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VISVESVARAYA TECHNOLOGICAL UNIVERSITY

BELGAUM

A
Seminar Report
On

“3D INTERNET”
Submitted by

SUMAIYA SULTANA
(3KB18CS060)

Under the Guidance of

PROF. ASRA SARWATH


M.Tech (CSE)

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING


KHAJA BANDANAWAZ COLLEGE OF ENGINEERING,
GULBARGA 585104
2021-2022
Khaja Education Society’s
KHAJA BANDA NAWAZ COLLEGE OF ENGINEERING
Gulbarga 585 104

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

Certificate
This is to certify that SUMAIYA SULTANA(3KB18CS060) has

delivered the seminar entitled “3D INTERNET” for partial fulfillment of

Bachelor of Engineering in Computer science & Engineering prescribed by

Visvesvaraya Technological University, Belgaum for B.E VIIIth semester

during the year 2021-22.

Guide H.O.D.

Prof. Asra Sarwath Dr. Sameena Banu


M.Tech (CSE) M.Tech, Ph.D
Acknowledgement
First of all I would like to thank almighty “GOD” and my
beloved parents by degree of whom I reached the same of completion
of my seminar report.

A seminar report is never the product of the person whose


name appears in the cover. Many people have lend technical
assistance, advice and services.

I express my deep sense of gratitude to my guide Prof. Asra


Sarwath for her valuable suggestion and guidance in preparing this
seminar report.

I am very much thankful to Dr. Sameena Banu Head of the


department of Computer Science & Engineering for her constant
encouragement & help.

I am very much thankful to Dr. S.K Azam principal of Khaja


Bandanawaz Engineering College, for his constant encouragement &
help.

I Acknowledge all needed help provided by the staff members of


Computer science & Department in preparation of this seminar
report.

SUMAIYA SULTANA
(3KB18CS060)
3D INTERNET

CHAPTER -1
INTRODUCTION

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


the falling costs of producing 3D environments, am 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.
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING Page 1
K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

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

 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.

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3D INTERNET

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

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.

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K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

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 organizing data which everybody 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. Mother 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.

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K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

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 "fry 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.

 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- pies 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.

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3D INTERNET

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, 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.

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING Page 6


K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

CHAPTER 2
3D INTERNET: WHY?

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 dependant 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 exchange
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 cumbersome for large data sets.
Unfortunately, the Internet as we know is organized as a flat abstract mesh of
interconnected 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 provide the user immediate
navigational help. Otherwise, the user would get lost sooner or later. Since this is a very
abstract environment, there is no straightforward way of providing a navigation scheme
which would be immediately recognizable to human beings. The situation is not any
better 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 tantamount 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 ofour times.

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING Page 7


K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

There is actually a much better alternative way of organizing data which


everybody knows and uses. We spend all our lives in a 3D world navigating between
places and organizing 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 counterparts 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 realize 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 relationships. Another important point is the Web place metaphore of the
3D Internet which enables interaction between people 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 pioneering precursors of the 3D


Internet. Yet, they already indicate its significant business opportunities. Not only
existing online 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 representations of products and services will have
revolutionary effects on online business to business and business to customer
commercial activity. From virtual “try before buy” to “interactive shopping” the
commercial potential of the 3DInternet is enormous.

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING Page 8


K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

2.1 3D INTERNET: WHAT?


3D Internet shares the time-tested main principles and underlying architecture of
the current Internet as well as many semantic web concepts. The operational principles
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. We adopt here the terms universe, world, and webplace as 3D
counterparts of WWW, website, and sub domain, respectively. We describe each
component’s functionality briefly below and along with the fig 1.2.

Fig 1.2

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K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

Here, in the above picture, it can be seen that, people can attend seminars in the
virtual world / 3D internet, with the feel of a real presentation. And many such concepts
are getting lot of hype/ recognition in the Second Life. Second Life has also created few
Universities in it’s application, where a student can take a tour, attend seminar, listen to
lectures, free of cost. One such University is Ohio University located in Athens.

2.2 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 saging, and more.

2.3 AVATAR/ID SERVERS:

Virtual identity management systems 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 programs (owner, owner’s friends) while ensuring privacy and security of stored
information. Avatar/ID servers can be part of world servers.

2.4 Universe location servers:


Virtual location management systems similar to and including current DNS
providing virtual 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.

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K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

2.5 CLIENTS:
Browser-like viewer programs running on user’s computers with extensive
networking, caching, and 3D rendering capabilities. Additional components of the 3D
Internet include webplaces (replacing websites) and 3D object creation/editing software,
i.e. easy-to-use 3D modeling and design programs such as Sketch-Up and
standardized mark-up languages and communication protocols. Emergence of new
software and tools in addition to the ones mentioned should naturally beexpected.

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K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET

CHAPTER 3
INTELLIGENT ENVIRONMENTS

Emerging fields such as ubiquitous computing and ambient intelligence draw


heavily from adaptive and intelligent algorithms. They are concerned with computing and
networking 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 computers to a variety of devices accessible via intelligent
interfaces.

The 3D Internet, which is a virtual ubiquitous computing environment, provides


the perfect test bed for developing these ideas and emulating them in realistic 3D settings
with real users.

3.1 INTELLIGENT SERVICES

In the case of the 3D Internet, the concept of intelligent environments 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 information 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 depending 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 virtual 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, anticipations of user activities, and convincing simulations.

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3D INTERNET

In terms of user-centered services, it is not hard to imagine 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 systems for e-commerce or social
networking that rely on collaborative filtering. Based on user provided ratings or an
analysis of typical usage patterns, goal directed, intelligent searches and
recommendations are possible. This of course facilitates personalization of individual
users’ avatars andimproves multimedia-information retrieval.

2.2INTELLIGENT AGENTS AND RENDERING

In order to increase the users’ acceptance of services like the ones just mentioned,
they will not just have to be personalized but also be presented 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, machine learning has been shown to provide an auspicious
avenue. The network traffic generated by a group of people playing a multiplayer game
contains all the data necessary to describe their activities in the virtual game world.
Statistical analysis of this traffic and a derivation of a generative model there from allows
for implementing agents that are perceived to act more human-like. Corresponding
approaches can be applied to improve on the quality of virtual clerks and information
personnel.

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3D INTERNET

CHAPTER 4
TECHNICAL IMPLICATIONS
4.1 SPEED:

Internet speed is one of the most significant implications that are being faced by the
3D Internet. A research shows that not many countries in the world are in a state to
fulfill the internet speeds that are required for the implementation of the 3D Internet.
Here, in the below chart we can see the average broadband speed in various countries.

Fig 1.4

4.2 HARDWARE:

Hardware implications are not quite serious implications to be thought of, because the
main Hardware implication that we face to implement the 3D Internet is that the display
device used to display the images are 2D in nature, but with the inclusion of the 3D
internet there would be great difficulty to view the 3D objects in the 2D devices.

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3D INTERNET

CHAPTER 5
SOLUTIONS

5.1 SPEED

3G is the third generation of tele standards and technology for mobile


networking. 3G networks are wide-area cellular telephone networks that evolved to
incorporate high-speed Internet access and video telephony. It is expected that 3G will
provide higher transmission rates: a minimum speed of 2Mbit/s and maximum of
14.4Mbit/s for stationary users, and 348 kbit/s in a moving vehicle. Hence, with the
introduction of the 3G technology, the speed implications involved with the 3D Internet
would be solved in the near future.

5.2HARDWARE

Use of 3D goggles is one solution that can be employed to overcome the problem of
the Hardware implications. As we know there are various rangeof 3D goggles available
in the market, we can select from these wide variety of 3D goggles. And the cost of these
goggles is even very less, so this prospect can be considered in the preliminary stages of
the 3D Internet, later on these could be upgraded with the latest technologies which could
be used to implement/ display the 3D data.

Use of Vision Station as a monitor / display for the 3D Internet, Vision Station is a
computer display technology developed by Elumens that provides 180 degrees of
viewing angle for its users. Current computer screens have at most a 50-degree field of
view and needs the user to movethe controller in order to see the images that are not on
the screen. This motion is unnatural because in the real world, users use their peripheral
vision to see things beyond the direct line of sight. This new display technology will
address this limitation of standard computer monitors.

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A user interacting with a PC using the 3D Goggles.fig 1.5

A user using a Vision Station to interact with the 3D world.fig 1.6

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CHAPTER 6
OBSTACLES TO COMMERCIAL SUCCESS IN 3D
INTERNET
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 requiredis a means for making content readily
available to people not only atspecific 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. Becauseparticipants 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.

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CHAPTER-7
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.

7.1 PLATFORM PERFORMANCE


 FP intensive client/server
 Constant bandwidth
 Low latency

7.2 SIMULATION SERVICES


 Dense avtar scaling
 Diverse client types
 Unified graphics/physics

7.3 USER CREATED CONTENT


 Portability across worlds

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3D INTERNET

CHAPTER 8
APPLICATIONS OF 3D INTERNET

8.1 EDUCATION

3D Internet can be used as a platform for education by many institutions, such as


colleges, universities, libraries and government entities. There are subjects such as
chemistry and English in which Instructors and researchers would favor 3D Internet
because it is more personal than traditional distance learning.

8.2 RELIGION

Religious organizations can make use of the 3D Internet to open virtual meeting
places within specified locations.

8.3 EMBASSIES
We could create embassies in 3D Internet, where visitors will be able to talk face-to-
face with a computer-generated ambassador about visas, trade and other issues.

8.4 LIVE SPORT ENTERTAINMENT

Popular forms of live entertainment could also be placed into the 3D Internet. Many
sports allow the users to watch or participate in many popular activities. Sporting leagues
like Cricket, Football, Professional Wrestling, boxing, and auto racing could be placed in
the 3D Internet for its users to play in the 3D environment.

8.5 ARTS

The modeling in 3D Internet would allow the artists to create new forms of art, that in
many ways are not possible in real life due to physical constraints or high associated
costs. In 3D Internet artists could display their works to an audience across the world.
This has created an entire artistic culture on its own where many residents who buy or
build homes can shop for artwork to place there. Gallery openings even allow art patrons
to "meet" and socialize with the artist responsible for the artwork and has even led to
many real life sales. Live music performances could also be enabled in the 3D Internet.

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CHAPTER 9
EVOLUTION OF 3D INTERNET

9.1 WEB 1.0

Companies publish content that people consume (e.g. CNN). 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.com for graphic design
issues, Microsoft.com for Windows issues, and CNN.com for news. As personal
publishing caught on and went mainstream, it became apparent that the Web 1.0
paradigm had to change. shown fig 1.1.

9.2 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, OpenLaszlo, Flex or similar rich media. Web 2.0 has
become popular mainly because of it’s rich look, and use of the Best GUI’s. Shown fig
1.1.

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The following diagram depicts the nature of web 1.0 and web 2.0.

Fig 1.1 3D Internet

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 interactiveand 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.
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3D INTERNET

The most well-known of the 40 virtual world platforms today is Second Life.

It’s “in-world” resident’s number in the millions. As residents, they can:


➢ Remotely attend group meetings, training sessions, and educational classes

➢ Engage in corporate or community events

➢ View and manipulate statistical information and other data such as


biologicalor chemical processes in three dimensions
➢ Try out new products, electronic devices and gadgets

➢ Take part in virtual commerce

➢ Participate in brand experiences that carry over to the real world.

9.3 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.
This is just a random (possibly horrible) example of what Web 3.0 applications will
harness. Web 3.0 also aims at integrating various devices to the internet, the devices
include cell phones, refrigerators, cars, etc. Another major leap in the Web 3.0 is the
introduction of the 3D Internet into the web, hence these would replace the existing
WebPages with the web places.

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CHAPTER 10
CONCLUSIONS

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 interactiveand engaging. Virtual worlds provide
immersive 3D experiences that replicate(and in some cases exceed) real life.

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3D INTERNET
REFERENCES

1) http://www.activeworlds.com

2) http://www.computer.howstuffworks.com

3) http://www.web3event.com

4) http://www.pcmag.com

5) http://en.wikipedia.org

6) http://secondlife.com

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