Professional Documents
Culture Documents
• Introduction
• What is 3D GLASS?
• 3D GLASS: Why?
• Applications of 3D GLASS
• 3D GLASS Features
• Technical Implications
• PROBLEM STATEMENT
• Conclusion
• References
Introduction
3D GLASS, 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 Glass, and the relationship-building strengths of social networking sites like Face book.
Yet unlike the passive experience of television, the 3D GLASS 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. Current authentication systems suffer from many weaknesses. Textual passwords are
commonly used; however, users do not follow their requirements. Users tend to choose meaningful words
from dictionaries, which make textual passwords easy to break and vulnerable to dictionary or brute force
attacks. Many available graphical passwords have a password space that is less than or equal to the
textual password space. Smart cards or tokens can be stolen. Many biometric authentications have been
proposed; however, users tend to resist using biometrics because of their intrusiveness and the effect on
their privacy. Moreover, biometrics cannot be revoked. In this paper, we present and evaluate our
contribution, i.e., the 3-D password. The 3-D password is a multifactor authentication scheme. To be
authenticated, we present a 3-D virtual environment where the user navigates and interacts with various
objects. The sequence of actions and interactions toward the objects inside the 3-D environment
constructs the user’s 3-D password. The 3-D password can combine most existing authentication schemes
such as textual passwords, graphical passwords, and various types of biometrics into a 3-D virtual
environment. The design of the 3-D virtual environment and the type of objects selected determine the 3-
Textual passwords
Recall-based techniques require the user to repeat or reproduce a secret that the user created
before. Recognition based techniques require the user to identify and recognize the secret, or part
of it, that the user selected before. One of the most common recall-based authentication schemes
used in the computer world is textual passwords. One major drawback of the textual password is
its two conflicting requirements: the selection of passwords that are easy to remember and, at the
[2]
Klein collected the passwords of nearly 15 000 accounts that had alphanumerical passwords,
and he reached the following observation: 25% of the passwords were guessed by using a small
6
yet well-formed dictionary of 3 X 10 words. Furthermore, 21% of the passwords were guessed
[2]
in the first week and 368 passwords were guessed within the first 15 min. Klein stated that by
looking at these results in a system with about 50 accounts, the first account can be guessed in 2
[2]
min and 5–15 accounts can be guessed in the first day. Klein showed that even though the full
textual password space for eight-character passwords consisting of letters and numbers is almost
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2 X 10 possible passwords, it is easy to crack 25% of the passwords by using only a small
subset of the full password space. It is important to note that Klein’s experiment was in 1990
when the processing capabilities, memory, networking, and other resources were very limited
Various graphical password schemes have been proposed. Graphical passwords are based on the
idea that users can recall and recognize pictures better than words. However, some of the
graphical password schemes require a long time to be performed. Moreover, most of the
graphical passwords can be easily observed or recorded while the legitimate user is performing
the graphical password; thus, it is vulnerable to shoulder surfing attacks. Currently, most
graphical passwords are still in their research phase and require more enhancements and usability
Biometrics
Many biometric schemes have been proposed; fingerprints, palmprints, hand geometry, face
recognition, voice recognition, iris recognition, and retina recognition are all different biometric
schemes. Each biometric recognition scheme has its advantages and disadvantages based on
several factors such as consistency, uniqueness, and acceptability. One of the main drawbacks of
applying biometrics is its intrusiveness upon a user’s personal characteristic. Moreover, retina
biometrical recognition schemes require the user to willingly subject their eyes to a low-intensity
infrared light. In addition, most biometric systems require a special scanning device to
authenticate users, which is not applicable for remote and Internet users.
What is 3D GLASS?
3D GLASS is the next generation after the current glass glass.3D GLASS consists of interconnected
Imagine a set-up of interconnected virtual worlds inhabited by users who can visit and consume services
3D GLASS 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 in a much more social experience compared to the two-
3D GLASS 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
One of the often heard arguments against the 3D GLASS is in the form of the question
“why do we need it?” For most of its users the GLASS 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 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 glass version, seems “sufficient” and the 3D GLASS is yet
another fad.
However, if we stop and think about the nature of the GLASS 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 glass pages and hyperlinks for all these activities?”
Navigating hierarchical data structures is often cumbersome for large data sets. Unfortunately, the
typical glass glasssite is an extremely abstract entity and consists of nothing but a bunch of documents
and pictures. Within the glasssite, at every level of the interaction, the developers have to provide the user
Otherwise, the user would get lost sooner or later. Since this is a very abstract environment, there is no
human beings. The situation is not any better when traveling between glasssites.. It is no surprise that
Education
3D GLASS 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 GLASS because it is more personal than traditional distance
learning.
Religion
Religious organizations can make use of the 3D GLASS to open virtual meeting places within
specified locations.
Embassies
We could create embassies in 3D GLASS, where visitors will be able to talk faceto-face with a
Popular forms of live entertainment could also be placed into the 3D GLASS. 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 GLASS for it’s users to play in
the 3D environment.
Arts
The modeling in 3D GLASS 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 GLASS 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
GLASS.
3D GLASS Technology and Components
Though the technology and components used for 3D GLASS are same as used in traditional GLASS also
it interacts with the same servers and search engines. But being more social 3D GLASS is different from
traditional glass.
The wonderful thing about 3D GLASS is that participants learn as much from each other as from talking
to any official source of information. 3D GLASS search is also as advanced as it opens a vast array of
Through 3D GLASS multi users can read the same documents. You connect organically with other
people that share your interests and access the same service as other use. People can also watch online 3D
3D GLASS also offers other facilities like virtual meetings, support groups, academics, training chats and
shopping.
3D GLASS Features
One of the best features of 3D GLASS is that it also supports 3D GLASS TV. Now Sony is thinking to
launch new technology for 3D TV that is 3D GLASS TV and HDTV 3D GLASS TV Wi-Fi.
In such TVs GLASS connectivity will be built up in TV via Wi-Fi. The picture and graphic quality will
also be tremendously improved along with a lot of TV channels that is building in GLASS connectivity
with 3D TV, to improve quality and to increase number of channels that user may access.
With Sony GLASS 3D TV, it will also be possible to enjoy other services on TV such as Skype.
Technical Implications
• Speed:
GLASS qualityis one of the most significant implications that are being faced by the 3D GLASS.
A research shows that not many countries in the world are in a state to fulfill the GLASS speeds that are
required for the implementation of the 3D GLASS. Here, in the below chart we can see the average
• Hardware:
Hardware implications are not quite serious implications to be thought of, because the main
Hardware implication that we face to implement the 3D GLASS is that the display device used to display
the images are glass in nature, but with the inclusion of the 3D GLASS there would be great difficulty to
Getting a glimpse of the next generation GLASS and knowing its seamless power.
GLASS 1.0:
• Change is inevitable.
GLASS 3.0:
To present stereoscopic images and films, two images are projected superimposed onto the same screen or
display through different polarizing filters. The viewer wears low-cost eyeglasses which contain a pair of
different polarizing filters. As each filter passes only that light which is similarly polarized and blocks the light
polarized in the opposite direction, each eye sees a different image. This is used to produce a three-dimensional
effect by projecting the same scene into both eyes, but depicted from slightly different perspectives. Multiple
To present a stereoscopic motion picture, two images are projected superimposed onto the same screen
polarized eyeglasses which also contain a pair of orthogonal polarizing filters oriented the same as the
projector. As each filter only passes light which is similarly polarized and blocks the orthogonally polarized
light, each eye only sees one of the projected images, and the 3D effect is achieved. Linearly polarized glasses
require the viewer to keep his or her head level, as tilting of the viewing filters will cause the images of the left
and right channels to bleed over to the opposite channel. This can make prolonged viewing uncomfortable as
waves are transmitted, while the horizontal components are absorbed and reflected.
To present a stereoscopic motion picture, two images are projected superimposed onto the same screen
through circular polarizing filters of opposite handedness. The viewer wears eyeglasses which contain a pair of
analyzing filters (circular polarizers mounted in reverse) of opposite handedness. Light that is left-circularly
polarized is blocked by the right-handed analyzer, while right-circularly polarized light is blocked by the left-
handed analyzer. The result is similar to that of stereoscopic viewing using linearly polarized glasses, except
the viewer can tilt his or her head and still maintain left/right separation (although stereoscopic image fusion
will be lost due to the mismatch between the eye plane and the original camera plane).
As shown in the figure, the analyzing filters are constructed of a quarter-wave plate (QWP) and a linearly
polarized filter (LPF). The QWP always transforms circularly polarized light into linearly polarized light.
However, the angle of polarization of the linearly polarized light produced by a QWP depends on the
handedness of the circularly polarized light entering the QWP. In the illustration, the left-handed circularly
polarized light entering the analyzing filter is transformed by the QWP into linearly polarized light which has
its direction of polarization along the transmission axis of the LPF. Therefore, in this case the light passes
through the LPF. In contrast, right-handed circularly polarized light would have been transformed into linearly
polarized light that had its direction of polarization along the absorbing axis of the LPF, which is at right
angles to the transmission axis, and it would have therefore been blocked.
By rotating either the QWP or the LPF by 90 degrees about an axis perpendicular to its surface (i.e. parallel to
the direction of propagation of the light wave), one may build an analyzing filter which blocks left-handed,
rather than right-handed circularly polarized light. Interestingly, rotating both the QWP and the LPF by the
same angle does not change the behaviour of the analyzing filter.
Conclusion
3D GLASS, also known as virtual worlds, is a powerful new way for you to reach consumers, business
It combines the immediacy of television, the versatile content of the Glass, and the relationship-building
Yet unlike the passive experience of television, the 3D GLASS is inherently interactive and
engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases
exceed) real life.
References
www.studymafia.org
www.google.com
www.wikipedia.com