SlideShare a Scribd company logo
1 of 27
A Project Report on
“3D INTERNET”
At
“Bhagwan Mahavir College of Computer Application”,
Bharthana-Vesu, Surat
As A Partial Fulfilment for The Degree Of
Bachelor of Computer Application (B. C. A.)
2023-2024
Guided By: Submitted By:
Ms. Nensi Modi Mr. Vivek G. Shingala
Bhagwan Mahavir College of Computer Application
Bharthana-Vesu, Surat
Affiliated With
Bhagwan Mahavir University, Surat, Gujarat, India.
INDEX
NO
Introduction of 3D Internet
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 offer.
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-mappinng
application are placed as billboards and signs on top of buildings,
blending in with the application's urban-landscapes.
3D worlds also hold benefits beyond simple social interactions.
Companies that specialize in interior design or furniture showrooms,
where users want to view entire rooms from a variety of angles and
perspectives, will be able to offer customized models through
users' home PCs.
Google representatives report that the company Google is preparing
a new revolutionary product called Google Goggles, an interactive
visor that will present Internet content in three dimensions.
Apparently the recent rumors of a Google phone refers to a product
that is much more innovative than the recent Apple iPhone.
Google's new three dimensional virtual reality
“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.
Apparently Google is preparing a new revolutionary product called Google
Goggles, an interactive visor which will display Internet content in three
dimensions.
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.
Controlling your avatar with this 3D mouse is fluid and effortless. Walk or
fly spontaneously, with ease. In fly cam mode you just move the cap in all
directions to fly over the landscape and through the virtual world.
 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 Exit Reality
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.
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 :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.
3D INTERNET
A Powerful Opportunity:
In today’s ever-shifting media landscape, it can be a complex task to find
effective ways to reach your desired audience. As traditional media such
as television continue to lose audience share, one venue in particular
stands out for its ability to attract highly motivated audiences and for its
tremendous growth potential — the 3D Internet.
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 most well-known of the 40-some virtual world platforms today
is Second Life. It’s “in-world” residents number in the millions. As
residents, they can:
 Remotely attend group meetings, training sessions, and
educational classes
 Engage in corporate or community events
 View and manipulate statistical information and other data such as
biological or chemical processes in three dimensions
 Try out new products, electronic devices and gadgets
 Take part in virtual commerce
 Participate in brand experiences that carry over to the real world
Indeed, practically anything than can be done in the real world can be
reproduced in the 3D Internet — with the added benefit being that
someone can experience it from the comfort of their home or office. The
possibilities for the 3D Internet are such that Forrester Research expects
that virtual worlds may approach the Web in popularity in as little as five
years, while Gartner forecasts that within ten, the greatest impact on
consumer purchases will come from virtual experiences.
Challenges
Obstacles to Commercial Success in 3D Worlds:
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.
The lack of a cohesive means for advertisers and content providers to
receive the detailed metrics required to measure success.
3D INTRENET: Why, What, and How?
 Abstract:
The World Wide Web, which has started as a document repository, is
rapidly transforming to a full fledged virtual environment that facilitates
services, interaction, and com- munication. Under this light, the Semantic
Web and We 2.0 movements can be seen as intermediate steps of a natu-
ral evolution towards a new paradigm, the 3D Internet. We provide an
overview of the concept 3D Internet and discuss why it is a goal worth
pursuing, what it does entail, and how one can realize it. Our goal in this
paper is to discuss a research agenda and raise interest in networking,
security, distributed computing, and machine learning communities. We
explore first the motivation for the 3D Internet and the possibilities it
brings. Subsequently, we investigate the spe- cific system level and
research challenges that need to be addressed in order to make the 3D
Internet a reality.
Introduction
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
compared 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 [2], the Croquet Consortium
[1], as well as the VRML and X3D communities. We envision a 3D Internet
which will be to 2D graphical 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 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 academic
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 Internet.
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 5.
Why 3D INTERNET?
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 exchange information.
Once this fact is well understood, the question can be turned on its head
and becomes “why do we restrict ourselves to 2D pages and hyperlinks
for all thes activities?” Navigating hierarchical data structures is often
cumbersome for large data sets. Unfortunately, the Internet as we know
is organized as a flat abstract mesh of interconnected hierarchical
documents. A typical 2D website is
an extremely abstract entity and consists of nothing but a bunch of
documents and pictures. Within the website, at every level of the
interaction, the developers have to provide the user immediate
navigational help. Otherwise, the user would get lost sooner or later.
Since this is a very abstract environment, there is no straightforward way
of providing a navigation scheme which would be immediately
recognizable to human beings. The situation is not any better when
traveling between websites. Although the domain name system is
somewhat helpful, using the web today is no different than reading a
telephone directory. Given the current situation the term web surfing is
rather appropriate as we have no control over where the web takes us
with the next click. This has profound implications such as the reliance on
back button in browsers which tantamount to admitting that navigating
on the web is no different from a random walk. Another consequence is
the emergence of search engines as a fundamental element of the
Internet. It is no surprise that Google is the most powerful Internet
company of our times. There is actually a much better alternative way of
organizing data which everybody knows and uses. We spend all our lives
in a 3D world navigating between places and
organizing objects spatially. We rarely need search engines to find what
we are looking for and our brains are naturally adept at remembering
spatial relationships. Let us consider the following fictitious scenario on
the 3D Internet. Instead of a flat 2D desktop I can put my documents on
my desk at home, where documents, desk, and home are ”virtual” entities
that are 3D representations of real-world counterparts with spatial
relationships. Later, when the need of finding these documents arises,
there is a high probability that I can easily remember their location
without resorting to additional processes such as search engines or a
“recent documents” folder. Obviously, it is very difficult -if not impossible-
to realize this scenario on the current Internet. We are there like 2D
creatures living on flat documents not knowing where we are or what is
next to us. We teleport constantly from one flat surface to another, each
time getting lost, each time asking for directions or help. In contrast, the
ease of use and intuitiveness of 3D GUIs are an immediate consequence
of the way our brains work, a result of a long evolutionary process
ensuring adaptation to our world. Although the 3D
Internet is not a solution to all problems, it provides an HCI framework
that can decrease mental load and open doors to rich, innovative
interface designs through spatial relationships. Another important point
is the 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 online
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 3DInternet is enormous.
What 3D INTERNET?
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 proposed 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 programs
(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 webplaces (replacing
websites) and 3D object creation/editing software, i.e. easy-to-use 3D
modeling and design programs such as Sketch-Up and standardized mark-
up languages and communication protocols. Emergence of new
software and tools in addition to the ones mentioned should naturally be
expected.
How 3D INTERNET?
 4.1 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 autonomous behavior. Thus, when an avatar and its
companions 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.
 4.1.1 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 communications:
client to server (C2S), server to server (S2S) and
client to client (C2C) each with different latency and bandwidth
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
resources 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 example, 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.
 4.1.2 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 concept 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 accounts or identities in
different repositories or services. Microsoft Passport1 as well as several
other systems have been developed based on this concept [9]. Earlier
on, role based access control (RBAC) had been devised to allow
authentication not based on user identities, but rather
1http://www.passport.com based on the class (or classes) they belong to.
The studies 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 combinations, allowing more fine-grained access
control. Driven by the users’ growing privacy concerns regarding the
handling of their authentication information, user-centric identity
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.
 4.2 Intelligent Environments:
Emerging fields such as ubiquitous computing and ambient intelligence
draw heavily from adaptive and intelligent algorithms. They are
concerned with computing and networking technology that is
unobtrusively embedded in the everyday environment of human users.
The emphasis is on user-friendliness, efficient and distributed services
support, user empowerment, and support for human interactions. All
this assumes a shift away from desktop or portable computers to a variety
of devices accessible via intelligent interfaces. The 3D Internet, which is a
virtual ubiquitous computing environment, provides the perfect testbed
for developing these ideas and emulating them in realistic 3D settings
with real users.
Advantages and Disadvantages of 3D Internet
 Advantages:
o With the 3D internet, discussing and sharing ideas is easy and
efficient.
o 3D films will not be pirated, which will help the movie industry
with good gain.
o Film industries can make better profit with 3D movies.
o Participants have control throughout the virtual space.
o 3D internet will give a better experience while interacting and
communicating.
 Disadvantages:
o Increased hacking and malware attacks can be seen.
o It may also enhance online scams and fraud.
o Limited ways to enable people in the virtual world.
o Highly expensive, difficult modelling.
o Lack of effective ways for enabling people to the real world.
Evolution of 3D INTERNET
 WEB 1.0: Basically, this first version of the Web consisted of a
few people creating web pages and content and web pages for a
large group of readers, allowing them to access facts, information,
and content from the sources. Or you can sum up Web 1.0 like
this: it was designed to help people better find information. This
web version dealt was dedicated to users searching for data. This
web version is sometimes called “the read-only Web” because it
lacks the necessary forms, visuals, controls, and interactivity we
enjoy on today’s Internet.People use the term “Web 1.0” to
describe the earliest form of the Internet. Users saw the first
example of a worldwide network that hinted at future digital
communication and information-sharing potential.
For Example :- Microsoft.com for windows issues and CNN.com
for news.
 WEB 2.0: Web 1.0 was made up of a small number of people
generating content for a larger audience, then Web 2.0 is many
people creating even more content for a growing audience. Web
1.0 focused on reading; Web 2.0 focused on participating and
contributing.This Internet form emphasizes User-Generated
Content (UGC), ease of use, interactivity, and improved
compatibility with other systems and devices. Web 2.0 is all about
the end user's experience. Consequently, this Web form was
responsible for creating communities, collaborations, dialogue,
and social media. As a result, Web 2.0 is considered the primary
form of web interaction for most of today's users.If Web 1.0 was
called “the read-only Web,” Web 2.0 is known as “the
participative social Web.” Web 2.0 is a better, more enhanced
version of its predecessor, incorporating web browser
technologies such as JavaScript frameworks.
For Example :- Flickr , Youtube , Myspace
 WEB 3.0:When trying to figure out the definitive web 3.0
meaning, we need to look into the future. Although there are
elements of Web 3.0 currently available today, it still has a way to
go before it reaches full realization. Web 3.0, which is also
referred to as Web3, is built on a foundation consisting of the core
ideas of decentralization, openness, and more excellent user
utility. Web 1.0 is the "read-only Web," Web 2.0 is the
"participative social Web," and Web 3.0 is the "read, write,
execute Web." This Web interaction and utilization stage moves
users away from centralized platforms like Facebook, Google, or
Twitter and towards decentralized, nearly anonymous platforms.
World Wide Web inventor Tim Berners-Lee initially called Web 3.0
the Semantic Web and envisioned an intelligent, autonomous,
and open Internet that used Artificial Intelligence and Machine
Learning to act as a "global brain" and process content
conceptually and contextually.
APPLICATIONS OF 3D INTERNET
1. Education: With the help of the 3D internet, education facilities can
become more understandable. 3D internet is most suitable for tough
subjects like chemistry and physics, which require a lot of effort and
practical knowledge to understand.
2. Entertainment: 3D internet can be used widely in movies, web
series, and games. This can provide entertainment for users as people
prefer this the most.
3. Embassies: Virtual embassies can be made through which virtual
embassies can solve various issues related to visas, trade, passports, and
other issues at a low level.
4. Tourism: Tour and travels field requires 3D internet in an obvious
way. There should be complete knowledge of the place where a person
is traveling.3D internet can provide them with a complete view of that
place through realistic visuals.
5. Social interaction: In today's life, people who live far away to
meet too frequently. 3D internet can be the best gift to them. They can
meet online by making avatars of themselves. They can experience video
calls more realistically.
6. Arts: 3D internet can be used in arts as well. Artists across the globe
can use the features of the 3D internet to make their art more realistic
and engaging. Some artwork requires a high cost and cannot be done in
a traditional method. It also enables artists to show their artwork to the
world with a more real-life feel.
7. Real Estate: 3D internet can also be used in real estate. It can give
buyers more intriguing details about the property they buy online.
FUTURE OF 3D INTERNET
 Using the Web and Controlling Information Will Be Very Easy and
Effective by Using 3D Internet .
 Right Now This Might Seem Like FANTASY , But Ten Years in the
Future this Might be a Serious Invention!
 Giving the services a shape using 3D graphics and Giving the users a
shape by using avatars.
 Japan (through the AKARI Architecture Design Project) and Korea
have made public their ambitious initiatives in association China.
 In US, the FIND and GENI programmes are key contributors.
 In Latin America, there are several ongoing initiatives for
identification of opportunities for ICT collaborations.
 In Europe, Future Internet Research and Experimentation (FIRE),
the Future Internet Assembly and the Future Media 3D Internet
Task Force are the main endeavors that are currently taken place in
the Future Internet research.
CONCLUSION
We have provided an overview of the concept 3D Inter-net and discussed
the motivation behind it as well as the specific research directions in the
fields of networking, security, distributed computing, and machine
learning. We believe that at this point in time we are facing a unique
opportunity for the evolution of the Internet towards a much more
versatile, interactive, and usable version: the 3D Internet. The
emerging 3D applications and desktop paradigms, increasingly interactive
nature of the Web 2.0, the Semantic Webefforts, widespread availability
of powerful GPUs, popularity of novel input devices, and changing
demographics of Internet users towards the younger, computer-literate
generations, all provide the basis for the 3D Internet (r)evolution. The
hype surrounding metaverses (especially SL) should be
seen under this light and taken as an indicator of the fact that many
businesses are aware of the 3D Internet’s potential. However, to make
the 3D Internet a reality it is necessary and important to start and
continue multidisciplinary research.
REFERENCES
[1] The croquet consortium, 2007.
[2] The metaverse roadmap, 2007.
[3] T. Alpcan, C. Bauckhage, and S. Agarwal. An efficient ontology-based
expert peering system. In Proc. 6th IAPR Workshop on Graph-based Repr.
in Pattern Recog. (GbR), Alicante, Spain, June 2007.
[4] B. Gorman, C. Thurau, C. Bauckhage, and M. Humphrys. Believability
Testing and Bayesian Imitation in Interactive Computer Games. In Proc.
Int. Conf. on Simulation of Adap- tive Behavior, September 2006.
[5] R. J. Hayton, J. M. Bacon, and K. Moody. Access Control in an Open
Distributed Environment. In Proc. IEEE Symp. on Sec. and Priv., May 1998.
[6] E. Kotsovinos, T. Moreton, I. Pratt, R. Ross, K. Fraser, S. Hand, and T.
Harris. Global-Scale Service Deployment in the XenoServer Platform. In
Proc. Workshop on Real, Large Distributed Systems, December 2004.
[7] M. Li,W.-C. Lee, and A. Sivasubramaniam. Semantic Small World: An
Overlay Network for Peer-to-Peer Search . In Proc. Int. Conf. on
Networking Protocols (ICNP), December 2004.
[8] N. Li, J. C. Mitchell, and W. H. Winsborough. Design of a Role-Based
Trust Management Framework. In Proc. IEEE Symp. on Sec. and Priv., May
2002.
[9] A. Pashalidis and C.Mitchell. A taxonomy of single sign-on systems. In
Proc. 8th Australasian Conf. in Inf. Sec. and Pri. (ACISP), July 2003.
[10] M. Wooldridge and N. R. Jennings. Intelligent Agents:Theory and
Practice. The Knowledge Engineering Review,10(2):115–152, 1995.
SeminarReportTitlePage.doc.docx

More Related Content

Similar to SeminarReportTitlePage.doc.docx

ict presentation.pptx
ict presentation.pptxict presentation.pptx
ict presentation.pptxmohsinjaved86
 
3D Internet Seminar Report.pdf
3D Internet Seminar Report.pdf3D Internet Seminar Report.pdf
3D Internet Seminar Report.pdfroshnimp27
 
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdf
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdfMETAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdf
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdfphilipthomas428223
 
The Metaverse and Virtual Reality 2015
The Metaverse and Virtual Reality 2015The Metaverse and Virtual Reality 2015
The Metaverse and Virtual Reality 2015Mattia Crespi
 
3D Internet
3D Internet3D Internet
3D Internetnandu888
 
3d internet
3d internet3d internet
3d internetsandy161
 
3D-Internet
3D-Internet 3D-Internet
3D-Internet saminaar
 
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdf
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdfVIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdf
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdfakshaynerkar709
 
the_future_of_metaverse_in_terms_of_product_development.pptx
the_future_of_metaverse_in_terms_of_product_development.pptxthe_future_of_metaverse_in_terms_of_product_development.pptx
the_future_of_metaverse_in_terms_of_product_development.pptxsarah david
 
The Future of UX: What designers need to know to stay ahead
The Future of UX: What designers need to know to stay aheadThe Future of UX: What designers need to know to stay ahead
The Future of UX: What designers need to know to stay aheadDoralin Kelly
 
[GE207] Session03: Digital Technology Trends
[GE207] Session03: Digital Technology Trends[GE207] Session03: Digital Technology Trends
[GE207] Session03: Digital Technology TrendsSukanya Ben
 
the_future_of_metaverse_in_terms_of_product_development.pdf
the_future_of_metaverse_in_terms_of_product_development.pdfthe_future_of_metaverse_in_terms_of_product_development.pdf
the_future_of_metaverse_in_terms_of_product_development.pdfsarah david
 
Augmented Reality And Virtual Reality On Web: Be Ready For Second Life
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeAugmented Reality And Virtual Reality On Web: Be Ready For Second Life
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeIRJET Journal
 
top 10 Digital transformation Technologies in 2022.docx
top 10 Digital transformation Technologies in 2022.docxtop 10 Digital transformation Technologies in 2022.docx
top 10 Digital transformation Technologies in 2022.docxAdvance Tech
 

Similar to SeminarReportTitlePage.doc.docx (20)

3d internet
3d internet3d internet
3d internet
 
ict presentation.pptx
ict presentation.pptxict presentation.pptx
ict presentation.pptx
 
3D Internet Seminar Report.pdf
3D Internet Seminar Report.pdf3D Internet Seminar Report.pdf
3D Internet Seminar Report.pdf
 
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdf
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdfMETAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdf
METAVERSE REIMAGINING THE WORLD BEYOND REALITY!.pdf
 
3 D Internet
3 D Internet3 D Internet
3 D Internet
 
The Metaverse and Virtual Reality 2015
The Metaverse and Virtual Reality 2015The Metaverse and Virtual Reality 2015
The Metaverse and Virtual Reality 2015
 
3D Internet
3D Internet3D Internet
3D Internet
 
3dinternet @bharathkumar
3dinternet @bharathkumar3dinternet @bharathkumar
3dinternet @bharathkumar
 
3D Internet
3D Internet3D Internet
3D Internet
 
3d internet
3d internet3d internet
3d internet
 
3D-Internet
3D-Internet 3D-Internet
3D-Internet
 
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdf
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdfVIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdf
VIDYABHARATI TRUST COLLEGE OF BUSINESS (1).pdf
 
the_future_of_metaverse_in_terms_of_product_development.pptx
the_future_of_metaverse_in_terms_of_product_development.pptxthe_future_of_metaverse_in_terms_of_product_development.pptx
the_future_of_metaverse_in_terms_of_product_development.pptx
 
The Future of UX: What designers need to know to stay ahead
The Future of UX: What designers need to know to stay aheadThe Future of UX: What designers need to know to stay ahead
The Future of UX: What designers need to know to stay ahead
 
Barcamp
BarcampBarcamp
Barcamp
 
Beyond
BeyondBeyond
Beyond
 
[GE207] Session03: Digital Technology Trends
[GE207] Session03: Digital Technology Trends[GE207] Session03: Digital Technology Trends
[GE207] Session03: Digital Technology Trends
 
the_future_of_metaverse_in_terms_of_product_development.pdf
the_future_of_metaverse_in_terms_of_product_development.pdfthe_future_of_metaverse_in_terms_of_product_development.pdf
the_future_of_metaverse_in_terms_of_product_development.pdf
 
Augmented Reality And Virtual Reality On Web: Be Ready For Second Life
Augmented Reality And Virtual Reality On Web: Be Ready For Second LifeAugmented Reality And Virtual Reality On Web: Be Ready For Second Life
Augmented Reality And Virtual Reality On Web: Be Ready For Second Life
 
top 10 Digital transformation Technologies in 2022.docx
top 10 Digital transformation Technologies in 2022.docxtop 10 Digital transformation Technologies in 2022.docx
top 10 Digital transformation Technologies in 2022.docx
 

Recently uploaded

定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一
定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一
定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一Fs
 
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书zdzoqco
 
Git and Github workshop GDSC MLRITM
Git and Github  workshop GDSC MLRITMGit and Github  workshop GDSC MLRITM
Git and Github workshop GDSC MLRITMgdsc13
 
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)Dana Luther
 
Blepharitis inflammation of eyelid symptoms cause everything included along w...
Blepharitis inflammation of eyelid symptoms cause everything included along w...Blepharitis inflammation of eyelid symptoms cause everything included along w...
Blepharitis inflammation of eyelid symptoms cause everything included along w...Excelmac1
 
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一z xss
 
VIP Call Girls Kolkata Ananya 🤌 8250192130 🚀 Vip Call Girls Kolkata
VIP Call Girls Kolkata Ananya 🤌  8250192130 🚀 Vip Call Girls KolkataVIP Call Girls Kolkata Ananya 🤌  8250192130 🚀 Vip Call Girls Kolkata
VIP Call Girls Kolkata Ananya 🤌 8250192130 🚀 Vip Call Girls Kolkataanamikaraghav4
 
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012rehmti665
 
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130  Available With RoomVIP Kolkata Call Girl Alambazar 👉 8250192130  Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Roomdivyansh0kumar0
 
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)Christopher H Felton
 
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一Fs
 
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一Fs
 
Contact Rya Baby for Call Girls New Delhi
Contact Rya Baby for Call Girls New DelhiContact Rya Baby for Call Girls New Delhi
Contact Rya Baby for Call Girls New Delhimiss dipika
 
Complet Documnetation for Smart Assistant Application for Disabled Person
Complet Documnetation   for Smart Assistant Application for Disabled PersonComplet Documnetation   for Smart Assistant Application for Disabled Person
Complet Documnetation for Smart Assistant Application for Disabled Personfurqan222004
 
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作ys8omjxb
 
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一3sw2qly1
 
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja Vip
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja VipCall Girls Service Adil Nagar 7001305949 Need escorts Service Pooja Vip
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja VipCall Girls Lucknow
 
PHP-based rendering of TYPO3 Documentation
PHP-based rendering of TYPO3 DocumentationPHP-based rendering of TYPO3 Documentation
PHP-based rendering of TYPO3 DocumentationLinaWolf1
 

Recently uploaded (20)

定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一
定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一
定制(Lincoln毕业证书)新西兰林肯大学毕业证成绩单原版一比一
 
Model Call Girl in Jamuna Vihar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in  Jamuna Vihar Delhi reach out to us at 🔝9953056974🔝Model Call Girl in  Jamuna Vihar Delhi reach out to us at 🔝9953056974🔝
Model Call Girl in Jamuna Vihar Delhi reach out to us at 🔝9953056974🔝
 
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书
办理多伦多大学毕业证成绩单|购买加拿大UTSG文凭证书
 
Git and Github workshop GDSC MLRITM
Git and Github  workshop GDSC MLRITMGit and Github  workshop GDSC MLRITM
Git and Github workshop GDSC MLRITM
 
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)
Packaging the Monolith - PHP Tek 2024 (Breaking it down one bite at a time)
 
Blepharitis inflammation of eyelid symptoms cause everything included along w...
Blepharitis inflammation of eyelid symptoms cause everything included along w...Blepharitis inflammation of eyelid symptoms cause everything included along w...
Blepharitis inflammation of eyelid symptoms cause everything included along w...
 
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一
办理(UofR毕业证书)罗切斯特大学毕业证成绩单原版一比一
 
VIP Call Girls Kolkata Ananya 🤌 8250192130 🚀 Vip Call Girls Kolkata
VIP Call Girls Kolkata Ananya 🤌  8250192130 🚀 Vip Call Girls KolkataVIP Call Girls Kolkata Ananya 🤌  8250192130 🚀 Vip Call Girls Kolkata
VIP Call Girls Kolkata Ananya 🤌 8250192130 🚀 Vip Call Girls Kolkata
 
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
Call Girls South Delhi Delhi reach out to us at ☎ 9711199012
 
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130  Available With RoomVIP Kolkata Call Girl Alambazar 👉 8250192130  Available With Room
VIP Kolkata Call Girl Alambazar 👉 8250192130 Available With Room
 
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
A Good Girl's Guide to Murder (A Good Girl's Guide to Murder, #1)
 
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Serviceyoung call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
young call girls in Uttam Nagar🔝 9953056974 🔝 Delhi escort Service
 
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
定制(AUT毕业证书)新西兰奥克兰理工大学毕业证成绩单原版一比一
 
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
定制(UAL学位证)英国伦敦艺术大学毕业证成绩单原版一比一
 
Contact Rya Baby for Call Girls New Delhi
Contact Rya Baby for Call Girls New DelhiContact Rya Baby for Call Girls New Delhi
Contact Rya Baby for Call Girls New Delhi
 
Complet Documnetation for Smart Assistant Application for Disabled Person
Complet Documnetation   for Smart Assistant Application for Disabled PersonComplet Documnetation   for Smart Assistant Application for Disabled Person
Complet Documnetation for Smart Assistant Application for Disabled Person
 
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作
Potsdam FH学位证,波茨坦应用技术大学毕业证书1:1制作
 
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
定制(CC毕业证书)美国美国社区大学毕业证成绩单原版一比一
 
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja Vip
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja VipCall Girls Service Adil Nagar 7001305949 Need escorts Service Pooja Vip
Call Girls Service Adil Nagar 7001305949 Need escorts Service Pooja Vip
 
PHP-based rendering of TYPO3 Documentation
PHP-based rendering of TYPO3 DocumentationPHP-based rendering of TYPO3 Documentation
PHP-based rendering of TYPO3 Documentation
 

SeminarReportTitlePage.doc.docx

  • 1. A Project Report on “3D INTERNET” At “Bhagwan Mahavir College of Computer Application”, Bharthana-Vesu, Surat As A Partial Fulfilment for The Degree Of Bachelor of Computer Application (B. C. A.) 2023-2024 Guided By: Submitted By: Ms. Nensi Modi Mr. Vivek G. Shingala Bhagwan Mahavir College of Computer Application Bharthana-Vesu, Surat Affiliated With Bhagwan Mahavir University, Surat, Gujarat, India.
  • 3. Introduction of 3D Internet 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 offer. 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-mappinng application are placed as billboards and signs on top of buildings, blending in with the application's urban-landscapes. 3D worlds also hold benefits beyond simple social interactions. Companies that specialize in interior design or furniture showrooms, where users want to view entire rooms from a variety of angles and perspectives, will be able to offer customized models through users' home PCs. Google representatives report that the company Google is preparing a new revolutionary product called Google Goggles, an interactive visor that will present Internet content in three dimensions. Apparently the recent rumors of a Google phone refers to a product that is much more innovative than the recent Apple iPhone.
  • 4. Google's new three dimensional virtual reality “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. Apparently Google is preparing a new revolutionary product called Google Goggles, an interactive visor which will display Internet content in three dimensions. 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.
  • 5. 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. Controlling your avatar with this 3D mouse is fluid and effortless. Walk or fly spontaneously, with ease. In fly cam mode you just move the cap in all directions to fly over the landscape and through the virtual world.  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 Exit Reality 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.
  • 6. 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 :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.
  • 7. 3D INTERNET A Powerful Opportunity: In today’s ever-shifting media landscape, it can be a complex task to find effective ways to reach your desired audience. As traditional media such as television continue to lose audience share, one venue in particular stands out for its ability to attract highly motivated audiences and for its tremendous growth potential — the 3D Internet. 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 most well-known of the 40-some virtual world platforms today is Second Life. It’s “in-world” residents number in the millions. As residents, they can:  Remotely attend group meetings, training sessions, and educational classes  Engage in corporate or community events  View and manipulate statistical information and other data such as biological or chemical processes in three dimensions  Try out new products, electronic devices and gadgets  Take part in virtual commerce  Participate in brand experiences that carry over to the real world
  • 8. Indeed, practically anything than can be done in the real world can be reproduced in the 3D Internet — with the added benefit being that someone can experience it from the comfort of their home or office. The possibilities for the 3D Internet are such that Forrester Research expects that virtual worlds may approach the Web in popularity in as little as five years, while Gartner forecasts that within ten, the greatest impact on consumer purchases will come from virtual experiences.
  • 9. Challenges Obstacles to Commercial Success in 3D Worlds: 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. The lack of a cohesive means for advertisers and content providers to receive the detailed metrics required to measure success.
  • 10. 3D INTRENET: Why, What, and How?  Abstract: The World Wide Web, which has started as a document repository, is rapidly transforming to a full fledged virtual environment that facilitates services, interaction, and com- munication. Under this light, the Semantic Web and We 2.0 movements can be seen as intermediate steps of a natu- ral evolution towards a new paradigm, the 3D Internet. We provide an overview of the concept 3D Internet and discuss why it is a goal worth pursuing, what it does entail, and how one can realize it. Our goal in this paper is to discuss a research agenda and raise interest in networking, security, distributed computing, and machine learning communities. We explore first the motivation for the 3D Internet and the possibilities it brings. Subsequently, we investigate the spe- cific system level and research challenges that need to be addressed in order to make the 3D Internet a reality.
  • 11. Introduction 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 compared 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 [2], the Croquet Consortium [1], as well as the VRML and X3D communities. We envision a 3D Internet which will be to 2D graphical 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 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 academic 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
  • 12. online businesses should be interested and participate in the 3D Internet. 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 5.
  • 13. Why 3D INTERNET? 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 exchange information. Once this fact is well understood, the question can be turned on its head and becomes “why do we restrict ourselves to 2D pages and hyperlinks for all thes activities?” Navigating hierarchical data structures is often cumbersome for large data sets. Unfortunately, the Internet as we know is organized as a flat abstract mesh of interconnected hierarchical documents. A typical 2D website is an extremely abstract entity and consists of nothing but a bunch of documents and pictures. Within the website, at every level of the interaction, the developers have to provide the user immediate navigational help. Otherwise, the user would get lost sooner or later. Since this is a very abstract environment, there is no straightforward way of providing a navigation scheme which would be immediately recognizable to human beings. The situation is not any better when traveling between websites. Although the domain name system is somewhat helpful, using the web today is no different than reading a telephone directory. Given the current situation the term web surfing is rather appropriate as we have no control over where the web takes us with the next click. This has profound implications such as the reliance on back button in browsers which tantamount to admitting that navigating on the web is no different from a random walk. Another consequence is the emergence of search engines as a fundamental element of the Internet. It is no surprise that Google is the most powerful Internet company of our times. There is actually a much better alternative way of organizing data which everybody knows and uses. We spend all our lives in a 3D world navigating between places and organizing objects spatially. We rarely need search engines to find what we are looking for and our brains are naturally adept at remembering
  • 14. spatial relationships. Let us consider the following fictitious scenario on the 3D Internet. Instead of a flat 2D desktop I can put my documents on my desk at home, where documents, desk, and home are ”virtual” entities that are 3D representations of real-world counterparts with spatial relationships. Later, when the need of finding these documents arises, there is a high probability that I can easily remember their location without resorting to additional processes such as search engines or a “recent documents” folder. Obviously, it is very difficult -if not impossible- to realize this scenario on the current Internet. We are there like 2D creatures living on flat documents not knowing where we are or what is next to us. We teleport constantly from one flat surface to another, each time getting lost, each time asking for directions or help. In contrast, the ease of use and intuitiveness of 3D GUIs are an immediate consequence of the way our brains work, a result of a long evolutionary process ensuring adaptation to our world. Although the 3D Internet is not a solution to all problems, it provides an HCI framework that can decrease mental load and open doors to rich, innovative interface designs through spatial relationships. Another important point is the 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 online 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 3DInternet is enormous.
  • 15. What 3D INTERNET? 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 proposed 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 programs (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 webplaces (replacing
  • 16. websites) and 3D object creation/editing software, i.e. easy-to-use 3D modeling and design programs such as Sketch-Up and standardized mark- up languages and communication protocols. Emergence of new software and tools in addition to the ones mentioned should naturally be expected. How 3D INTERNET?  4.1 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 autonomous behavior. Thus, when an avatar and its companions 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.
  • 17.  4.1.1 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 communications: client to server (C2S), server to server (S2S) and client to client (C2C) each with different latency and bandwidth 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 resources 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 example, 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.
  • 18.  4.1.2 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 concept 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 accounts or identities in different repositories or services. Microsoft Passport1 as well as several other systems have been developed based on this concept [9]. Earlier on, role based access control (RBAC) had been devised to allow authentication not based on user identities, but rather 1http://www.passport.com based on the class (or classes) they belong to. The studies 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 combinations, allowing more fine-grained access control. Driven by the users’ growing privacy concerns regarding the handling of their authentication information, user-centric identity 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.
  • 19.  4.2 Intelligent Environments: Emerging fields such as ubiquitous computing and ambient intelligence draw heavily from adaptive and intelligent algorithms. They are concerned with computing and networking technology that is unobtrusively embedded in the everyday environment of human users. The emphasis is on user-friendliness, efficient and distributed services support, user empowerment, and support for human interactions. All this assumes a shift away from desktop or portable computers to a variety of devices accessible via intelligent interfaces. The 3D Internet, which is a virtual ubiquitous computing environment, provides the perfect testbed for developing these ideas and emulating them in realistic 3D settings with real users.
  • 20. Advantages and Disadvantages of 3D Internet  Advantages: o With the 3D internet, discussing and sharing ideas is easy and efficient. o 3D films will not be pirated, which will help the movie industry with good gain. o Film industries can make better profit with 3D movies. o Participants have control throughout the virtual space. o 3D internet will give a better experience while interacting and communicating.  Disadvantages: o Increased hacking and malware attacks can be seen. o It may also enhance online scams and fraud. o Limited ways to enable people in the virtual world. o Highly expensive, difficult modelling. o Lack of effective ways for enabling people to the real world.
  • 21. Evolution of 3D INTERNET  WEB 1.0: Basically, this first version of the Web consisted of a few people creating web pages and content and web pages for a large group of readers, allowing them to access facts, information, and content from the sources. Or you can sum up Web 1.0 like this: it was designed to help people better find information. This web version dealt was dedicated to users searching for data. This web version is sometimes called “the read-only Web” because it lacks the necessary forms, visuals, controls, and interactivity we enjoy on today’s Internet.People use the term “Web 1.0” to describe the earliest form of the Internet. Users saw the first example of a worldwide network that hinted at future digital communication and information-sharing potential. For Example :- Microsoft.com for windows issues and CNN.com for news.  WEB 2.0: Web 1.0 was made up of a small number of people generating content for a larger audience, then Web 2.0 is many people creating even more content for a growing audience. Web 1.0 focused on reading; Web 2.0 focused on participating and contributing.This Internet form emphasizes User-Generated Content (UGC), ease of use, interactivity, and improved compatibility with other systems and devices. Web 2.0 is all about the end user's experience. Consequently, this Web form was responsible for creating communities, collaborations, dialogue, and social media. As a result, Web 2.0 is considered the primary form of web interaction for most of today's users.If Web 1.0 was
  • 22. called “the read-only Web,” Web 2.0 is known as “the participative social Web.” Web 2.0 is a better, more enhanced version of its predecessor, incorporating web browser technologies such as JavaScript frameworks. For Example :- Flickr , Youtube , Myspace  WEB 3.0:When trying to figure out the definitive web 3.0 meaning, we need to look into the future. Although there are elements of Web 3.0 currently available today, it still has a way to go before it reaches full realization. Web 3.0, which is also referred to as Web3, is built on a foundation consisting of the core ideas of decentralization, openness, and more excellent user utility. Web 1.0 is the "read-only Web," Web 2.0 is the "participative social Web," and Web 3.0 is the "read, write, execute Web." This Web interaction and utilization stage moves users away from centralized platforms like Facebook, Google, or Twitter and towards decentralized, nearly anonymous platforms. World Wide Web inventor Tim Berners-Lee initially called Web 3.0 the Semantic Web and envisioned an intelligent, autonomous, and open Internet that used Artificial Intelligence and Machine Learning to act as a "global brain" and process content conceptually and contextually.
  • 23. APPLICATIONS OF 3D INTERNET 1. Education: With the help of the 3D internet, education facilities can become more understandable. 3D internet is most suitable for tough subjects like chemistry and physics, which require a lot of effort and practical knowledge to understand. 2. Entertainment: 3D internet can be used widely in movies, web series, and games. This can provide entertainment for users as people prefer this the most. 3. Embassies: Virtual embassies can be made through which virtual embassies can solve various issues related to visas, trade, passports, and other issues at a low level. 4. Tourism: Tour and travels field requires 3D internet in an obvious way. There should be complete knowledge of the place where a person is traveling.3D internet can provide them with a complete view of that place through realistic visuals. 5. Social interaction: In today's life, people who live far away to meet too frequently. 3D internet can be the best gift to them. They can meet online by making avatars of themselves. They can experience video calls more realistically. 6. Arts: 3D internet can be used in arts as well. Artists across the globe can use the features of the 3D internet to make their art more realistic
  • 24. and engaging. Some artwork requires a high cost and cannot be done in a traditional method. It also enables artists to show their artwork to the world with a more real-life feel. 7. Real Estate: 3D internet can also be used in real estate. It can give buyers more intriguing details about the property they buy online. FUTURE OF 3D INTERNET  Using the Web and Controlling Information Will Be Very Easy and Effective by Using 3D Internet .  Right Now This Might Seem Like FANTASY , But Ten Years in the Future this Might be a Serious Invention!  Giving the services a shape using 3D graphics and Giving the users a shape by using avatars.  Japan (through the AKARI Architecture Design Project) and Korea have made public their ambitious initiatives in association China.  In US, the FIND and GENI programmes are key contributors.  In Latin America, there are several ongoing initiatives for identification of opportunities for ICT collaborations.  In Europe, Future Internet Research and Experimentation (FIRE), the Future Internet Assembly and the Future Media 3D Internet Task Force are the main endeavors that are currently taken place in the Future Internet research.
  • 25. CONCLUSION We have provided an overview of the concept 3D Inter-net and discussed the motivation behind it as well as the specific research directions in the fields of networking, security, distributed computing, and machine learning. We believe that at this point in time we are facing a unique opportunity for the evolution of the Internet towards a much more versatile, interactive, and usable version: the 3D Internet. The emerging 3D applications and desktop paradigms, increasingly interactive nature of the Web 2.0, the Semantic Webefforts, widespread availability of powerful GPUs, popularity of novel input devices, and changing demographics of Internet users towards the younger, computer-literate generations, all provide the basis for the 3D Internet (r)evolution. The hype surrounding metaverses (especially SL) should be seen under this light and taken as an indicator of the fact that many businesses are aware of the 3D Internet’s potential. However, to make the 3D Internet a reality it is necessary and important to start and continue multidisciplinary research.
  • 26. REFERENCES [1] The croquet consortium, 2007. [2] The metaverse roadmap, 2007. [3] T. Alpcan, C. Bauckhage, and S. Agarwal. An efficient ontology-based expert peering system. In Proc. 6th IAPR Workshop on Graph-based Repr. in Pattern Recog. (GbR), Alicante, Spain, June 2007. [4] B. Gorman, C. Thurau, C. Bauckhage, and M. Humphrys. Believability Testing and Bayesian Imitation in Interactive Computer Games. In Proc. Int. Conf. on Simulation of Adap- tive Behavior, September 2006. [5] R. J. Hayton, J. M. Bacon, and K. Moody. Access Control in an Open Distributed Environment. In Proc. IEEE Symp. on Sec. and Priv., May 1998. [6] E. Kotsovinos, T. Moreton, I. Pratt, R. Ross, K. Fraser, S. Hand, and T. Harris. Global-Scale Service Deployment in the XenoServer Platform. In Proc. Workshop on Real, Large Distributed Systems, December 2004. [7] M. Li,W.-C. Lee, and A. Sivasubramaniam. Semantic Small World: An Overlay Network for Peer-to-Peer Search . In Proc. Int. Conf. on Networking Protocols (ICNP), December 2004. [8] N. Li, J. C. Mitchell, and W. H. Winsborough. Design of a Role-Based Trust Management Framework. In Proc. IEEE Symp. on Sec. and Priv., May 2002. [9] A. Pashalidis and C.Mitchell. A taxonomy of single sign-on systems. In Proc. 8th Australasian Conf. in Inf. Sec. and Pri. (ACISP), July 2003. [10] M. Wooldridge and N. R. Jennings. Intelligent Agents:Theory and Practice. The Knowledge Engineering Review,10(2):115–152, 1995.