This document is meant to serve as
a brief introduction to Da Sports Show's proprietary Internet
technology, Actual Reality Modeling Language (ARML).
We will discuss the history of its conception, and describe broad
guidelines for its current and future development.
ARML is a technology conceived as
a direct reaction to current attempts to provide real-time online
realitybased content. Various attempts have been made at
but, as the marketplace has proven, these attempts have failed.
For the audience at which these technologies are aimed, the mere
implementation of any of these technologies can be nearly impossible.
Even in the hands of an expert, these existing technologies are,
at best, disappointing. The requirement made of the user in terms
of computer proficiency, training, and hardware required make
current technologies almost comically Byzantine. Sadder still,
the promise these technologies make is rather short sighted-to
make the user feel like he or she is "virtually" doing
ARML is an attempt to supersede current
technological and conceptual shortcomings by bringing to the Internet
user something that is actually happening. By applying
a working model of an actual event to the Internet user, said
user is provided with an actual experience which, through currently
available and working technologies, is instantly comprehensible
and enjoyable to him/her. The language used is the vernacular
of the user, the spoken (or written) word. While ARML development
is being done in English, full internationalization will be easily
achieved within the year.
Brief history of ARML
ARML came about as an organic side-effect
of application development at people in the
mass-market software development field didn't get it.
By a quaint coincidence, a common
area used by the Da Show's staff found a children's
toy, a basketball hoop and a ball, about 2/3
scale of a real basketball court (see figure 1, below)
It occurred to the staff that this
was a working, instantly comprehensible model of the game of basketball.
It was designed so children could understand and enjoy it, even
while adults could do much the same.
Feasibility studies were conducted
internally, and the resulting graph (chart 1, below) made it clear
that ARML was a technology that had to be developed if anyone
were to have any chance of having fun on the Internet.
Clearly, the development of ARML
is dictated by this analysis.
The first widespread use of ARML was
the now famous ARML Super Bowl delivered during
Da Football Show on 1/26/96. The widespread CU-SeeMe videoconferencing
technology (provided by Cornell University) was used to deliver
this ARML event. Da Football Show correctly predicted the winner
of the NFL Super Bowl and the closeness of the game.
Clearly, because ARML is a new and
growing technology, any attempt to codify it is subject to change.
There will be no attempt made here to give a step-by-step approach.
This is meant as an overview of the philosophy behind ARML and
its future implementation. Given that, here are some general
Da Sports Show reserves the right to make changes to these guidelines without notice at anytime.