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3dinternetreport1

The document discusses the concept of the 3D Internet, highlighting its potential to revolutionize online interaction by providing immersive virtual environments for communication, business, and entertainment. It outlines the evolution from Web 1.0 to Web 3.0, emphasizing the need for a more intuitive and interactive online experience that leverages 3D graphics. The paper also addresses the technical challenges and opportunities associated with implementing the 3D Internet, suggesting that it could significantly enhance user engagement and commercial activities.

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0% found this document useful (0 votes)
14 views

3dinternetreport1

The document discusses the concept of the 3D Internet, highlighting its potential to revolutionize online interaction by providing immersive virtual environments for communication, business, and entertainment. It outlines the evolution from Web 1.0 to Web 3.0, emphasizing the need for a more intuitive and interactive online experience that leverages 3D graphics. The paper also addresses the technical challenges and opportunities associated with implementing the 3D Internet, suggesting that it could significantly enhance user engagement and commercial activities.

Uploaded by

jithugirish3424
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 34

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TABLE OF CONTENTS
TITLE PAGE NO.

CHAPTER 1.

INTRODUCTION -------------------------------------------------------------------------- 1-6


1.1 What is 3D Internet -------------------------------------------------------------------- 2 - 3
1.2 Why 3D Internet now ------------------------------------------------------------------ 3 - 5

CHAPTER 2.

EVOLUTION OF 3D INTERNET ------------------------------------------------------7-9


2.1 Web 1.0 ------------------------------------------------------------------------------------- 7
2.2 Web 2.0 ------------------------------------------------------------------------------------- 7
2.3 Web 3.0 ------------------------------------------------------------------------------------- 7
2.4 some other technical evolution ------------------------------------------------------ 8 - 9

CHAPTER 3.

LITERATURE SURVEY ----------------------------------------------------------------- 10


3.1 Existing Technology (with its disadvantages) --------------------------------------- 10
3.2 Proposed Technology -------------------------------------------------------------------- 10

CHAPTER 4.

IMPLEMENTATION ----------------------------------------------------------------- 11-16


4.1 How is 3d internet implemented? ------------------------------------------------ 11 - 15
4.1.1 Networking and Distributed Comput- ing --------------------------------- 11
4.1.1.1 Latency Minimization ------------------------------------------------------------- 12
4.1.1.2 Security and Trust ------------------------------------------------------------- 12 - 13
4.1.2 Intelligent Environments ------------------------------------------------------- 13 - 14
4.1.2.1 Intelligent Services ------------------------------------------------------------------ 14
4.1.2.2 Intelligent Agents and Rendering -------------------------------------------- 14 - 15
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4.2 Implementation using VRML technology ---------------------------------------- 15 -16


4.2.1 Introduction of VRML technology -------------------------------------------------- 15
4.2.2 File structure of VRML technology ---------------------------------- --------- 15 - 16
4.2.3 Simple code in VRML technology -------------------------------------------------- 16

CHAPTER 5.

TECHINICAL ASPECTS ---------------------------------------------------------------- 17

CHAPTER 6.

3D INTERNET CHALLENGES -------------------------------------------------- 18 - 19


6.1 Platform Performance ------------------------------------------------------------------- 18
6.2 Simulation Services --------------------------------------------------------------------- 18
6.3 User Created Content -------------------------------------------------------------- 18 - 19
6.4 Ecosystem -------------------------------------------------------------------------------- 19

CHAPTER 7.

APPLICATION ----------------------------------------------------------------------- 20 - 30

CHAPTER 7.

CONCLUSION ---------------------------------------------------------------------------- 31

CHAPTER 8.

REFERENCES ---------------------------------------------------------------------------- 32
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CHAPTER – 1
INTRODUCTION

INTRODUCTION
The success of 3D communities and mapping applications, combined with the falling costs of
producing 3D environments, are 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 cyberspace 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 significant 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 participants 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 communities.
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 interface (CLI) and
gopher two decades ago. While the concept 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. From this perspective,
the 3D Internet can be seen as the evolutionary end point of ongoing efforts
[1]
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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 enormous 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 interest 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.

1.1 What is 3D Internet?

➢ 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.
➢ 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.

[2]
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1.2 Why 3D Internet now?

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 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 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 organizing

[3]
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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 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 relation- ships. Another important point is the Webplace
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 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. 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 3D Internet is enormous.
➢ 3D Internet more suitable than a document repository for providing an interactive
virtual environment for services, interaction, and communication.
❖ Web pages Blogs Facebook pages
(Static Docs Updated Docs Application Platform)
❖ E-mail SMS, IM Twitter, VoIP, Whitelist messaging ❖
WWW Web 2.0 3D Internet
[4]
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➢ 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 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. 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, respectively. 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. They may also facilitate various services such as e-mail,
instant messaging, and more. 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 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 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.
Clients: browser-like viewer programs running on users‘ computers with extensive
networking, caching, and 3D rendering capabilities. Additional components of the 3D
Internet include web- places (replacing websites) and 3D object creation/editing software,

[5]
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i.e. easy-to-use 3D modeling and design pro- grams such as Sketch-Up and standardized
mark-up lanxiiauges and communication protocols. Emergence of new software and tools
in addition to the ones mentioned should naturally be expected.

A graphical depiction of the proposed 3D Internet architecture.

[6]
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CHAPTER-2 EVOLUION OF 3D INTERNET

EVOLUION OF 3D INTERNET
➢ Web 1.0 :

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. comfor
graphic design issues, Microsoft.com for Windows issues, and CNN.com for news.

➢ 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, Open Laszlo, Flex 3 or similar rich media. Web
2.0has become popular mainly because of its rich look, and use of the Best GUI‘s.

➢ 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.
Another major leap in the Web 3.0 is the introduction of the 3D Internet into the web,
hence these would replace the existing Web Pages with the Web Places.

[7]
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Web 1.0 Web 2.0 Web 3.0

Functionality Companies publish People publish info Integration of data


limited webpages for for other users.. over the internet
large num of users.. from various means..

Usage Adobe.com for YOUTUBE Integration of


graphics Flickr devices : cellphones,
Microsoft.com Wikipedia cars etc.. High
for Accessibility
windows..CNN.com
for news
Extensibility Up to ‗n‘ users up to ‗n‘ users Up to ‗n2‘ users

Tabular representation of web 1.0, web 2.0 & web 3.0

➢ CLI GUI 3D Internet

[8]
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➢ Gopher, IRC WWW 3D Internet

➢ From abstract documents organized hierarchically

[9]
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CHAPTER-3 LITERATURE SURVEY

LITERATURE SURVEY
3.1 Existing Technology (with its disadvantages)
# 2D Technology……( ―FLAT‖)
❖ Less Interactive (less images).
❖ More wastage of time (Handling mouse).
❖ Lack of Proper Representation
(Ex: Online Shopping)
❖ No Privacy / Security
(Ex: online payment)

3.2 Proposed Technology


# 3D Technology……..(for Internet)
❖ More Interactive (Comfort level is more).
❖ Reduced mouse movements.
❖ Simple yet Effective representation.
(3D Images)
❖ Security Increased Speed of working.

Difference between 2D & 3D

[ 10 ]
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CHAPTER- 4 IMPLEMENTATION

4.1 How is 3d internet implemented?


➢ Using available virtual platform.
➢ By using artificial intelligence.
➢ By using eyewear like Google Glass.
➢ Using sensors and holographic image projection.

4.1.1 Networking and Distributed Computing


The conventional web caching approaches will not be adequate for the needs of the 3D Internet
environment consisting of 3D worlds, which may be hosted on different servers.
One challenge stems from the fact that avatars contain significantly more information about the
user who is visiting a 3D world than cookies do about a 2D web site visitor. For instance,
avatars contain information about appearance (e.g. height, clothing) and behavior (e.g. visible,
open for conversation). As avatars move between worlds, caching will be needed in server-to-
server interactions to enable fast and responsive transition between worlds. This will be
intensified by avatars carrying objects (e.g. a bicycle) or virtual companions (e.g. a virtual dog)
with them, which will require the transfer of large volumes of information in a short time when
changing world. Another challenge is related to the fact that some virtual objects or companions
are essentially not static documents but running programs. They have code that defines how
they react to certain inputs, and they have a partly au- tonomous behavior. Thus, when an avatar
and its compan- ions move to a world, the world server (or servers) needs to execute the
corresponding code. This raises a number of interesting research problems: how can we safely
run potentially untrusted code (for instance, when the virtual companions are user-generated
and custom built)? How will the economics of such transactions be handled? How can we move
running code between different world servers without fatally disrupting its execution?
Platforms will be needed that allow the dynamic deployment of potentially untrusted
computation at globally dispersed servers, in a fast, secure and accountable manner.

[ 11 ]
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4.1.1.1 Latency Minimization


As the 3D Internet will increase the reliance on graphics and interactivity, it will be crucial that
the latency that clients observe when interacting with servers is minimized. It has been known
from existing implementations such as SL that high latency incurs low responsiveness and
reduced user satisfaction. Therefore, the network has to be designed intelligently to overcome
these challenges. We propose a hybrid peer-to-peer (P2P) approach to reduce server load and
ensure scalability of the 3D Internet infrastructure. It consists of three types of communica-
tions: client to server (C2S), server to server (S2S) and client to client (C2C) each with different
latency and band- width requirements. C2S communications (see Figure 1 red lines) are
bandwidth limited, frequently updated, and synchronous. Location and activity data as well as
use of in-world services will spend substantial amount of re- sources both at the client and
world servers. The avatar/ID server-client C2S communications (dash-dotted gray lines) are
less frequent and asynchronous. As an optimization, some portion of this communications can
be pushed to the backbone by facilitating S2S links between ID and world servers (solid gray
lines) triggered by clients and through intelligent caching. Additional S2S communications will
also take place on the backbones. The S2S in the case of universe location servers (dotted gray
lines) are expected to be relatively low load. Improving server independent C2C (P2P)
communication is one of the main solutions to the scalability problems. One example is the
information about avatars in the same space, which can be communicated more efficiently if
exchanged directly between the avatars‘ hosts, instead of through a central server. When the
user moves around other avatars can send their information as well as of others within the range
in a P2P fashion as depicted in Figure 2. For ex- ample, the avatars in circle L1 can send
information about the ones in L2 and they in turn about L3 as a dynamic intelligent caching
scheme.

4.1.1.2 Security and Trust


There is an array of alternatives for enabling the seamless and transparent authentication of
users, avatars, and other objects in the 3D Internet world. The Single Sign On con- cept
envisages users logging in only once, for example on a web page of an on-line service, and
visiting further services or web-based applications without the need to log in again. The user
can thus experience an unhindered, seamless usage of services. The key concept behind Single
Sign On is federation, denoting the establishment of common references between

[ 12 ]
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accounts or identities in different repositories or services. Microsoft Passport1 as well as several


other systems have been developed based on this concept. Earlier on, role based access control
(RBAC) had been devised to allow authentication not based on user identities, but rather based
on the class (or classes) they belong to. The studies [5,8] are closer to the 3D Internet paradigm
as they focus on challenges imposed by applying RBAC to open, large- scale systems.
Attribute-based access control makes access control decisions based on user attributes and their
combi- nations, allowing more fine-grained access control. Driven by the users‘ growing
privacy concerns regarding the handling of their authentication information, user-centric iden-
tity management approaches such as CardSpace2 have recently gained popularity. These go
beyond the federation concepts to allow individual users to retain full control over their own
identity management, without requiring the presence of an external provider.

A P2P communication scheme on a world in the 3D Internet.

4.1.2 Intelligent Environments


Emerging fields such as ubiquitous computing and ambient intelligence draw heavily from
adaptive and intelligent algorithms. They are concerned with computing and net- working
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 inter- faces. The 3D Internet, which
is a virtual ubiquitous computing environment, provides the perfect testbed for developing
these ideas and emulating them in realistic 3D set- tings with real users.

[ 13 ]
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4.1.2.1 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 depend- ing 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 usercentered 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.

4.1.2.2 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 modelling artificial agents and avatars that act life-like
and show a behaviour that would be considered natural and human-like. First attempts in this
direction have already been made in the context of computer games. Here, ma- chine 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

[ 14 ]
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describe their activities in the virtual game world. Statistical analysis of this traffic and a
derivation of a generative model therefrom 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.

4.2 Implementation using VRML technology

4.2.1 Introduction of VRML technology


➢ What is VRML?
VRML is the Virtual Reality Modelling Language, a system for describing 3D scenes
on the Web. Using text files in a similar format to the HTML which you have been
studying, VRML allows a browser to produce the illusion of a three dimensional
environment.
➢ HOW TO USE IT?
The very first thing you need is a VRML browser, to view your worlds, as well as other
peoples. The most popular one is Cosmo Player from Cosmo
Software (Win95/NT).

The next thing you need to do is create your own worlds. There are two ways of doing
this. First, you could use one of the many VRML authoring tools, which are like 3D
modellers in which you can build your world.
The other way is to code it by hand. All you need for this is a text editor, such as notepad
or WordPad. Simply type in the code as shown, and save it as filename.wrl.
You can then load this into your browser and take a look!

4.2.2 File structure of VRML technology ➢


VRML files contains:
❖ The file header
❖ Comments - notes to yourself
❖ Nodes - nuggets of scene information
❖ Fields - node attributes you can change

❖ Values - attribute values


[ 15]
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4.2.3 Simple code in VRML technology

VRML for coordinating nodes – The transformation


A simple text language for describing 3-D shapes and interactive environments
#VRML V2.0 utf8
#A Cylinder Shape
{
appearance Appearance
{
NODE FIELD
geometry Cylinder
{
Height
2.0 radius VALUES
1.5
}
}
}

Dimension ‗x‘ Liquid Reality browser supports VRML code

[ 16 ]
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CHAPTER-5 TECHNICAL ASPECTS

➢ SPEED
Not many countries in the world are in as state to fulfil the internet
speeds required for implementing 3D internet. Introduction of 3G technology
can solve this problem.

➢ HARDWARE
With the inclusion of 3D internet there would be difficulty in viewing
3D objects in 2D display devices. Use of 3D googles and vision stations can
solve this problem

➢ Web 3.0

➢ VRML ( Virtual Reality Modeling Language)

➢ Blaxun server

➢ Java Applet

➢ HTTP ( allows HTML files, scripts, etc.. To be added and transmitted)

[ 17 ]
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CHAPTER-6 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.

6.1 Platform Performance


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

6.2 Simulation Services


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

6.3 User Created Content


➢ Portability across worlds

➢ Easy-to-use tools
➢ Realistic rendering

[ 18 ]
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6.4 Ecosystem
➢ Stimulation standards
➢ 3D browser standards
➢ Identity with anonymity

[ 19 ]
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CHAPTER-7 APPLICATION

➢ E-commerce

❖ Product visualization

❖ 3D virtual shops

❖ Interactive demos

❖ 3D ―banner ads

➢ Training

❖ Web-based training using interactive 3D

➢ Games
❖ Multi-player, fully 3D

➢ Entertainment
❖ Streaming 3D animation (much lower bandwidth than video, can run full screen,
can have interactivity)

➢ Social interaction
❖ 3D chat spaces

➢ Education
❖ Virtual ―field trips
❖ Distance education as well as on-campus
❖ Virtual ―experiments for physical sciences
❖ Historical recreation for social sciences
❖ 3D data visualization for various fields

[ 20 ]
➢ Google's new three dimensional virtual reality :

anyone putting on "the Goggles" - as the insiders call them - will be immersed in a three
dimensional "stereo-vision" virtual reality called 3dLife. 3dLife is a pun referring to the three
dimensional nature of the interface, but also a reference to the increasingly popular Second Life
virtual reality.
The "home page" of 3dLife is called "the Library", a virtual room with virtual books
categorized according to the Dewey system. Each book presents a knowledge resource within
3dLife or on the regular World Wide Web. If you pick the book for Pandia, Google will open
the Pandia Web site within the frame of a virtual painting hanging on the wall in the virtual
library. However, Google admits that many users may find this too complicated.

Google Goggles

[ 21 ]
Apparently Google is preparing a new revolutionary product called Google Goggles, an
interactive visor which will display Internet content in three dimensions.
A 3D mouse lets you move effortlessly in all dimensions. Move the 3D mouse controller cap
to zoom, pan and rotate simultaneously. The 3D mouse is a virtual extension of your body -
and the ideal way to navigate virtual worlds like Second Life.
The Space Navigator is designed for precise control over 3D objects in virtual worlds. Move,
fly and build effortlessly without having to think about keyboard commands, which makes the
experience more lifelike.

3D MOUSE

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Hands on: Exit Reality:
The idea behind ExitReality is that when browsing the web in the old-n-busted 2D version
you're undoubtedly using now, you can hit a button to magically transform the site into a 3D
environment that you can walk around in and virtually socialize with other users visiting the
same site. This shares many of the same goals as Google's Lively (which, so far, doesn't seem
so lively), though ExitReality is admittedly attempting a few other tricks.
Installation is performed via an executable file which places ExitReality shortcuts in Quick
Launch and on the desktop, but somehow forgets to add the necessary ExitReality button to
Firefox's toolbar . After adding the button manually and repeatedly being told our current
version was out of date, we were ready to 3D-ify some websites and see just how much of
reality we could leave in two-dimensional dust.

3D SHOPPING SITE

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Exit Reality is designed to offer different kinds of 3D environments that center around spacious
rooms that users can explore and customize, but it can also turn some sites like Flickr into
virtual museums, hanging photos on virtual walls and halls. Strangely, it's treating Ars
Technical as an image gallery and presenting it as a malformed 3D gallery .

3D SHOPPING SITE

3D Shopping is the most effective way to shop online. 3DInternet dedicated years of research
and development and has developed the worlds' first fully functional, interactive and
collaborative shopping mall where online users can use our 3DInternet's Hyper-Reality
technology to navigate and immerse themselves in a Virtual Shopping Environment. Unlike
real life, you won't get tired running around a mall looking for that perfect gift; you won't have
to worry about your kids getting lost in the crowd; and you can finally say goodbye to waiting
in long lines to check out.

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A 3D seminar typically refers to an event or presentation that explores topics related to
three-dimensional (3D) technology, design, or applications. It can cover various areas like 3D
modeling, animation, printing, virtual reality (VR), or 3D design in industries like gaming, film,
architecture, or engineering.

Purpose of the Seminar:

• Education: Teach new techniques, technologies, or trends.


• Networking: Bring together professionals and enthusiasts to exchange ideas, job
opportunities, and collaborate.
• Showcase: Demonstrate new products, tools, or innovations in 3D technology.

Pictorial view of 3D Seminar

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3D multiplayer game technology involves a combination of several key technologies and
techniques to enable players to interact with each other and the game world in three
dimensions, all in real time. This type of game is commonly found in genres like first-person
shooters, role-playing games (RPGs), and massive multiplayer online games (MMOs). Here's
a breakdown of the key technologies that power 3D multiplayer games

Examples of 3D Multiplayer Games:

• Fortnite: A battle royale game with real-time multiplayer in a 3D environment, using


Unreal Engine’s networking features.
• Minecraft: A voxel-based game with both single-player and multiplayer experiences,
where players build and explore 3D worlds together.
• World of Warcraft: An MMORPG that lets thousands of players interact with each
other in a shared 3D world.
• Call of Duty: A first-person shooter with highly detailed 3D environments and fast-
paced multiplayer action.
• PUBG: A competitive battle royale game where up to 100 players fight in a large open
world, scavenging for weapons and items to be the last person or team alive.

3D Multi-player game

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3D banner ads are a type of digital advertisement that incorporates three-dimensional
elements or animations into traditional banner ad formats. These ads aim to grab the
viewer's attention by offering a more interactive and engaging experience compared to
static 2D banner ads.

3D banner ads use three-dimensional graphics, animations, and effects to create a more
dynamic and visually appealing ad experience. Instead of a simple static image or 2D
animation, 3D ads add depth and movement, often providing the illusion of interaction or
immersion.

They are typically used in:

• Website banners
• Display ads
• Mobile ads
• Interactive media formats

3D ―banner ads

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Enhancing Learning with Immersive 3D Art is an exciting approach to education that
leverages cutting-edge technology to engage students, promote active learning, and deepen
understanding of complex subjects. By incorporating 3D art and immersive experiences,
educators can create more interactive, dynamic, and memorable lessons.
Immersive 3D art offers an exciting and innovative way to enhance learning by making
abstract concepts more tangible, providing engaging interactive experiences, and fostering
creativity. Whether through virtual reality, augmented reality, or interactive 3D models,
these technologies create deeper, more memorable learning experiences for students. As
technology continues to evolve, the possibilities for immersive learning are virtually
limitless.

Enhance Learning with Immersive 3D Art

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3D Chat Spaces are virtual environments or platforms that allow users to interact with each
other in a 3-dimensional space, offering an immersive experience compared to traditional 2D
chat rooms or messaging apps. These spaces integrate 3D graphics, avatars, and often, real-time
communication features like text, voice, or video chat, creating an interactive, dynamic setting
where users can engage in conversations, games, or other activities.
3D chat spaces are revolutionizing how people interact online, combining social
networking with immersive, interactive virtual worlds. Whether for casual conversations,
learning environments, gaming, or business meetings, these spaces offer unique and
engaging ways for individuals to connect and collaborate. The growing accessibility of
virtual reality (VR) and augmented reality (AR) will likely continue to enhance these
experiences, making them even more lifelike and interactive in the future.

3D Chat Spaces

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3D Data Visualization Graphs are a powerful way to represent complex datasets using three-
dimensional space, enabling a deeper understanding of patterns, trends, and relationships within
the data. Unlike traditional 2D graphs, 3D visualizations allow for the inclusion of an additional
data dimension, creating more immersive, interactive, and insightful presentations.

Advantages of 3D Data Visualization

• Enhanced Understanding: The extra dimension helps users understand complex


relationships and interactions between variables, making it easier to identify trends or
anomalies.
• Improved Interaction: 3D graphs allow for interactive exploration, such as rotating,
zooming, and clicking, which lets users analyze the data from different angles and
perspectives.
• Data Density: With three dimensions, more data can be represented in a single
visualization, reducing clutter and making it easier to compare multiple variables.
• Engagement: 3D visualizations are more engaging and can make presentations or
reports more impactful, especially when dealing with large or intricate datasets.

3D Data Visualization Graph


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CHAPTER-8
CONCLUSION

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.

➢ Provided an overview of concept of 3D Internet


➢ At this point of time we are facing an unique opportunity of evolution of internet towards
much more versatile, interactive and usable version i.e 3D INTERNET.
➢ There are still many research challenges on the way.
➢ We can use the existing hype as the driver of research and realization of 3D
INTERNET.
➢ 3D internet is a step ahead to future which could serve for not only as metaverse but
will change the way we perceive internet of today.

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CHAPTER-9
REFERENCES

➢ Ch.Bouras & A.philopoulos. Distibuted virtual reality environments for distance


education 2000.

➢ http://vimeo.com/designingdigitally/3dvctfeatures

➢ www.google.com

➢ www.3dconnexion.com

➢ www.seminarsonly.com

➢ www.i3dnow.com

➢ http://www.wikipedia.org/

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