This document discusses the concept of a 3D Internet and outlines its potential benefits and challenges. It argues that a 3D Internet could provide a more intuitive interface for organizing and navigating online information by leveraging spatial relationships, similar to how humans interact in the physical world. However, realizing a 3D Internet would require overcoming significant technical challenges in areas like networking, distributed computing, security, and machine learning. The document outlines a potential architecture for a 3D Internet and explores open research questions around topics such as caching in a 3D environment, minimizing latency, and establishing trust.
The document discusses the 3D Internet and provides details about its key aspects. It begins with an abstract that introduces the 3D Internet as a powerful new way to interact with consumers, customers, coworkers, and students through immersive 3D experiences. It then provides an outline of the document's contents before delving into further details. The main applications discussed include using the 3D Internet for education through virtual classrooms, commerce through virtual stores that allow trying products before buying, and social networking through interactive virtual environments. Overall, the document provides an in-depth technical overview of the 3D Internet, its potential uses, and some of the challenges to its commercial success.
This document is a technical seminar submission on 3D Internet in Web 3.0 presented to JNTU Hyderabad for a Bachelor of Technology degree. It introduces the concepts of Web 1.0, 2.0 and 3.0, with Web 3.0 proposed to integrate data across applications and connect various devices. 3D Internet, also known as virtual worlds, is described as an interactive and engaging experience that can be used for meetings, training, education and more. Examples like Second Life are provided. Technical implications around speed and hardware are discussed, as well as potential solutions and applications of 3D Internet in fields like education, religion and entertainment.
This document discusses 3D Internet (also known as virtual worlds), which is described as the next generation of the current 2D web. It will consist of interconnected virtual services presented as 3D virtual worlds. Users will be able to see and interact with other users in an immersive 3D environment. The document outlines how 3D Internet works and some of its potential applications in areas like education, entertainment, and commerce. It also discusses some of the key technologies and components needed to enable 3D Internet, as well as challenges associated with its implementation.
CRYPTOCOLLEGE: HOW BLOCKCHAIN CAN REIMAGINE HIGHER
EDUCATION
J. David Judd*
New Orleans Baptist Theological Seminary, Inxeption, 379 Oyster Point Blvd., South San
Francisco, California 94080, USA
Visibility and digital art: Blockchain as an ownership layer on the Interneteraser Juan José Calderón
Visibility and digital art: Blockchain as an ownership layer on the Internet, de Masha McConaghy | Greg McMullen | Glenn Parry | Trent McConaghy | David Holtzman.
DOI: 10.1002/jsc.2146
E-COMMERCE BUSINESS MODELS IN THE CONTEXT OF WEB 3.0 PARADIGMijait
Web 3.0 promises to have a significant effect in users and businesses. It will change how people work and
play, how companies use information to market and sell their products, as well as operate their businesses.
The basic shift occurring in Web 3.0 is from information-centric to knowledge-centric patterns of
computing. Web 3.0 will enable people and machines to connect, evolve, share and use knowledge on an
unprecedented scale and in new ways that make our experience of the Internet better. Additionally,
semantic technologies have the potential to drive significant improvements in capabilities and life cycle
economics through cost reductions, improved efficiencies, enhanced effectiveness, and new functionalities
that were not possible or economically feasible before. In this paper we look to the semantic web and Web
3.0 technologies as enablers for the creation of value and appearance of new business models. For that, we
analyze the role and impact of Web 3.0 in business and we identify nine potential business models, based in
direct and undirected revenue sources, which have emerged with the appearance of semantic web
technologies.
The document discusses the Semantic Web and Web 3.0. It describes the Semantic Web as a collaborative effort led by W3C to develop common data formats and metadata to make web content machine-readable. This will enable computers to process and "understand" web data to perform tasks without human direction. The document outlines key technologies for implementing the Semantic Web like RDF, OWL, and XML and how they describe relationships between resources to form a global graph of linked data. Web 3.0 is defined as the convergence of trends like ubiquitous connectivity, open technologies, and intelligent applications enabled by Semantic Web technologies.
Web 3.0 is the next stage of the internet's evolution. It will be a semantic web where machines can understand the meaning and context of information on the web. This will allow data to be queried and personalized based on its context rather than just keywords. Some features of Web 3.0 include microformats to embed data in web pages, RDF to define relationships between data, accessing all online data on demand through linking databases, 3D virtual worlds on browsers, and collaborative email that can be edited in real-time by multiple users simultaneously. Web 3.0 aims to fully realize the potential of the internet by developing technologies that enable machines to comprehend the semantics of information.
The document discusses the 3D Internet and provides details about its key aspects. It begins with an abstract that introduces the 3D Internet as a powerful new way to interact with consumers, customers, coworkers, and students through immersive 3D experiences. It then provides an outline of the document's contents before delving into further details. The main applications discussed include using the 3D Internet for education through virtual classrooms, commerce through virtual stores that allow trying products before buying, and social networking through interactive virtual environments. Overall, the document provides an in-depth technical overview of the 3D Internet, its potential uses, and some of the challenges to its commercial success.
This document is a technical seminar submission on 3D Internet in Web 3.0 presented to JNTU Hyderabad for a Bachelor of Technology degree. It introduces the concepts of Web 1.0, 2.0 and 3.0, with Web 3.0 proposed to integrate data across applications and connect various devices. 3D Internet, also known as virtual worlds, is described as an interactive and engaging experience that can be used for meetings, training, education and more. Examples like Second Life are provided. Technical implications around speed and hardware are discussed, as well as potential solutions and applications of 3D Internet in fields like education, religion and entertainment.
This document discusses 3D Internet (also known as virtual worlds), which is described as the next generation of the current 2D web. It will consist of interconnected virtual services presented as 3D virtual worlds. Users will be able to see and interact with other users in an immersive 3D environment. The document outlines how 3D Internet works and some of its potential applications in areas like education, entertainment, and commerce. It also discusses some of the key technologies and components needed to enable 3D Internet, as well as challenges associated with its implementation.
CRYPTOCOLLEGE: HOW BLOCKCHAIN CAN REIMAGINE HIGHER
EDUCATION
J. David Judd*
New Orleans Baptist Theological Seminary, Inxeption, 379 Oyster Point Blvd., South San
Francisco, California 94080, USA
Visibility and digital art: Blockchain as an ownership layer on the Interneteraser Juan José Calderón
Visibility and digital art: Blockchain as an ownership layer on the Internet, de Masha McConaghy | Greg McMullen | Glenn Parry | Trent McConaghy | David Holtzman.
DOI: 10.1002/jsc.2146
E-COMMERCE BUSINESS MODELS IN THE CONTEXT OF WEB 3.0 PARADIGMijait
Web 3.0 promises to have a significant effect in users and businesses. It will change how people work and
play, how companies use information to market and sell their products, as well as operate their businesses.
The basic shift occurring in Web 3.0 is from information-centric to knowledge-centric patterns of
computing. Web 3.0 will enable people and machines to connect, evolve, share and use knowledge on an
unprecedented scale and in new ways that make our experience of the Internet better. Additionally,
semantic technologies have the potential to drive significant improvements in capabilities and life cycle
economics through cost reductions, improved efficiencies, enhanced effectiveness, and new functionalities
that were not possible or economically feasible before. In this paper we look to the semantic web and Web
3.0 technologies as enablers for the creation of value and appearance of new business models. For that, we
analyze the role and impact of Web 3.0 in business and we identify nine potential business models, based in
direct and undirected revenue sources, which have emerged with the appearance of semantic web
technologies.
The document discusses the Semantic Web and Web 3.0. It describes the Semantic Web as a collaborative effort led by W3C to develop common data formats and metadata to make web content machine-readable. This will enable computers to process and "understand" web data to perform tasks without human direction. The document outlines key technologies for implementing the Semantic Web like RDF, OWL, and XML and how they describe relationships between resources to form a global graph of linked data. Web 3.0 is defined as the convergence of trends like ubiquitous connectivity, open technologies, and intelligent applications enabled by Semantic Web technologies.
Web 3.0 is the next stage of the internet's evolution. It will be a semantic web where machines can understand the meaning and context of information on the web. This will allow data to be queried and personalized based on its context rather than just keywords. Some features of Web 3.0 include microformats to embed data in web pages, RDF to define relationships between data, accessing all online data on demand through linking databases, 3D virtual worlds on browsers, and collaborative email that can be edited in real-time by multiple users simultaneously. Web 3.0 aims to fully realize the potential of the internet by developing technologies that enable machines to comprehend the semantics of information.
A new world of smart 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.
This document discusses the 3D Internet or virtual worlds and its potential applications and implications. It provides an overview of the architecture of the 3D Internet including world servers, avatar/ID servers, and universal location servers. It describes some technical challenges around bandwidth limitations and hardware constraints and potential solutions. Examples of applications are also given such as education, commerce, and social networking. The document concludes that the 3D Internet combines the strengths of television, the web and social media into an interactive virtual experience.
This document discusses a seminar on 3D Internet. It describes 3D Internet as combining the Internet with 3D graphics to deliver interactive, real-time 3D graphics over the web. Increased bandwidth and processor speeds have enabled this technology. The document outlines advantages like control and interactivity. Applications discussed include ecommerce, education, entertainment, and collaboration. Examples provided are Google Glasses and 3D shopping malls. Challenges include complexity, slow adoption, and lack of capitalization on potential. The future of 3D Internet is predicted to make web use and control very easy through immersive 3D experiences.
The document discusses the evolution of the internet from 2D to 3D. It describes how the internet has transformed from a document bank to a virtual environment facilitating services, interaction and communication. It then discusses how 3D internet can provide a more intuitive way of organizing data compared to traditional 2D websites. The document also outlines some of the technical implications of implementing 3D internet such as speed and hardware requirements. It provides examples of potential 3D applications such as 3D shopping and seminars.
The document discusses the concept of 3D Internet, also known as virtual worlds, which provide a mirror of real life in 3D graphics. It would allow for nearly anything in the real world to be reproduced virtually with spatial relationships between objects. This would make interactions and representations like shopping or interior designs more effective compared to traditional 2D websites. The 3D Internet could work by using virtual platforms, artificial intelligence, 3D eyewear, sensors, and proposed technologies like Web 3.0, VRML, and networks with high bandwidth. While it enables benefits like natural organization and interactive experiences, challenges include requiring high bandwidth and fully transitioning from 2D currently.
The document discusses the evolution of the internet from 2D to 3D and the concept of a 3D internet. It describes how a 3D internet would combine the power of the internet with 3D graphics to create an immersive virtual environment for interaction and communication. The key components of a 3D internet architecture are described as world servers to host 3D environments, avatar servers to manage user identities and profiles, and client programs to access the virtual worlds. Examples of applications for a 3D internet include social networks, virtual tourism sites, and streaming 3D content.
This document provides a 3-sentence summary of a seminar report on 3D Internet:
The report discusses the evolution of the Internet from 2D to 3D, describing the 3D Internet as an interactive virtual environment that can more suitably provide services, interaction, and communication compared to traditional 2D websites. It proposes an architecture for implementing the 3D Internet using world servers, content servers, and client programs, and addresses challenges around performance, simulation services, user-created content, and ecosystem development. The report analyzes applications and benefits of the 3D Internet for distance learning, commerce, and more immersive experiences compared to the current 2D web.
The document discusses the concept of 3D Internet, which combines the power of the Internet with 3D graphics to provide interactive, real-time 3D content over the web. It outlines how improvements in bandwidth, processor speeds, and graphics accelerators have now made 3D Internet possible. Examples are given of potential applications in e-commerce, education, entertainment, and more. Challenges that must still be overcome include complexity, slow adoption rates, and underutilization by advertisers. The future of 3D Internet is predicted to include highly immersive experiences that integrate the virtual and real world.
The document discusses the emerging concept of a 3D internet. It begins with an introduction to 3D internet as a combination of the internet and 3D graphics that allows for interactive, real-time 3D content delivery over the web. It then covers reasons for the rise of 3D internet such as increased bandwidth and computing power. Examples are given of potential 3D internet applications in areas like e-commerce, education, entertainment, and collaborative design. Technical challenges around speed and hardware are also addressed. The document concludes by envisioning how the 3D internet could revolutionize how information is accessed and controlled online in the future.
Cloud computing is a way of delivery any or all information technology from computing power to
computing infrastructure, application, business processes and personal collaboration to an user as a
service wherever and whenever they need it. The cloud in cloud computing is set of hardware, network,
software, storage, service and interfaces that combine to deliver aspects of computing as a service. Shared
resource, software and information are providing to computers and other devices on demand basis. It
allows people to do things, they want to on a computer without the need for them to build an IT
infrastructure or to understand the underline technology. Cloud computing refers to application and
services that run on distributed network using virtualized resources and access by common internet
protocols and network standards. It is a moving computing and storage from the user desktop or laptop to
remote location where as huge collection of server storage system and network equipment from a seamless
infrastructure for an application and storage. Online file storage, social networking sites, webmail and
online business application are the example of cloud services. Now a day many people are connected to
internet and Social networking sites. Social network have become a powerful platform for sharing and
communication that focus on real world relationships. Social networking plays a major role in everyday
lives of many people. Facebook is one of the best examples of Social networking sites where more than 400
million active users are connected. Thus Social cloud is a scalable computing model where in virtualized
resource provided by users dynamically. In this paper we used concept of MapReduce with Multithreading.
MapReduce is a paradigm that allows for massive scalability across hundreds or thousands of servers in a
cluster. MapReduce job usually split the input data into independent chunks which are processed by the
map tasks in completely parallel manner. It sorts the output of the map which are than input to the reduce
task. Using mapping techniques is to find out a good performance in terms of cost and time.
The Semantic Web is an evolving development of the World Wide Web in which the word semantic stands for the meaning of. The semantic of something is the meaning of something. The Semantic Web or Web 2.0 or Web3.0 is a “Web of data” that enables machines to understand the semantics or meaning. Of information on the World Wide Web. It extends the network of hyperlinked human-readable web pages by inserting machine-readable metadata about pages and how they are related to each other. Enabling automated agents to access the Web more intelligently and perform tasks on behalf of users. The term was coined by Tim Beemers-Lee, the inventor of the World Wide Web and director of the World Wide Web Consortium. Which oversees the development of the proposal Semantic Web standards? He defines the Semantic Web as “a web of data that can be processed directly and
indirectly by machines.”
Web 1.0 was an early stage evolution focused on how users could connect to the web through the user interface. Web 2.0 emerged around 2004 and focused mainly on interactivity and collaboration through social media; it too has peaked.
Through the evolution of smart phones and the ongoing improvement of technology, Web 3.0 offers more solutions for browsing and enables consumers to browse application data from anywhere in the world.
Hassan Bawab will share how Web 3.0 started as merely a trend but is quickly becoming the standard.
Capitalizing on Web 3.0 requires providing a mobile experience to end-users. It also means more effective communication and ease of reach. Implementing a Web 3.0 strategy can ultimately lead to improved intelligence and customer engagement for organizations in any industry.
This document discusses the 3D internet and virtual worlds. It begins with an introduction and overview of the 3D internet. It then discusses why the 3D internet is needed by explaining how cyberspace is a virtual environment for interaction. It describes how the 3D internet works using platforms like Second Life that allow users to interact through avatars. Technical issues and applications are discussed along with programming languages used to develop for the 3D internet like VRML and WebGL. The document concludes that the 3D internet provides an interactive and engaging experience for connecting with others.
This document discusses cloud computing and its potential impact and challenges for libraries. It provides an overview of cloud computing and how it allows ubiquitous access to stored data from any device with an internet connection. The document discusses how cloud computing could help libraries reduce paper usage and storage needs. It also examines some concerns with cloud computing, such as reliability during high usage periods and legal/security issues. Finally, it discusses steps libraries would need to take to plan and implement a cloud system, such as choosing appropriate vendors, testing options, and training staff.
The document discusses the evolution of the Internet towards a 3D format. It describes how the Internet has progressed from command line interfaces to graphical user interfaces to the proposed 3D Internet. The 3D Internet would allow for interactive virtual environments rather than just document repositories. Research directions are outlined in networking, security, distributed computing and machine learning to realize this vision.
From bit-streams-to-life-streams-ajai-narendran-srishti-bangalore-stff-2011ajai
The document discusses emerging paradigms in web-based computing and argues that the next generation of social computing and internet architecture will come from artists, social scientists, and media practitioners rather than just technologists. It explores the ideas of David Gelernter and references videos about Claude Shannon, the Library of Alexandria, and the semantic web. It also discusses the evolution of the web and limitations of current search algorithms and results that can be manipulated.
This topic covers all the advancement in the area of 3D and its impact on INTERNET. For more presentations send me a request on harshithsingh1126@gmail.com or whats app at 9481757229.
The document discusses the evolution of the World Wide Web from Web 1.0 to the current Web 2.0 and provides definitions and perspectives on what Web 3.0 may entail. Key aspects of Web 3.0 discussed include it being called the "Semantic Web" or "Intelligent Web" which will allow computers to better understand and process the meaning of information on the web through technologies like RDF, RDFS, OWL and SPARQL.
The document discusses the Semantic Web, which aims to extend the current web so that information is understandable by computers. It defines the Semantic Web and compares it to the current web. The key components that enable the Semantic Web are also summarized, including identifiers, documents, statements, schemas, ontology, proof, and trust.
This document discusses 3 myths about social work: 1) Social news is not the same as social work, which is about collaboration, 2) Social tasks only address simple standalone tasks and not complex work linked to processes, 3) Social work is not different from normal work, it is about collaboration rather than socialization. The document argues social work should be integrated with normal work processes to provide context and allow knowledge sharing to improve work outcomes.
The document discusses the concept of a 3D Internet and its implementation. It describes how the Internet is evolving from a 2D interface to an immersive 3D virtual environment. A 3D Internet would provide an interactive virtual space for services, interaction and communication, going beyond the current abstract organization of websites and hyperlinks. The document outlines some of the technical challenges in fully realizing a 3D Internet, such as advances needed in areas like networking, machine learning and distributed computing. It proposes an architecture for a 3D Internet and discusses how concepts from intelligent environments, services and agents could be applied to its implementation.
The document discusses the evolution of the internet from 2D to 3D. It describes how the internet started as static web pages (Web 1.0) and evolved to allow user interaction and content creation (Web 2.0). Web 3.0 aims to integrate raw data processing to provide personalized recommendations to users. 3D internet takes this further by creating immersive virtual 3D environments where users interact through avatars. The key characteristics of 3D internet include intelligence, interactivity, real-time experiences, cross-modality, collaboration and ability to transport 3D multimedia content. The architecture of 3D internet is similar to traditional internet but represents users and services through avatars and 3D graphics in virtual worlds.
A new world of smart 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.
This document discusses the 3D Internet or virtual worlds and its potential applications and implications. It provides an overview of the architecture of the 3D Internet including world servers, avatar/ID servers, and universal location servers. It describes some technical challenges around bandwidth limitations and hardware constraints and potential solutions. Examples of applications are also given such as education, commerce, and social networking. The document concludes that the 3D Internet combines the strengths of television, the web and social media into an interactive virtual experience.
This document discusses a seminar on 3D Internet. It describes 3D Internet as combining the Internet with 3D graphics to deliver interactive, real-time 3D graphics over the web. Increased bandwidth and processor speeds have enabled this technology. The document outlines advantages like control and interactivity. Applications discussed include ecommerce, education, entertainment, and collaboration. Examples provided are Google Glasses and 3D shopping malls. Challenges include complexity, slow adoption, and lack of capitalization on potential. The future of 3D Internet is predicted to make web use and control very easy through immersive 3D experiences.
The document discusses the evolution of the internet from 2D to 3D. It describes how the internet has transformed from a document bank to a virtual environment facilitating services, interaction and communication. It then discusses how 3D internet can provide a more intuitive way of organizing data compared to traditional 2D websites. The document also outlines some of the technical implications of implementing 3D internet such as speed and hardware requirements. It provides examples of potential 3D applications such as 3D shopping and seminars.
The document discusses the concept of 3D Internet, also known as virtual worlds, which provide a mirror of real life in 3D graphics. It would allow for nearly anything in the real world to be reproduced virtually with spatial relationships between objects. This would make interactions and representations like shopping or interior designs more effective compared to traditional 2D websites. The 3D Internet could work by using virtual platforms, artificial intelligence, 3D eyewear, sensors, and proposed technologies like Web 3.0, VRML, and networks with high bandwidth. While it enables benefits like natural organization and interactive experiences, challenges include requiring high bandwidth and fully transitioning from 2D currently.
The document discusses the evolution of the internet from 2D to 3D and the concept of a 3D internet. It describes how a 3D internet would combine the power of the internet with 3D graphics to create an immersive virtual environment for interaction and communication. The key components of a 3D internet architecture are described as world servers to host 3D environments, avatar servers to manage user identities and profiles, and client programs to access the virtual worlds. Examples of applications for a 3D internet include social networks, virtual tourism sites, and streaming 3D content.
This document provides a 3-sentence summary of a seminar report on 3D Internet:
The report discusses the evolution of the Internet from 2D to 3D, describing the 3D Internet as an interactive virtual environment that can more suitably provide services, interaction, and communication compared to traditional 2D websites. It proposes an architecture for implementing the 3D Internet using world servers, content servers, and client programs, and addresses challenges around performance, simulation services, user-created content, and ecosystem development. The report analyzes applications and benefits of the 3D Internet for distance learning, commerce, and more immersive experiences compared to the current 2D web.
The document discusses the concept of 3D Internet, which combines the power of the Internet with 3D graphics to provide interactive, real-time 3D content over the web. It outlines how improvements in bandwidth, processor speeds, and graphics accelerators have now made 3D Internet possible. Examples are given of potential applications in e-commerce, education, entertainment, and more. Challenges that must still be overcome include complexity, slow adoption rates, and underutilization by advertisers. The future of 3D Internet is predicted to include highly immersive experiences that integrate the virtual and real world.
The document discusses the emerging concept of a 3D internet. It begins with an introduction to 3D internet as a combination of the internet and 3D graphics that allows for interactive, real-time 3D content delivery over the web. It then covers reasons for the rise of 3D internet such as increased bandwidth and computing power. Examples are given of potential 3D internet applications in areas like e-commerce, education, entertainment, and collaborative design. Technical challenges around speed and hardware are also addressed. The document concludes by envisioning how the 3D internet could revolutionize how information is accessed and controlled online in the future.
Cloud computing is a way of delivery any or all information technology from computing power to
computing infrastructure, application, business processes and personal collaboration to an user as a
service wherever and whenever they need it. The cloud in cloud computing is set of hardware, network,
software, storage, service and interfaces that combine to deliver aspects of computing as a service. Shared
resource, software and information are providing to computers and other devices on demand basis. It
allows people to do things, they want to on a computer without the need for them to build an IT
infrastructure or to understand the underline technology. Cloud computing refers to application and
services that run on distributed network using virtualized resources and access by common internet
protocols and network standards. It is a moving computing and storage from the user desktop or laptop to
remote location where as huge collection of server storage system and network equipment from a seamless
infrastructure for an application and storage. Online file storage, social networking sites, webmail and
online business application are the example of cloud services. Now a day many people are connected to
internet and Social networking sites. Social network have become a powerful platform for sharing and
communication that focus on real world relationships. Social networking plays a major role in everyday
lives of many people. Facebook is one of the best examples of Social networking sites where more than 400
million active users are connected. Thus Social cloud is a scalable computing model where in virtualized
resource provided by users dynamically. In this paper we used concept of MapReduce with Multithreading.
MapReduce is a paradigm that allows for massive scalability across hundreds or thousands of servers in a
cluster. MapReduce job usually split the input data into independent chunks which are processed by the
map tasks in completely parallel manner. It sorts the output of the map which are than input to the reduce
task. Using mapping techniques is to find out a good performance in terms of cost and time.
The Semantic Web is an evolving development of the World Wide Web in which the word semantic stands for the meaning of. The semantic of something is the meaning of something. The Semantic Web or Web 2.0 or Web3.0 is a “Web of data” that enables machines to understand the semantics or meaning. Of information on the World Wide Web. It extends the network of hyperlinked human-readable web pages by inserting machine-readable metadata about pages and how they are related to each other. Enabling automated agents to access the Web more intelligently and perform tasks on behalf of users. The term was coined by Tim Beemers-Lee, the inventor of the World Wide Web and director of the World Wide Web Consortium. Which oversees the development of the proposal Semantic Web standards? He defines the Semantic Web as “a web of data that can be processed directly and
indirectly by machines.”
Web 1.0 was an early stage evolution focused on how users could connect to the web through the user interface. Web 2.0 emerged around 2004 and focused mainly on interactivity and collaboration through social media; it too has peaked.
Through the evolution of smart phones and the ongoing improvement of technology, Web 3.0 offers more solutions for browsing and enables consumers to browse application data from anywhere in the world.
Hassan Bawab will share how Web 3.0 started as merely a trend but is quickly becoming the standard.
Capitalizing on Web 3.0 requires providing a mobile experience to end-users. It also means more effective communication and ease of reach. Implementing a Web 3.0 strategy can ultimately lead to improved intelligence and customer engagement for organizations in any industry.
This document discusses the 3D internet and virtual worlds. It begins with an introduction and overview of the 3D internet. It then discusses why the 3D internet is needed by explaining how cyberspace is a virtual environment for interaction. It describes how the 3D internet works using platforms like Second Life that allow users to interact through avatars. Technical issues and applications are discussed along with programming languages used to develop for the 3D internet like VRML and WebGL. The document concludes that the 3D internet provides an interactive and engaging experience for connecting with others.
This document discusses cloud computing and its potential impact and challenges for libraries. It provides an overview of cloud computing and how it allows ubiquitous access to stored data from any device with an internet connection. The document discusses how cloud computing could help libraries reduce paper usage and storage needs. It also examines some concerns with cloud computing, such as reliability during high usage periods and legal/security issues. Finally, it discusses steps libraries would need to take to plan and implement a cloud system, such as choosing appropriate vendors, testing options, and training staff.
The document discusses the evolution of the Internet towards a 3D format. It describes how the Internet has progressed from command line interfaces to graphical user interfaces to the proposed 3D Internet. The 3D Internet would allow for interactive virtual environments rather than just document repositories. Research directions are outlined in networking, security, distributed computing and machine learning to realize this vision.
From bit-streams-to-life-streams-ajai-narendran-srishti-bangalore-stff-2011ajai
The document discusses emerging paradigms in web-based computing and argues that the next generation of social computing and internet architecture will come from artists, social scientists, and media practitioners rather than just technologists. It explores the ideas of David Gelernter and references videos about Claude Shannon, the Library of Alexandria, and the semantic web. It also discusses the evolution of the web and limitations of current search algorithms and results that can be manipulated.
This topic covers all the advancement in the area of 3D and its impact on INTERNET. For more presentations send me a request on harshithsingh1126@gmail.com or whats app at 9481757229.
The document discusses the evolution of the World Wide Web from Web 1.0 to the current Web 2.0 and provides definitions and perspectives on what Web 3.0 may entail. Key aspects of Web 3.0 discussed include it being called the "Semantic Web" or "Intelligent Web" which will allow computers to better understand and process the meaning of information on the web through technologies like RDF, RDFS, OWL and SPARQL.
The document discusses the Semantic Web, which aims to extend the current web so that information is understandable by computers. It defines the Semantic Web and compares it to the current web. The key components that enable the Semantic Web are also summarized, including identifiers, documents, statements, schemas, ontology, proof, and trust.
This document discusses 3 myths about social work: 1) Social news is not the same as social work, which is about collaboration, 2) Social tasks only address simple standalone tasks and not complex work linked to processes, 3) Social work is not different from normal work, it is about collaboration rather than socialization. The document argues social work should be integrated with normal work processes to provide context and allow knowledge sharing to improve work outcomes.
The document discusses the concept of a 3D Internet and its implementation. It describes how the Internet is evolving from a 2D interface to an immersive 3D virtual environment. A 3D Internet would provide an interactive virtual space for services, interaction and communication, going beyond the current abstract organization of websites and hyperlinks. The document outlines some of the technical challenges in fully realizing a 3D Internet, such as advances needed in areas like networking, machine learning and distributed computing. It proposes an architecture for a 3D Internet and discusses how concepts from intelligent environments, services and agents could be applied to its implementation.
The document discusses the evolution of the internet from 2D to 3D. It describes how the internet started as static web pages (Web 1.0) and evolved to allow user interaction and content creation (Web 2.0). Web 3.0 aims to integrate raw data processing to provide personalized recommendations to users. 3D internet takes this further by creating immersive virtual 3D environments where users interact through avatars. The key characteristics of 3D internet include intelligence, interactivity, real-time experiences, cross-modality, collaboration and ability to transport 3D multimedia content. The architecture of 3D internet is similar to traditional internet but represents users and services through avatars and 3D graphics in virtual worlds.
The document provides an overview of the concept of a 3D Internet. It discusses why a 3D Internet is worth pursuing, what it would entail, and the challenges to making it a reality. Some key points include:
- A 3D Internet could provide an intuitive virtual environment for communication, services, and interaction by leveraging how humans naturally navigate and organize objects spatially in the real world.
- It could allow for more immersive experiences than a 2D web and enable new types of commerce through virtual representations of products and spaces.
- Realizing a 3D Internet presents significant technical challenges around networking, security, distributed computing, and machine learning that will require overcoming in order to make it practical
The document discusses the 3D Internet, which will allow for interconnected virtual worlds presented as 3D services. In the 3D Internet, users can see other people consuming the same content simultaneously. It works using virtual platforms, AI, augmented reality devices, and sensors. Potential applications include education, religion, and live sports entertainment in virtual form. Technical challenges include needing faster internet speeds and developing 3D-capable displays. The 3D Internet represents the next phase of immersive connectivity beyond the current 2D web.
This session will equip participants with the digital skills and knowledge required to navigate this 21st-century digital age. The masterclass will cover internet literacy, social media etiquette, online safety, and data privacy.
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Objectives:
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To equip participants with the necessary skills needed to make informed decisions online.
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To empower participants with the confidence to explore and experiment with new digital tools and platforms.
Expected Outcomes:
Navigate the internet with ease and identify credible sources of information.
Understand online safety and privacy best practices and apply them in their daily lives.
Communicate effectively and professionally on various digital platforms.
Use digital tools and software to enhance productivity and creativity.
About the Trainer:
Mr Ulak Matthew Thomas is an experienced ICT lecturer at Starford International University in Juba, South Sudan. With years of experience teaching and training individuals on various aspects of digital literacy, the trainer is well-equipped to deliver a comprehensive and engaging masterclass to help participants develop essential skills needed to navigate the digital world.
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Web 3.0 is a brand-new issue in the IT world, and there's a lot to learn about it. We conducted extensive study on this concept and wrote an essay to assist you understand Web 3.0 essence and value, hidden risks, what tech stack domain specialists often employ, how to recruit Web 3 developers, and other requirements.
This document discusses the evolution from 2D to 3D internet. It proposes implementing a 3D internet using VRML technology to make online experiences more interactive and realistic. Some applications mentioned include 3D shopping, seminars, and social networks. While there are challenges, 3D internet provides a better way to organize and represent data in a form that is familiar to users.
This document discusses the future of 3D internet and how it could evolve from the current 2D internet. It proposes an architecture for 3D internet involving avatar/ID servers to manage user identities and locations, universe location servers to provide virtual geographical information, and client programs to access the 3D internet via 3D rendering. The 3D internet could support richer virtual environments and applications like social networks, virtual tours, and live events. It may be implemented using technologies like virtual platforms, artificial intelligence, augmented reality devices, and holograms.
Web 3.0, or the next generation of the internet, has been referenced a lot recently but most people aren’t sure what it means or how it will affect them. Since web 3.0 isn’t here yet, it’s hard to imagine exactly what it will be like or what it will look like, but this article has some great examples and predictions about what you can expect when web 3.0 does finally arrive.
This document discusses the history and evolution of the World Wide Web. It begins with an overview of Web 1.0, which allowed for static, read-only content created by experts. Web 2.0 enabled user-generated content and participation through tools like blogs, wikis, and social media. Some propose that Web 3.0, or the Semantic Web, will incorporate artificial intelligence to enable machines to better understand web pages like humans. The future of the web is predicted to involve greater connectivity between online and offline data through technologies like cloud computing, microformats, and linking currently isolated information "silos."
THE UTILITY OF CLOUD COMPUTING AS A NEW PRICING – AND CONSUMPTION - MODEL FOR...ijdms
This paper provides the reader with a look at the cloud computing concept and its likely impact on information technology. It begins with a look at how cloud computing has rapidly evolved, examining what cloud computing is – and is not, seeing how the cloud has quickly taken hold as part of our everyday lives and how it is poised to become a major part of IT strategies for all organizations. We examine the notion of computing being “on demand,” following in line with other services, such as electricity and telephony, that have become “utilities.” We then examine how cloud computing challenges traditional models for pricing and procuring information technology. In the conclusion, we look at how the cloud model will ultimately serve to transform – in a big way – the information technology industry, as the shift from procuring IT “stuff” to buying IT services will be transformational across the landscape.
The document discusses the concept of 3D internet. 3D internet would allow for a more interactive experience compared to traditional 2D websites by utilizing 3D graphics and virtual environments. It would reduce navigation difficulties and provide more intuitive representations of content like online shopping. The 3D internet is made possible through technologies like VRML and relies on high bandwidth networks. It has applications in e-commerce, education, gaming and more by creating a richer user experience compared to standard 2D webpages.
"Virtual Realms: Exploring 3D Internet"PapuMadival
Title: Leveraging the Potential of 3D Internet: A Strategic Imperative for Businesses and Organizations
Abstract:
The advent of 3D Internet, also known as virtual worlds, marks a transformative epoch in digital connectivity, offering unparalleled avenues for engaging consumers, businesses, educators, and collaborators. This burgeoning platform not only captivates participants but also extends their online presence, fostering a deeper level of engagement. Recognizing the vast potential inherent in this burgeoning market, diverse entities ranging from technological giants like IBM, Microsoft, and Cisco to renowned brands such as BMW, Toyota, Circuit City, and Coca-Cola have proactively established their foothold. This abstract explores the strategic imperative for businesses and organizations to embrace the opportunities afforded by 3D Internet, positioning themselves at the forefront of this dynamic landscape.
The Internet, today, has become an important part of our lives. The World Wide Web that was once a small and inaccessible data storage service is now large and valuable. Current activities partially or completely integrated into the physical world can be made to a higher standard. All activities related to our daily life are mapped and linked to another business in the digital world. The world has seen great strides in the Internet and in 3D stereoscopic displays. The time has come to unite the two to bring a new level of experience to the users. 3D Internet is a concept that is yet to be used and requires browsers to be equipped with in-depth visualization and artificial intelligence. When this material is included, the Internet concept of material may become a reality discussed in this paper. In this paper we have discussed the features, possible setting methods, applications, and advantages and disadvantages of using the Internet. With this paper we aim to provide a clear view of 3D Internet and the potential benefits associated with this obviously cost the amount of investment needed to be used.
The document discusses the evolution of the internet from Web 1.0 to Web 3.0. It provides details on the key differences between each version. Web 3.0 is described as being decentralized, with data connected in a decentralized way using blockchain technology. This allows for greater user privacy and control over personal data. Machines will also be able to perform more human-like tasks by understanding context and relationships between information through advances in semantic analysis. Some examples of early Web 3.0 applications include voice assistants, social networks that leverage user data, and photo sharing platforms.
This talks comprehensively on Internet of Things (IoT):
What is it?,
Applications of IoT.
Real-time implementation of IoT.
The challenges that lies ahead in making the internet more intelligent.
It elaborates on the current industry trends and how the IoT could be adopted for smarter enability of technology.
This document discusses 3D internet, which combines the internet with 3D graphics to create interactive virtual worlds. It will allow for more engaging e-commerce, education, and entertainment applications. 3D internet works by delivering real-time 3D graphics over the web using interconnected virtual world services. It aims to improve on 2D web by offering more control and interactivity for users. Examples mentioned include using virtual reality goggles for immersive experiences and interactive 3D shopping malls.
Sir Tim Berners-Lee, who invented the World Wide Web, gave a lecture examining its origins and future development. He discussed how the number of web pages now exceeds the world's population and continues growing exponentially each year. Web science is championed by Berners-Lee as a new field to better understand this growth and improve the user experience. He also emphasized that the web's success is largely due to collaboration and creativity between its users.
This document discusses security issues related to cloud computing. It notes that cloud users have no visibility into the internal network arrangements of cloud providers. Any disruption of service, even for valid reasons, can negatively impact users. Security issues can be a factor in potential disruptions. Authentication is a crucial security issue for cloud environments, as sensitive user data is stored on both client and cloud servers. Verification of user credentials and protecting those credentials is important to prevent security breaches if violated. The document then provides an example authentication scenario for a cloud infrastructure.
1. Towards 3D Internet: Why, What, and How?
Tansu Alpcan, Christian Bauckhage, Evangelos Kotsovinos
Deutsche Telekom Laboratories
Ernst-Reuter-Platz 7, 10587 Berlin, Germany.
Email: {firstname.lastname}@telekom.de
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 Web
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.
1 Introduction
The Internet is evolving to become the de-facto cy-
berspace or virtual environment facilitating communication,
business, and entertainment on a global scale. On the other
hand, metaverses or virtual worlds such as Second Life (SL)
or World of Warcraft (WoW) are much younger when com-
pared to other Web technologies. Today, the success and
momentum of virtual worlds are undeniable. The market
for MMOGs is estimated to be worth more than one billion
US dollars and such metaverses are fast becoming ”signifi-
cant platforms” in the converged media world according to
some analysts. Virtual worlds are increasingly seen as more
than game and interpreted within a business context rather
than entertainment. The view that metaverses will play a
significant role in the future is shared by many researchers
and professionals in the field. Among them are the partici-
pants of the metaverse roadmap (MVR) who aim to explore
multiple pathways to the 3D enhanced web [2], the Croquet
Consortium [1], as well as the VRML and X3D communi-
ties.
We envision a 3D Internet which will be to 2D graph-
ical user interface (GUI) and Web of today what 2D GUI
and World Wide Web (WWW) were to command line in-
terface (CLI) and gopher two decades ago. While the con-
cept seems incremental in the sense that it merely adds 3D
graphics to the current Web, it is in fact revolutionary for
it provides a complete virtual environment that facilitates
services, interaction, and communication. From this per-
spective, the 3D Internet can be seen as the evolutionary
end point of ongoing efforts such as Web 2.0 and Semantic
Web.
Our objective in this paper is to define the 3D Internet
concept and discuss why it is a goal worth pursuing, what it
does entail, and how one can realize it. Along with its enor-
mous potential the 3D Internet also opens many research
challenges in order to become a reality. Metaverses have
recently caught the attention of gaming, advertisement, 3D
design, and performing arts communities among others.
However, it is difficult to claim that the same level of in-
terest has been raised in the areas of networking, machine
learning, and distributed computing. Without overcoming
these engineering challenges and making a business case
to stakeholders the 3D Internet is destined to be an aca-
demic exercise and remain in the realm of science fiction; a
fate experienced by many initially promising concepts such
as artificial intelligence or virtual reality. We discuss in
the next section why stakeholders such as communication
and computing companies, research institutions, and online
businesses should be interested and participate in the 3D In-
ternet. In Section 3, we present an example architecture as a
starting point for the 3D Internet. Section 4 summarizes the
engineering challenges and explores research directions in
various fields. The paper concludes with remarks in Section
5.
2 3D Internet: Why?
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
2. where we communicate with each other, get our news, shop,
pay our bills, and more. We are indeed so much used to
and dependend on its existence that we don’t think about
its nature anymore just like we do not think about Ohm’s
law when we turn on the lights. From this perspective what
we have, i.e. the 2D version, seems “sufficient” and the 3D
Internet is yet another fad. However, if we stop and think
about the nature of the Internet for a moment we realize that
it is nothing but a virtual environment (cyberspace) where
people and organizations interact with each other and ex-
change information. Once this fact is well understood, the
question can be turned on its head and becomes “why do we
restrict ourselves to 2D pages and hyperlinks for all these
activities?”
Navigating hierarchical data structures is often cumber-
some for large data sets. Unfortunately, the Internet as
we know is organized as a flat abstract mesh of intercon-
nected hierarchical documents. A typical 2D website is
an extremely abstract entity and consists of nothing but a
bunch of documents and pictures. Within the website, at
every level of the interaction, the developers have to pro-
vide the user immediate navigational help. Otherwise, the
user would get lost sooner or later. Since this is a very ab-
stract environment, there is no straightforward way of pro-
viding a navigation scheme which would be immediately
recognizable to human beings. The situation is not any bet-
ter when traveling between websites. Although the domain
name system is somewhat helpful, using the web today is
no different than reading a telephone directory. Given the
current situation the term web surfing is rather appropriate
as we have no control over where the web takes us with
the next click. This has profound implications such as the
reliance on back button in browsers which tantamounts to
admitting that navigating on the web is no different from a
random walk. Another consequence is the emergence of
search engines as a fundamental element of the Internet.
It is no surprise that Google is the most powerful Internet
company of our times.
There is actually a much better alternative way of orga-
nizing data which everybody knows and uses. We spend all
our lives in a 3D world navigating between places and or-
ganizing objects spatially. We rarely need search engines
to find what we are looking for and our brains are naturally
adept at remembering spatial relationships. Let us consider
the following fictitious scenario on the 3D Internet. Instead
of a flat 2D desktop I can put my documents on my desk
at home, where documents, desk, and home are ”virtual”
entities that are 3D representations of real-world counter-
parts with spatial relationships. Later, when the need of
finding these documents arises, there is a high probability
that I can easily remember their location without resorting
to additional processes such as search engines or a “recent
documents” folder.
Obviously, it is very difficult -if not impossible- to real-
ize this scenario on the current Internet. We are there like
2D creatures living on flat documents not knowing where
we are or what is next to us. We teleport constantly from
one flat surface to another, each time getting lost, each time
asking for directions or help. In contrast, the ease of use and
intuitiveness of 3D GUIs are an immediate consequence of
the way our brains work, a result of a long evolutionary
process ensuring adaptation to our world. Although the 3D
Internet is not a solution to all problems, it provides an HCI
framework that can decrease mental load and open doors to
rich, innovative interface designs through spatial relation-
ships. Another important point is the Webplace metaphore
of the 3D Internet which enables interaction between peo-
ple in a natural way. In this sense, the 3D Internet can be
seen as a natural successor of Web 2.0.
The metaverses such as SL can be considered as pioneer-
ing precursors of the 3D Internet. Yet, they already indicate
its significant business opportunities. Not only existing on-
line businesses would benefit from the inherent interactive
nature and spatial HCI paradigms of the 3D Internet but also
a whole range of businesses such as fashion, real estate, and
tourism can finally start using the Internet effectively. We
expect that the possibility of providing faithful 3D repre-
sentations of products and services will have revolutionary
effects on online business to business and business to cus-
tomer commercial activity. From virtual “try before buy” to
“interactive shopping” the commercial potential of the 3D
Internet is enormous.
3 3D Internet: What?
We present and discuss a 3D Internet architecture as an
illustrative example. It shares the time-tested main princi-
ples and underlying architecture of the current Internet as
well as many semantic web concepts. The operational prin-
ciples the 3D Internet shares with its predecessor include
open and flexible architecture, open protocols, simplicity at
the network core, intelligence at the edges, and distributed
implementation. A simple graphical depiction of the pro-
posed 3D Internet architecture is provided in Figure 1. We
adopt here the terms universe, world, and webplace as 3D
counterparts of WWW, website, and subdomain, respec-
tively. We describe each components’ functionality briefly
below:
World servers: provide user- or server-side created,
static and dynamic content making up the specific webplace
(3D environment) including visuals, physics engine, avatar
data, media, and more to client programs. A world server
has the important task of coordinating the co-existence of
connected users, initiating communication between them,
and ensuring in-world consistency in real time. They may
also facilitate various services such as e-mail, instant mes-
3. Figure 1. A graphical depiction of the proposed 3D Internet architecture.
saging, and more.
Avatar/ID servers: virtual identity management sys-
tems containing identity and avatar information as well as
inventory (not only in world graphics but also documents,
pictures, e-mails, etc.) of registered users and providing
these to individual world servers and relevant client pro-
grams (owner, owner’s friends) while ensuring privacy and
security of stored information. Avatar/ID servers can be part
of world servers.
Universe location servers: virtual location management
systems similar to and including current DNS providing vir-
tual geographical information as well as connection to the
Internet via methods similar to SLurl. They can also act as a
distributed directory of the world, avatar servers and users.
Clients: browser-like viewer programs running on users’
computers with extensive networking, caching, and 3D ren-
dering capabilities.
Additional components of the 3D Internet include web-
places (replacing websites) and 3D object creation/editing
software, i.e. easy-to-use 3D modeling and design pro-
grams such as Sketch-Up and standardized mark-up lan-
guages and communication protocols. Emergence of new
software and tools in addition to the ones mentioned should
naturally be expected.
4 3D Internet: How?
4.1 Networking and Distributed Comput-
ing
The conventional web caching approaches will not be
adequate for the needs of the 3D Internet environment con-
sisting of 3D worlds, which may be hosted on different
servers. One challenge stems from the fact that avatars con-
tain significantly more information about the user who is
visiting a 3D world than cookies do about a 2D web site
visitor. For instance, avatars contain information about ap-
pearance (e.g. height, clothing) and behavior (e.g. visible,
open for conversation). As avatars move between worlds,
caching will be needed in server-to-server interactions to
enable fast and responsive transition between worlds. This
will be intensified by avatars carrying objects (e.g. a bicy-
cle) or virtual companions (e.g. a virtual dog) with them,
which will require the transfer of large volumes of informa-
tion in a short time when changing world.
Another challenge is related to the fact that some vir-
tual objects or companions are essentially not static docu-
ments but running programs. They have code that defines
how they react to certain inputs, and they have a partly au-
tonomous behavior. Thus, when an avatar and its compan-
ions move to a world, the world server (or servers) needs
to execute the corresponding code. This raises a number of
interesting research problems: how can we safely run po-
tentially untrusted code (for instance, when the virtual com-
panions are user-generated and custom built)? How will the
economics of such transactions be handled? How can we
move running code between different world servers without
fatally disrupting its execution? Platforms will be needed
that allow the dynamic deployment of potentially untrusted
computation at globally dispersed servers, in a fast, secure
and accountable manner [6].
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
4. observe when interacting with servers is minimized. It has
been known from existing implementations such as SL that
high latency incurs low responsiveness and reduced user
satisfaction. Therefore, the network has to be designed in-
telligently to overcome these challenges.
We propose a hybrid peer-to-peer (P2P) approach to re-
duce server load and ensure scalability of the 3D Internet
infrastructure. It consists of three types of communica-
tions: client to server (C2S), server to server (S2S) and
client to client (C2C) each with different latency and band-
width requirements. C2S communications (see Figure 1
red lines) are bandwidth limited, frequently updated, and
synchronous. Location and activity data as well as use
of in-world services will spend substantial amount of re-
sources both at the client and world servers. The avatar/ID
server-client C2S communications (dash-dotted gray lines)
are less frequent and asynchronous. As an optimization,
some portion of this communications can be pushed to the
backbone by facilitating S2S links between ID and world
servers (solid gray lines) triggered by clients and through
intelligent caching. Additional S2S communications will
also take place on the backbones. The S2S in the case of
universe location servers (dotted gray lines) are expected to
be relatively low load.
Improving server independent C2C (P2P) communica-
tion is one of the main solutions to the scalability prob-
lems. One example is the information about avatars in the
same space, which can be communicated more efficiently
if exchanged directly between the avatars’ hosts, instead of
through a central server. When the user moves around other
avatars can send their information as well as of others within
the range in a P2P fashion as depicted in Figure 2. For ex-
ample, the avatars in circle L1 can send information about
the ones in L2 and they in turn about L3 as a dynamic intel-
ligent caching scheme.
4.1.2 Security and Trust
There is an array of alternatives for enabling the seamless
and transparent authentication of users, avatars, and other
objects in the 3D Internet world. The Single Sign On con-
cept envisages users logging in only once, for example on a
web page of an on-line service, and visiting further services
or web-based applications without the need to log in again.
The user can thus experience an unhindered, seamless usage
of services. The key concept behind Single Sign On is fed-
eration, denoting the establishment of common references
between accounts or identities in different repositories or
services. Microsoft Passport1
as well as several other sys-
tems 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
Figure 2. A P2P communication scheme on a
world in the 3D Internet.
based on the class (or classes) they belong to. The stud-
ies [5,8] are closer to the 3D Internet paradigm as they focus
on challenges imposed by applying RBAC to open, large-
scale systems. Attribute-based access control makes access
control decisions based on user attributes and their combi-
nations, allowing more fine-grained access control. Driven
by the users’ growing privacy concerns regarding the han-
dling of their authentication information, user-centric iden-
tity management approaches such as CardSpace2
have re-
cently gained popularity. These go beyond the federation
concepts to allow individual users to retain full control over
their own identity management, without requiring the pres-
ence of an external provider.
4.2 Intelligent Environments
Emerging fields such as ubiquitous computing and ambi-
ent intelligence draw heavily from adaptive and intelligent
algorithms. They are concerned with computing and net-
working technology that is unobtrusively embedded in the
everyday environment of human users. The emphasis is on
user-friendliness, efficient and distributed services support,
user empowerment, and support for human interactions. All
this assumes a shift away from desktop or portable comput-
ers to a variety of devices accessible via intelligent inter-
faces. The 3D Internet, which is a virtual ubiquitous com-
puting environment, provides the perfect testbed for devel-
oping these ideas and emulating them in realistic 3D set-
tings with real users.
2http://msdn.microsoft.com/webservices/
infocard/
5. 4.2.1 Intelligent Services
In the case of the 3D Internet, the concept of intelligent en-
vironments naturally extends to underlying communication
protocols and enabling services as well as to user centered
services. Given its inherent P2P nature, the 3D Internet can
make use of paradigms such as intelligent routing where
mechanisms being aware of the network topology and infor-
mation structure allow for flexible and context-dependent
distribution of traffic [7]. As in the real world, one could
think of adaptive algorithms that control traffic flow depend-
ing on the time of day, user-behavior patterns, or a variety
of global and local events.
Since the 3D Internet provides an environment that
closely resembles the physical world, it calls for intelligent
interfaces that extend the conventional desktop metaphors
such as menus and sliders. This may include speech- and
gesture recognition, but also implies interaction with vir-
tual objects and tools inspired by things existing in the real
world. Learning and ambient intelligence on this level will
then have to be concerned with typical usage patterns, an-
ticipations of user activities, and convincing simulations.
In terms of user-centered services, it is not hard to imag-
ine applications of machine learning that would facilitate
social interaction of users as well as increase usability of
core functionalities of the virtual environments on the 3D
Internet. Examples of such services are recommender sys-
tems for e-commerce or social networking that rely on col-
laborative filtering. Based on user provided ratings or an
analysis of typical usage patterns, goal directed, intelli-
gent searches [3] and recommendations are possible. This
of course facilitates personalization of individual users’
avatars and improves multimedia-information retrieval.
4.2.2 Intelligent Agents and Rendering
In order to increase the users’ acceptance of services like
the ones just mentioned, they will not just have to be per-
sonalized but also be presented and and accessible in a way
users will consider natural. This leads to the problem of
modeling artificial agents and avatars [10] that act life-like
and show a behavior that would be considered natural and
human-like. First attempts in this direction have already
been made in the context of computer games. Here, ma-
chine learning has been shown to provide an auspicious av-
enue [4]. 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. Sta-
tistical analysis of this traffic and a derivation of a gener-
ative model therefrom allows for implementing agents that
are perceived to act more human-like. Corresponding ap-
proaches can be applied to improve on the quality of virtual
clerks and information personnel.
5 Conclusion
We have provided an overview of the concept 3D Inter-
net and discussed the motivation behind it as well as the spe-
cific 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 ver-
satile, interactive, and usable version: the 3D Internet. The
emerging 3D applications and desktop paradigms, increas-
ingly interactive nature of the Web 2.0, the Semantic Web
efforts, widespread availability of powerful GPUs, popular-
ity of novel input devices, and changing demographics of
Internet users towards the younger, computer-literate gener-
ations, 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 poten-
tial. However, to make the 3D Internet a reality it is nec-
essary and important to start and continue multidisciplinary
research.
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