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Abstract The main purpose of this project is to make a 3D interaction virtual world .

we have made a virtual world for mekelle university main campus compound . this world consists of students dormitory with the internal features of the rooms (student locker, bed, chair, tables.. etc),classrooms, department offices ,management hall, students caf, graduation hall, trees, foods, lab and office consists of rooms with a swinging doors, tables, chairs, a virtual computers, file cabinets, telephone,lights, pictures on walls and a person moving in the virtual world. Here we design mekelle university main campus interance where the user can view the external future of the university. the user can walk and inter into the rooms, if the user can inter into the rooms by clicking on the door of that room which swings by clicking, The lights on wall can give the lightening to user view the office clearly. The system allows users to move across ,communicate and interact with the world. we have make use of the different nodes available in vrml version 2.0.

The aim of this project was to create a 3D virtual world in which user could move about and interact in various ways.

A collective vision for a shared, three-dimensional, Internet accessible cyberspace is rapidly becoming a reality in Silicon Valley. Successful technology companies are coming together and creating standards to support a cross-platform, cross-server, shared cyberspace. Living Worlds is an example of such a standard. Living Worlds builds upon standard connections of a Web browser to the Internet to provide a way of sharing 3D virtual worlds with multiple participants. Many Virtual Reality Modeling Language (VRML) based, 3D Web browsers have recently incorporated an External Authoring Interface (EAI) or Application Programming Interface (API) that allow others to write the scripts that make cyberspace come alive. Server technology is rapidly improving the shared behavior routines that allow one browser to see the effects of the actions of other cyberspace visitors. So, it seems time to start building the worlds that 3D graphical technologies will support. How effectively will we be able to communicate, educate, and entertain ourselves in cyberspace over a typical Internet connection (using a 28.8 kbs modem)? The question is a wide-open one. It is time to begin to build worlds and test out our abilities to collaborate in them. Goals and objectives The objective of our project was to create a virtual world for mekelle university which contains one exhibit. The exhibit will display outdoor and indoor features of the university. The outdoor consists of grass, trees, paved road, cars, and the university buildings itself. The indoor consists of different objects like students locker, bed, tables, chairs, computers, and different office equipment. For the lightening outside the virtual world, we have used the day light system which is found in 3d studio max 2013.
Significance of the Problem

Collaborative, shared digital worlds have been created in the past. Many have been created on dedicated networks such as the military's DIS network, Japanese research lab networks, or university laboratory networks. The shared spaces were always created at great cost and with little opportunity to make them available to the mass public. The commercialization of the internet and the advent of the World Wide Web have made public availability to computer networks a possibility. The internet is not a reliable deliverer of information. The attempt to port yesterday's shared digital worlds have failed. These applications required reliable and rapid delivery of information. Today, the technology is being built from the bottom up to work with the inherent weaknesses of internet information delivery. The goals may be the same as cyberspace projects of the past, but the delivery strategies are quite different.

We have an opportunity to give cyberspace access to millions of world citizens. Some of these people will be able to truly participate in a cyber society where they have struggled to participate in our society to date. Many physically challenged individuals are not mobile. They can't easily run out and participate in a spontaneous societal event such as a political rally or sports team celebration. Even a typical world citizen can't physically get to where the educational and entertainment opportunities are available. Instead, they settle for struggling to find the best opportunity in their own neighborhoods. In too many neighborhoods the best opportunities are not near good enough. They are limited by the experience and knowledge of the neighbors that live there.

The technologies needed for cyberspace are falling into place. It is time to build cyberspace as it should be built to reach out to the needs of our society. It is everyone's responsibility to build it right. we want to do our part by understanding the technology, trying it out, and providing feedback through a significant project. The Living Worlds standard addresses networking, user interface, application programming interface, and avatar representation issues. So on the coming implementation of our project the problem of the physical proximity will be solved by creating a virtual world which enables remote user to participate and visit the world wherever they lives .

Brief introduction to VRML What is VRML?

VRML sometimes pronounced vermal is an anonym for the virtual reality modeling language. Technically speaking, VRML is neither virtual reality nor a modeling language. Virtual reality Typically implies on immersion. 3d experience (such as a head- Mounted display) and 3d input devices (such as digital gloves). VRML neither requires nor precludes immersion. furthermore, a true modeling language would contain much richer geometric modeling primitives and mechanisms. VRML provides a bare minimum of geometric modeling features and contains numerous features far beyond the scope of Modeling language. So if VRML is not virtual reality or a modeling language, what is it? There are several answers to this question .at its core, VRML is simply a3D interchange format. It defines most of the commonly used semantics found into days 3D application such as hierarchal transformations. Light sources, viewpoints, geometry, animation, fogs, material properties and texture, mapping. One of the primary goals in designing VRML was to ensure that it at least succeeded as an effective 3D file interchange format. The second answer is that VRML is a 3D analog to html this means that VRML server as a simple, multi flat form language for publishing 3D web pages. This is motivated by the fact that some information is best experienced three dimensionally, such as games, engineering and scientific visualization, educational experience, and architecture. Typically, these types of projects require intensive interaction, animation, and using participation and exploration beyond what is capable with a page, text, or image-based format (i.e, HTML). Another answer is that VRML provides the technology that integrates three dimensional, two dimensional, text ,and multimedia into a coherent model. When these media type are combined with scripting language and internet capabilities, an entirely new genre of interactive application are possible a 3D metaphor presents a natural user experience that supports classic two-dimensional (2-D) desktop models as well as extends in to broader contexts of space and place. Many have speculated that the 3D world model will supersede and thus replace the popular 2D desktop model as the primary user interface paradigm in the next decades. Of course, there are a variety of challenges that need to be overcome before this is possible .such as 3D user interface and navigation, user training, and ubiquitous 3D graphics performance. A fourth answer, and the one most publicized and debated, is that VRML is the foundation for cyberspace and the on-line virtual communities that were painted and popularized by science fiction writers William Gibson in necromancer and near Stephenson in snow crash. Critics have accurately pointed out that VRML does not yet define the networking and database protocols necessary for true multiuser simulations. However, the strategy behind VRML has been Evolve the standard one step at time Keep it simple

Standardize only on problems that are completely understood and reasonably solved. Encourage experimentation and extensions on the frontiers. Dont reinvent technologies that can be solved outside of VRML (e.g. HTML). There are already several working, multiuser systems implemented on top of VRML-proof that the incremental approach is working. So the answer to what is VRML? Is actually all of the above and will most likely never be a simple one sides answer. However, there is a few misconception or wrong answers. For example, VRML is not a programming library for application developers. Since VRML is based on the open inventor file format.

Software and hardware requirements Software requirement

VRML pad (for writing and editing vrml code) Cortuna 3D viewer (for viewing vrml objects on the browser) Autodesk 3D studio max 2013 (to create a 3D objects and avatars) Auto cad drawing Browsers(I.E, Firefox, opera )

Hardware requirement
Digital camera (to capture the real world features of MU ) Laptop or desktop system requirement o High graphics resolution(if possible nvidia graphics support or more than 64 mb graphics capacity) o More than 1 GB RAM capacity o Windows xp or win7 operating system 2 GB memory Flash disk

Chapter two
Main design goals Truly three dimensional The building of the mekelle university virtual world should be completely 3 dimensional. so that it should be resemble the original real world.

- Interaction with the user

This world should be interactive with the user. so that the user can interact with this world. We make used of different nodes live touch sensor, direction lights points and texture mapping so that to make the world more interactive.

- World design
The building blocks of virtual world are shapes, objects, persons, actions, nodes and path. Every one of these building blocks has a unique identifying name, which most (in most cases) be unique. a)Shapes Shapes are used to model the 3D in the world, such as walls, tables, floor and people. All shape are either primitives (such as spheres, polygons of boxes) of collection of shapes. A shape on its own cannot be interacted with in any way, but mostly provided a 3D representation of an object at person. b) Object An object is something that the user can interact with, such as a book, computer of door. Every objects has a shape of the same name that represents of it in the 3D world. Objects may have data (such as a GIF format image of postscript text ) also acts with them as well. C) Actions An action contains code and a data to define the behavior of an object person for example, a phone object may have an action with a method that is involved when the phone is touched. Each action contains the object of person or the same name. d) Nodes Movement in the virtual world is not totally un constrained, persons may only move better, certain set locations called nodes ,which are typically placed along colliders and in rooms. Every person and object is located at a node. This limitation of movement implies the design and implementation of the system. e) Path

a path is a link between two nodes ,along which a person may move. A path can be closed to prevent movement along it , for example the path between two nodes on opposite sides of a closed door.

Design of mekelle university virtual world Compound design Design of mu class room Design of mu students dormitory Design of mu department offices Design of mu management hall Design of mu student cafeteria Design of mu interior roads Design of mu car parking Design of mu students clinic Design of mu pioneer office (Momona) Design of mu graduation hall Design of mu entrance Design of mu cars, staff bus Design of mu trees, flowers Design of mu table and chairs, fire cabinet Design of mu computing and phone Design of mu swinging door Design of mu wall lights Design of mu student locker ,bed Design of mu person About lights