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A SEMINAR REPORT on 3D INTERNET Submitted for partial fulfillment of award of B.TECH Degree In Computer science & Engineering SUBMITTED BY ANKUR PRAKASH SINGH SUBMITTED TO Mr. AMIT KUMAR GUPTA Mr. ARVIND CHAUHAN Department of Computer science & Engineering NOIDA INSTITUTE OF ENGINEERING & TECHNOLOGY, GREATER NOIDA 2013-2014

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Page 1: 3 d internet report

A SEMINAR

REPORT on

3D INTERNET

Submitted for partial fulfillment of award of

B.TECH Degree

In

Computer science & Engineering

SUBMITTED BY

ANKUR PRAKASH SINGH

SUBMITTED TO

Mr. AMIT KUMAR GUPTA

Mr. ARVIND CHAUHAN

Department of Computer science & Engineering

NOIDA INSTITUTE OF ENGINEERING & TECHNOLOGY, GREATER NOIDA

2013-2014

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TABLE OF CONTENTS

TITLE PAGE NO.

CERTIFICATE ----------------------------------------------------------------------------- ( i )

ACKNOWLEDGEMENT --------------------------------------------------------------- ( ii )

ABSTRACT -------------------------------------------------------------------------------- ( iii )

CHAPTER 1.

INTRODUCTION -------------------------------------------------------------------------- 1-6

1.1 What is 3D Internet -------------------------------------------------------------------- 2 - 3

1.2 Why 3D Internet now ------------------------------------------------------------------ 3 - 5

CHAPTER 2.

EVOLUTION OF 3D INTERNET ------------------------------------------------------7-9

2.1 Web 1.0 ------------------------------------------------------------------------------------- 7

2.2 Web 2.0 ------------------------------------------------------------------------------------- 7

2.3 Web 3.0 ------------------------------------------------------------------------------------- 7

2.4 some other technical evolution ------------------------------------------------------ 8 - 9

CHAPTER 3.

LITERATURE SURVEY ----------------------------------------------------------------- 10

3.1 Existing Technology (with its disadvantages) --------------------------------------- 10

3.2 Proposed Technology -------------------------------------------------------------------- 10

CHAPTER 4.

IMPLEMENTATION ----------------------------------------------------------------- 11-16

4.1 How is 3d internet implemented? ------------------------------------------------ 11 - 15

4.1.1 Networking and Distributed Comput- ing --------------------------------- 11

4.1.1.1 Latency Minimization ------------------------------------------------------------- 12

4.1.1.2 Security and Trust ------------------------------------------------------------- 12 - 13

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4.1.2 Intelligent Environments ------------------------------------------------------- 13 - 14

4.1.2.1 Intelligent Services ------------------------------------------------------------------ 14

4.1.2.2 Intelligent Agents and Rendering -------------------------------------------- 14 - 15

4.2 Implementation using VRML technology ---------------------------------------- 15 -16

4.2.1 Introduction of VRML technology -------------------------------------------------- 15

4.2.2 File structure of VRML technology ---------------------------------- --------- 15 - 16

4.2.3 Simple code in VRML technology -------------------------------------------------- 16

CHAPTER 5.

TECHINICAL ASPECTS ---------------------------------------------------------------- 17

CHAPTER 6.

3D INTERNET CHALLENGES -------------------------------------------------- 18 - 19

6.1 Platform Performance ------------------------------------------------------------------- 18

6.2 Simulation Services --------------------------------------------------------------------- 18

6.3 User Created Content -------------------------------------------------------------- 18 - 19

6.4 Ecosystem -------------------------------------------------------------------------------- 19

CHAPTER 7.

APPLICATION ----------------------------------------------------------------------- 20 - 25

CHAPTER 7.

CONCLUSION ---------------------------------------------------------------------------- 26

CHAPTER 8.

REFERENCES ---------------------------------------------------------------------------- 27

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CERTIFICATE

This is to certify that the Seminar report entitled “ 3D INTERNET “ is submitted to

Noida Institute of Engineering & Technology, Greater Noida as a part of

syllabus prescribed by Uttar Pradesh Technical University, Lucknow for the

Degree of Bachelor of Technology (Computer Science & Engineering) during

the academic year of 2013-14, is a bonafide record of work done by ―ANKUR

PRAKASH SINGH” under my supervision and guidance.

Mr. AMIT KUMAR GUPTA Mr. ARVIND CHAUHAN

Lecturer, Dept. of Lecture, Dept. of

Computer Science & Engineering Computer Science & Engineering

Place:-

Date:-

[ i ]

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ACKNOWLEDGEMENT

First of all, I am grateful to The Almighty God for establishing me to complete this

seminar.

I wish to express my sincere thanks to Dr. Parshant Singh, HOD, Department of

Computer Science & Engineering, for his constant encouragement.

I also thank Mr. Amit Kumar Gupta, Mr. Arvind Chauhan Lecturer, Department of

Computer Science & Engineering. I am extremely grateful and indebted to him for his expert,

sincere and encouragement extended to me.

I take this opportunity to record our sincere thanks to all of the faculty member of the

Department of Computer Science & Engineering for their help and encouragement.

I also place on record, my sense of gratitude to one and all who, directly or indirectly,

have lent their helping hand in this venture.

[ ii ]

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ABSTRACT

Also known as virtual worlds, the 3D Internet is a powerful new way for you to reach

consumers, business customers, co-workers, partners, and students. It combines the

immediacy of television, the versatile content of the Web, and the relationship-building

strengths of social networking sites like Face book . Yet unlike the passive experience of

television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide

immersive 3D experiences that replicate (and in some cases exceed) real life.

People who take part in virtual worlds stay online longer with a heightened level of interest.

To take advantage of that interest, diverse businesses and organizations have claimed an early

stake in this fast-growing market. They include technology leaders such as IBM, Microsoft,

and Cisco, companies such as BMW, Toyota , Circuit City , Coca Cola, and Calvin Klein,

and scores of universities, including Harvard, Stanford and Penn State .

The World Wide Web, which has started as a document bank, is rapidly transforming

to a full fledged virtual environment that facilitates services, interaction, and

communication.

Under this light, the Semantic Web and Web 2.0 movements can be seen as

intermediate steps of a natural evolution towards a new paradigm, the 3D Internet.

Here we Going to Present How to Implement 3D internet against 2D Technology and

present 3D methodologies

[ iii ]

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CHAPTER – 1

INTRODUCTION

INTRODUCTION

The success of 3D communities and mapping applications, combined with the falling costs of

producing 3D environments, are leading some analysts to predict that a dramatic shift is

taking place in the way people see and navigate the Internet.

The appeal of 3D worlds to consumers and vendors lies in the level of immersion that the

programs offers.

The experience of interacting with another character in a 3D environment, as opposed to a

screen name or a flat image, adds new appeal to the act of socializing on the Internet.

Advertisements in Microsoft's Virtual Earth 3D mapping application are placed as billboards

and signs on top of buildings, blending in with the application's urban landscapes.

The Internet is evolving to become the de-facto cy- berspace or virtual environment

facilitating communication, business, and entertainment on a global scale. On the other hand,

metaverses or virtual worlds such as Second Life (SL) or World of Warcraft (WoW) are

much younger when com- pared to other Web technologies. Today, the success and

momentum of virtual worlds are undeniable. The market for MMOGs is estimated to be

worth more than one billion US dollars and such metaverses are fast becoming ‖signifi- cant

platforms‖ in the converged media world according to some analysts. Virtual worlds are

increasingly seen as more than game and interpreted within a business context rather than

entertainment. The view that metaverses will play a significant role in the future is shared by

many researchers and professionals in the field. Among them are the partici- pants of the

metaverse roadmap (MVR) who aim to explore multiple pathways to the 3D enhanced web ,

the Croquet Consortium, as well as the VRML and X3D communi- ties.

We envision a 3D Internet which will be to 2D graph- ical user interface (GUI) and Web of

today what 2D GUI and World Wide Web (WWW) were to command line in- terface (CLI)

and gopher two decades ago. While the con- cept seems incremental in the sense that it

merely adds 3D graphics to the current Web, it is in fact revolutionary for it provides a

complete virtual environment that facilitates services, interaction, and communication. From

this per- spective, the 3D Internet can be seen as the evolutionary end point of ongoing efforts

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such as Web 2.0 and Semantic Web. Our objective in this paper is to define the 3D Internet

concept and discuss why it is a goal worth pursuing, what it does entail, and how one can

realize it. Along with its enor- mous potential the 3D Internet also opens many research

challenges in order to become a reality. Metaverses have recently caught the attention of

gaming, advertisement, 3D design, and performing arts communities among others. However,

it is difficult to claim that the same level of in- terest has been raised in the areas of

networking, machine learning, and distributed computing. Without overcoming these

engineering challenges and making a business case to stakeholders the 3D Internet is destined

to be an aca- demic exercise and remain in the realm of science fiction; a fate experienced by

many initially promising concepts such as artificial intelligence or virtual reality. We discuss

in the next section why stakeholders such as communication and computing companies,

research institutions, and online businesses should be interested and participate in the 3D In-

ternet. In Section 3, we present an example architecture as a starting point for the 3D Internet.

Section 4 summarizes the engineering challenges and explores research directions in various

fields. The paper concludes with remarks in Section.

1.1 What is 3D Internet?

3D Internets an interactive virtual environment for services, interaction, and

communication.

The Internet is evolving to become the de-facto cyberspace or virtual environment

facilitating communication ,business, and entertainment on a global scale.

A typical 2D website is an extremely abstract entity and consists of nothing but a

bunch of documents and pictures.

Within the website, at every level of the interaction, the developers have to provide

the user immediate navigational help. Otherwise, the user would get lost sooner or

later.

3D internet is actually a much better alternative way of organizing data which

everybody knows and uses.

3D Internet are combination of two powerful forces i.e. INTERNET & 3D

GRAPHICS. As a result, 3D Internet is interactive , real time 3D Graphic delivered

over the web.

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3D Internet uses flexible architecture, open protocol and provides 3D Internet surfing

experience.

1.2 Why 3D Internet now?

One of the often heard arguments against the 3D Internet is in the form of the question

―why do we need it?‖ For most of its users the Internet is a familiar, comfortable medium

where we communicate with each other, get our news, shop, pay our bills, and more. We

are indeed so much used to and dependend on its existence that we don‘t think about its

nature anymore just like we do not think about Ohm‘s law when we turn on the lights.

From this perspective what we have, i.e. the 2D version, seems ―sufficient‖ and the 3D

Internet is yet another fad. However, if we stop and think about the nature of the Internet

for a moment we realize that it is nothing but a virtual environment (cyberspace) where

people and organizations interact with each other and ex- change information. Once this

fact is well understood, the question can be turned on its head and becomes ―why do we

restrict ourselves to 2D pages and hyperlinks for all these activities?‖

Navigating hierarchical data structures is often cumber- some for large data sets.

Unfortunately, the Internet as we know is organized as a flat abstract mesh of intercon-

nected hierarchical documents. A typical 2D website is an extremely abstract entity and

consists of nothing but a bunch of documents and pictures. Within the website, at every

level of the interaction, the developers have to pro- vide the user immediate navigational

help. Otherwise, the user would get lost sooner or later. Since this is a very ab- stract

environment, there is no straightforward way of pro- viding a navigation scheme which

would be immediately recognizable to human beings. The situation is not any bet- ter

when traveling between websites. Although the domain name system is somewhat

helpful, using the web today is no different than reading a telephone directory. Given the

current situation the term web surfing is rather appropriate as we have no control over

where the web takes us with the next click. This has profound implications such as the

reliance on back button in browsers which tantamounts to admitting that navigating on the

web is no different from a random walk. Another consequence is the emergence of search

engines as a fundamental element of the Internet. It is no surprise that Google is the most

powerful Internet company of our times.

There is actually a much better alternative way of orga- nizing data which everybody

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knows and uses. We spend all our lives in a 3D world navigating between places and or-

ganizing objects spatially. We rarely need search engines to find what we are looking for and

our brains are naturally adept at remembering spatial relationships. Let us consider the

following fictitious scenario on the 3D Internet. Instead of a flat 2D desktop I can put my

documents on my desk at home, where documents, desk, and home are ‖virtual‖ entities that

are 3D representations of real-world counter- parts with spatial relationships. Later, when the

need of finding these documents arises, there is a high probability that I can easily remember

their location without resorting to additional processes such as search engines or a ―recent

documents‖ folder. Obviously, it is very difficult -if not impossible- to real- ize this scenario

on the current Internet. We are there like 2D creatures living on flat documents not knowing

where we are or what is next to us. We teleport constantly from one flat surface to another,

each time getting lost, each time asking for directions or help. In contrast, the ease of use and

intuitiveness of 3D GUIs are an immediate consequence of the way our brains work, a result

of a long evolutionary process ensuring adaptation to our world. Although the 3D Internet is

not a solution to all problems, it provides an HCI framework that can decrease mental load

and open doors to rich, innovative interface designs through spatial relation- ships. Another

important point is the Webplace metaphore of the 3D Internet which enables interaction

between peo- ple in a natural way. In this sense, the 3D Internet can be seen as a natural

successor of Web 2.0. The metaverses such as SL can be considered as pioneer- ing

precursors of the 3D Internet. Yet, they already indicate its significant business opportunities.

Not only existing on- line businesses would benefit from the inherent interactive nature and

spatial HCI paradigms of the 3D Internet but also a whole range of businesses such as

fashion, real estate, and tourism can finally start using the Internet effectively. We expect that

the possibility of providing faithful 3D repre- sentations of products and services will have

revolutionary effects on online business to business and business to cus- tomer commercial

activity. From virtual ―try before buy‖ to ―interactive shopping‖ the commercial potential of

the 3D Internet is enormous.

3D Internet more suitable than a document repository for providing an interactive

virtual environment for services, interaction, and communication.

Web pages Blogs Facebook pages

(Static Docs Updated Docs Application Platform)

E-mail SMS, IM Twitter, VoIP, Whitelist messaging

WWW Web 2.0 3D Internet

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Availability of cheap hardware: GPUs, graphic cards

Emerging Output devices: Video Eyewear

Emerging 3D Input devices: 3Dconnexion's Space Navigator

Advances in 3D graphics technologies: OpenGL, DirectX

3D support on traditional desktops Vista 3D Flip, Compiz

Distance Learning is a joyous experience.

We present and discuss a 3D Internet architecture as an illustrative example. It shares the

time-tested main princi- ples and underlying architecture of the current Internet as well as

many semantic web concepts. The operational prin- ciples the 3D Internet shares with its

predecessor include open and flexible architecture, open protocols, simplicity at the

network core, intelligence at the edges, and distributed implementation. A simple

graphical depiction of the pro- posed 3D Internet architecture is provided in Figure 1. We

adopt here the terms universe, world, and webplace as 3D counterparts of WWW,

website, and subdomain, respec- tively. We describe each components‘ functionality

briefly below: World servers: provide user- or server-side created, static and dynamic

content making up the specific webplace (3D environment) including visuals, physics

engine, avatar data, media, and more to client programs. A world server has the important

task of coordinating the co-existence of connected users, initiating communication

between them, and ensuring in-world consistency in real time. They may also facilitate

various services such as e-mail, instant mes- saging, and more. Avatar/ID servers: virtual

identity management sys- tems containing identity and avatar information as well as

inventory (not only in world graphics but also documents, pictures, e-mails, etc.) of

registered users and providing these to individual world servers and relevant client pro-

grams (owner, owner‘s friends) while ensuring privacy and security of stored information.

Avatar/ID servers can be part of world servers. Universe location servers: virtual location

management systems similar to and including current DNS providing vir- tual

geographical information as well as connection to the Internet via methods similar to

SLurl. They can also act as a distributed directory of the world, avatar servers and users.

Clients: browser-like viewer programs running on users‘ computers with extensive

networking, caching, and 3D ren- dering capabilities. Additional components of the 3D

Internet include web- places (replacing websites) and 3D object creation/editing software,

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i.e. easy-to-use 3D modeling and design pro- grams such as Sketch-Up and standardized

mark-up lan- xiiauges and communication protocols. Emergence of new software and

tools in addition to the ones mentioned should naturally be expected.

A graphical depiction of the proposed 3D Internet architecture.

[ 6 ]

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CHAPTER-2

EVOLUION OF 3D INTERNET

EVOLUION OF 3D INTERNET

Web 1.0 :

In Web 1.0, a small number of writers created Web pages for a large number of

readers. As a result, people could get information by going directly to the source:

Adobe. comfor graphic design issues, Microsoft.com for Windows issues, and

CNN.com for news.

Web 2.0 :

People publish content that other people can consume, companies build platforms that

let people publish content for other people (e.g. Flickr, YouTube, Adsense,

Wikipedia, Blogger, MySpace, RSS, Digg). Web 2.0 sites often feature a rich, user

friendly interface based on Ajax, Open Laszlo, Flex 3 or similar rich media. Web

2.0has become popular mainly because of its rich look, and use of the Best GUI‘s.

Web 3.0 :

With Web 3.0 applications we will see the data being integrated and applying it into

innovative ways that were never possible before.

Imagine taking things from Amazon, integrating it with data from Google and then

building a site that would define your shopping experience based on a combination of

Google Trends and New Products.

Another major leap in the Web 3.0 is the introduction of the 3D Internet into the web,

hence these would replace the existing Web Pages with the Web Places.

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Web 1.0 Web 2.0 Web 3.0

Functionality Companies publish

limited webpages for

large num of users..

People publish info

for other users..

Integration of data

over the internet

from various means..

Usage Adobe.com for

graphics

Microsoft.com for

windows..CNN.com

for news

YOUTUBE

Flickr

Wikipedia

Integration of

devices : cellphones,

cars etc.. High

Accessibility

Extensibility Up to ‗n‘ users up to ‗n‘ users Up to ‗n2‘ users

Tabular representation of web 1.0, web 2.0 & web 3.0

CLI GUI 3D Internet

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Gopher, IRC WWW 3D Internet

From abstract documents organized hierarchically

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CHAPTER-3

LITERATURE SURVEY

LITERATURE SURVEY

3.1 Existing Technology (with its disadvantages)

# 2D Technology……( ―FLAT‖)

Less Interactive (less images).

More wastage of time (Handling mouse).

Lack of Proper Representation

(Ex: Online Shopping)

No Privacy / Security

(Ex: online payment)

3.2 Proposed Technology

# 3D Technology……..(for Internet)

More Interactive (Comfort level is more).

Reduced mouse movements.

Simple yet Effective representation.

(3D Images)

Security Increased Speed of working.

Difference between 2D & 3D

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CHAPTER- 4

IMPLEMENTATION

4.1 How is 3d internet implemented?

Using available virtual platform.

By using artificial intelligence.

By using eyewear like Google Glass.

Using sensors and holographic image projection.

4.1.1 Networking and Distributed Comput- ing

The conventional web caching approaches will not be adequate for the needs of the 3D

Internet environment con- sisting of 3D worlds, which may be hosted on different servers.

One challenge stems from the fact that avatars con- tain significantly more information about

the user who is visiting a 3D world than cookies do about a 2D web site visitor. For instance,

avatars contain information about ap- pearance (e.g. height, clothing) and behavior (e.g.

visible, open for conversation). As avatars move between worlds, caching will be needed in

server-to-server interactions to enable fast and responsive transition between worlds. This

will be intensified by avatars carrying objects (e.g. a bicy- cle) or virtual companions (e.g. a

virtual dog) with them, which will require the transfer of large volumes of informa- tion in a

short time when changing world. Another challenge is related to the fact that some vir- tual

objects or companions are essentially not static docu- ments but running programs. They have

code that defines how they react to certain inputs, and they have a partly au- tonomous

behavior. Thus, when an avatar and its compan- ions move to a world, the world server (or

servers) needs to execute the corresponding code. This raises a number of interesting research

problems: how can we safely run po- tentially untrusted code (for instance, when the virtual

com- panions are user-generated and custom built)? How will the economics of such

transactions be handled? How can we move running code between different world servers

without fatally disrupting its execution? Platforms will be needed that allow the dynamic

deployment of potentially untrusted computation at globally dispersed servers, in a fast,

secure and accountable manner.

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4.1.1.1 Latency Minimization

As the 3D Internet will increase the reliance on graphics and interactivity, it will be crucial

that the latency that clients observe when interacting with servers is minimized. It has been

known from existing implementations such as SL that high latency incurs low responsiveness

and reduced user satisfaction. Therefore, the network has to be designed in- telligently to

overcome these challenges. We propose a hybrid peer-to-peer (P2P) approach to re- duce

server load and ensure scalability of the 3D Internet infrastructure. It consists of three types

of communica- tions: client to server (C2S), server to server (S2S) and client to client (C2C)

each with different latency and band- width requirements. C2S communications (see Figure 1

red lines) are bandwidth limited, frequently updated, and synchronous. Location and activity

data as well as use of in-world services will spend substantial amount of re- sources both at

the client and world servers. The avatar/ID server-client C2S communications (dash-dotted

gray lines) are less frequent and asynchronous. As an optimization, some portion of this

communications can be pushed to the backbone by facilitating S2S links between ID and

world servers (solid gray lines) triggered by clients and through intelligent caching.

Additional S2S communications will also take place on the backbones. The S2S in the case of

universe location servers (dotted gray lines) are expected to be relatively low load. Improving

server independent C2C (P2P) communica- tion is one of the main solutions to the scalability

prob- lems. One example is the information about avatars in the same space, which can be

communicated more efficiently if exchanged directly between the avatars‘ hosts, instead of

through a central server. When the user moves around other avatars can send their

information as well as of others within the range in a P2P fashion as depicted in Figure 2. For

ex- ample, the avatars in circle L1 can send information about the ones in L2 and they in turn

about L3 as a dynamic intel- ligent caching scheme.

4.1.1.2 Security and Trust

There is an array of alternatives for enabling the seamless and transparent authentication of

users, avatars, and other objects in the 3D Internet world. The Single Sign On con- cept

envisages users logging in only once, for example on a web page of an on-line service, and

visiting further services or web-based applications without the need to log in again. The user

can thus experience an unhindered, seamless usage of services. The key concept behind

Single Sign On is fed- eration, denoting the establishment of common references between

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accounts or identities in different repositories or services. Microsoft Passport1 as well as

several other sys- tems have been developed based on this concept. Earlier on, role based

access control (RBAC) had been devised to allow authentication not based on user identities,

but rather based on the class (or classes) they belong to. The stud- ies [5,8] are closer to the

3D Internet paradigm as they focus on challenges imposed by applying RBAC to open, large-

scale systems. Attribute-based access control makes access control decisions based on user

attributes and their combi- nations, allowing more fine-grained access control. Driven by the

users‘ growing privacy concerns regarding the han- dling of their authentication information,

user-centric iden- tity management approaches such as CardSpace2 have re- cently gained

popularity. These go beyond the federation concepts to allow individual users to retain full

control over their own identity management, without requiring the pres- ence of an external

provider.

A P2P communication scheme on a world in the 3D Internet.

4.1.2 Intelligent Environments

Emerging fields such as ubiquitous computing and ambi- ent intelligence draw heavily from

adaptive and intelligent algorithms. They are concerned with computing and net- working

technology that is unobtrusively embedded in the everyday environment of human users. The

emphasis is on user-friendliness, efficient and distributed services support, user

empowerment, and support for human interactions. All this assumes a shift away from

desktop or portable comput- ers to a variety of devices accessible via intelligent inter- faces.

The 3D Internet, which is a virtual ubiquitous com- puting environment, provides the perfect

testbed for devel- oping these ideas and emulating them in realistic 3D set- tings with real

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users.

4.1.2.1 Intelligent Services

In the case of the 3D Internet, the concept of intelligent en- vironments naturally extends to

underlying communication protocols and enabling services as well as to user centered

services. Given its inherent P2P nature, the 3D Internet can make use of paradigms such as

intelligent routing where mechanisms being aware of the network topology and infor- mation

structure allow for flexible and context-dependent distribution of traffic . As in the real world,

one could think of adaptive algorithms that control traffic flow depend- ing on the time of

day, user-behavior patterns, or a variety of global and local events. Since the 3D Internet

provides an environment that closely resembles the physical world, it calls for intelligent

interfaces that extend the conventional desktop metaphors such as menus and sliders. This

may include speech- and gesture recognition, but also implies interaction with vir- tual

objects and tools inspired by things existing in the real world. Learning and ambient

intelligence on this level will then have to be concerned with typical usage patterns, an-

ticipations of user activities, and convincing simulations. In terms of user-centered services, it

is not hard to imag- ine applications of machine learning that would facilitate social

interaction of users as well as increase usability of core functionalities of the virtual

environments on the 3D Internet. Examples of such services are recommender sys- tems for

e-commerce or social networking that rely on col- laborative filtering. Based on user provided

ratings or an analysis of typical usage patterns, goal directed, intelli- gent searches and

recommendations are possible. This of course facilitates personalization of individual users‘

avatars and improves multimedia-information retrieval.

4.1.2.2 Intelligent Agents and Rendering

In order to increase the users‘ acceptance of services like the ones just mentioned, they will

not just have to be per- sonalized but also be presented and and accessible in a way users will

consider natural. This leads to the problem of modeling artificial agents and avatars that act

life-like and show a behavior that would be considered natural and human-like. First attempts

in this direction have already been made in the context of computer games. Here, ma- chine

learning has been shown to provide an auspicious av- enue . The network traffic generated by

a group of people playing a multiplayer game contains all the data necessary to

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describe their activities in the virtual game world. Sta- tistical analysis of this traffic and a

derivation of a gener- ative model therefrom allows for implementing agents that are

perceived to act more human-like. Corresponding ap- proaches can be applied to improve on

the quality of virtual clerks and information personnel.

4.2 Implementation using VRML technology

4.2.1 Introduction of VRML technology

What is VRML?

VRML is the Virtual Reality Modelling Language, a system for describing 3D scenes

on the Web. Using text files in a similar format to the HTML which you have been

studying, VRML allows a browser to produce the illusion of a three dimensional

environment.

HOW TO USE IT?

The very first thing you need is a VRML browser, to view your worlds, as well as

other peoples. The most popular one is Cosmo Player from Cosmo

Software (Win95/NT).

The next thing you need to do is create your own worlds. There are two ways of doing

this. First, you could use one of the many VRML authoring tools, which are like 3D

modellers in which you can build your world.

The other way is to code it by hand. All you need for this is a text editor, such as

notepad or wordpad. Simply type in the code as shown, and save it as filename.wrl.

You can then load this into your browser and take a look!

4.2.2 File structure of VRML technology

VRML files contains:

The file header

Comments - notes to yourself

Nodes - nuggets of scene information

Fields - node attributes you can change

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Values - attribute values

4.2.3 Simple code in VRML technology

VRML for coordinating nodes – The transformation

A simple text language for describing 3-D shapes and interactive environments

#VRML V2.0 utf8

#A Cylinder

Shape {

appearance Appearance

{

geometry Cylinder

{

Height 2.0

radius 1.5

}

}

}

Dimension ‗x‘ Liquid Reality browser supports VRML code

[ 16 ]

NODE FIELD

VALUES

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CHAPTER-5

TECHNICAL ASPECTS

SPEED

Not many countries in the world are in as state to fulfill the internet

speeds required for implementing 3D internet. Introduction of 3G technology

can solve this problem.

HARDWARE

With the inclusion of 3D internet there would be difficulty in viewing

3D objects in 2D display devices. Use of 3D googles and vision stations can

solve this problem

Web 3.0

VRML ( Virtual Reality Modeling Language)

Blaxun server

Java Applet

HTTP ( allows HTML files, scripts, etc.. To be

added and transmitted)

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CHAPTER-6

3D INTERNET CHALLENGES

Advertisers, marketers and organizations have yet to capitalize on the vast potential of the

3D Internet. Factors inhibiting the commercial usability of virtual worlds include:

The limited effectiveness of traditional media techniques such as fixed-location

billboards when applied to virtual worlds. In the 3D Internet, participants have

complete control over where they go and what they do — and can move their

avatars instantly through virtual space. What is required is a means for making

content readily available to people not only at specific points, but throughout

virtual worlds.

Lack of an effective way for enabling people in virtual worlds to encounter

commercial content that enhances their virtual experience. Because participants

have a choice in whether to interact with an offering, it is essential that it be

viewed as relevant and valuable to their particular goals in the 3D Internet.

An inconsistent means for enabling in-world participants to easily interact with

and access video, rich multimedia, and Web content.

6.1 Platform Performance

FP intensive client/server

Constant bandwidth

Low latency

6.2 Simulation Services

Dense avtar scaling

Diverse client types

Unified graphics/physics

6.3 User Created Content

Portability across worlds

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Easy-to-use tools

Realistic rendering

6.4 Ecosystem

Stimulation standards

3D browser standards

Identity with anonymity

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CHAPTER-7

APPLICATION

E-commerce

Product visualization

3D virtual shops

Interactive demos

3D ―banner ads‖

Training

Web-based training using interactive 3D

Games

Multi-player, fully 3D

Entertainment

Streaming 3D animation (much lower bandwidth than video, can run full

screen, can have interactivity)

Social interaction

3D chat spaces

Education

Virtual ―field trips‖

Distance education as well as on-campus

Virtual ―experiments‖ for physical sciences

Historical recreation for social sciences

3D data visualization for various fields

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Google's new three dimensional virtual reality :

nyone putting on "the Googgles" - as the insiders call them - will be immersed in a three

dimensional "stereo-vision" virtual reality called 3dLife. 3dLife is a pun referring to the three

dimensional nature of the interface, but also a reference to the increasingly popular Second

Life virtual reality.

The "home page" of 3dLife is called "the Library", a virtual room with virtual books

categorized according to the Dewey system. Each book presents a knowledge resource within

3dLife or on the regular World Wide Web. If you pick the book for Pandia, Google will open

the Pandia Web site within the frame of a virtual painting hanging on the wall in the virtual

library. However, Google admits that many users may find this too complicated.

Google Goggles

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Apparently Google is preparing a new revolutionary product called Google Goggles, an

interactive visor which will display Internet content in three dimensions.

A 3D mouse lets you move effortlessly in all dimensions. Move the 3D mouse controller cap

to zoom, pan and rotate simultaneously. The 3D mouse is a virtual extension of your body -

and the ideal way to navigate virtual worlds like Second Life.

The Space Navigator is designed for precise control over 3D objects in virtual worlds. Move,

fly and build effortlessly without having to think about keyboard commands, which makes

the experience more lifelike.

3D MOUSE

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Hands on: Exit Reality:

The idea behind ExitReality is that when browsing the web in the old-n-busted 2D version

you're undoubtedly using now, you can hit a button to magically transform the site into a 3D

environment that you can walk around in and virtually socialize with other users visiting the

same site. This shares many of the same goals as Google's Lively (which, so far, doesn't seem

so lively), though ExitReality is admittedly attempting a few other tricks.

Installation is performed via an executable file which places ExitReality shortcuts in Quick

Launch and on the desktop, but somehow forgets to add the necessary ExitReality button to

Firefox's toolbar . After adding the button manually and repeatedly being told our current

version was out of date, we were ready to 3D-ify some websites and see just how much of

reality we could leave in two-dimensional dust.

3D SHOPPING SITE

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Exit Reality is designed to offer different kinds of 3D environments that center around

spacious rooms that users can explore and customize, but it can also turn some sites like

Flickr into virtual museums, hanging photos on virtual walls and halls. Strangely, it's treating

Ars Technical as an image gallery and presenting it as a malformed 3D gallery .

3D SHOPPING SITE

3D Shopping is the most effective way to shop online. 3DInternet dedicated years of

research and development and has developed the worlds' first fully functional, interactive and

collaborative shopping mall where online users can use our 3DInternet's Hyper-Reality

technology to navigate and immerse themselves in a Virtual Shopping Environment. Unlike

real life, you won't get tired running around a mall looking for that perfect gift; you won't

have to worry about your kids getting lost in the crowd; and you can finally say goodbye to

waiting in long lines to check out.

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Pictorial view of 3D Seminar

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CHAPTER-8

CONCLUSION

3D Internet, also known as virtual worlds, is a powerful new way for you to reach consumers,

business customers, co-workers, partners, and students. It combines the immediacy of

television, the versatile content of the Web, and the relationship-building strengths of social

networking sites like Face book. Yet unlike the passive experience of television, the 3D

Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D

experiences that replicate (and in some cases exceed) real life.

Provided an overview of concept of 3D Internet

At this point of time we are facing an unique opportunity of evolution of internet

towards much more versatile, interactive and usable version i.e 3D INTERNET.

There are still many research challenges on the way.

We can use the existing hype as the driver of research and realization of 3D

INTERNET.

3D internet is a step ahead to future which could serve for not only as metaverse but

will change the way we perceive internet of today.

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CHAPTER-9

REFERENCES

Ch.Bouras & A.philopoulos. Distibuted virtual reality environments for distance

education 2000.

http://vimeo.com/designingdigitally/3dvctfeatures

www.google.com

www.3dconnexion.com

www.seminarsonly.com

www.i3dnow.com

http://www.wikipedia.org/

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