors were corrected silently.
Cover image is in the public domain.
Table of Contents added.
*** END OF THE PROJECT GUTENBERG EBOOK DEIRDRE ***
Updated editions will replace the previous one—the old editions will
be renamed.
1.D. The copyright laws of the place where you are located also
govern what you can do with this work. Copyright laws in most
countries are in a constant state of change. If you are outside the
United States, check the laws of your country in addition to the
terms of this agreement before downloading, copying, displaying,
performing, distributing or creating derivative works based on this
work or any other Project Gutenberg™ work. The Foundation makes
no representations concerning the copyright status of any work in
any country other than the United States.
1.E.6. You may convert to and distribute this work in any binary,
compressed, marked up, nonproprietary or proprietary form,
including any word processing or hypertext form. However, if you
provide access to or distribute copies of a Project Gutenberg™ work
in a format other than “Plain Vanilla ASCII” or other format used in
the official version posted on the official Project Gutenberg™ website
(www.gutenberg.org), you must, at no additional cost, fee or
expense to the user, provide a copy, a means of exporting a copy, or
a means of obtaining a copy upon request, of the work in its original
“Plain Vanilla ASCII” or other form. Any alternate format must
include the full Project Gutenberg™ License as specified in
paragraph 1.E.1.
• You pay a royalty fee of 20% of the gross profits you derive
from the use of Project Gutenberg™ works calculated using the
method you already use to calculate your applicable taxes. The
fee is owed to the owner of the Project Gutenberg™ trademark,
but he has agreed to donate royalties under this paragraph to
the Project Gutenberg Literary Archive Foundation. Royalty
payments must be paid within 60 days following each date on
which you prepare (or are legally required to prepare) your
periodic tax returns. Royalty payments should be clearly marked
as such and sent to the Project Gutenberg Literary Archive
Foundation at the address specified in Section 4, “Information
about donations to the Project Gutenberg Literary Archive
Foundation.”
• You comply with all other terms of this agreement for free
distribution of Project Gutenberg™ works.
1.F.
1.F.4. Except for the limited right of replacement or refund set forth
in paragraph 1.F.3, this work is provided to you ‘AS-IS’, WITH NO
OTHER WARRANTIES OF ANY KIND, EXPRESS OR IMPLIED,
INCLUDING BUT NOT LIMITED TO WARRANTIES OF
MERCHANTABILITY OR FITNESS FOR ANY PURPOSE.
Please check the Project Gutenberg web pages for current donation
methods and addresses. Donations are accepted in a number of
other ways including checks, online payments and credit card
donations. To donate, please visit: www.gutenberg.org/donate.
Most people start at our website which has the main PG search
facility: www.gutenberg.org.