3D-Internet REPORT
3D-Internet REPORT
A Seminar Report
Submitted by
DURGESH SINGH
in partial fulfilment for the award of the degree of
B.TECH
IN
At
APRIL, 2018
ABSTRACT
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.
Second Life is one such resource which is implementing the concept of the
3D Internet in its applications. And off late this application has been a great
success in the United States and is expected to affect the internet usage in a drastic
way.
Table of Contents
1. Introduction 4
1.1 Web 1.0 4
1.2 Web 2.0 4
1.3 Web 3.0 4
2. 3D Internet 6
2.1 3D Internet: Why? 7
2.2 3D Internet: What? 9
2.2.1 World servers 11
2.2.2 Avatar/ID servers 11
2.2.3 Universe location servers 11
2.2.4 Clients 11
3. Intelligent Environments 12
3.1 Intelligent Services 12
3.2 Intelligent Agents and Rendering 13
4. Technical Implications 14
4.1 Speed 14
4.2 Hardware 14
5. Solutions 15
5.1 Speed 15
5.2 Hardware 16
7. Applications of 3D Internet 18
7.1 Education 18
7.2 Religion 16
7.3 Embassies 18
7.4 Live sport entertainment 19
7.5 Arts 19
8. Conclusion 21
ACKNOWLEDGEMENT
I have taken efforts in this project. However, it would not have been possible without the
kind support and help of many individuals and organizations. I would like to extend my
sincere thanks to all of them.
I am highly indebted to Mr. Praveen for their guidance and constant supervision as well
as for providing necessary information regarding the project & also for their support in
completing the project.
I would like to express my gratitude towards my parents & member of RKGIT for their
kind co-operation and encouragement which help me in completion of this project.
DURGESH SINGH
CSE, 3rd year
1503310078
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 webplaces.
The following diagram depicts the nature of web 1.0 and web 2.0.
Fig 1.1
2 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.
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.
View and manipulate statistical information and other data such as biological or
chemical processes in three dimensions
Try out new products, electronic devices and gadgets Take part in virtual
commerce
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 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 organizing objects spatially. We rarely need search
engines to find what we are looking for and our brains are naturally adept at
remembering
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.
2.2.2 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.
2.2.3 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.
2.2.4 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 be expected.
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. 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.
3.2 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 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.
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.
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.
5.2 Hardware
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.
A user interacting with a PC using the 3D Goggles.fig 1.5
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.
7.4 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 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.
8 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
interactive and engaging. Virtual worlds provide immersive 3D experiences that
replicate (and in some cases exceed) real life.
9 References:
Websites:
http://www.activeworlds.com
http://www.computer.howstuffworks.com
http://www.web3event.com
http://www.pcmag.com
http://en.wikipedia.org
http://secondlife.com