3d internet report_final

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A Seminar Report on 3D Internet By Tosha Naik (201103100910033) Submitted in Partial fulfillment of the requirements for the degree of BECHLOR OF TECHNOLOGY In Computer Engineering Under the guidance of Prof. KINJAL MISTREE Assistant Professor Department of Computer Engineering/Information Technology

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Page 1: 3D Internet Report_Final

A

Seminar Report

on

3D Internet

By

Tosha Naik(201103100910033)

Submitted in

Partial fulfillment of the requirements for the degree of

BECHLOR OF TECHNOLOGY

In

Computer Engineering

Under the guidance of

Prof. KINJAL MISTREEAssistant Professor

Department of Computer Engineering/Information Technology

CGPIT, UTU, Bardoli, Gujarat

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Chhotubhai Gopalbhai Patel Institute of Technology

Uka Tarsadia University

Bardoli - 394350

May 2014

CERTIFICATE

This is to certify that seminar work embodied in this report entitled “3D Internet” as carried out by Ms. Tosha P. Naik (201103100910033) in 6th semester, for partial fulfilment of Bachelor of Technology in Computer

Engineering at Chhotubhai Gopalbhai Patel Institute of Technology, to be awarded

by Uka Tarsadia University. This seminar work has been carried out under my

supervision and is to my satisfaction.

Date:

Place:

Guide:

Prof. Kinjal Mistree

Assistant Professor

Department of CO/IT

CGPIT, UTU, Bardoli.

Sub-Guide:

Prof. Vibha Patel

Assistant Professor

Department of CO/IT

CGPIT, UTU, Bardoli.

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Prof. Devendra Thakor

Head, Department of CO/IT

CGPIT, UTU, Bardoli

Chhotubhai Gopalbhai Patel Institute of Technology

Uka Tarsadia University

Bardoli – 394350

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ACKNOWLEDGEMENTS

I would like to take this opportunity to bestow my acknowledgements to all

the persons who have directly or indirectly been involved with us in making my

seminar feasible and to run it up into a successful piece of work.

A report as all encompassing as this is never the work of one or two people

laboring in quiet solitude. It is the product of many hands, and countless hours from

many people. My thanks go to all those who helped, whether through their comments,

feedback, edits or suggestions. I express a deep sense of gratitude to the Head Of The

Computer Department, Prof. Devendra Thakor and guide Prof. Kinjal Mistree who

have helped me throughout my seminar.

III

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ABSTRACT

Also known as virtual worlds, the 3D Internet is a powerful new way for the people 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 Facebook. Yet unlike the passive

experience of television, the 3D Internet is inherently interactive and engaging.

Virtual worlds provide immersive 3D experiences that replicate (and in some cases

exceed) real life. People who take part in virtual worlds stay online longer with a

heightened level of interest. To take advantage of that interest, diverse businesses and

organizations have claimed an early stake in this fast-growing market. They include

technology leaders such as IBM, Microsoft, and Cisco, companies such as BMW,

Toyota, Circuit City, Coca Cola, and Calvin Klein, and scores of universities,

including Harvard, Stanford and Penn State[3].

IV

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TABLE OF CONTENTS

Acknowledgements…………………………………….……………………...……..III

Uka Tarsadia University..............................................................2

Bardoli - 394350..........................................................................2

Uka Tarsadia University..............................................................3

Bardoli – 394350.........................................................................3

1. INTRODUCTION..........................................................1

1.1 DEFINITION...........................................................................................................1

1.2 WHAT IS 3D INTERNET?.....................................................................................2

1.3 WHAT IS INERNET OF THINGS?........................................................................2

1.4 WHY 3D INTERNET?............................................................................................3

2. VIRTUAL WORLDS.....................................................4

2.1 TECHNOPEDIA EXPLAINS VIRTUAL WORLD..............................................4

3. EVOLUTION OF INTERNET.....................................6

3.1 Web 1.0:...................................................................................................................6

3.2 WEB 2.0...................................................................................................................7

3.3 WEB 3.0...................................................................................................................8

3.4 DIFFERENCE BETWEEN WEB1.0, WEB2.0 AND WEB3.0..............................9

3.5 WEB 3D.................................................................................................................10

4. WORKING OF 3D INTERNET.................................11

5. CASE STUDY...............................................................14

V

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6. APPLICATIONS, EXAMPLES AND OBSTACALES

16

6.1 APPLICATIONS:..................................................................................................16

6.2 EXAMPLES:..........................................................................................................17

6.3 OBSTACLES OF 3D INTERNET:.......................................................................17

7. ADVANTAGES AND DISADVANTAGES...............19

8. FUTURE OF 3D INTERNET.....................................20

9. CONCLUSION.............................................................22

VI

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LIST OF FIGURES

Figure 3.1: Evolution of Internet.........................................................................6

Figure 3.2: Summary of web 1.0/2.0/3.0.............................................................9

Figure 4.1: Architecture of 3D internet.............................................................12

Figure 6.1: Google Goggles.................................................................................17

VII

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ABBREVIATIONS

HTML Hyper Text Markup Language

XML Extensible Markup Language

DNS Domain Name System

SOA Service Oriented Architecture

CGI Computer Graphics Imaging

VIII

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3D Internet

1. INTRODUCTION

Solitary surfing, status staring in Facebook, returning wrong size web shop purchases

– all this are soon history. 3D Internet makes virtual communities and collaboration – being

and doing together – possible. 3D Internet is the next wave after the current 2D web. 3D

Internet consists of interconnected services, presented as virtual worlds. Virtual worlds are

3D environments user enters with avatar. Virtual worlds may be considered as advanced web

sites and avatars as user profiles. The difference lays in collaborative content creating where

user is part of building his virtual experience together with other users’ avatars and service

provider[3].

Virtual worlds can be based on an existing, real place (e.g. Oulu) or a fictional place

(e.g. Middle Earth from J.R.R Tolkien’s novels). A virtual world can hold a service for the

users, much in the same way as a web server in the 2D web. Mass breakthrough of the 3D

Internet is projected by the year 2015. Today, World of War craft, Second Life can boast over

200 million users. When the use of the 3D Internet expands from recreational use to business,

education, medicine – spans the real world – these numbers will shoot rapidly[3].

1.1 DEFINITION

3D Internet gives the internet services and users a shape. Internet of Things connects

the items of our environment and enables monitoring and maintenance over the Integrated,

3D Internet and Internet of Things may change our perception of the world.

The essence of 3D Internet is to give the services a shape using networked 3D

graphics. In 3D Internet, the user is depicted by his/her avatar. This results in a strong

presence of the users. The services are networked using teleports, thus the 3D Internet and the

current web are rather similar in technology[3].

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1.2 WHAT IS 3D INTERNET?

The essence of 3D Internet is to give the services a shape using networked 3D

graphics. In 3D Internet, the user is depicted by his/her avatar. This results in a strong

presence of the users. The services are networked using teleports, thus the 3D Internet and the

current web are rather similar in technology. In the 3D Internet connecting to other users is

easy, as the avatars visualize the users seeing other users at the same service one is using -

common interests - makes connecting, communication and sharing views natural.

3D Internet will rely on the same basic technology and components as that of a

traditional browser, and it will interact with the same search engines and servers. Aside from

the use of 3D computer graphics and personalized avatars, the important difference lies much

more social experience compared to the two-dimensional in a Internet of today.3D Internet is

incredibly social. If you're reading a document, you can see other people reading the same

document. You connect organically with other people that share your interests and consume

the same services that you do[3].

1.3 WHAT IS INERNET OF THINGS?

The Internet of Things consists of items in our everyday environment with inbuilt

communications chips connected to the Internet.These items can be buildings, machines,

electrical appliances, foodstuff - you name it! As communications chips and their power

consumption have shrunk, it has become natural to equip items in our everyday environment

with these chips[3].

 Once the items in our environment are connected, it is possible to monitor their state

and control them via different devices. In a simple example you may want to ask your living

room lamp whether you forgot to turn it off when you left for Hawaii and then turn it off if

necessary, all via your mobile device. A little more complexity is involved when your fridge

tells you how many and how fresh eggs are left when you are pondering on buying some at

the local store. The Internet of Things makes monitoring the state of our environment and

reacting to it - even automatically - very natural and easy[2].

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1.4 WHY 3D INTERNET?

Where we communicate with each other, get our news, shop, pay our bills, and more.

For e.g., everyone has business ideas but their thoughts don’t reach entire globe. Though

there is internet connecting worldwide due to language barrier it’s not possible. The best

alternative for this problem is preparing animations using 3D Internet which depicts what’s in

their mind irrespective of the region and language[2].

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

organization interact with each other and exchange information. Once this fact is well

understood, the question can be turned on its head and becomes” why do we restrict ourselves

to 2Dpages and hyperlinks for all these activities?” i.e. In 2D environment what we are using

right now if we have done our shopping may be some dissatisfaction at some corner whether

it suits or not but in 3D our avatar is present we can check with that avatar and can have a

feel of shopping[2].

Navigating hierarchical data structures is often cumbersome for large data sets for

e.g. there are some concepts that are difficult for students to understand. With the help of 3D

Internet concepts are in 3D that is with animation how it is works is shown clearly than it can

understand easily[2].

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2. VIRTUAL WORLDS

A virtual world is a computer-based online community environment that is designed

and shared by individuals so that they can interact in a custom-built, simulated world. Users

interact with each other in this simulated world using text-based, two-dimensional or three-

dimensional graphical models called avatars. Avatars are graphically rendered using

computer graphics imaging (CGI) or any other rendering technology. Individuals control their

avatars using input devices like the keyboard, mouse and other specially designed command

and simulation gadgets. Today's virtual worlds are purpose-built for entertainment, social,

educational, training and various other purposes[4].

All virtual worlds possess the qualities of persistence and interactivity. This enables

the users to explore the inherent benefits of socialization and allows them to study human

nature and user-abilities. A virtual world may also be called a digital world[4]. 

2.1 TECHNOPEDIA EXPLAINS VIRTUAL WORLD

Initially, virtual worlds were limited to text and document sharing such as in chat

rooms and through conferencing systems. With the advancement in two-dimensional and

three-dimensional graphics rendering technologies, graphical models called avatars became

the hallmark of virtual worlds. Today, virtual worlds depict a world very similar to reality,

with real-world rules and real-time actions and communications. Avatars are real-world or

fictionally adapted personalized characters that depict humans, pets or other imaginary

characters that inhabit virtual worlds. Today's avatars are three-dimensional, interactive icons

that exist in realistic virtual worlds.Virtual worlds are a relatively recent phenomenon and are

very popular with youth, with three times as many young people than adults populating

them[4].

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There are two types of virtual worlds :

• Entertainment Based :

The launch of multiplayer 3-D games in the 1990s gave birth to new advancements in

interactive virtual worlds. In this category of virtual worlds, users play games through

their avatars. These virtual worlds are strongly influenced by fantasy, science fiction, and

anime genres of literature and film .Entertainment-based virtual worlds represent the

majority of virtual worlds in existence today[4].

Social Interaction-Based :

Focuses on user interaction, education and training through simulated worlds. These

worlds offer a more open-ended experience such as exploring landscapes, playing

adventurous sports, socializing with communities, taking part in political debates or

experiments, attending educational sessions, training in a simulated environment and

countless other virtual possibilities. Although younger than gaming worlds, these social

virtual worlds are quickly gaining popularity, particularly in educational, political,

commercial and military organizations[4].

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3. EVOLUTION OF INTERNET

The evolution of the Internet has brought about an expansion of the communication

era which was not possible in the past. The Internet connects people from all parts of the

world with minimal effort[1].

Figure 3.1 Evolution of Internet

3.1 Web 1.0:

Web 1.0 is the first state of World Wide Web which was in the basic Read Only

hypertext system. According to Wikipedia Web 1.0 is a retronym which refers to the state of

the World Wide Web, and website design style before the Web 2.0 phenomenon, and

included most websites in the period between 1994 and 2004. Web 1.0 has the following

characteristics:

They use basic html (hypertext mark-up language) for publishing content on the internet.

These are static web pages.

They have Read-Only content.

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The web master is solely responsible for updating users and managing the content of the

website. 

They do not support mass-publishing.

Webmaster manually assigns all the hyperlinks to the content of the web page.

The contact information provided by Web 1.0 is email, fax, phone number and the

address.

They use framesets.

The Web 1.0 pages can only be understood by humans (web readers). They do not have

machine compatible[1].

3.2 WEB 2.0

Web 2.0 encourages creativity, communication and networking among the internet

users. It is the read write networking platform where the internet users will be able to interact

and communicate among each other. Web 2.0 uses XML over HTML which makes it user

friendly and machine compatible. Wikipedia’s definition, “Web 2.0 is the business revolution

in the computer industry caused by the move to the Internet as platform, and an attempt to

understand the rules for success on that new platform”. The characteristics of Web 2.0 are:

Web 2.0 promotes user interaction and communication where web masters and the users

could network in a better way.

It uses SOA (Service Oriented Architecture). The examples of SOA are RSS feeds, web

services which defines how Web 2.0 application exposes functionality.

Web 2.0 is all about social web. Social networking sites, blogging, podcast, wiki all

come under this. The social web service has turned out to be a huge success on the

internet.

It follows the phenomenon that web is open to all. Anyone could be the author and start

their own blog or drop their opinion on somebody else’s pages.

Web 2.0 includes technologies like RSS (Rich Site Syndication), wikis, forums,

blogging[1].

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3.3 WEB 3.0

When web 3.0 is used as a development platform, it can deliver a new range of

services Machine-to-machine or brand-to-fan. Web 3.0 is often called a "Web of Things."  

Each person or thing has:

A name and address on the web.                                                                             

A human-readable page that you or a company creates (such as a friend's page on Face book

or a book's page on Amazon).                                                                   

And machine-readable data that may describe who or what it is, what it wants (such as your

Face book Likes), or what it offers (such as a book tagged for its content about science).   

Web 3.0 is also called the "Service Web."  A company's service is programmed to

read machine-readable data about people and things, then it uses data-linking to relate a

person or machine’s needs to relevant things[1]. 

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3.4 DIFFERENCE BETWEEN WEB1.0, WEB2.0 AND WEB3.0

Figure 3.2 Summary of web 1.0/2.0/3.0

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3.5 WEB 3D

The Web will evolve into a three-dimensional environment. Rather than a Web 3.0,

we'll see a Web 3D. Combining virtual reality elements with the persistent online worlds

of massively multiplayer online role playing games , the Web could become a digital

landscape that incorporates the illusion of depth. You'd navigate the Web either from a first-

person perspective or through a digital representation of yourself called an avatar[6].

The Web will build on developments in distributed computing and lead to true

artificial intelligence. In distributed computing, several computers tackle a large processing

job. Each computer handles a small part of the overall task. Some people believe the Web

will be able to think by distributing the workload across thousands of computers and

referencing deep onto logics. The Web will become a giant brain capable of analyzing data

and extrapolating new ideas based off of that information[6].

The Web will extend far beyond computers and cell phones. Everything from watches

to television sets to clothing will connect to the Internet. Users will have a constant

connection to the Web, and vice versa. Each user's software agent will learn more about its

respective user by electronically observing his or her activities. This might lead to debates

about the balance between individual privacy and the benefit of having a personalized Web

browsing experience[6].

The Web will merge with other forms of entertainment until all distinctions between

the forms of media are lost. Radio programs, television shows and feature films will rely on

the Web as a delivery system.It's too early to tell which (if any) of these future versions of the

Web will come true. It may be that the real future of the Web is even more extravagant than

the most extreme predictions. We can only hope that by the time the future of the Web gets

here, we can all agree on what to call it[6].

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4. WORKING OF 3D INTERNET

3D Internet 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. We

adopt here the terms universe, world, and web place as 3D counterparts of WWW, website,

and sub domain, respectively[5].

We describe each component’s functionality briefly below:

World servers:

Provide user- or server-side created, static and dynamic content making up the

specific web place (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

sagging, and more[5].

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[5].

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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[5].

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 web places (replacing websites) and 3D object creation/editing software, i.e.

easy-to-use 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[5].

Figure 4.1 Architecture of 3D internet

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3D Internet

Figure 4.1 shows 3D Internet architecture. The 3D Internet shares 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.

Others are open protocols, simplicity at the network core, distributed implementation and

intelligence at the edges. Decision making is not only at the centre but at the nodes to make

room for multi application control network that is reliable[5].

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5. CASE STUDY

This case study is imaginary, but was inspired by the real-life construction of an underground

parking area in Oulu, Finland.

 

Predicted Challenges: 

An underground parking area in the city centre eases traffic solutions and leaves space

above the ground for buildings and parks. However, an underground parking area can be

strange and even frightening to the driver[2].

 

Efficient use of an underground parking area means different things for the vehicle

drivers, parking area operators and public authorities.For the drivers, efficient use of the

parking area means leaving your vehicle as close as possible to where one is headed and

finding it easily once it is time to leave[2].

 

For the parking area operators, efficient use of the area means fast entrance and exit

from the parking area as well as a good occupancy rate. To achieve a good occupancy rate,

the usability experience for the drivers at the parking area must be positive[2].

 

From the viewpoint of the public authorities, the underground parking area must be

safe. Using the parking area must be safe, and procedures for different situations such as

accidents or mass events must be very clear. Optimal use of traffic lights and digital displays

is central in preventing traffic jams in challenging situations[2].

Proposed Solutions: 

A general 3D model of the underground parking area is a good starting point. A

general 3D model can be used to visualize location of individual vehicles or people, traffic

flow, occupancy rate, accident or emergency situations and mass events in and around the

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parking area. However, efficient visualization requires a comprehensive sensor /

communication chip network in the underground parking area. This network includes e.g.

cameras, car proximity and motion sensors and uses different wireless (and wired) solutions

such as WLAN, Bluetooth or 802.15.4 radio with proprietary or preferably IPv6/6LoWPAN

network layer (end-to-end full IP)[2].

 

Before Bob the Builder is summoned, the 3D model can be used to train the future

personnel of the underground parking area in monitoring, using, servicing and evacuating the

area. Thus the underground parking area can be opened for users as soon as construction

work is ready. Plans may even be altered before construction due to needs spotted during the

pre-construction use of the 3D model. This testing improves the usability- and therefore the

occupancy rate - of the final underground parking area[2].

 

The integration of the 3D model and the comprehensive sensor / communication chip

network makes it possible to create mobile applications. These applications can aid the

drivers to find a parking place near their destination and guide them back to their vehicles

when leaving or even offer additional services such as a car wash[2].

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6. APPLICATIONS, EXAMPLES AND OBSTACLES

6.1 APPLICATIONS:

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 favour 3D Internet because it is more

personal than traditional distance learning[3].

Religion

Religious organizations can make use of the 3D Internet to open virtual meeting places

within specified locations[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 issues[3].

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 users to play in the 3D environment[3].

Arts

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.

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Live music performances could also be enabled in the 3D Internet[3].

6.2 EXAMPLES:

Google Goggles:

Anyone putting “the Goggles” will be immersed in a 3D “stereo-vision” virtual reality

called 3dLife[1].

Figure 6.1 Google Goggles

3D shopping:

3D Internet dedicated years of research and developed world’s first fully functional and

interactive shopping mall where users can navigate and find themselves in a Virtual shopping

environment[1].

6.3 OBSTACLES OF 3D INTERNET:

Advertisers, marketers and organizations have yet to capitalize on the vast potential of

the 3D Internet. Factors inhibiting the commercial usability of virtual worlds include: The

limited effectiveness of traditional media techniques such as fixed-location billboards when

applied to virtual worlds. In the 3D Internet, participants have complete control over where

they go and what they do — and can move their avatars instantly through virtual space.

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What is required is a means for making content readily available to people not only at

specific points, but throughout virtual worlds. 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[1].

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7. ADVANTAGES AND DISADVANTAGES

Advantages:

• Participants have control throughout the virtual space

• Content is readily available

• Participants have a choice in whether to interact with an offering

Disadvantages:• Technical difficulties

• Not fashionable enough

• Time consuming

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8. FUTURE OF 3D INTERNET

Intelligent: able to be adapted to the users with respect to their preferences

(personalization), devices (terminals) and access networks. A Future Perspective on

the 3D Media Internet 307for a good user experience be adapted to the user. It should

be possible for the user to personalize the media objects by annotating, modifying or

creating and sharing it the way they consider appropriate[3].

3D and hepatic: able to be used in many future applications such as realistic

virtual/mirror worlds’ creation, human representation (avatars), etc. The future media

content will be fundamentally 3D (real-time or not) including visual, sound, and other

sensorial features such as hepatics; it will be able to convey pressure, forces,

vibrations and/or motions to the user, as well as physiological or emotional user’s

state[3].

Interactive for all different terminals (PC, Set-Top Box, mobile, etc.): The user should

be able to interact with the media objects by modifying and/or render them using

multiple views and perspectives. Real-time interactivity with other users through the

media will be required in order to achieve the maximum level of collaboration[3].

Live or real time (live recording, live performing): the most attractive media types

tend to be preformed or generated in real-time circumstances. Therefore, FIM would

need to facilitate live multimodal media, such as video, events in virtual worlds and

live music performances to users and in addition, enable collaboration in distributed

environments[3].

Cross modal: Future media would need to be intuitively inter-linked and accessible.

Therefore, they need to support cross modal approaches to media creation, retrieval

and consumption. Just as the humans easily identify a song with a film, or smell with

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particular environment and time, FIM needs to inherently facilitate cross modality of

the content and its tasks[3].

Iteratively and cooperatively negotiated in communities of professionals and

amateurs: The content of FIM should not be limited to professional producers creating

for consumers, but will be created iteratively and cooperatively in negotiations across

multiple communities of professionals and amateurs[3].

Publicly opened and controversial: FM3DI should not be closed, but open for public

participation and even be supportive of establishing communities across controversial

issues and incorporating stakeholders with conflicting interests[3].

Collaboratively edited/filtered: In order to have media professionals making

maximum use of the internet, the media content should be

edited/filtered/written/manipulated in a collaborative way[3].

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9. CONCLUSION

3D Internet, also known as virtual worlds, is a powerful new way for you to reach

consumers, business customers, co-workers, partners, and students. It combines the

immediacy of television, the versatile content of the Web, and the relationship-building

strengths of social networking sites like Face book. Yet unlike the passive experience of

television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide

immersive 3D experiences that replicate (and in some cases exceed) real life[1].

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REFEENCES

[1] www.slideshare.net

[2] www.authorstream.com

[3] www.seminarsonly.com

[4] www.techopedia.com

[5] www.tansu.alpcan.org/papers/Alpcan-3D_Internet.pdf

[6] www.wed3d.org

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