3D Internet Report

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3D INTERNET 1. INTRODUCTION The success of 3D communities and mapping applications, combined with the falling costs of producing 3D environments, are leading some analysts to predict that a dramatic shift is taking place in the way people see and navigate the Internet. The appeal of 3D worlds to consumers and vendors lies in the level of immersion that the programs offers. The experience of interacting with another character in a 3D environment, as opposed to a screen name or a flat image, adds new appeal to the act of socializing on the Internet. Advertisements in Microsoft's Virtual Earth 3D mapping application are placed as billboards and signs on top of buildings, blending in with the application's urban landscapes. 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 com- pared 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 Department of Computer Science & Engineering Page 1 K.C.T College of Engineering, Kalaburagi-04

Transcript of 3D Internet Report

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3D INTERNET

1. INTRODUCTION

The success of 3D communities and mapping applications, combined with the

falling costs of producing 3D environments, are leading some analysts to predict that a

dramatic shift is taking place in the way people see and navigate the Internet.

The appeal of 3D worlds to consumers and vendors lies in the level of immersion that

the programs offers. The experience of interacting with another character in a 3D

environment, as opposed to a screen name or a flat image, adds new appeal to the act of

socializing on the Internet. Advertisements in Microsoft's Virtual Earth 3D mapping

application are placed as billboards and signs on top of buildings, blending in with the

application's urban landscapes.

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 com- pared 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 (MVR) who aim to explore

multiple pathways to the 3D enhanced web, the Croquet Consortium, as well as the

VRML and X3D communities.

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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. 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. We discuss in the next section why stakeholders such as communication and

computing companies, research institutions, and online businesses should be interested

and participate in the 3D Internet.

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1.1 What is 3D Internet?

3D Internets an interactive virtual environment for services, interaction, and

communication.

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.

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.

3D internet is actually a much better alternative way of organizing data which

everybody knows and uses.

3D Internet are combination of two powerful forces i.e. INTERNET & 3D

GRAPHICS. As a result, 3D Internet is interactive, real time 3D Graphic delivered

over the web.

3D Internet uses flexible architecture, open protocol and provides 3D Internet surfing

experience

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Figure 1.1 : Pictorial Representation of Seminar Hall

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1.2 WHY 3D INTERNET NOW?

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 dependent 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 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 ex- change 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 cumber- some 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 pro- vide 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 pro- viding 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.

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2. HISTORY

2.1 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: Adobe.com for graphic design issues,

Microsoft.com for Windows issues, and CNN.com for news. As personal publishing caught

on and went mainstream, it became apparent that the Web 1.0 paradigm had to change.

2.2 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, OpenLaszlo, Flex or similar rich media. Web 2.0 has become popular mainly

because of its rich look, and use of the Best GUI’s.

2.3 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 includecell 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.

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Web 1.0 Web 2.0 Web 3.0

Functionality

Companies publish

limited webpages for

large num of users...

People publish info

for other users...

Integration of data

over the internet

from various means...

Usage

Adobe.com for

graphics

Microsoft.com for

windows...CNN.com

for news

YOUTUBE

Flickr

Wikipedia

Integration of

devices: cellphones,

cars etc... High

Accessibility

Extensibility Up to ‗n‘ users up to ‗n‘ users Up to ‗n2‘ users

Table 1 : Tabular representation of web 1.0, web 2.0 & web 3.0

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Figure 1.1 : Depicts the Nature of Web 1.0 and Web 2.0

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3. 3D INTERNETARCHITECTURE

Figure 3.1: A graphical depiction of the proposed 3D Internet architecture.

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. A simple graphical depiction

of the proposed 3D Internet architecture is provided in Figure 1. We adopt here the terms

universe, world, and webplace as 3Dcounterparts of WWW, website, and subdomain,

respectively .We describe each components functionality briefly above:

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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

messaging, 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, 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.

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 user’s 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.

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4. IMPLEMENTATION

4.1 How is 3d internet implemented? Using available virtual platform.

By using artificial intelligence.

By using eyewear like Google Glass.

Using sensors and holographic image projection.

4.2 Intelligent Environments

Emerging fields such as ubiquitous computing and ambient intelligence draw

heavily from adaptive and intelligent algorithms. They are concerned with computing and

net- working 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 inter- faces. 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.

4.2.1 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 context-dependent distribution

of traffic.

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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

user’s avatars and improves multimedia-information retrieval.

4.2.3 Intelligent Agents and Rendering

In order to increase the user’s 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 lifelike 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,

ma- chine 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 therefrom 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.

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4.3 Implementation using VRML Technology

4.3.1 Introduction of VRML technology

What is VRML?

VRML is the Virtual Reality Modelling Language, a system for describing 3D

scenes on the Web. Using text files in a similar format to the HTML, VRML allows a

browser to produce the illusion of a three dimensional environment. VRML files are

commonly called "worlds" and have the *.wrl extension (for example island.wrl).

VRML files are in plain text and generally compresses well using gzip which is useful

for transferring over the internet more quickly (some gzip compressed files use the

*.wrz extension). Many 3D modeling programs can save objects and scenes in VRML

format.

How to use it?

The very first thing you need is a VRML browser, to view your worlds, as well as

other peoples. The most popular one is Cosmo Player from Cosmo Software (Win95/NT).

▪ The thing you need to do is create your own worlds. There are two ways of doing this.

To view a VRML file, you need a VRML viewer or browser, which can be a plug-

in for a Web browser you already have. Among viewers you can download for the

Windows platforms are blaxxun's CC Pro, Platinum's Cosmo Player, WebFX,

WorldView, and Fountain. Whurlwind and Voyager are two viewers for the Mac.

▪ Then, you could use one of the many VRML authoring tools, which are like 3D

modellers in which you can build your world.

▪ The other way is to code it by hand. All you need for this is a text editor, such as

notepad or wordpad. Simply type in the code as shown, and save it as filename.wrl.

▪ We can then load this into our browser and take a look!

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NODE

FIELD

VALUES

3D INTERNET

4.3.2 File structure of VRML technology

VRML file contains

▪ File header

▪ Comments: notes for us

▪ Nodes: nuggets of scene information

▪ Fields: nodes attribute we can change

▪ Values: attribute values

4.3.4 Simple code in VRML technology

VRML for coordinating nodes – The transformation

A simple text language for describing 3-D shapes and interactive environments

#VRML V2.0 utf8

#A Cylinder

Shape {

appearanceAppearances

{

geometry Cylinder

{

Height2.0

Radius 1.5

}

}

}

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Dimension ‘X’Liquid Reality browser supports VRML code

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5. ADVANTAGES AND DISADVANTAGES OF 3D INTERNET

5.1 ADVANTEGES

Participants have control throughout the virtual space.

Content readily available.

Participants have choice in whether to interact with an offering.

Portability across the world

Easy to use tool

Realistic rendering

 Creative and Entertaining

Dynamic

Supporting Game Engines.

Open Source Development.

5.2 DISADVANTEGES

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.

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

With the inclusion of 3D internet there would be difficulty in viewing 3D objects in

2D display devices.

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6. APPLICATIONS OF 3D INTERNET

6.1 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.

6.2 RELIGION

Religious organizations can make use of the 3D Internet to open virtual meeting

places within specified locations.

6.3 EMBASSIES

We could create embassies in 3D Internet, where visitors will be able to talk face-to-

face with a computer-generated ambassador about visas, trade and other issues.

6.4 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 it’s users to play in the 3D environment.

6.5 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.

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6.6 E-COMMERCE

Product visualization

3D virtual shops

Interactive in virtual spaces

3D chat space

Figure 6.6 : 3D VIRTUAL SHOP

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Figure 6.6(a): 3D CHAT SHOW

6.7 TRAINING Web-based training using interactive 3D Virtual experimental of physical science teach learn and practice in way that feels real

Figure 6.7 : 3D TRAINING

6.8 GAMES

Multi-player, fully 3D

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Streaming 3D animation (much lower bandwidth than video, can run full screen, can have interactivity)

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24 meters

12 images

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Figure 6.7 : 3D GAMING

6.9 Collaborative design and engineering

• Architecture

• Product design

• 3D visualization of data for various field

Figure 6.9 : 3D VIRTUAL ARCHITECTURE

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7. TRENDS OF 3D TECHNOLOGY7.1 GOOGLE GOGGLE

Anyone putting on "the Goggles" 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.

Figure: 7.1 Google Goggles7.2 3D MOUSE

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.

Figure 7.2 : 3D Mouse

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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.

7.3 VISION STATION

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.

Figure 7.3 : A user using a Vision Station to interact with the 3D world.

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7.4 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 Hyper-Reality

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.

Figure 7.4 : 3D Shopping Mall

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8. FUTURE SCOPE OF 3D INTERNET

MODELING AND VISUALIZING 3D URBAN ENVIRONMENT VIA INTERNET FOR URBAN PLANNING AND MONITORING

The demand for visualization of urban model and realistic presentation of the real

world has been increased dramatically today. Internet and World Wide Web (WWW) have

been widely applied in delivering, processing, and publishing geospatial data. Web-based

GIS, which permits users to access, retrieve, display, and analyze geospatial data over the

web, has got a wide variety of applications.

In the recent years, web-based three-dimensional (3D) GIS for visualizing geospatial

data has attracted many researchers. The operation uses the web as a delivery mechanism,

deals with the transformation of multi-dimensional geospatial data, information, and

knowledge into an effective 3D visual

Real time 3d tracking

This is an efficient real-time solution for tracking rigid objects in 3D using a single

camera that can handle large camera displacements, drastic aspect changes, and partial

occlusions. While commercial products are already available for offline camera registration,

robust online tracking remains an open issue because many real-time algorithms described in

the literature still lack robustness and are prone to drift and jitter

To address these problems, we can combine the tracking problem in terms of local bundle adjustment and have developed a method for establishing image correspondences that can equally well handle short and wide baseline matching. We then can merge the information from preceding frames with that provided by a very limited number of keyframes created during a training stage, which results in a real-time tracker that does not jitter or drift and can deal with significant aspect changes.

3D internet for cognitive infocommunication.

The cognitive infocommunication handles the communication channels between people

and information-technology tools and also the communications which are based on cognitive

informatics processes using 3d internet

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3D Mobile Internet with emotion

The real-time interaction embedded directly within a web application that is enabled by

Viso’s 3D facial imaging technology really takes marketing to a new level in terms of how

brands can develop successful engaging experiences.

This particular application is based on a fictional scenario but it demonstrates the real-

world potential of being able to instantly analyze human emotion through our dynamic 3D

facial imaging technology. We see this being applied to a variety of domains where

understanding how and why people react the way they do is important.

4D Mobile Internet-virtual real world.

A4D as a toll providing support to the interface between the design process and the construction

planning sub-process. A4D delivers large construction site collaborative information visualization and

4D simulation. It supports multi-user interactive 4D (3D + time) information visualization and design

of the construction spaces, and enables different specialty integration in this environment, providing

also automatic design verification and interference checking between AEC objects.

4D enables construction scheduling and planning and also supports intuitive information

presentation provided by tangible augmented reality user interaction, in indoor settings. Additionally,

the system provides all these features within a collaborative multi-user environment, where fixed 4D

users are linked to mobile users, by means of wireless networking, these last ones equipped with

wearable systems appropriate for indoor usage. This level of integration: multi-user 4D virtual

environment and simulation, wearable systems, novel augmented reality interaction, construction

project schedule technologies, turns 4D into a highly innovative system

3D STORY TELLING

The principle behind stereography is relatively simple: it replicates human vision. With

20-20 vision, each of the human eyes sees a different image. Our eyes then converge at a

certain point – which provides us with our sense of depth and three-dimensionality. For

individuals who have an uncorrected visual impairment, or blindness in one eye, the effect of

3D cannot be perceived so effectively, if at all. (If the viewer’s vision is corrected by either

contact lenses, or glasses, then 3D eyewear can be worn over these.)

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Two identical (but slightly offset) still images could be viewed through this device, which

separated the images by positioning a wooden bar between the eyes; a perceived sense of

depth was therefore created. It was hugely popular in late 1800s photography, but the obvious

restriction with this device was that only one viewer could experience the effect at a time.

The cinematic effect of creating depth in this way is achieved by using two cameras to

capture two separate moving image streams.

The two cameras replicate the two eyes of a person. The cameras are rigged in either a

side-by-side or ‘mirror’ configuration, whereby a mirror is placed between the two camera

lenses to capture the (almost) identical image (see Figure 1). More recently, the major camera

manufacturers have released S3D camcorders that house dual lenses within the camera body

itself.

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9. CONCLUSION

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

Internet’s potential. However, to make the 3D Internet a reality it is necessary and

important to start and continue multidisciplinary research.

Department of Computer Science & Engineering Page 28K.C.T College of Engineering, Kalaburagi-04

Page 29: 3D Internet Report

3D INTERNET

REFERENCES

[1] www.google.com

[2] www.ieeexplore.ieee.org

[3] www.i3dnow.com

[4] www.kotsovinos.com/research/papers/Alpcan-3D_Internet.pdf

[5] www.secondlife.com

[6] www.wikipedia.org

[7] www.slideshare.net

[8] www.seminaronly.com

Department of Computer Science & Engineering Page 29K.C.T College of Engineering, Kalaburagi-04