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3/16/23, 3:43 PM 3 d internet report

Ankur Prakash Singh



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3 d internet report
1. 1. A SEMINAR REPORT on 3D INTERNET Submitted for partial fulfillment of award of B.TECH Degree In Computer science & Engineering
SUBMITTED BY ANKUR PRAKASH SINGH SUBMITTED TO Mr. AMIT KUMAR GUPTA Mr. ARVIND CHAUHAN Department of Computer science
& Engineering NOIDA INSTITUTE OF ENGINEERING & TECHNOLOGY, GREATER NOIDA 2013-2014
2. 2. TABLE OF CONTENTS TITLE PAGE NO. CERTIFICATE ----------------------------------------------------------------------------- ( i ) ACKNOWLEDGEMENT
--------------------------------------------------------------- ( ii ) ABSTRACT -------------------------------------------------------------------------------- ( iii ) 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?

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------------------------------------------------ 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
3. 3. 4.1.2 Intelligent Environments ------------------------------------------------------- 13 - 14 4.1.2.1 Intelligent Services ----------------------------------------------------
-------------- 14 4.1.2.2 Intelligent Agents and Rendering -------------------------------------------- 14 - 15 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 - 25 CHAPTER 7.
CONCLUSION ---------------------------------------------------------------------------- 26 CHAPTER 8. REFERENCES -----------------------------------------------------
----------------------- 27
4. 4. CERTIFICATE This is to certify that the Seminar report entitled “ 3D INTERNET “ is submitted to Noida Institute of Engineering & Technology, Greater
Noida as a part of syllabus prescribed by Uttar Pradesh Technical University, Lucknow for the Degree of Bachelor of Technology (Computer Science &
Engineering) during the academic year of 2013-14, is a bonafide record of work done by ―ANKUR PRAKASH SINGH” under my supervision and guidance.
Mr. AMIT KUMAR GUPTA Mr. ARVIND CHAUHAN Lecturer, Dept. of Lecture, Dept. of Computer Science & Engineering Computer Science &
Engineering Place:- Date:- [ i ]
5. 5. ACKNOWLEDGEMENT First of all, I am grateful to The Almighty God for establishing me to complete this seminar. I wish to express my sincere thanks
to Dr. Parshant Singh, HOD, Department of Computer Science & Engineering, for his constant encouragement. I also thank Mr. Amit Kumar Gupta, Mr.
Arvind Chauhan Lecturer, Department of Computer Science & Engineering. I am extremely grateful and indebted to him for his expert, sincere and
encouragement extended to me. I take this opportunity to record our sincere thanks to all of the faculty member of the Department of Computer Science &
Engineering for their help and encouragement. I also place on record, my sense of gratitude to one and all who, directly or indirectly, have lent their helping
hand in this venture. [ ii ]
6. 6. ABSTRACT Also known as virtual worlds, the 3D Internet 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 World Wide Web, which has started as a document bank, is rapidly transforming to a full fledged virtual
environment that facilitates services, interaction, and communication.  Under this light, the Semantic Web and Web 2.0 movements can be seen as
intermediate steps of a natural evolution towards a new paradigm, the 3D Internet.  Here we Going to Present How to Implement 3D internet against 2D
Technology and present 3D methodologies [ iii ]
7. 7. 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 cy- berspace 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 ‖signifi- cant 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 partici- pants of the metaverse roadmap (MVR) who aim to explore multiple pathways
to the 3D enhanced web , the Croquet Consortium, as well as the VRML and X3D communi- ties. We envision a 3D Internet which will be to 2D graph- ical
user interface (GUI) and Web of today what 2D GUI and World Wide Web (WWW) were to command line in- terface (CLI) and gopher two decades ago.
While the con- cept seems incremental in the sense that it merely adds 3D graphics to the current Web, it is in fact revolutionary for it provides a complete
virtual environment that facilitates services, interaction, and communication. From this per- spective, the 3D Internet can be seen as the evolutionary end point
of ongoing efforts [ 1 ]
8. 8. such as Web 2.0 and Semantic Web. Our objective in this paper is to define the 3D Internet concept and discuss why it is a goal worth pursuing, what it does
entail, and how one can realize it. Along with its enor- mous potential the 3D Internet also opens many research challenges in order to become a reality.
Metaverses have recently caught the attention of gaming, advertisement, 3D design, and performing arts communities among others. However, it is difficult to
claim that the same level of in- terest has been raised in the areas of networking, machine learning, and distributed computing. Without overcoming these
engineering challenges and making a business case to stakeholders the 3D Internet is destined to be an aca- demic exercise and remain in the realm of science
fiction; a fate experienced by many initially promising concepts such as artificial intelligence or virtual reality. We discuss in the next section why stakeholders
such as communication and computing companies, research institutions, and online businesses should be interested and participate in the 3D In- ternet. In
Section 3, we present an example architecture as a starting point for the 3D Internet. Section 4 summarizes the engineering challenges and explores research
directions in various fields. The paper concludes with remarks in Section. 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. [
2]
9. 9.  3D Internet uses flexible architecture, open protocol and provides 3D Internet surfing experience. 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 ab- stract environment, there is no straightforward way of pro- viding a navigation scheme which would be immediately recognizable
to human beings. The situation is not any bet- ter when traveling between websites. Although the domain name system is somewhat helpful, using the web
today is no different than reading a telephone directory. Given the current situation the term web surfing is rather appropriate as we have no control over where
the web takes us with the next click. This has profound implications such as the reliance on back button in browsers which tantamounts to admitting that
navigating on the web is no different from a random walk. Another consequence is the emergence of search engines as a fundamental element of the Internet.
It is no surprise that Google is the most powerful Internet company of our times. There is actually a much better alternative way of orga- nizing data which
everybody [ 3 ]
10. 10. knows and uses. We spend all our lives in a 3D world navigating between places and or- ganizing objects spatially. We rarely need search engines to find
what we are looking for and our brains are naturally adept at remembering spatial relationships. Let us consider the following fictitious scenario on the 3D
Internet. Instead of a flat 2D desktop I can put my documents on my desk at home, where documents, desk, and home are ‖virtual‖ entities that are 3D
representations of real-world counter- parts with spatial relationships. Later, when the need of finding these documents arises, there is a high probability that I
can easily remember their location without resorting to additional processes such as search engines or a ―recent documents‖ folder. Obviously, it is very
difficult -if not impossible- to real- ize this scenario on the current Internet. We are there like 2D creatures living on flat documents not knowing where we are
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3/16/23, 3:43 PM 3 d internet report
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 peo- ple in a natural way. In this sense, the 3D Internet can be seen as a natural successor of Web 2.0. The metaverses such as SL can be
considered as pioneer- ing precursors of the 3D Internet. Yet, they already indicate its significant business opportunities. Not only existing on- line businesses
would benefit from the inherent interactive nature and spatial HCI paradigms of the 3D Internet but also a whole range of businesses such as fashion, real
estate, and tourism can finally start using the Internet effectively. We expect that the possibility of providing faithful 3D repre- sentations of products and
services will have revolutionary effects on online business to business and business to cus- tomer 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 ]
11. 11.  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 princi- ples and underlying
architecture of the current Internet as well as many semantic web concepts. The operational prin- ciples 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, respec- tively. 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 mes- saging, and more. Avatar/ID servers: virtual identity
management sys- tems containing identity and avatar information as well as inventory (not only in world graphics but also documents, pictures, e-mails, etc.)
of registered users and providing these to individual world servers and relevant client pro- grams (owner, owner‘s friends) while ensuring privacy and security
of stored information. Avatar/ID servers can be part of world servers. Universe location servers: virtual location management systems similar to and including
current DNS providing vir- tual geographical information as well as connection to the Internet via methods similar to SLurl. They can also act as a distributed
directory of the world, avatar servers and users. Clients: browser-like viewer programs running on users‘ computers with extensive networking, caching, and
3D ren- dering capabilities. Additional components of the 3D Internet include web- places (replacing websites) and 3D object creation/editing software, [ 5 ]
12. 12. i.e. easy-to-use 3D modeling and design pro- grams such as Sketch-Up and standardized mark-up lan- xiiauges and communication protocols. Emergence
of new software and tools in addition to the ones mentioned should naturally be expected. A graphical depiction of the proposed 3D Internet architecture. [ 6 ]
13. 13. 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 ]
14. 14. Web 1.0 Web 2.0 Web 3.0 Functionality Companies publish limited webpages for large num of users.. People publish info for other users.. Integration of
data over the internet from various means.. Usage Adobe.com for graphics Microsoft.com for windows..CNN.com for news YOUTUBE Flickr Wikipedia
Integration of devices : cellphones, cars etc.. High Accessibility 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 ]
15. 15.  Gopher, IRC WWW 3D Internet  From abstract documents organized hierarchically [ 9 ]
16. 16. 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 ]
17. 17. 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 Comput- ing The conventional web
caching approaches will not be adequate for the needs of the 3D Internet environment con- sisting of 3D worlds, which may be hosted on different servers.
One challenge stems from the fact that avatars con- tain 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 ap- pearance (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 bicy- cle) or virtual companions (e.g. a virtual dog) with them, which will require the transfer of large volumes of
informa- tion in a short time when changing world. Another challenge is related to the fact that some vir- tual objects or companions are essentially not static
docu- ments 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 po- tentially untrusted code (for instance, when the virtual com- panions 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 ]
18. 18. 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 in- telligently to overcome these challenges. We propose a hybrid peer-to-peer (P2P)
approach to re- duce 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) communica- tion is one of the main
solutions to the scalability prob- lems. 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 intel- ligent 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 fed- eration, denoting the establishment of common
references between [ 12 ]
19. 19. accounts or identities in different repositories or services. Microsoft Passport1 as well as several other sys- tems 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 stud- ies [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 han- dling of their authentication information, user-centric iden- tity management
approaches such as CardSpace2 have re- cently gained popularity. These go beyond the federation concepts to allow individual users to retain full control over
their own identity management, without requiring the pres- ence of an external provider. A P2P communication scheme on a world in the 3D Internet. 4.1.2
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Intelligent Environments Emerging fields such as ubiquitous computing and ambi- ent 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 comput- ers to a variety of devices accessible via intelligent inter- faces. The 3D Internet, which is a virtual ubiquitous com- puting
environment, provides the perfect testbed for devel- oping these ideas and emulating them in realistic 3D set- tings with real [ 13 ]
20. 20. users. 4.1.2.1 Intelligent Services In the case of the 3D Internet, the concept of intelligent en- vironments 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 infor- mation 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 vir-
tual 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, an- ticipations of user activities, and convincing simulations. In terms of user-centered services, it is not hard to imag- ine 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 sys- tems for e-commerce or social networking that rely on col- laborative filtering. Based on user
provided ratings or an analysis of typical usage patterns, goal directed, intelli- gent 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 per- sonalized but also be presented and 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, ma- chine learning has been shown to provide
an auspicious av- enue . The network traffic generated by a group of people playing a multiplayer game contains all the data necessary to [ 14 ]
21. 21. describe their activities in the virtual game world. Sta- tistical analysis of this traffic and a derivation of a gener- ative model therefrom allows for
implementing agents that are perceived to act more human-like. Corresponding ap- proaches 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 [ 15]
22. 22.  Values - attribute values 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 { geometry Cylinder { Height 2.0 radius
1.5 } } } Dimension ‗x‘ Liquid Reality browser supports VRML code [ 16 ] NODE FIELD VALUES
23. 23. CHAPTER-5 TECHNICAL ASPECTS  SPEED Not many countries in the world are in as state to fulfill 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 ]
24. 24. 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 [ 18 ]
25. 25.  Easy-to-use tools  Realistic rendering 6.4 Ecosystem  Stimulation standards  3D browser standards  Identity with anonymity [ 19 ]
26. 26. 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 ]
27. 27.  Google's new three dimensional virtual reality : nyone putting on "the Googgles" - 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 ]
28. 28. 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 [ 22 ]
29. 29. 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 [ 23 ]
30. 30. 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. [ 24 ]
31. 31. Pictorial view of 3D Seminar [ 25 ]
32. 32. 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. [ 26 ]
33. 33. 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/ [ 27 ]
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