Zephyr

ZEPHYR allows for groups of computing devices operating on shared data to optimally distribute their activities in real-time. Ideal for simulations, games, and other consensual, shared spaces, Zephyr operates by distributing exactly the right information and requests among a cooperative network.

The first component – scaled-down processor operations – enables audio and video designed for high-capability devices to work on lower-capability devices, such as an iPod. This allows the mobile device to “keep up” with more powerful machines in real-time when its processor might not otherwise allow it.

The second component – distribution – allows for all processors in cooperation (such as in an MMO game) to spread out processing most efficiently, similar to a peer-to-peer model. This allows for computation on an otherwise idle machine to take part in a computation another machine might need to do, then share the results as needed.

Key goals in Zephyr design:

  • Inexpensive: easily accessible, increasingly powerful and great market potential. Devices (under $200), such as the new iPod Touch/iPhone, are capable of delivering immersive quality graphics (PS2-level detail).
  • Collaboration: The ability to share player choices, creations, and simulation sessions across available connectivity, whether they are on LAN, WAN, or other arrangements. Security, network sharing, and player collaboration is ideal on these platforms.
  • Cost-effective development: distribution is easier, and overall accessibility is higher (far less in the way of compatibility issues like the nightmarish PC universe).
  • Accessibility: can be used anywhere, anytime; implying greater accessibility to the end user and feedback loop to the end client.