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NETWORKED MEDIA AND
3D INTERNET
Presented by
Debkumar Bera
Roll - VU/PG/COS/VIS – 003
Vidyasagar University
OUTLINES
 Introduction
 Networked media
 Guided media
 Unguided media
 3D Internet
 Why we use 3D Internet
 Evolution of 3D Internet
 3D Internet Architecture
 Characteristics of 3D Internet
 Implementation of 3D Internet
 Applications of 3D Internet
 Conclusion
 References
INTRODUCTION
 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.
 3D Internet as an interactive virtual environment for
services, interaction, and communication. It is now the world's
largest public information network.
 3D Internet is actually a much better alternative way of
organizing data which everybody knows and uses.
 Computers and other telecommunication devices use signals to
represent data.
 These signals are transmitted from one device to another in
form of electromagnetic energy, which is propagated through
transmission media or networked media.
NETWORKED MEDIA
 Network media is a general term for all forms of
pathways that support network communications.
 It is the actual path over which an electrical signal
moves from one component to another.
Classification of networked media:
GUIDED MEDIA: TWISTED PAIR CABLE
 Twisted-pair cable consists of color-coded pairs of insulated
copper wires.
 Twisted-pair cable is the most common form of cabling found
on LANs today
 It is relatively inexpensive, flexible, and easy to install, and it
can span a significant distance before requiring a repeater.
 All twisted-pair cable falls into one of two categories: shielded
twisted-pair (STP) or unshielded twisted-pair (UTP).
Unshielded twisted-pair (UTP):
COAXIAL CABLE
 Its shielding, most coaxial cable has a high resistance to noise
 It is more expensive than twisted-pair cable because it requires
significantly more raw materials to manufacture.
The two most common coaxial cable types that have been used for
networking are RG-8 (thicknet) and RG-58 (thinnet).
Thicknet, or RG-8:
 It Also called thick wire Ethernet, is a rigid coaxial cable
approximately 1-cm thick that contains a solid copper core
 Thicknet is sometimes called “yellow Ethernet” or “yellow garden
hose”.
 IEEE designates Thicknet as 10Base5 Ethernet.
Thinnet or RG-58:
 Also known as thin Ethernet.
 Because of its black sheath, Thinnet may also be called “black
Ethernet”.
FIBER-OPTIC CABLE
 Contains one or several glass or plastic fibers at its center, or
core.
 Data is transmitted via pulsing light sent from a laser or light-
emitting diode (LED) through the central fibers.
Fiber cable variations fall into two categories:
Single Mode.
Uses a narrow core (less than 10 microns in diameter) through
which light generated by a laser travels over one path, reflecting
very little.
Multi Mode.
Contains a core with a diameter between 50 and 115 microns in
diameter; the most common size is 62.5 microns over which many
pulses of light generated by a laser or LED travel at different
angles.
UNGUIDED MEDIA: WIRELESS
 Unguided media transport electromagnetic waves without using
a physical conductor.
 This type of communication is often referred to as a Wireless
Communication.
Wireless transmission divided into three groups.
Radio waves:
Radio waves are used for multicast communications, such as radio
and television.
Micro waves:
Microwaves are used for unicast communication such as cellular
telephones, satellite networks, and wireless LANs.
Infrared:
Infrared signals can be used for short- range communication is a
closed area using line-of-sight propagation.
3D INTERNET
 3D Internet is the next generation after the current 2d
web.
 It Combination of two Powerful forces,
The Internet
3D Graphics
 It consists of interconnected services, presented as virtual
worlds.
 It is incredibly social.
 The concept is that adds 3D graphics to the current web.
If we reading a document, we can see other people reading
the same document. We connect organically with other
people that share us interests and consume the same
services that i do.
WHY WE USE 3D INTERNET
 Get everything at finger tip.
 Ease of use.
 Enables interaction between people in a natural way
 To converge physical world and virtual world.
 Natural organization of objects and data.
EVOLUTION OF 3D INTERNET
Web 1.0
Web 2.0
Web 3.0/3D Internet
Internet XD
Immersive
Interactive
Static
CLI
(gopher)
Interactivity
Basic
GUI
3-D digital
experience
Hybrid
virtual/real
world
experience
Richness of user experience
WEB 1.0
The web was created in 1989 by Sir Tim Berners-Lee, working at
CERN (The European Organization for Nuclear Research) in
Geneva, Switzerland
 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.
 The Web 1.0 or WWW is a system of interlinked,
hypertext documents accessed via the Internet.
 It could be considered the “read-only web.”
 The goal for a website was to establish an online
presence and make their information available to
anyone at any time.
WEB 2.0
Stephen Fry (actor, author, and broadcaster) describes
Web 2.0 as “an idea in people’s heads rather than a
reality”.
 It can be considered as the “read-write” web.
 It is improved form of the WWW.
 Ability to contribute content and interaction with
other web users.
 Technologies such as weblogs (blogs), wikis, podcasts,
social software, web APIs, and online web services
such as eBay and Gmail provide enhancements over
read-only websites.
WEB 3.0
 It would be something akin to a “read-write-execute”
web.
 That has been describe the evolution of Web usage
and interaction that includes transforming the Web
into a database.
 It is influence of artificial intelligence technologies,
the Semantic web, the Geospatial Web, or the 3D
web.
3D INTERNET ARCHITECTURE
 World servers:
 Provide user- or server-side created, static and dynamic content
making up the specific web place (3D environment).
 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.
 Providing these to individual world servers and relevant client
programs (owner, owner’s friends) while ensuring privacy and
security of stored information. Avatar/ID servers can be part of
world servers.
 Universal location servers:
 Virtual location management systems including current DNS
providing virtual geographical information.
 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.
CHARACTERISTICS OF THE 3D INTERNET
 Intelligent.
 Interactive for all different terminals (PC, Set-Top
Box, mobile, etc.)
 Live or real time (live recording, live performing).
 Able to Transport 3D multimodal.
 Network content and user context-aware.
IMPLEMENTATION
 Using available virtual platform.
 By using artificial intelligence.
 By using eyewear like Google glass.
 Using sensors and holographic image projection.
3D Mouse.
•Time saving
• Easy to handle.
• Increased design performance.
• Sensitive controller cap.
Vision Station.
• Display device in 3D Internet.
• Uses a Computer display technology.
• Provides 180 degrees of viewing angles.
APPLICATIONS
 3D Internet as an interactive virtual environment
for services, interaction, and communication.
 Social Networks: Facebook, My Space, Linked-In,
...
 Embassies for tourist and virtual guide.
 Live sport stadium experience.
 3D computer graphics use a three dimensional
representation for performing calculations and
rendering 2D images.
 Streaming 3D Animation.
CONCLUSION
 We have provided an overview of the concept 3D Internet and
networked media, discussed the motivation behind it as well as
the specific research directions in the fields of networking,
security, distributed computing, and machine learning.
 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.
REFERENCES
 Towards 3D Internet: Why, What, and How? Tansu Alpcan,
Christian Bauckhage, Evangelos Kotsovinos.
 A Study and Future of 3D Internet ,Chhaya Mehar*, Rakesh
Patel, Srishti Mishra.
 Data Communication and Networking, Forouzan.
 www.google.co.in
 Future Media and 3D Internet Task Force, 2008, Research On
Future Media and 3D Internet, European Commission,
Information society and media.
 Justin Rattner. The Rise of 3D Internet. Intel Corporation 7.3D
Internet. Centre for Internet Excellence.
3D Internet Architecture and Applications
3D Internet Architecture and Applications

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3D Internet Architecture and Applications

  • 1. NETWORKED MEDIA AND 3D INTERNET Presented by Debkumar Bera Roll - VU/PG/COS/VIS – 003 Vidyasagar University
  • 2. OUTLINES  Introduction  Networked media  Guided media  Unguided media  3D Internet  Why we use 3D Internet  Evolution of 3D Internet  3D Internet Architecture  Characteristics of 3D Internet  Implementation of 3D Internet  Applications of 3D Internet  Conclusion  References
  • 3. INTRODUCTION  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.  3D Internet as an interactive virtual environment for services, interaction, and communication. It is now the world's largest public information network.  3D Internet is actually a much better alternative way of organizing data which everybody knows and uses.  Computers and other telecommunication devices use signals to represent data.  These signals are transmitted from one device to another in form of electromagnetic energy, which is propagated through transmission media or networked media.
  • 4. NETWORKED MEDIA  Network media is a general term for all forms of pathways that support network communications.  It is the actual path over which an electrical signal moves from one component to another. Classification of networked media:
  • 5. GUIDED MEDIA: TWISTED PAIR CABLE  Twisted-pair cable consists of color-coded pairs of insulated copper wires.  Twisted-pair cable is the most common form of cabling found on LANs today  It is relatively inexpensive, flexible, and easy to install, and it can span a significant distance before requiring a repeater.  All twisted-pair cable falls into one of two categories: shielded twisted-pair (STP) or unshielded twisted-pair (UTP). Unshielded twisted-pair (UTP):
  • 6. COAXIAL CABLE  Its shielding, most coaxial cable has a high resistance to noise  It is more expensive than twisted-pair cable because it requires significantly more raw materials to manufacture. The two most common coaxial cable types that have been used for networking are RG-8 (thicknet) and RG-58 (thinnet). Thicknet, or RG-8:  It Also called thick wire Ethernet, is a rigid coaxial cable approximately 1-cm thick that contains a solid copper core  Thicknet is sometimes called “yellow Ethernet” or “yellow garden hose”.  IEEE designates Thicknet as 10Base5 Ethernet. Thinnet or RG-58:  Also known as thin Ethernet.  Because of its black sheath, Thinnet may also be called “black Ethernet”.
  • 7. FIBER-OPTIC CABLE  Contains one or several glass or plastic fibers at its center, or core.  Data is transmitted via pulsing light sent from a laser or light- emitting diode (LED) through the central fibers. Fiber cable variations fall into two categories: Single Mode. Uses a narrow core (less than 10 microns in diameter) through which light generated by a laser travels over one path, reflecting very little. Multi Mode. Contains a core with a diameter between 50 and 115 microns in diameter; the most common size is 62.5 microns over which many pulses of light generated by a laser or LED travel at different angles.
  • 8. UNGUIDED MEDIA: WIRELESS  Unguided media transport electromagnetic waves without using a physical conductor.  This type of communication is often referred to as a Wireless Communication. Wireless transmission divided into three groups. Radio waves: Radio waves are used for multicast communications, such as radio and television. Micro waves: Microwaves are used for unicast communication such as cellular telephones, satellite networks, and wireless LANs. Infrared: Infrared signals can be used for short- range communication is a closed area using line-of-sight propagation.
  • 9. 3D INTERNET  3D Internet is the next generation after the current 2d web.  It Combination of two Powerful forces, The Internet 3D Graphics  It consists of interconnected services, presented as virtual worlds.  It is incredibly social.  The concept is that adds 3D graphics to the current web. If we reading a document, we can see other people reading the same document. We connect organically with other people that share us interests and consume the same services that i do.
  • 10. WHY WE USE 3D INTERNET  Get everything at finger tip.  Ease of use.  Enables interaction between people in a natural way  To converge physical world and virtual world.  Natural organization of objects and data.
  • 11. EVOLUTION OF 3D INTERNET Web 1.0 Web 2.0 Web 3.0/3D Internet Internet XD Immersive Interactive Static CLI (gopher) Interactivity Basic GUI 3-D digital experience Hybrid virtual/real world experience Richness of user experience
  • 12. WEB 1.0 The web was created in 1989 by Sir Tim Berners-Lee, working at CERN (The European Organization for Nuclear Research) in Geneva, Switzerland  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.  The Web 1.0 or WWW is a system of interlinked, hypertext documents accessed via the Internet.  It could be considered the “read-only web.”  The goal for a website was to establish an online presence and make their information available to anyone at any time.
  • 13. WEB 2.0 Stephen Fry (actor, author, and broadcaster) describes Web 2.0 as “an idea in people’s heads rather than a reality”.  It can be considered as the “read-write” web.  It is improved form of the WWW.  Ability to contribute content and interaction with other web users.  Technologies such as weblogs (blogs), wikis, podcasts, social software, web APIs, and online web services such as eBay and Gmail provide enhancements over read-only websites.
  • 14. WEB 3.0  It would be something akin to a “read-write-execute” web.  That has been describe the evolution of Web usage and interaction that includes transforming the Web into a database.  It is influence of artificial intelligence technologies, the Semantic web, the Geospatial Web, or the 3D web.
  • 15.
  • 17.  World servers:  Provide user- or server-side created, static and dynamic content making up the specific web place (3D environment).  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.  Providing these to individual world servers and relevant client programs (owner, owner’s friends) while ensuring privacy and security of stored information. Avatar/ID servers can be part of world servers.  Universal location servers:  Virtual location management systems including current DNS providing virtual geographical information.  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.
  • 18. CHARACTERISTICS OF THE 3D INTERNET  Intelligent.  Interactive for all different terminals (PC, Set-Top Box, mobile, etc.)  Live or real time (live recording, live performing).  Able to Transport 3D multimodal.  Network content and user context-aware.
  • 19. IMPLEMENTATION  Using available virtual platform.  By using artificial intelligence.  By using eyewear like Google glass.  Using sensors and holographic image projection. 3D Mouse. •Time saving • Easy to handle. • Increased design performance. • Sensitive controller cap. Vision Station. • Display device in 3D Internet. • Uses a Computer display technology. • Provides 180 degrees of viewing angles.
  • 20. APPLICATIONS  3D Internet as an interactive virtual environment for services, interaction, and communication.  Social Networks: Facebook, My Space, Linked-In, ...  Embassies for tourist and virtual guide.  Live sport stadium experience.  3D computer graphics use a three dimensional representation for performing calculations and rendering 2D images.  Streaming 3D Animation.
  • 21. CONCLUSION  We have provided an overview of the concept 3D Internet and networked media, discussed the motivation behind it as well as the specific research directions in the fields of networking, security, distributed computing, and machine learning.  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.
  • 22. REFERENCES  Towards 3D Internet: Why, What, and How? Tansu Alpcan, Christian Bauckhage, Evangelos Kotsovinos.  A Study and Future of 3D Internet ,Chhaya Mehar*, Rakesh Patel, Srishti Mishra.  Data Communication and Networking, Forouzan.  www.google.co.in  Future Media and 3D Internet Task Force, 2008, Research On Future Media and 3D Internet, European Commission, Information society and media.  Justin Rattner. The Rise of 3D Internet. Intel Corporation 7.3D Internet. Centre for Internet Excellence.