03 networked media and 3 d internet

24
NETWORKED MEDIA AND 3D INTERNET Presented by Debkumar Bera Roll - VU/PG/COS/VIS – 003 Vidyasagar University

Transcript of 03 networked media and 3 d internet

NETWORKED MEDIA AND 3D INTERNET

Presented by

Debkumar Bera Roll - VU/PG/COS/VIS – 003

Vidyasagar University

OUTLINES Introduction

Networked media

Guided media

Unguided media

3D Internet

Why we use 3D Internet

Evolution of 3D Internet

3D Internet Architecture

Characteristics of 3D Internet

Implementation of 3D Internet

Applications of 3D Internet

Conclusion

References

INTRODUCTION The Internet is evolving to become the de-facto cyberspace or

virtual environment facilitating communication, business, and entertainment on a global scale.

A typical 2D website is an extremely abstract entity and consists of nothing but a bunch of documents and pictures.

3D Internet as an interactive virtual environment for services, interaction, and communication. It is now the world's largest public information network.

3D Internet is actually a much better alternative way of organizing data which everybody knows and uses.

Computers and other telecommunication devices use signals to represent data.

These signals are transmitted from one device to another in form of electromagnetic energy, which is propagated through transmission media or networked media.

NETWORKED MEDIA

Network media is a general term for all forms of pathways that support network communications.

It is the actual path over which an electrical signal moves from one component to another.

Classification of networked media:

GUIDED MEDIA: TWISTED PAIR CABLE Twisted-pair cable consists of color-coded pairs of insulated

copper wires.

Twisted-pair cable is the most common form of cabling found on LANs today

It is relatively inexpensive, flexible, and easy to install, and it can span a significant distance before requiring a repeater.

All twisted-pair cable falls into one of two categories: shielded twisted-pair (STP) or unshielded twisted-pair (UTP).

Unshielded twisted-pair (UTP):

COAXIAL CABLE

Its shielding, most coaxial cable has a high resistance to noise

It is more expensive than twisted-pair cable because it requires significantly more raw materials to manufacture.

The two most common coaxial cable types that have been used for networking are RG-8 (thicknet) and RG-58 (thinnet).

Thicknet, or RG-8:

It Also called thick wire Ethernet, is a rigid coaxial cable approximately 1-cm thick that contains a solid copper core

Thicknet is sometimes called “yellow Ethernet” or “yellow garden hose”.

IEEE designates Thicknet as 10Base5 Ethernet.

Thinnet or RG-58:

Also known as thin Ethernet.

Because of its black sheath, Thinnet may also be called “black Ethernet”.

FIBER-OPTIC CABLE

Contains one or several glass or plastic fibers at its center, or core.

Data is transmitted via pulsing light sent from a laser or light-emitting diode (LED) through the central fibers.

Fiber cable variations fall into two categories:

Single Mode.

Uses a narrow core (less than 10 microns in diameter) through which light generated by a laser travels over one path, reflecting very little.

Multi Mode.

Contains a core with a diameter between 50 and 115 microns in diameter; the most common size is 62.5 microns over which many pulses of light generated by a laser or LED travel at different angles.

UNGUIDED MEDIA: WIRELESS

Unguided media transport electromagnetic waves without using a physical conductor.

This type of communication is often referred to as a Wireless Communication.

Wireless transmission divided into three groups.

Radio waves:

Radio waves are used for multicast communications, such as radio and television.

Micro waves:

Microwaves are used for unicast communication such as cellular telephones, satellite networks, and wireless LANs.

Infrared:

Infrared signals can be used for short- range communication is a closed area using line-of-sight propagation.

3D INTERNET

3D Internet is the next generation after the current 2d web.

It Combination of two Powerful forces,

The Internet

3D Graphics

It consists of interconnected services, presented as virtual worlds.

It is incredibly social.

The concept is that adds 3D graphics to the current web.

If we reading a document, we can see other people reading the same document. We connect organically with other people that share us interests and consume the same services that i do.

WHY WE USE 3D INTERNET

Get everything at finger tip.

Ease of use.

Enables interaction between people in a natural way

To converge physical world and virtual world.

Natural organization of objects and data.

EVOLUTION OF 3D INTERNET

Web 1.0

Web 2.0

Web 3.0/3D Internet

Internet XD

Immersive

Interactive

Static

CLI (gopher)

Inte

ra

cti

vit

y

Basic GUI

3-D digital experience

Hybrid virtual/real world experience

Richness of user experience

WEB 1.0

The web was created in 1989 by Sir Tim Berners-Lee, working at CERN (The European Organization for Nuclear Research) in Geneva, Switzerland

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.

The Web 1.0 or WWW is a system of interlinked, hypertext documents accessed via the Internet.

It could be considered the “read-only web.”

The goal for a website was to establish an online presence and make their information available to anyone at any time.

WEB 2.0

Stephen Fry (actor, author, and broadcaster) describes Web 2.0 as “an idea in people’s heads rather than a reality”.

It can be considered as the “read-write” web.

It is improved form of the WWW.

Ability to contribute content and interaction with other web users.

Technologies such as weblogs (blogs), wikis, podcasts, social software, web APIs, and online web services such as eBay and Gmail provide enhancements over read-only websites.

WEB 3.0

It would be something akin to a “read-write-execute” web.

That has been describe the evolution of Web usage and interaction that includes transforming the Web into a database.

It is influence of artificial intelligence technologies, the Semantic web, the Geospatial Web, or the 3D web.

3D INTERNET ARCHITECTURE

World servers:

Provide user- or server-side created, static and dynamic content making up the specific web place (3D environment).

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.

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.

Universal location servers:

Virtual location management systems including current DNS providing virtual geographical information.

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.

CHARACTERISTICS OF THE 3D INTERNET

Intelligent.

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

Live or real time (live recording, live performing).

Able to Transport 3D multimodal.

Network content and user context-aware.

IMPLEMENTATION Using available virtual platform.

By using artificial intelligence.

By using eyewear like Google glass.

Using sensors and holographic image projection.

3D Mouse.

•Time saving • Easy to handle. • Increased design performance. • Sensitive controller cap.

Vision Station.

• Display device in 3D Internet. • Uses a Computer display technology. • Provides 180 degrees of viewing angles.

APPLICATIONS

3D Internet as an interactive virtual environment for services, interaction, and communication.

Social Networks: Facebook, My Space, Linked-In, ...

Embassies for tourist and virtual guide.

Live sport stadium experience.

3D computer graphics use a three dimensional representation for performing calculations and rendering 2D images.

Streaming 3D Animation.

CONCLUSION We have provided an overview of the concept 3D Internet and

networked media, discussed the motivation behind it as well as the specific research directions in the fields of networking, security, distributed computing, and machine learning.

At this point of time we are facing an unique opportunity of evolution of internet towards much more versatile, interactive and usable version i.e. 3D INTERNET.

REFERENCES

Towards 3D Internet: Why, What, and How? Tansu Alpcan, Christian Bauckhage, Evangelos Kotsovinos.

A Study and Future of 3D Internet ,Chhaya Mehar*, Rakesh Patel, Srishti Mishra.

Data Communication and Networking, Forouzan.

www.google.co.in

Future Media and 3D Internet Task Force, 2008, Research On Future Media and 3D Internet, European Commission, Information society and media.

Justin Rattner. The Rise of 3D Internet. Intel Corporation 7.3D Internet. Centre for Internet Excellence.