3D Internet Final Report
3D Internet Final Report
BELGAUM
A
Seminar Report
On
“3D INTERNET”
Submitted by
SUMAIYA SULTANA
(3KB18CS060)
Certificate
This is to certify that SUMAIYA SULTANA(3KB18CS060) has
Guide H.O.D.
SUMAIYA SULTANA
(3KB18CS060)
3D INTERNET
CHAPTER -1
INTRODUCTION
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.
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 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.
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.
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.
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.
Fig 1.2
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.
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.
2.5 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.
CHAPTER 3
INTELLIGENT ENVIRONMENTS
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.
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.
CHAPTER 5
SOLUTIONS
5.1 SPEED
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.
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:
An inconsistent means for enabling in-world participants to easily interact with and
access video, rich multimedia, and Web content.
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.
CHAPTER 8
APPLICATIONS OF 3D INTERNET
8.1 EDUCATION
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.
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.
CHAPTER 9
EVOLUTION OF 3D INTERNET
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.
The following diagram depicts the nature of web 1.0 and web 2.0.
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.
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING Page 21
K.B.N COLLEGE OF ENGINEERING, KALABURAGI
3D INTERNET
The most well-known of the 40 virtual world platforms today is Second Life.
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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