3D Internet: Dept - of Cs&E, Cit Mandya 2018-19
3D Internet: Dept - of Cs&E, Cit Mandya 2018-19
3D Internet: Dept - of Cs&E, Cit Mandya 2018-19
CHAPTER 1
INTRODUCTION
1.1 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.
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.
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.
The following diagram depicts the nature of web 1.0 and web 2.0.
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 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:
CHAPTER 2
3D INTERNET
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.
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.
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. people attend seminer in the virtual world /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.
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.
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.
2.2.4 Clients
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.
CHAPTER 3
INTELLIGENT ENVIRONMENTS
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,
userbehavior 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. 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 and improves multimedia-information
retrieval.
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
SOLUTION
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.
5.2 Hardware
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 range of 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 move the 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.
fig 1.6 A user using a Vision Station to interact with the 3D world.
CHAPTER 6
include:
CHAPTER 7
APPLICATION OF 3D INTERNET
7.1 Education
7.2 Religion
Religious organizations can make use of the 3D Internet to open virtual meeting places
within specified locations.
7.3 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 it’s users to play in the 3D environment.
7.5 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.