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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 communication. Under
this light, the Semantic Web and Web 2.0 movements can be seen as intermediate steps of a
natural 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 specific system level and research challenges that need to be addressed in order to
make the 3D Internet a reality

Introduction

The topic 3D Internet in Web 3.0 is one of the most important technologies world is looking
forward to. Generally, we do our things manually in the daily life, which can be said to be in the
form of 3D. However, when it comes to internet we are actually using it in the form of 2D rather
than 3D, hence the concept i.e. 3D Internet helps in achieving that.

3D Internet, also known as virtual worlds, is a powerful new way for you to reach consumers,
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 Second Life is one such resource, which is implementing the concept of the 3D
Internet in its applications. In addition, this application has been a great success in the United
States and is expected to affect internet usage in a drastic way. It helps in converging physical
and virtual world. It has flexible architecture, open protocols, intelligent and distributed system.
It provides 3d map of every internet hub in the world.

Future Media Internet has been designed to overcome current limitations and address emerging
trends including: network architecture, content and service delivery across heterogeneous
networks, diffusion of heterogeneous nodes and devices, mass digitization, new forms of (3D)
user centric/user generated content provisioning, emergence of software as a service and
interaction with improved security, trustworthiness and privacy. It is an interactive virtual
environment for services, interaction and communication. The internet is evolving to become the
de facto cyber space or virtual environment facilitating communication, business and
entertainment on global business

Evolution of 3D Internet

The 3D internet has not just emerged suddenly instead, it has been transformed from different stages of
web.

Web 1.0

 It is the initial face of World Wide Web. It is the information published on the web in a static
manner. It could be considered as the read only web. In other words, the early web allowed us to
search for information and read it. There was very little in the way of user interaction or content
contribution. However, this is exactly what most website owners wanted. Their goal for a website
was to establish an online presence and make their information available to anyone at any time.
The first shopping cart applications, which most e-commerce website owners use in some shape
or form, basically fall under the category of Web 1.0. The overall goal was to present products to
potential customers, much as a catalogue or a brochure does

Web 2.0 – The writing and participating web

 The lacks of active interaction of common users with the web lead to the birth of Web 2.0. The
year 1999 marked the beginning of a Read-Write-Publish era with notable contributions from
Live Journal (Launched in April, 1999) and Blogger (Launched in August, 1999). Now even a
non-technical user can actively interact & contribute to the web using different blog platforms.
The Web 2.0 or the ―read-write‖ web has the ability to contribute content and interact with other
web users. This interaction and contribution has dramatically changed the landscape of the web. It
has even more potential that we have yet to see. The Web 2.0 appears to be a welcome response
to a web users demand to be more involved in what information is available to them.

Web 3.0 – The semantic executing web

 The Web 3.0 would be a ―read-write-execute‖ web. The two things that form the basis of the
Web 3.0 — semantic mark-up and web services. Semantic mark-up refers to the communication
gap between human web users and computerized applications. One of the largest organizational
challenges of presenting information on the web was that web applications weren‘t able to
provide context to data While this is still evolving, this notion of formatting data to be understood
by software agents leads to the ―execute‖ portion of our definition, and provides a way to discuss
web service.
 A web service is a software system designed to support computer-to-computer interaction over
the Internet... Currently, thousands of web services are available. However, in the context of Web
3.0, they take centre stage. By combining a semantic mark-up and web services, the Web 3.0
promises the potential for applications that can speak to each other directly, and for broader
searches for information through simpler interfaces.

Definition 3D Internet?

 3D Internet is the next generation after the current 2D web.3D Internet consists of
interconnected services, presented as virtual worlds. 3D Internet, also known as virtual
worlds, is a powerful new way for you to reach consumers, business customers, co-
workers, partners, and students.
 Imagine a set-up of interconnected virtual worlds inhabited by users who can visit and
consume services through "teleporting" from one world to another. 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 in a much more social
experience compared to the two-dimensional Internet of today.
 3D Internet is incredibly social. If you are 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. 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.
 3D internet is actually a much better alternative way of organizing data, which everybody
knows and uses. On the other hand, virtual worlds such as Second Life (SL) is much
younger when compared to other Web technologies. Virtual worlds are increasingly seen
as more than game and interpreted within a business context rather than entertainment.
Virtual World have recently caught the attention of gaming, advertisement, 3D design,
and performing arts communities among others.
 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 virtual world platforms today is Second Life. It’s “in-world”
resident’s 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.

3D Internet: What?

We present and discuss a 3D Internet architecture as an illustrative example. It shares the time-
tested main principles and underlying architecture of the current Internet as well as many
semantic web concepts. The operational principles the 3D Internet shares with its predecessor
include open and flexible architecture, open protocols, simplicity at the network core,
intelligence at the edges, and distributed implementation. We describe each components’
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.
 Avatar/ID servers: virtual identity management systems containing identity and avatar
information as well as inventory (in not only 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.
 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.
 Clients: browser-like viewer programs running on users’ 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 3D modeling and design programs such as Sketch-Up and standardized
mark-up languages and communication protocols. Emergence of new software and tools
in addition to the ones mentioned should naturally be expected.

3D Internet: how?
The 3D internet is based on the following features or parameters:
 Networking or distributed computing
 Intelligent environment
1. Networking or distributed computing: A point of fact is that avatars have more data or
information about the user who visits a 3D world than cookies do about a 2D website
visitor. For example, avatars contain information about the appearance of visitor or
behavior of a visitor.
2. Latency minimization: Latency, which is observed by the clients when they are
involving in communication with the servers, is minimized. It proposed a hybrid peer-to-
peer communication and server independent peer-to-peer communication.
3. Security and trust: There is a group of alternatives for transporting authentication of
users and avatars. Systems like ‘Microsoft Passport’ and many other are developed based
on this.
4. Intelligent Environment: They give the extra stress on user-friendly and efficient
service support. The intelligent environment also consists of intelligent services,
intelligent agents, and rendering.
Along with this, we can avail the 3D internet:
 With the use of artificial intelligence
 By availing a 3d eyewear like the Google glass
 By the implementation of sixth sense applied science
Applications of 3D Internet

 Education: 3D Internet can be used as a platform for education by many institutions,


such as colleges, universities, libraries and government entities. There are subjects such
as chemistry and English in which Instructors and researchers would favor 3D Internet
because it is more personal than traditional distance learning.

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

 Embassies: We could create embassies on 3D Internet, where visitors will be able to talk
face-to-face 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.

 Arts: The modeling in 3D Internet would allow the artists to create new forms of art, that
in many ways are not possible in real life due to physical constraints or high associated
costs. In 3D Internet artists could display their works to an audience across the world.
This has created an entire artistic culture on its own where many residents who buy or
build homes can shop for artwork to place there. Gallery openings even allow art patrons
to "meet" and socialize with the artist responsible for the artwork and has even led to
many real life sales. Live music performances could also be enabled in the 3D Internet.

3D Internet Technology and Components

Though the technology and components used for 3D internet are same as used in traditional
internet, also it interacts with the same servers and search engines. However, being more social
3D internet is different from traditional 2D internet.

The wonderful thing about 3D internet is that participants learn as much from each other as from
talking to any official source of information. 3D internet search is also as advanced as it opens a
vast array of possibilities when it comes to search and browse data.

Through 3D internet 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 movies via internet with no buffering time.

3D internet also offers other facilities like virtual meetings, support groups, academics, training
chats and shopping.

3D Internet Features

 One of the best features of 3D internet is that it also supports 3D internet TV. Now Sony
is thinking to launch new technology for 3D TV that is 3D internet TV and HDTV 3D
internet TV Wi-Fi. In such TVs internet, 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 internet connectivity with 3D TV, to improve quality and
to increase number of channels that user may access.
 With Sony internet 3D TV, it will also be possible to enjoy other services on TV such as
Skype.

Technical Implications
 Speed: 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.
 Hardware: 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. However, with the
inclusion of the 3D internet there would be great difficulty to view the 3D objects in the
2D devices.

Solutions

Speed

 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 high-
speed 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.

Hardware

 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.

Problem Statement

 Getting a glimpse of the next generation internet and knowing its seamless power.

Advantages:
 3D films cannot be pirated.
 Participants have control throughout the virtual space.
 Facility of open communication is available.
 Permits the employees to discuss the ideas and share the links.
 Furnishes an opportunity to enlarge the business contacts.
 Targets a large number of audiences.
 Enhances the business fame.
Disadvantages:
Along with the advantages, it has the disadvantages like:
 It increases for hackers to commit frauds and launch virus attacks.
 The risk of online scams is also increased.
However, the 3D internet is necessary and vital to start and continue

CHALLENGES TO 3D INTERNET

Platform Performance

 FP is intensively client/server, Const. bandwidth and Low latency. Thus, the link has to
be premeditated competently to overwhelm these trials of low dormancy due to high
graphic software. The use of PC with 20X GPU and 3XCPU can increase the
performance.

User Created Contents (UCC):


 Portability over world is to Easy-to-use tools, Realistic rendering. This online content has
to be created by an Internet user. Tools are must to be provided to create this content.
They must produce tools for content creation and enhancement free. Site like one of the
YouTube allows its user to distribute their material in different ways that were impossible
previous decade. Some virtual sites give users chance to modify individual oriented data
and might stop the amount that can be environmentally directed. Each world would have
a value associated with single style of data.

Simulation services

 Dense avatar measures, diverse client styles, Unified graphics or physics. Simulation
service can be carried out on server side or client side. Tools and models must be
accepted on.

The management of multilevel identities

 Identity managing is basic so that while on numerous virtual world the individual has the
similar identity and can be verified. In this concept, conditions and aspect of self are
incrementally externalized as divided into both 2Dimensional and 3Dimensional digital
personalities reflecting any number of combinations of now malleable aspects of race,
sex, dob, body type, personality and physique.

Monetizing of virtual assets:

 Each virtual world now has their own money system. Second life renders Dollar. In the
same way, that web application like e-Bay and Amazon net has their own currency
system, services. The ogoglio used services won‘t be a slightly bounded as the Second
Life's grid, so there is not going to be a one company which can control a payment or
exchange.

Applicable rules or privatization of “digital avatars”

 One of the main values of most popular in the report based around the effects of
technology and modern society is security. Private things is seen as a basic human right
in all western democratic countries, and is often argued to be a essential condition for
using of other human rights. Many of them relate controls to be private: The 298 | P a g e
individual control over who have access to the personal live and info. Control across
interactions with others, Control across handling one personal information, against
surviving and observing, and a physical control over one personal world. A main
characteristic of Second Life's is anonym, which enable user to distinguish their online, in
the world identity (their avatars) from their offline identity. Many user states that they are
feeling like their Second Life identities are not identical, and even significant different
from their "real life" identities. In this aspect Second Life differ from social network
which needs user to login and use their general names and identifications.

Speed

 The connection speed in internet is one of the meant glitches, which are often confronted
by the 3Dimensional net technology. Many republics all around the earth are trying to
meet the demand of the net rapidity speed, which are needed for 3Dimensional net. With
their introduction of 3rd Generation, 4th Generation etc., there is an increase in speed
measured always 3-G is the 3rd generalization of telecommunication typical and for
mobile schmoozing. 3rd Cohort influences are wide arena mobile network that emerged
to provide good net access speed and video telephony technology. The expectations from
the 3rdGenerationis that it will deliver high broadcast speed, the smallest rate of
2Megabit/seconds and all of 14.4Megebit/seconds for motionless consumers , whereas
348 Kilobit/seconds for a car, which is in motion. Thus, with announcing of 3rd
Generation technology, the speed rate operations included with the 3Dimensional net will
be suppressed earlier.

Visualization and Interfaces

 First access to 3Dimensoinal net is the problem of visualization and interfacing. Devices
that can be used to perform such an aim includes PET‘s, basically known as cell phones
and PARTS'. PET's are able of creating holographic imagery, and permissive the
visualization of 3Dimensional images and videos. PARTS's make up an advanced
versions of today‘s multimedia vision glass, making it to view 3Dimensional imagery and
even involving them in the practical world.
Obstacles to Commercial Success in 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. What is required is a means for making content readily available to people
not only at specific points, but also 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.

Conclusion
Thus, in this paper we have provided with an overview of concept of 3D internet i.e. 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. We
have discussed the motivation behind it and specific research directions in the fields of
networking, security, distributed computing, and machine learning. Thus, 3D internet is a step
ahead to future, which could serve for not only as met averse but will change the way we
perceive internet of today. In today‘s ever expanding and demanding world there is always need
as well as scope to enhance the capability of an individual with the help of the technology. We
are given a load of possibilities in the field of computer science to develop it into the life, which
could not be imagined by any human. Thus, a lot of research is going on and a lot is yet to be
done in the field of 3D internet.
References:
Websites:
http://www.activeworlds.com

http://www.computer.howstuffworks.com

http://www.web3event.com

http://www.pcmag.com

http://secondlife.com

http://en.wikipedia.org

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