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The Internet is evolving to become the de-facto cyberspace or virtual environment facilitating communication, business, and entertainment on a global scale. On the other hand, metaverses or virtual worlds such as Second Life (SL) or World of Warcraft (WoW) are much younger when compared to other Web technologies. Today, the success and momentum of virtual worlds are undeniable. The market for MMOGs is estimated to be worth more than one billion US dollars and such metaverses are fast becoming significant platforms in the converged media world according to some analysts. Virtual worlds are increasingly seen as more than game and interpreted within a business context rather than entertainment. The view that metaverses will play a significant role in the future is shared by many researchers and professionals in the field. Among them are the participants of the metaverse roadmap who aim to explore multiple pathways to the 3D enhanced web , the Croquet Consortium as well as the VRML and X3D communities. We envision a 3D Internet which will be to 2D graphical user interface (GUI) and Web of today what 2D GUI and World Wide Web (WWW) were to command line interface (CLI) and gopher two decades ago. While the concept seems incremental in the sense that it merely adds 3D graphics to the current Web, it is in fact revolutionary for it provides a complete virtual environment that facilitates services, interaction, and communication. From this perspective, the 3D Internet can be seen as the evolutionary end point of ongoing efforts such as Web 2.0 and Semantic Web. A phrase coined in 2004 by OReilly Media Group; refers to a perceived or proposed second generation of Internet-based services such as Social Networking sites, Wikis etc that emphasize Online Collaboration & sharing among users The Participatory Web. It marks the progression from static web pages to dynamic, interactive ones, Read/write web Sharing, collaboration, & user involvement, Reviews Comment on news stories, Upload photos, Share digital videos. The Amateurization of the Web The average person can put their work on the web ex. Photographers, journalists, aspiring writers, students, etc. The Social Web Social networking and community- oriented sites ex.,,,,,, etc. The Userfocused Web The user needs are catered: participate, organize, read, write & play online. Web 2.0 is focused on people, the Semantic Web is focused on machines. The Web requires a human operator, using computer systems to perform the tasks required to find, search and aggregate its information. It's impossible for a computer to do these tasks without human guidance because Web pages are specifically designed for human readers. The Semantic Web is a project that aims to change that by presenting Web page data in such a way that it is understood by computers, enabling machines to do the searching, aggregating and combining of the Web's information without a human operator. Our objective in this paper is to define the 3D Internet concept and discuss why it is a goal worth pursuing, what it does entail, and how one can realize it. Along with its enormous potential the 3D Internet also opens many research challenges in order to become a reality. Metaverses have recently caught the attention of gaming, advertisement, 3D design, and performing arts communities among others. However, it is difficult to claim that the same level of interest has been raised in the areas of networking, machine learning, and distributed computing. Without overcoming these engineering challenges and making a business case to stakeholders the 3D Internet is destined to be an academic exercise and remain in the realm of science fiction; a fate experienced by many initially promising concepts such as artificial intelligence or virtual reality.



Web 1.0

Companies publish content that people consume (e.g. CNN). In Web 1.0, a small number of writers created Web pages for a large number of readers. As a result, people could get information by going directly to the source: for graphic design issues, for Windows issues, and for news. As personal publishing caught on and went mainstream, it became apparent that the Web 1.0 paradigm had to change.


Web 2.0

People publish content that other people can consume, companies build platforms that let people publish content for other people (e.g. Flickr, YouTube, Adsense, Wikipedia, Blogger, MySpace, RSS, Digg). Web 2.0 sites often feature a rich, user friendly interface based on Ajax, Open Laszlo, Flex or similar rich media. Web 2.0 has become popular mainly because of its rich look, and use of the Best GUIs.


Web 3.0

With Web 3.0 applications we will see the data being integrated and applying it into innovative ways that were never possible before. Imagine taking things from Amazon, integrating it with data from Google and then building a site that would define your shopping experience based on a combination of Google Trends and New Products. This is just a random (possibly horrible) example of what Web 3.0 applications will harness. Web 3.0 also aims at integrating various devices to the internet, the devices include cell phones, refrigerators, cars, etc. Another major leap in the Web 3.0 is the introduction of the 3D Internet into the web, hence these would replace the existing WebPages with the web places.

Fig 1. A graphical depiction of the nature of web 1.0 and web 2.0

In todays ever-shifting media landscape, it can be a complex task to find effective ways to reach your desired audience. As traditional media such as television continue to lose audience share, one venue in particular stands out for its ability to attract highly motivated audiences and for its tremendous growth potential the 3D Internet. Also known as virtual worlds, the 3D Internet is a powerful new way for you to reach consumers, business customers, co-workers, partners, and students. It combines the immediacy of television, the versatile content of the Web, and the relationship-building strengths of social networking sites like Face book. Yet unlike the passive experience of television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases exceed) real life. People who take part in virtual worlds stay online longer with a heightened level of interest. To take advantage of that interest, diverse businesses and organizations have claimed an early stake in this fast-growing market. They include technology leaders such as IBM, Microsoft, and Cisco, companies such as BMW, Toyota, Circuit City, Coca Cola, and Calvin Klein, and scores of universities, including Harvard, Stanford and Penn State. The most well-known of the 40-some virtual world platforms today is Second Life. Its in-world residents number in the millions. As residents, they can:

Remotely attend group meetings, training sessions, and educational classes Engage in corporate or community events View and manipulate statistical information and other data such as biological or chemical processes in three dimensions

Try out new products, electronic devices and gadgets Take part in virtual commerce Participate in brand experiences that carry over to the real world.


The Concept

The concept of 3D Internet has recently come into the spotlight in the R&D arena, catching the attention of many people, and leading to a lot of discussions. Basically, one can look into this matter from a few different perspectives: visualisation and representation of information, and creation and transportation of information, among others. All of them still constitute research challenges, as no products or services are yet available or foreseen for the near future. Nevertheless, one can try to envisage the directions that can be taken towards achieving this goal.


Visualisation And Interfaces

A very first approach to 3D Internet is, obviously, related to the problem of visualisation and interfacing. One can think, a priori, of a couple of devices that can accomplish such a goal: PETs (Personal Enhanced Terminals, usually known as Mobile Phones) and PARTSs (Personal Augmented Reality Three-dimensional Spectacles). PETs are capable of creating a kind of holographic image, hence, enabling the visualisation of 3D images and videos; an artists impression can be viewed in figure below (which is based on a well know phone). PARTSs constitute an advanced version of todays multimedia glasses, making it possible to visualise 3D images and even mixing them with real images. A simple view into it can be seen in.

Quite a number of possibilities and technologies for this kind of devices have been discussed for some time, and one can foresee that, somewhere in the near future, prototypes will become available. Still, there are a number of issues that require to be addressed besides the simple visualisation of objects, like the possibility of the user to chose the angle of view, or even to go into the object, but, above all, on how to represent such objects and transport this information in an efficient way.


Information Creation

Another perspective into 3D Internet can be taken from the production of 3D images and videos. Taking the well-known ways to do this (e.g. using various cameras located in different positions) as a starting point, one can extend this view to a much broader approach. Many, especially young people are nowadays prepared to put their own life in the Internet e.g. by uploading pictures and videos to popular websites. This concept can be extended further: people witnessing an event can make a video of this event by using a mobile phone and send it in real time via a mobile or wireless network to a website hosting a 3D-construction programme. This programme takes the images taken from different locations and creates a 3D video, which is made available in real time on the Internet. This approach puts together quite a number of different technologies, ranging from location information of users producing the several 2D contributions, to synchronisation of contributions at the host programme, besides the creation of such a programme itself. Furthermore, this puts also a number of requirements on the networks used to transport information, e.g. concerning delay, Quality of Service, efficient delivery, caching, and distribution.

One of the often heard arguments against the 3D Internet is in the form of the question why do we need it? For most of its users the Internet is a familiar, comfortable medium where we communicate with each other, get our news, shop, pay our bills, and more. We are indeed so much used to and dependant on its existence that we dont think about its nature anymore just like we do not think about Ohms law when we turn on the lights. From this perspective what we have, i.e. the 2D version, seems sufficient and the 3D Internet is yet another fad. However, if we stop and think about the nature of the Internet for a moment we realize that it is nothing but a virtual environment (cyberspace) where people and organizations interact with each other and exchange information. Once this fact is well understood, the question can be turned on its head and becomes why do we restrict ourselves to 2D pages and hyperlinks for all these activities? Navigating hierarchical data structures is often cumbersome for large data sets. Unfortunately, the Internet as we know is organized as a flat abstract mesh of interconnected hierarchical documents. A typical 2D website is an extremely abstract entity and consists of nothing but a bunch of documents and pictures. Within the website, at every level of the interaction, the developers have to provide the user immediate navigational help. Otherwise, the user would get lost sooner or later. Since this is a very abstract environment, there is no straightforward way of providing a navigation scheme which would be immediately recognizable to human beings. The situation is not any better when traveling between websites. Although the domain name system is somewhat helpful, using the web today is no different than reading a telephone directory. Given the current situation the term web surfing is rather appropriate as we have no control over where the web takes us with the next click. This has profound implications such as the reliance on back button in browsers which tantamount to admitting that navigating on the web is no different from a random walk. Another consequence is the emergence of search engines as a fundamental element of the Internet. It is no surprise that Google is the most powerful Internet Company of our times.

There is actually a much better alternative way of organizing data which everybody knows and uses. We spend all our lives in a 3D world navigating between places and organizing objects spatially. We rarely need search engines to find what we are looking for and our brains are naturally adept at remembering spatial relationships. Let us consider the following fictitious scenario on the 3D Internet. Instead of a flat 2D desktop I can put my documents on my desk at home, where documents, desk, and home are virtual entities that are 3D representations of real-world counterparts with spatial relationships. Later, when the need of finding these documents arises, there is a high probability that I can easily remember their location without resorting to additional processes such as search engines or a recent documents folder. Obviously, it is very difficult -if not impossible- to realize this scenario on the current Internet. We are there like 2D creatures living on flat documents not knowing where we are or what is next to us. We teleport constantly from one flat surface to another, each time getting lost, each time asking for directions or help. In contrast, the ease of use and intuitiveness of 3D GUIs are an immediate consequence of the way our brains work, a result of a long evolutionary process ensuring adaptation to our world. Although the 3D Internet is not a solution to all problems, it provides an HCI framework that can decrease mental load and open doors to rich, innovative interface designs through spatial relationships. Another important point is the Web place metaphor of the 3D Internet which enables interaction between people in a natural way. In this sense, the 3D Internet can be seen as a natural successor of Web 2.0. The metaverses such as SL can be considered as pioneering precursors of the 3D Internet. Yet, they already indicate its significant business opportunities. Not only existing online businesses would benefit from the inherent interactive nature and spatial HCI paradigms of the 3D Internet but also a whole range of businesses such as fashion, real estate, and tourism can finally start using the Internet effectively. We expect that the possibility of providing faithful 3D representations of products and services will have revolutionary effects on online business to business and business to customer commercial activity. From virtual try before buy to interactive shopping the commercial potential of t he 3D Internet is enormous.

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. A simple graphical depiction of the proposed 3D Internet architecture is provided in Figure 2.

Fig 2. A graphical depiction of the proposed 3D Internet architecture.

We adopt here the terms universe, world, and webplace as 3D counterparts of WWW, website, and sub domain, respectively. We describe each components functionality briefly below:

a) World servers: Provide user- or server-side created, static and dynamic content making up the specific webplace (3D environment) including visuals, physics engine, avatar data, media, and more to client programs. A world server has the important task of coordinating the co-existence of connected users, initiating communication between them, and ensuring in-world consistency in real time. They may also facilitate various services such as e-mail, instant sagging, and more.


b) Avatar/ID servers: Virtual identity management systems containing identity and avatar information as well as inventory (not only in world graphics but also documents, pictures, emails, etc.) of registered users and providing these to individual world servers and relevant client programs (owner, owners friends) while ensuring privacy and security of stored information. Avatar/ID servers can be part of world servers.

c) Universe location servers: Virtual location management systems similar to and including current DNS providing virtual geographical information as well as connection to the Internet via methods similar to SLurl. They can also act as a distributed directory of the world, avatar servers and users.

d) Clients: Browser-like viewer programs running on users computers with extensive networking, caching, and 3D rendering capabilities. Additional components of the 3D Internet include webplaces (replacing websites) and 3D object creation/editing software, i.e. easy-to-use 3D modeling and design programs such as Sketch-Up and standardized mark-up languages and communication protocols. Emergence of new software and tools in addition to the ones mentioned should naturally be expected.




Networking and Distributed Computing

The conventional web caching approaches will not be adequate for the needs of the 3D Internet environment consisting of 3D worlds, which may be hosted on different servers. One challenge stems from the fact that avatars contain significantly more information about the user who is visiting a 3D world than cookies do about a 2D web site visitor. For instance, avatars contain information about appearance (e.g. height, clothing) and behavior (e.g. visible, open for conversation). As avatars move between worlds, caching will be needed in server-to-server interactions to enable fast and responsive transition between worlds. This will be intensified by avatars carrying objects (e.g. a bicycle) or virtual companions (e.g. a virtual dog) with them, which will require the transfer of large volumes of information in a short time when changing world. Another challenge is related to the fact that some virtual objects or companions are essentially not static documents but running programs. They have code that defines how they react to certain inputs, and they have a partly autonomous behavior. Thus, when an avatar and its companions move to a world, the world server (or servers) needs to execute the corresponding code. This raises a number of interesting research problems: how can we safely run potentially untrusted code (for instance, when the virtual companions are user-generated and custom built)? How will the economics of such transactions be handled? How can we move running code between different world servers without fatally disrupting its execution? Platforms will be needed that allow the dynamic deployment of potentially untrusted computation at globally dispersed servers, in a fast, secure and accountable manner .



Latency Minimization

As the 3D Internet will increase the reliance on graphics and interactivity, it will be crucial that the latency that clients observe when interacting with servers is minimized. It has been known from existing implementations such as SL that high latency incurs low responsiveness and reduced user satisfaction. Therefore, the network has to be designed intelligently to overcome these challenges. We propose a hybrid peer-to-peer (P2P) approach to reduce server load and ensure scalability of the 3D Internet infrastructure. It consists of three types of communications: client to server (C2S), server to server (S2S) and client to client (C2C) each with different latency and bandwidth requirements. C2S communications (see Figure 2 red lines) are bandwidth limited, frequently updated, and synchronous. Location and activity data as well as use of in-world services will spend substantial amount of resources both at the client and world servers. The avatar/ID server-client C2S communications (dash-dotted gray lines) are less frequent and asynchronous. As an optimization, some portion of this communications can be pushed to the backbone by facilitating S2S links between ID and world servers (solid gray lines) triggered by clients and through intelligent caching. Additional S2S communications will also take place on the backbones. The S2S in the case of universe location servers (dotted gray lines) are expected to be relatively low load. Improving server independent C2C (P2P) communication is one of the main solutions to the scalability problems. One example is the information about avatars in the same space, which can be communicated more efficiently if exchanged directly between the avatars hosts, instead of through a central server. When the user moves around other avatars can send their information as well as of others within the range in a P2P fashion as depicted in Figure 3. For example, the avatars in circle L1 can send information about the ones in L2 and they in turn about L3 as a dynamic intelligent caching scheme.


Fig 3. A P2P communication scheme on a world in the 3D Internet.


Security and Trust transparent

There is an array of alternatives for enabling the seamless and

authentication of users, avatars, and other objects in the 3D Internet world. The Single Sign On concept envisages users logging in only once, for example on a web page of an on-line service, and visiting further services or web-based applications without the need to log in again. The user can thus experience an unhindered, seamless usage of services. The key concept behind Single Sign On is federation, denoting the establishment of common references between accounts or identities in different repositories or services. Microsoft Passport as well as several other systems have been developed based on this concept. Earlier on, role based access control (RBAC) had been devised to allow authentication not based on user identities, but rather based on the class (or classes) they belong to. The studies are closer to the 3D Internet paradigm as they focus on challenges imposed by applying RBAC to open, large scale systems. Attribute-based access control makes access control decisions based on user attributes and their combinations, allowing more fine-grained access control. Driven by the users growing privacy concerns regarding the handling of their authentication information, user-centric identity management approaches such as Card Space have recently gained popularity. These go beyond the federation concepts to allow

individual users to retain full control over their own identity management, without requiring the presence of an external provider.


Intelligent environments

Emerging fields such as ubiquitous computing and ambient intelligence draw heavily from adaptive and intelligent algorithms. They are concerned with computing and networking technology that is unobtrusively embedded in the everyday environment of human users. The emphasis is on user-friendliness, efficient and distributed services support, user empowerment, and support for human interactions. All this assumes a shift away from desktop or portable computers to a variety of devices accessible via intelligent interfaces. The 3D Internet, which is a virtual ubiquitous computing environment, provides the perfect tested for developing these ideas and emulating them in realistic 3D settings with real users.


Intelligent Services

In the case of the 3D Internet, the concept of intelligent environments naturally extends to underlying communication protocols and enabling services as well as to user centered services. Given its inherent P2P nature, the 3D Internet can make use of paradigms such as intelligent routing where mechanisms being aware of the network topology and information structure allow for flexible and contextdependent distribution of traffic. As in the real world, one could think of adaptive algorithms that control traffic flow depending on the time of day, user-behavior patterns, or a variety of global and local events. Since the 3D Internet provides an environment that closely resembles the physical world, it calls for intelligent interfaces that extend the conventional desktop metaphors such as menus and sliders. This may include speech- and gesture recognition, but also implies interaction with virtual objects and tools inspired by things existing in the real world. Learning and ambient intelligence on this level

will then have to be concerned with typical usage patterns, anticipations of user activities, and convincing simulations. In terms of user-centered services, it is not hard to imagine applications of machine learning that would facilitate social interaction of users as well as increase usability of core functionalities of the virtual environments on the 3D Internet. Examples of such services are recommender systems for e-commerce or social networking that rely on collaborative filtering. Based on user provided ratings or an analysis of typical usage patterns, goal directed, intelligent searches and recommendations are possible. This of course facilitates personalization of individual users avatars and improves multimedia-information retrieval. 6.2.2 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 personalized but also be presented and accessible in a way users will consider natural. This leads to the problem of modeling artificial agents and avatars that act 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, machine learning has been shown to provide an auspicious avenue. The network traffic generated by a group of people playing a multiplayer game contains all the data necessary to describe their activities in the virtual game world. Statistical analysis of this traffic and a derivation of a generative model therefore allows for implementing agents that are perceived to act more human-like. Corresponding approaches can be applied to improve on the quality of virtual clerks and information personnel.





Internet speed is one of the most significant implications that are being faced by the 3D Internet. A research shows that not many countries in the world are in a state to fulfill the internet speeds that are required for the implementation of the 3D Internet. Here, in the below chart we can see the average broadband speed in various countries.

Fig.4 The average broadband speed in various countries.




Hardware implications are not quite serious implications to be thought of, because the main Hardware implication that we face to implement the 3D Internet is that the display device used to display the images are 2D in nature, but with the inclusion of the 3D internet there would be great difficulty to view the 3D objects in the 2D devices.





3G is the third generation of tele-standards and technology for mobile networking. 3G networks are wide-area cellular telephone networks that evolved to incorporate highspeed Internet access and video telephony. It is expected that 3G will provide higher transmission rates: a minimum speed of 2Mbit/s and maximum of 14.4Mbit/s for stationary users, and 348 Kbit/s in a moving vehicle. Hence, with the introduction of the 3G technology, the speed implications involved with the 3D Internet would be solved in the near future.



Use of 3D goggles is one solution that can be employed to overcome the problem of the Hardware implications. As we know there are various range of 3D goggles available in the market, we can select from these wide variety of 3D goggles. And the cost of these goggles is even very less, so this prospect can be considered in the preliminary stages of the 3D Internet, later on these could be upgraded with the latest technologies which could be used to implement/ display the 3D data. Use of Vision Station as a monitor / display for the 3D Internet, Vision Station is a computer display technology developed by Elumens that provides 180 degrees of viewing angle for its users. Current computer screens have at most a 50-degree field of view and needs the user to move the controller in order to see the images that are not on the screen. This motion is unnatural because in the real world, users use their peripheral vision to see things beyond the direct line of sight. This new display technology will address this limitation of standard computer monitors.


Fig 5. A user interacting with a PC using the 3D Goggles.

Fig 6. A user using a Vision Station to interact with the 3D world.



Advertisers, marketers and organizations have yet to capitalize on the vast potential of the 3D Internet. Factors inhibiting the commercial usability of virtual worlds include:

The limited effectiveness of traditional media techniques such as fixed-location billboards when applied to virtual worlds. In the 3D Internet, participants have complete control over where they go and what they do and can move their avatars instantly through virtual space. What is required is a means for making content readily available to people not only at specific points, but throughout virtual worlds.

Lack of an effective way for enabling people in virtual worlds to encounter commercial content that enhances their virtual experience. Because participants have a choice in whether to interact with an offering, it is essential that it be viewed as relevant and valuable to their particular goals in the 3D Internet.

An inconsistent means for enabling in-world participants to easily interact with and access video, rich multimedia, and Web content.



3D Internet can be used as a platform for education by many institutions, such as colleges, universities, libraries and government entities. There are subjects such as chemistry and English in which Instructors and researchers would favor 3D Internet because it is more personal than traditional distance learning.

Religious organizations can make use of the 3D Internet to open virtual meeting places within specified locations.

We could create embassies in 3D Internet, where visitors will be able to talk face-toface with a computer-generated ambassador about visas, trade and other issues.

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 its users to play in the 3D environment.

The modeling in 3D Internet would allow the artists to create new forms of art, that in many ways are not possible in real life due to physical constraints or high associated costs. In 3D Internet artists could display their works to an audience across the world. This has created an entire artistic culture on its own where many residents who buy or

build homes can shop for artwork to place there. Gallery openings even allow art patrons to "meet" and socialize with the artist responsible for the artwork and has even led to many real life sales. Live music performances could also be enabled in the 3D Internet.



3D Internet Alliance is a business oriented marketing alliance bringing together the experts of 3D Internet and representatives from other fields of business. Members comprise of 3D specialists, content providers, research organizations, public institutes, media, venture capitalists and end customers from several fields of business. 3D Internet Alliance boosts your business in 3D environments and improves you visibility throughout the new media of 3D Internet. In 2007, the realXtend project kicked off in Oulu, HiTech hub in Northern Finland. The realXtend project aimed to develop the de facto -standard for 3D Internet. Currently, realXtend is developed globally as an open source project, lead from Oulu by a non-profit organization. The realXtend people believe that open source makes the best technology available for all, and that the true value of the 3D Internet does not lie in the platform but in the content. Oulu has given rise not only to realXtend, but to the 3D Internet Alliance (3DIA), which has its roots in the realXtend project. Currently the 3DIA is led by BusinessOulu and CyberLightning Ltd. functions on an international level and includes hundreds of people from tens of organizations. Represented are e.g. research organizations, the game industry and other content producers, domain specialists, service providers, application developers and investors. The 3DIA aims to popularize the new technology and to facilitate the typically small 3D Internet businesses network, collaborate and thus form a strong ecosystem.



Anyone putting on the Goggles as the insiders call them will be immersed in a three dimensional stereo-vision virtual reality called 3dLife. 3dLife is a pun referring to the three dimensional nature of the interface, but also a reference to the increasingly popular Second Life virtual reality. The home page of 3dLife is called the Library, a virtual room with virtual books categorized according to the Dewey system. Each book presents a knowledge resource within 3dLife or on the regular World Wide Web. If you pick the book for Pandia, Google will open the Pandia Website within the frame of a virtual painting hanging on the wall in the virtual library. However, Google admits that many users may find this too complicated.

Fig 7. Google Glasses

Apparently Google is preparing a new revolutionary product called Google Goggles, an interactive visor which will display Internet content in three dimensions. A 3D mouse lets you move effortlessly in all dimensions. Move the 3D mouse controller cap to zoom, pan and rotate simultaneously. The 3D mouse is a virtual extension of your body - and the ideal way to navigate virtual worlds like Second Life.

The Space Navigator is designed for precise control over 3D objects in virtual worlds. Move, fly and build effortlessly without having to think about keyboard commands, which makes the experience more lifelike.

Fig 8. 3D Mouse

Controlling your avatar with this 3D mouse is fluid and effortless. Walk or fly spontaneously, with ease. In fly cam mode you just move the cap in all directions to fly over the landscape and through the virtual world.



The idea behind Exit Reality is that when browsing the web in the old-n-busted 2D version you're undoubtedly using now, you can hit a button to magically transform the site into a 3D environment that you can walk around in and virtually socialize with other users visiting the same site. This shares many of the same goals as Google's Lively (which, so far, doesn't seem so lively), though Exit Reality is admittedly attempting a few other tricks. Installation is performed via an executable file which places Exit Reality shortcuts in Quick Launch and on the desktop, but somehow forgets to add the necessary Exit Reality button to Firefox's toolbar . After adding the button manually and repeatedly being told our current version was out of date, we were ready to 3D-ify some websites and see just how much of reality we could leave in two-dimensional dust.

Fig 9. Exit On Reality

Exit Reality is designed to offer different kinds of 3D environments that center around spacious rooms that users can explore and customize, but it can also turn some sites like Flickr into virtual museums, hanging photos on virtual walls and halls. Strangely, it's treating Ars Technical as an image gallery and presenting it as a malformed 3D gallery .

Fig 10. 3D Shopping

3D Shopping is the most effective way to shop online. 3DInternet dedicated years of research and development and has developed the worlds' first fully functional, interactive and collaborative shopping mall where online users can use our 3DInternet's HyperReality technology to navigate and immerse themselves in a Virtual Shopping Environment. Unlike real life, you won't get tired running around a mall looking for that perfect gift; you won't have to worry about your kids getting lost in the crowd; and you can finally say goodbye to waiting in long lines to check out.



We have provided an overview of the concept 3D Internet and discussed the motivation behind it as well as the specific research directions in the fields of networking, security, distributed computing, and machine learning. We believe that at this point in time we are facing a unique opportunity for the evolution of the Internet towards a much more versatile, interactive, and usable version: the 3D Internet. The emerging 3D applications and desktop paradigms, increasingly interactive nature of the Web 2.0, the Semantic Web efforts, widespread availability of powerful GPUs, popularity of novel input devices, and changing demographics of Internet users towards the younger, computer-literate generations, all provide the basis for the 3D Internet (r)evolution. The hype surrounding metaverses (especially SL) should be seen under this light and taken as an indicator of the fact that many businesses are aware of the 3D Internets potential. However, to make the 3D Internet a reality it is necessary and important to start and continue multidisciplinary research.