3d Inter Net Book
3d Inter Net Book
Contents
1. Introduction 3
2. 3D Internet 4
2.2.4 Clients 9
3. Intelligent Environments 10
4. Technical Implications 12
4.1 Speed 12
4.2 Hardware 13
5. Solutions 13
5.1 Speed 13
5.2 Hardware 13
7 . Applications of 3D Internet 17
7.1 Education 17
7.2 Religion 17
7.3 Embassies 17
7.5 Arts 18
8. Conclusion 19
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.
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. 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 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 classe Engage in corporate or
community events 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 Participate in brand experiences that carry over to the real world.
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 straight forward 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 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
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 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.
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.
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 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.
A user using a Vision Station to interact with the 3D world. fig 1.6
7 Applications 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.
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