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3D INTERNET
Department of Computer Science & Engineering Page 1
K.C.T College of Engineering, Kalaburagi-04
1. INTRODUCTION
The success of 3D communities and mapping applications, combined with the
falling costs of producing 3D environments, are leading some analysts to predict that a
dramatic shift is taking place in the way people see and navigate the Internet.
The appeal of 3D worlds to consumers and vendors lies in the level of immersion that
the programs offers. The experience of interacting with another character in a 3D
environment, as opposed to a screen name or a flat image, adds new appeal to the act of
socializing on the Internet. Advertisements in Microsoft's Virtual Earth 3D mapping
application are placed as billboards and signs on top of buildings, blending in with the
application's urban landscapes.
The Internet is evolving to become the de-facto cyberspace or virtual environment
facilitating communication, business, and entertainment on a global scale. On the other
hand, metaverses or virtual worlds such as Second Life (SL) or World of Warcraft (WoW)
are much younger when com- pared to other Web technologies. Today, the success and
momentum of virtual worlds are undeniable. The market for MMOGs is estimated to be
worth more than one billion US dollars and such metaverses are fast becoming significant
platforms in the converged media world according to some analysts.
Virtual worlds are increasingly seen as more than game and interpreted within a
business context rather than entertainment. The view that metaverses will play a
significant role in the future is shared by many researchers and professionals in the field.
Among them are the participants of the metaverse roadmap (MVR) who aim to explore
multiple pathways to the 3D enhanced web, the Croquet Consortium, as well as the
VRML and X3D communities.
3D INTERNET
Department of Computer Science & Engineering Page 2
K.C.T College of Engineering, Kalaburagi-04
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.
3D INTERNET
Department of Computer Science & Engineering Page 3
K.C.T College of Engineering, Kalaburagi-04
1.1 What is 3D Internet?
 3D Internets an interactive virtual environment for services, interaction, and
communication.
 The Internet is evolving to become the de-facto cyberspace or virtual environment
facilitating communication, business, and entertainment on a global scale.
 A typical 2D website is an extremely abstract entity and consists of nothing but a
bunch of documents and pictures.
Within the website, at every level of the interaction, the developers have to provide
the user immediate navigational help. Otherwise, the user would get lost sooner or later.
 3D internet is actually a much better alternative way of organizing data which
everybody knows and uses.
 3D Internet are combination of two powerful forces i.e. INTERNET & 3D
GRAPHICS. As a result, 3D Internet is interactive, real time 3D Graphic delivered
over the web.
 3D Internet uses flexible architecture, open protocol and provides 3D Internet surfing
experience
Figure 1.1 : Pictorial Representation of Seminar Hall
3D INTERNET
Department of Computer Science & Engineering Page 4
K.C.T College of Engineering, Kalaburagi-04
1.2 WHY 3D INTERNET NOW?
One of the often heard arguments against the 3D Internet is in the form of the question
―why do we need it? For most of its users the Internet is a familiar, comfortable medium
where we communicate with each other, get our news, shop, pay our bills, and more. We are
indeed so much used to and dependent on its existence that we don‘t think about its nature
anymore just like we do not think about Ohm‘s law when we turn on the lights.
From this perspective what we have, i.e. the 2D version, seems ―sufficient‖ and
the 3D Internet is yet another fad. However, if we stop and think about the nature of the
Internet for a moment we realize that it is nothing but a virtual environment (cyberspace)
where people and organizations interact with each other and ex- change information. Once
this fact is well understood, the question can be turned on its head and becomes ―why do
we restrict ourselves to 2D pages and hyperlinks for all these activities? Navigating
hierarchical data structures is often cumber- some for large data sets.
Unfortunately, the Internet as we know is organized as a flat abstract mesh of
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 pro- vide the user immediate
navigational help. Otherwise, the user would get lost sooner or later. Since this is a very
abstract environment, there is no straightforward way of pro- viding 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.
3D INTERNET
Department of Computer Science & Engineering Page 5
K.C.T College of Engineering, Kalaburagi-04
2. HISTORY
2.1 Web 1.0
Companies publish content that people consume (e.g. CNN). In Web 1.0, a small
number of writers created Web pages for a large number of readers. As a result, people could
get information by going directly to the source: Adobe.com for graphic design issues,
Microsoft.com for Windows issues, and CNN.com for news. As personal publishing caught
on and went mainstream, it became apparent that the Web 1.0 paradigm had to change.
2.2 Web 2.0
People publish content that other people can consume, companies build platforms that
let people publish content for other people (e.g. Flickr, YouTube, Adsense, Wikipedia,
Blogger, MySpace, RSS, Digg). Web 2.0 sites often feature a rich, user friendly interface
based on Ajax, OpenLaszlo, Flex or similar rich media. Web 2.0 has become popular mainly
because of its rich look, and use of the Best GUI’s.
2.3 Web 3.0
With Web 3.0 applications we will see the data being integrated and applying it into
innovative ways that were never possible before. Imagine taking things from Amazon,
integrating it with data from Google and then building a site that would define your shopping
experience based on a combination of Google Trends and New Products. This is just a
random (possibly horrible) example of what Web 3.0 applications will harness. Web 3.0 also
aims at integrating various devices to the internet, the devices includecell phones,
refrigerators, cars, etc. Another major leap in the Web 3.0 is the introduction of the 3D
Internet into the web, hence these would replace the existing WebPages with the web places.
3D INTERNET
Department of Computer Science & Engineering Page 6
K.C.T College of Engineering, Kalaburagi-04
Web 1.0 Web 2.0 Web 3.0
Functionality
Companies publish
limited webpages for
large num of users...
People publish info
for other users...
Integration of data
over the internet
from various means...
Usage
Adobe.com for
graphics
Microsoft.com for
windows...CNN.com
for news
YOUTUBE
Flickr
Wikipedia
Integration of
devices: cellphones,
cars etc... High
Accessibility
Extensibility Up to ‗n‘ users up to ‗n‘ users Up to ‗n2‘ users
Table 1 : Tabular representation of web 1.0, web 2.0 & web 3.0
3D INTERNET
Department of Computer Science & Engineering Page 7
K.C.T College of Engineering, Kalaburagi-04
Figure 1.1 : Depicts the Nature of Web 1.0 and Web 2.0
3D INTERNET
Department of Computer Science & Engineering Page 8
K.C.T College of Engineering, Kalaburagi-04
3. 3D INTERNETARCHITECTURE
Figure 3.1: A graphical depiction of the proposed 3D Internet architecture.
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 3Dcounterparts of WWW, website, and subdomain,
respectively .We describe each components functionality briefly above:
3D INTERNET
Department of Computer Science & Engineering Page 9
K.C.T College of Engineering, Kalaburagi-04
a) 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.
b) 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.
c) 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.
d) Clients:
Browser-like viewer programs running on user’s computers with extensive
networking, caching, and 3D rendering capabilities. Additional components of the 3D
Internet include webplaces (replacing websites) and 3D object creation/editing software, i.e.
easy-to-use 3D modeling and design programs such as Sketch-Up and standardized mark-up
languages and communication protocols. Emergence of new software and tools in addition to
the ones mentioned should naturally be expected.
3D INTERNET
Department of Computer Science & Engineering Page 10
K.C.T College of Engineering, Kalaburagi-04
4. IMPLEMENTATION
4.1 How is 3d internet implemented?
 Using available virtual platform.
 By using artificial intelligence.
 By using eyewear like Google Glass.
 Using sensors and holographic image projection.
4.2 Intelligent Environments
Emerging fields such as ubiquitous computing and ambient intelligence draw
heavily from adaptive and intelligent algorithms. They are concerned with computing and
net- working technology that is unobtrusively embedded in the everyday environment of
human users. The emphasis is on user-friendliness, efficient and distributed services
support, user empowerment, and support for human interactions.
All this assumes a shift away from desktop or portable computers to a variety of
devices accessible via intelligent inter- faces. The 3D Internet, which is a virtual
ubiquitous computing environment, provides the perfect tested for developing these ideas
and emulating them in realistic 3D settings with real users.
4.2.1 Intelligent Services
In the case of the 3D Internet, the concept of intelligent environments naturally
extends to underlying communication protocols and enabling services as well as to user
centered services. Given its inherent P2P nature, the 3D Internet can make use of
paradigms such as intelligent routing where mechanisms being aware of the network
topology and information structure allow for flexible and context-dependent distribution
of traffic.
3D INTERNET
Department of Computer Science & Engineering Page 11
K.C.T College of Engineering, Kalaburagi-04
As in the real world, one could think of adaptive algorithms that control traffic flow
depending on the time of day, user-behavior patterns, or a variety of global and local events.
Since the 3D Internet provides an environment that closely resembles the physical world, it
calls for intelligent interfaces that extend the conventional desktop metaphors such as menus
and sliders. This may include speech- and gesture recognition, but also implies interaction
with virtual objects and tools inspired by things existing in the real world.
Learning and ambient intelligence on this level will then have to be concerned with
typical usage patterns, anticipations of user activities, and convincing simulations. In terms of
user-centered services, it is not hard to imagine applications of machine learning that would
facilitate social interaction of users as well as increase usability of core functionalities of the
virtual environments on the 3D Internet. Examples of such services are recommender systems
for e-commerce or social networking that rely on collaborative filtering. Based on user
provided ratings or an analysis of typical usage patterns, goal directed, intelligent searches
and recommendations are possible. This of course facilitates personalization of individual
user’s avatars and improves multimedia-information retrieval.
4.2.3 Intelligent Agents and Rendering
In order to increase the user’s acceptance of services like the ones just mentioned,
they will not just have to be personalized but also be presented and accessible in a way users
will consider natural. This leads to the problem of modeling artificial agents and avatars that
act lifelike and show a behavior that would be considered natural and human-like. First
attempts in this direction have already been made in the context of computer games. Here,
ma- chine learning has been shown to provide an auspicious avenue.
The network traffic generated by a group of people playing a multiplayer game
contains all the data necessary to describe their activities in the virtual game world. Statistical
analysis of this traffic and a derivation of a generative model therefrom allows for
implementing agents that are perceived to act more human-like. Corresponding approaches
can be applied to improve on the quality of virtual clerks and information personnel.
3D INTERNET
Department of Computer Science & Engineering Page 12
K.C.T College of Engineering, Kalaburagi-04
4.3 Implementation using VRML Technology
4.3.1 Introduction of VRML technology
 What is VRML?
VRML is the Virtual Reality Modelling Language, a system for describing 3D
scenes on the Web. Using text files in a similar format to the HTML, VRML allows a
browser to produce the illusion of a three dimensional environment. VRML files are
commonly called "worlds" and have the *.wrl extension (for example island.wrl).
VRML files are in plain text and generally compresses well using gzip which is useful
for transferring over the internet more quickly (some gzip compressed files use the
*.wrz extension). Many 3D modeling programs can save objects and scenes in VRML
format.
 How to use it?
The very first thing you need is a VRML browser, to view your worlds, as well as
other peoples. The most popular one is Cosmo Player from CosmoSoftware(Win95/NT).
 The thing you need to do is create your own worlds. There are two ways of doing this.
To view a VRML file, you need a VRML viewer or browser, which can be a plug-
in for a Web browser you already have. Among viewers you can download for the
Windows platforms are blaxxun's CC Pro, Platinum's Cosmo Player, WebFX,
WorldView, and Fountain. Whurlwind and Voyager are two viewers for the Mac.
 Then, you could use one of the many VRML authoring tools, which are like 3D
modellers in which you can build your world.
 The other way is to code it by hand. All you need for this is a text editor, such as
notepad or wordpad. Simply type in the code as shown, and save it as filename.wrl.
 We can then load this into our browser and take a look!
3D INTERNET
Department of Computer Science & Engineering Page 13
K.C.T College of Engineering, Kalaburagi-04
4.3.2 File structure of VRML technology
 VRML file contains
 File header
 Comments: notes for us
 Nodes: nuggets of scene information
 Fields: nodes attribute we can change
 Values: attribute values
4.3.4 Simple code in VRML technology
VRML for coordinating nodes – The transformation
A simple text language for describing 3-D shapes and interactive environments
#VRML V2.0 utf8
#A Cylinder
Shape {
appearanceAppearances
{
geometry Cylinder
{
Height2.0
Radius 1.5
}
}
}
FIELD
NODE
VALUES
3D INTERNET
Department of Computer Science & Engineering Page 14
K.C.T College of Engineering, Kalaburagi-04
Dimension ‘X’Liquid Reality browser supports VRML code
3D INTERNET
Department of Computer Science & Engineering Page 15
K.C.T College of Engineering, Kalaburagi-04
5. ADVANTAGES AND DISADVANTAGES OF 3D INTERNET
5.1 ADVANTEGES
 Participants have control throughout the virtual space.
 Content readily available.
 Participants have choice in whether to interact with an offering.
 Portability across the world
 Easy to use tool
 Realistic rendering
 Creative and Entertaining
 Dynamic
 Supporting Game Engines.
 Open Source Development.
5.2 DISADVANTEGES
 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.
 A research shows that not many countries in the world are in a state to fulfill the internet
speeds that are required for the implementation of the 3D Internet
 With the inclusion of 3D internet there would be difficulty in viewing 3D objects in
2D display devices.
3D INTERNET
Department of Computer Science & Engineering Page 16
K.C.T College of Engineering, Kalaburagi-04
6. APPLICATIONS OF 3D INTERNET
6.1 EDUCATION
3D Internet can be used as a platform for education by many institutions, such as
colleges, universities, libraries and government entities. There are subjects such as
chemistry and English in which Instructors and researchers would favor 3D Internet
because it is more personal than traditional distance learning.
6.2 RELIGION
Religious organizations can make use of the 3D Internet to open virtual meeting
places within specified locations.
6.3 EMBASSIES
We could create embassies in 3D Internet, where visitors will be able to talk face-to-
face with a computer-generated ambassador about visas, trade and other issues.
6.4 LIVE SPORT ENTERTAINMENT
Popular forms of live entertainment could also be placed into the 3D Internet. Many
sports allow the users to watch or participate in many popular activities. Sporting leagues like
Cricket, Football, Professional Wrestling, boxing, and auto racing could be placed in the 3D
Internet for it’s users to play in the 3D environment.
6.5 ARTS
The modeling in 3D Internet would allow the artists to create new forms of art, that in
many ways are not possible in real life due to physical constraints or high associated costs. In
3D Internet artists could display their works to an audience across the world. This has created
an entire artistic culture on its own where many residents who buy or build homes can shop
for artwork to place there. Gallery openings even allow art patrons to "meet" and socialize
with the artist responsible for the artwork and has even led to many real life sales. Live music
performances could also be enabled in the 3D Internet.
3D INTERNET
Department of Computer Science & Engineering Page 17
K.C.T College of Engineering, Kalaburagi-04
6.6 E-COMMERCE
 Product visualization
 3D virtual shops
 Interactive in virtual spaces
 3D chat space
Figure 6.6 : 3D VIRTUAL SHOP
Figure 6.6(a): 3D CHAT SHOW
3D INTERNET
Department of Computer Science & Engineering Page 18
K.C.T College of Engineering, Kalaburagi-04
6.7 TRAINING
 Web-based training using interactive 3D
 Virtual experimental of physical science teach learn and practice in way that feels real
Figure 6.7 : 3D TRAINING
6.8 GAMES
 Multi-player, fully 3D
 Streaming 3D animation (much lower bandwidth than video, can run full screen, can
have interactivity)
Figure 6.7 : 3D GAMING
3D INTERNET
Department of Computer Science & Engineering Page 19
K.C.T College of Engineering, Kalaburagi-04
6.9 Collaborative designand engineering
• Architecture
• Product design
• 3D visualization of data for various field
Figure 6.9 : 3D VIRTUAL ARCHITECTURE
24 meters
12 images
3D INTERNET
Department of Computer Science & Engineering Page 20
K.C.T College of Engineering, Kalaburagi-04
7. TRENDS OF 3D TECHNOLOGY
7.1 GOOGLE GOGGLE
Anyone putting on "the Goggles" 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.
Figure: 7.1 Google Goggles
7.2 3D MOUSE
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.
Figure 7.2 : 3D Mouse
3D INTERNET
Department of Computer Science & Engineering Page 21
K.C.T College of Engineering, Kalaburagi-04
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.
7.3 VISION STATION
Use of Vision Station as a monitor / display for the 3D Internet, Vision Station is a
computer display technology developed by Elumens that provides 180 degrees of viewing
angle for its users. Current computer screens have at most a 50-degree field of view and
needs the user to move the controller in order to see the images that are not on the screen.
This motion is unnatural because in the real world, users use their peripheral vision to see
things beyond the direct line of sight. This new display technology will address this
limitation of standard computer monitors.
Figure 7.3 : A user using a Vision Station to interact with the 3D world.
3D INTERNET
Department of Computer Science & Engineering Page 22
K.C.T College of Engineering, Kalaburagi-04
7.4 3D SHOPPING
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.
Figure 7.4 : 3D Shopping Mall
3D INTERNET
Department of Computer Science & Engineering Page 23
K.C.T College of Engineering, Kalaburagi-04
8. FUTURE SCOPE OF 3D INTERNET
 MODELING AND VISUALIZING 3D URBAN ENVIRONMENT VIA INTERNET FOR
URBAN PLANNING AND MONITORING
The demand for visualization of urban model and realistic presentation of the real
world has been increased dramatically today. Internet and World Wide Web (WWW) have
been widely applied in delivering, processing, and publishing geospatial data. Web-based
GIS, which permits users to access, retrieve, display, and analyze geospatial data over the
web, has got a wide variety of applications.
In the recent years, web-based three-dimensional (3D) GIS for visualizing geospatial
data has attracted many researchers. The operation uses the web as a delivery mechanism,
deals with the transformation of multi-dimensional geospatial data, information, and
knowledge into an effective 3D visual
 Real time 3d tracking
This is an efficient real-time solution for tracking rigid objects in 3D using a single
camera that can handle large camera displacements, drastic aspect changes, and partial
occlusions. While commercial products are already available for offline camera registration,
robust online tracking remains an open issue because many real-time algorithms described in
the literature still lack robustness and are prone to drift and jitter
To address these problems, we can combine the tracking problem in terms of local
bundle adjustment and have developed a method for establishing image correspondences that
can equally well handle short and wide baseline matching. We then can merge the
information from preceding frames with that provided by a very limited number of keyframes
created during a training stage, which results in a real-time tracker that does not jitter or drift
and can deal with significant aspect changes.
 3D internet for cognitive infocommunication.
The cognitive infocommunication handles the communication channels between people
and information-technology tools and also the communications which are based on cognitive
informatics processes using 3d internet
3D INTERNET
Department of Computer Science & Engineering Page 24
K.C.T College of Engineering, Kalaburagi-04
 3D Mobile Internet with emotion
The real-time interaction embedded directly within a web application that is enabled by
Viso’s 3D facial imaging technology really takes marketing to a new level in terms of how
brands can develop successful engaging experiences.
This particular application is based on a fictional scenario but it demonstrates the real-
world potential of being able to instantly analyze human emotion through our dynamic 3D
facial imaging technology. We see this being applied to a variety of domains where
understanding how and why people react the way they do is important.
 4D Mobile Internet-virtual real world.
A4D as a toll providing support to the interface between the design process and the construction
planning sub-process. A4D delivers large construction site collaborative information visualization and
4D simulation. It supports multi-user interactive 4D (3D + time) information visualization and design
of the construction spaces, and enables different specialty integration in this environment, providing
also automatic design verification and interference checking between AEC objects.
4D enables construction scheduling and planning and also supports intuitive information
presentation provided by tangible augmented reality user interaction, in indoor settings. Additionally,
the system provides all these features within a collaborative multi-user environment, where fixed 4D
users are linked to mobile users, by means of wireless networking, these last ones equipped with
wearable systems appropriate for indoor usage. This level of integration: multi-user 4D virtual
environment and simulation, wearable systems, novel augmented reality interaction, construction
project schedule technologies, turns 4D into a highly innovative system
 3D STORY TELLING
The principle behind stereography is relatively simple: it replicates human vision. With
20-20 vision, each of the human eyes sees a different image. Our eyes then converge at a
certain point – which provides us with our sense of depth and three-dimensionality. For
individuals who have an uncorrected visual impairment, or blindness in one eye, the effect of
3D cannot be perceived so effectively, if at all. (If the viewer’s vision is corrected by either
contact lenses, or glasses, then 3D eyewear can be worn over these.)
3D INTERNET
Department of Computer Science & Engineering Page 25
K.C.T College of Engineering, Kalaburagi-04
Two identical (but slightly offset) still images could be viewed through this device, which
separated the images by positioning a wooden bar between the eyes; a perceived sense of
depth was therefore created. It was hugely popular in late 1800s photography, but the obvious
restriction with this device was that only one viewer could experience the effect at a time.
The cinematic effect of creating depth in this way is achieved by using two cameras to
capture two separate moving image streams.
The two cameras replicate the two eyes of a person. The cameras are rigged in either a
side-by-side or ‘mirror’ configuration, whereby a mirror is placed between the two camera
lenses to capture the (almost) identical image (see Figure 1). More recently, the major camera
manufacturers have released S3D camcorders that house dual lenses within the camera body
itself.
3D INTERNET
Department of Computer Science & Engineering Page 26
K.C.T College of Engineering, Kalaburagi-04
9. CONCLUSION
We have provided an overview of the concept 3D Internet 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 Web efforts, 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.
3D INTERNET
Department of Computer Science & Engineering Page 27
K.C.T College of Engineering, Kalaburagi-04
REFERENCES
[1] www.google.com
[2] www.ieeexplore.ieee.org
[3] www.i3dnow.com
[4] www.kotsovinos.com/research/papers/Alpcan-3D_Internet.pdf
[5] www.secondlife.com
[6] www.wikipedia.org
[7] www.slideshare.net
[8] www.seminaronly.com

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3D Internet Architecture

  • 1. 3D INTERNET Department of Computer Science & Engineering Page 1 K.C.T College of Engineering, Kalaburagi-04 1. INTRODUCTION The success of 3D communities and mapping applications, combined with the falling costs of producing 3D environments, are leading some analysts to predict that a dramatic shift is taking place in the way people see and navigate the Internet. The appeal of 3D worlds to consumers and vendors lies in the level of immersion that the programs offers. The experience of interacting with another character in a 3D environment, as opposed to a screen name or a flat image, adds new appeal to the act of socializing on the Internet. Advertisements in Microsoft's Virtual Earth 3D mapping application are placed as billboards and signs on top of buildings, blending in with the application's urban landscapes. The Internet is evolving to become the de-facto cyberspace or virtual environment facilitating communication, business, and entertainment on a global scale. On the other hand, metaverses or virtual worlds such as Second Life (SL) or World of Warcraft (WoW) are much younger when com- pared to other Web technologies. Today, the success and momentum of virtual worlds are undeniable. The market for MMOGs is estimated to be worth more than one billion US dollars and such metaverses are fast becoming significant platforms in the converged media world according to some analysts. Virtual worlds are increasingly seen as more than game and interpreted within a business context rather than entertainment. The view that metaverses will play a significant role in the future is shared by many researchers and professionals in the field. Among them are the participants of the metaverse roadmap (MVR) who aim to explore multiple pathways to the 3D enhanced web, the Croquet Consortium, as well as the VRML and X3D communities.
  • 2. 3D INTERNET Department of Computer Science & Engineering Page 2 K.C.T College of Engineering, Kalaburagi-04 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.
  • 3. 3D INTERNET Department of Computer Science & Engineering Page 3 K.C.T College of Engineering, Kalaburagi-04 1.1 What is 3D Internet?  3D Internets an interactive virtual environment for services, interaction, and communication.  The Internet is evolving to become the de-facto cyberspace or virtual environment facilitating communication, business, and entertainment on a global scale.  A typical 2D website is an extremely abstract entity and consists of nothing but a bunch of documents and pictures. Within the website, at every level of the interaction, the developers have to provide the user immediate navigational help. Otherwise, the user would get lost sooner or later.  3D internet is actually a much better alternative way of organizing data which everybody knows and uses.  3D Internet are combination of two powerful forces i.e. INTERNET & 3D GRAPHICS. As a result, 3D Internet is interactive, real time 3D Graphic delivered over the web.  3D Internet uses flexible architecture, open protocol and provides 3D Internet surfing experience Figure 1.1 : Pictorial Representation of Seminar Hall
  • 4. 3D INTERNET Department of Computer Science & Engineering Page 4 K.C.T College of Engineering, Kalaburagi-04 1.2 WHY 3D INTERNET NOW? One of the often heard arguments against the 3D Internet is in the form of the question ―why do we need it? For most of its users the Internet is a familiar, comfortable medium where we communicate with each other, get our news, shop, pay our bills, and more. We are indeed so much used to and dependent on its existence that we don‘t think about its nature anymore just like we do not think about Ohm‘s law when we turn on the lights. From this perspective what we have, i.e. the 2D version, seems ―sufficient‖ and the 3D Internet is yet another fad. However, if we stop and think about the nature of the Internet for a moment we realize that it is nothing but a virtual environment (cyberspace) where people and organizations interact with each other and ex- change information. Once this fact is well understood, the question can be turned on its head and becomes ―why do we restrict ourselves to 2D pages and hyperlinks for all these activities? Navigating hierarchical data structures is often cumber- some for large data sets. Unfortunately, the Internet as we know is organized as a flat abstract mesh of 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 pro- vide the user immediate navigational help. Otherwise, the user would get lost sooner or later. Since this is a very abstract environment, there is no straightforward way of pro- viding 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.
  • 5. 3D INTERNET Department of Computer Science & Engineering Page 5 K.C.T College of Engineering, Kalaburagi-04 2. HISTORY 2.1 Web 1.0 Companies publish content that people consume (e.g. CNN). In Web 1.0, a small number of writers created Web pages for a large number of readers. As a result, people could get information by going directly to the source: Adobe.com for graphic design issues, Microsoft.com for Windows issues, and CNN.com for news. As personal publishing caught on and went mainstream, it became apparent that the Web 1.0 paradigm had to change. 2.2 Web 2.0 People publish content that other people can consume, companies build platforms that let people publish content for other people (e.g. Flickr, YouTube, Adsense, Wikipedia, Blogger, MySpace, RSS, Digg). Web 2.0 sites often feature a rich, user friendly interface based on Ajax, OpenLaszlo, Flex or similar rich media. Web 2.0 has become popular mainly because of its rich look, and use of the Best GUI’s. 2.3 Web 3.0 With Web 3.0 applications we will see the data being integrated and applying it into innovative ways that were never possible before. Imagine taking things from Amazon, integrating it with data from Google and then building a site that would define your shopping experience based on a combination of Google Trends and New Products. This is just a random (possibly horrible) example of what Web 3.0 applications will harness. Web 3.0 also aims at integrating various devices to the internet, the devices includecell phones, refrigerators, cars, etc. Another major leap in the Web 3.0 is the introduction of the 3D Internet into the web, hence these would replace the existing WebPages with the web places.
  • 6. 3D INTERNET Department of Computer Science & Engineering Page 6 K.C.T College of Engineering, Kalaburagi-04 Web 1.0 Web 2.0 Web 3.0 Functionality Companies publish limited webpages for large num of users... People publish info for other users... Integration of data over the internet from various means... Usage Adobe.com for graphics Microsoft.com for windows...CNN.com for news YOUTUBE Flickr Wikipedia Integration of devices: cellphones, cars etc... High Accessibility Extensibility Up to ‗n‘ users up to ‗n‘ users Up to ‗n2‘ users Table 1 : Tabular representation of web 1.0, web 2.0 & web 3.0
  • 7. 3D INTERNET Department of Computer Science & Engineering Page 7 K.C.T College of Engineering, Kalaburagi-04 Figure 1.1 : Depicts the Nature of Web 1.0 and Web 2.0
  • 8. 3D INTERNET Department of Computer Science & Engineering Page 8 K.C.T College of Engineering, Kalaburagi-04 3. 3D INTERNETARCHITECTURE Figure 3.1: A graphical depiction of the proposed 3D Internet architecture. 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 3Dcounterparts of WWW, website, and subdomain, respectively .We describe each components functionality briefly above:
  • 9. 3D INTERNET Department of Computer Science & Engineering Page 9 K.C.T College of Engineering, Kalaburagi-04 a) 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. b) 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. c) 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. d) Clients: Browser-like viewer programs running on user’s computers with extensive networking, caching, and 3D rendering capabilities. Additional components of the 3D Internet include webplaces (replacing websites) and 3D object creation/editing software, i.e. easy-to-use 3D modeling and design programs such as Sketch-Up and standardized mark-up languages and communication protocols. Emergence of new software and tools in addition to the ones mentioned should naturally be expected.
  • 10. 3D INTERNET Department of Computer Science & Engineering Page 10 K.C.T College of Engineering, Kalaburagi-04 4. IMPLEMENTATION 4.1 How is 3d internet implemented?  Using available virtual platform.  By using artificial intelligence.  By using eyewear like Google Glass.  Using sensors and holographic image projection. 4.2 Intelligent Environments Emerging fields such as ubiquitous computing and ambient intelligence draw heavily from adaptive and intelligent algorithms. They are concerned with computing and net- working technology that is unobtrusively embedded in the everyday environment of human users. The emphasis is on user-friendliness, efficient and distributed services support, user empowerment, and support for human interactions. All this assumes a shift away from desktop or portable computers to a variety of devices accessible via intelligent inter- faces. The 3D Internet, which is a virtual ubiquitous computing environment, provides the perfect tested for developing these ideas and emulating them in realistic 3D settings with real users. 4.2.1 Intelligent Services In the case of the 3D Internet, the concept of intelligent environments naturally extends to underlying communication protocols and enabling services as well as to user centered services. Given its inherent P2P nature, the 3D Internet can make use of paradigms such as intelligent routing where mechanisms being aware of the network topology and information structure allow for flexible and context-dependent distribution of traffic.
  • 11. 3D INTERNET Department of Computer Science & Engineering Page 11 K.C.T College of Engineering, Kalaburagi-04 As in the real world, one could think of adaptive algorithms that control traffic flow depending on the time of day, user-behavior patterns, or a variety of global and local events. Since the 3D Internet provides an environment that closely resembles the physical world, it calls for intelligent interfaces that extend the conventional desktop metaphors such as menus and sliders. This may include speech- and gesture recognition, but also implies interaction with virtual objects and tools inspired by things existing in the real world. Learning and ambient intelligence on this level will then have to be concerned with typical usage patterns, anticipations of user activities, and convincing simulations. In terms of user-centered services, it is not hard to imagine applications of machine learning that would facilitate social interaction of users as well as increase usability of core functionalities of the virtual environments on the 3D Internet. Examples of such services are recommender systems for e-commerce or social networking that rely on collaborative filtering. Based on user provided ratings or an analysis of typical usage patterns, goal directed, intelligent searches and recommendations are possible. This of course facilitates personalization of individual user’s avatars and improves multimedia-information retrieval. 4.2.3 Intelligent Agents and Rendering In order to increase the user’s acceptance of services like the ones just mentioned, they will not just have to be personalized but also be presented and accessible in a way users will consider natural. This leads to the problem of modeling artificial agents and avatars that act lifelike and show a behavior that would be considered natural and human-like. First attempts in this direction have already been made in the context of computer games. Here, ma- chine learning has been shown to provide an auspicious avenue. The network traffic generated by a group of people playing a multiplayer game contains all the data necessary to describe their activities in the virtual game world. Statistical analysis of this traffic and a derivation of a generative model therefrom allows for implementing agents that are perceived to act more human-like. Corresponding approaches can be applied to improve on the quality of virtual clerks and information personnel.
  • 12. 3D INTERNET Department of Computer Science & Engineering Page 12 K.C.T College of Engineering, Kalaburagi-04 4.3 Implementation using VRML Technology 4.3.1 Introduction of VRML technology  What is VRML? VRML is the Virtual Reality Modelling Language, a system for describing 3D scenes on the Web. Using text files in a similar format to the HTML, VRML allows a browser to produce the illusion of a three dimensional environment. VRML files are commonly called "worlds" and have the *.wrl extension (for example island.wrl). VRML files are in plain text and generally compresses well using gzip which is useful for transferring over the internet more quickly (some gzip compressed files use the *.wrz extension). Many 3D modeling programs can save objects and scenes in VRML format.  How to use it? The very first thing you need is a VRML browser, to view your worlds, as well as other peoples. The most popular one is Cosmo Player from CosmoSoftware(Win95/NT).  The thing you need to do is create your own worlds. There are two ways of doing this. To view a VRML file, you need a VRML viewer or browser, which can be a plug- in for a Web browser you already have. Among viewers you can download for the Windows platforms are blaxxun's CC Pro, Platinum's Cosmo Player, WebFX, WorldView, and Fountain. Whurlwind and Voyager are two viewers for the Mac.  Then, you could use one of the many VRML authoring tools, which are like 3D modellers in which you can build your world.  The other way is to code it by hand. All you need for this is a text editor, such as notepad or wordpad. Simply type in the code as shown, and save it as filename.wrl.  We can then load this into our browser and take a look!
  • 13. 3D INTERNET Department of Computer Science & Engineering Page 13 K.C.T College of Engineering, Kalaburagi-04 4.3.2 File structure of VRML technology  VRML file contains  File header  Comments: notes for us  Nodes: nuggets of scene information  Fields: nodes attribute we can change  Values: attribute values 4.3.4 Simple code in VRML technology VRML for coordinating nodes – The transformation A simple text language for describing 3-D shapes and interactive environments #VRML V2.0 utf8 #A Cylinder Shape { appearanceAppearances { geometry Cylinder { Height2.0 Radius 1.5 } } } FIELD NODE VALUES
  • 14. 3D INTERNET Department of Computer Science & Engineering Page 14 K.C.T College of Engineering, Kalaburagi-04 Dimension ‘X’Liquid Reality browser supports VRML code
  • 15. 3D INTERNET Department of Computer Science & Engineering Page 15 K.C.T College of Engineering, Kalaburagi-04 5. ADVANTAGES AND DISADVANTAGES OF 3D INTERNET 5.1 ADVANTEGES  Participants have control throughout the virtual space.  Content readily available.  Participants have choice in whether to interact with an offering.  Portability across the world  Easy to use tool  Realistic rendering  Creative and Entertaining  Dynamic  Supporting Game Engines.  Open Source Development. 5.2 DISADVANTEGES  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.  A research shows that not many countries in the world are in a state to fulfill the internet speeds that are required for the implementation of the 3D Internet  With the inclusion of 3D internet there would be difficulty in viewing 3D objects in 2D display devices.
  • 16. 3D INTERNET Department of Computer Science & Engineering Page 16 K.C.T College of Engineering, Kalaburagi-04 6. APPLICATIONS OF 3D INTERNET 6.1 EDUCATION 3D Internet can be used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. There are subjects such as chemistry and English in which Instructors and researchers would favor 3D Internet because it is more personal than traditional distance learning. 6.2 RELIGION Religious organizations can make use of the 3D Internet to open virtual meeting places within specified locations. 6.3 EMBASSIES We could create embassies in 3D Internet, where visitors will be able to talk face-to- face with a computer-generated ambassador about visas, trade and other issues. 6.4 LIVE SPORT ENTERTAINMENT Popular forms of live entertainment could also be placed into the 3D Internet. Many sports allow the users to watch or participate in many popular activities. Sporting leagues like Cricket, Football, Professional Wrestling, boxing, and auto racing could be placed in the 3D Internet for it’s users to play in the 3D environment. 6.5 ARTS The modeling in 3D Internet would allow the artists to create new forms of art, that in many ways are not possible in real life due to physical constraints or high associated costs. In 3D Internet artists could display their works to an audience across the world. This has created an entire artistic culture on its own where many residents who buy or build homes can shop for artwork to place there. Gallery openings even allow art patrons to "meet" and socialize with the artist responsible for the artwork and has even led to many real life sales. Live music performances could also be enabled in the 3D Internet.
  • 17. 3D INTERNET Department of Computer Science & Engineering Page 17 K.C.T College of Engineering, Kalaburagi-04 6.6 E-COMMERCE  Product visualization  3D virtual shops  Interactive in virtual spaces  3D chat space Figure 6.6 : 3D VIRTUAL SHOP Figure 6.6(a): 3D CHAT SHOW
  • 18. 3D INTERNET Department of Computer Science & Engineering Page 18 K.C.T College of Engineering, Kalaburagi-04 6.7 TRAINING  Web-based training using interactive 3D  Virtual experimental of physical science teach learn and practice in way that feels real Figure 6.7 : 3D TRAINING 6.8 GAMES  Multi-player, fully 3D  Streaming 3D animation (much lower bandwidth than video, can run full screen, can have interactivity) Figure 6.7 : 3D GAMING
  • 19. 3D INTERNET Department of Computer Science & Engineering Page 19 K.C.T College of Engineering, Kalaburagi-04 6.9 Collaborative designand engineering • Architecture • Product design • 3D visualization of data for various field Figure 6.9 : 3D VIRTUAL ARCHITECTURE 24 meters 12 images
  • 20. 3D INTERNET Department of Computer Science & Engineering Page 20 K.C.T College of Engineering, Kalaburagi-04 7. TRENDS OF 3D TECHNOLOGY 7.1 GOOGLE GOGGLE Anyone putting on "the Goggles" 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. Figure: 7.1 Google Goggles 7.2 3D MOUSE 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. Figure 7.2 : 3D Mouse
  • 21. 3D INTERNET Department of Computer Science & Engineering Page 21 K.C.T College of Engineering, Kalaburagi-04 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. 7.3 VISION STATION Use of Vision Station as a monitor / display for the 3D Internet, Vision Station is a computer display technology developed by Elumens that provides 180 degrees of viewing angle for its users. Current computer screens have at most a 50-degree field of view and needs the user to move the controller in order to see the images that are not on the screen. This motion is unnatural because in the real world, users use their peripheral vision to see things beyond the direct line of sight. This new display technology will address this limitation of standard computer monitors. Figure 7.3 : A user using a Vision Station to interact with the 3D world.
  • 22. 3D INTERNET Department of Computer Science & Engineering Page 22 K.C.T College of Engineering, Kalaburagi-04 7.4 3D SHOPPING 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. Figure 7.4 : 3D Shopping Mall
  • 23. 3D INTERNET Department of Computer Science & Engineering Page 23 K.C.T College of Engineering, Kalaburagi-04 8. FUTURE SCOPE OF 3D INTERNET  MODELING AND VISUALIZING 3D URBAN ENVIRONMENT VIA INTERNET FOR URBAN PLANNING AND MONITORING The demand for visualization of urban model and realistic presentation of the real world has been increased dramatically today. Internet and World Wide Web (WWW) have been widely applied in delivering, processing, and publishing geospatial data. Web-based GIS, which permits users to access, retrieve, display, and analyze geospatial data over the web, has got a wide variety of applications. In the recent years, web-based three-dimensional (3D) GIS for visualizing geospatial data has attracted many researchers. The operation uses the web as a delivery mechanism, deals with the transformation of multi-dimensional geospatial data, information, and knowledge into an effective 3D visual  Real time 3d tracking This is an efficient real-time solution for tracking rigid objects in 3D using a single camera that can handle large camera displacements, drastic aspect changes, and partial occlusions. While commercial products are already available for offline camera registration, robust online tracking remains an open issue because many real-time algorithms described in the literature still lack robustness and are prone to drift and jitter To address these problems, we can combine the tracking problem in terms of local bundle adjustment and have developed a method for establishing image correspondences that can equally well handle short and wide baseline matching. We then can merge the information from preceding frames with that provided by a very limited number of keyframes created during a training stage, which results in a real-time tracker that does not jitter or drift and can deal with significant aspect changes.  3D internet for cognitive infocommunication. The cognitive infocommunication handles the communication channels between people and information-technology tools and also the communications which are based on cognitive informatics processes using 3d internet
  • 24. 3D INTERNET Department of Computer Science & Engineering Page 24 K.C.T College of Engineering, Kalaburagi-04  3D Mobile Internet with emotion The real-time interaction embedded directly within a web application that is enabled by Viso’s 3D facial imaging technology really takes marketing to a new level in terms of how brands can develop successful engaging experiences. This particular application is based on a fictional scenario but it demonstrates the real- world potential of being able to instantly analyze human emotion through our dynamic 3D facial imaging technology. We see this being applied to a variety of domains where understanding how and why people react the way they do is important.  4D Mobile Internet-virtual real world. A4D as a toll providing support to the interface between the design process and the construction planning sub-process. A4D delivers large construction site collaborative information visualization and 4D simulation. It supports multi-user interactive 4D (3D + time) information visualization and design of the construction spaces, and enables different specialty integration in this environment, providing also automatic design verification and interference checking between AEC objects. 4D enables construction scheduling and planning and also supports intuitive information presentation provided by tangible augmented reality user interaction, in indoor settings. Additionally, the system provides all these features within a collaborative multi-user environment, where fixed 4D users are linked to mobile users, by means of wireless networking, these last ones equipped with wearable systems appropriate for indoor usage. This level of integration: multi-user 4D virtual environment and simulation, wearable systems, novel augmented reality interaction, construction project schedule technologies, turns 4D into a highly innovative system  3D STORY TELLING The principle behind stereography is relatively simple: it replicates human vision. With 20-20 vision, each of the human eyes sees a different image. Our eyes then converge at a certain point – which provides us with our sense of depth and three-dimensionality. For individuals who have an uncorrected visual impairment, or blindness in one eye, the effect of 3D cannot be perceived so effectively, if at all. (If the viewer’s vision is corrected by either contact lenses, or glasses, then 3D eyewear can be worn over these.)
  • 25. 3D INTERNET Department of Computer Science & Engineering Page 25 K.C.T College of Engineering, Kalaburagi-04 Two identical (but slightly offset) still images could be viewed through this device, which separated the images by positioning a wooden bar between the eyes; a perceived sense of depth was therefore created. It was hugely popular in late 1800s photography, but the obvious restriction with this device was that only one viewer could experience the effect at a time. The cinematic effect of creating depth in this way is achieved by using two cameras to capture two separate moving image streams. The two cameras replicate the two eyes of a person. The cameras are rigged in either a side-by-side or ‘mirror’ configuration, whereby a mirror is placed between the two camera lenses to capture the (almost) identical image (see Figure 1). More recently, the major camera manufacturers have released S3D camcorders that house dual lenses within the camera body itself.
  • 26. 3D INTERNET Department of Computer Science & Engineering Page 26 K.C.T College of Engineering, Kalaburagi-04 9. CONCLUSION We have provided an overview of the concept 3D Internet 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 Web efforts, 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.
  • 27. 3D INTERNET Department of Computer Science & Engineering Page 27 K.C.T College of Engineering, Kalaburagi-04 REFERENCES [1] www.google.com [2] www.ieeexplore.ieee.org [3] www.i3dnow.com [4] www.kotsovinos.com/research/papers/Alpcan-3D_Internet.pdf [5] www.secondlife.com [6] www.wikipedia.org [7] www.slideshare.net [8] www.seminaronly.com