3D Internet In Web 3.0
#1

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N.SRINIVAS

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3D Internet In Web 3.0
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. But when it comes to internet we are actually using it in the form of 2D rather than 3D, hence this 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, 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. Yet unlike the passive experience of television, the 3D Internet is inherently interactive and engaging. Virtual worlds provide immersive 3D experiences that replicate (and in some cases exceed) real life.
Second Life is one such resource which is implementing the concept of the 3D Internet in its applications. And off late this application has been a great success in the United States and is expected to affect the internet usage in a drastic way.
1) Introduction
1.1) 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.
1.2) 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 it’s rich look, and use of the Best GUI’s.
1.3) 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 include cell 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
2) 3D Internet
3D Internet, 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. Yet unlike the passive experience of television, the 3D Internet 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.
The most well-known of the 40 virtual world platforms today is Second Life. It’s “in-world” residents 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.
2.1) 3D Internet: Why?
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 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 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. 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 cumbersome 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 provide 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 providing 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.
There is actually a much better alternative way of organizing data which everybody knows and uses. We spend all our lives in a 3D world navigating between places and organizing objects spatially. We rarely need search engines to find what we are looking for and our brains are naturally adept at remembering spatial relationships. Let us consider the following fictitious scenario on the 3D Internet. Instead of a flat 2D desktop I can put my documents on my desk
at home, where documents, desk, and home are ”virtual” entities that are 3D representations of real-world counterparts with spatial relationships. Later, when the need of finding these documents arises, there is a high probability that I can easily remember their location without resorting to additional processes such as search engines or a “recent documents” folder.
Obviously, it is very difficult -if not impossible- to realize this scenario on the current Internet. We are there like 2D creatures living on flat documents not knowing where we are or what is next to us. We teleport constantly from one flat surface to another, each time getting lost, each time asking for directions or help. In contrast, the ease of use and intuitiveness of 3D GUIs are an immediate consequence of the way our brains work, a result of a long evolutionary process ensuring adaptation to our world. Although the 3D Internet is not a solution to all problems, it provides an HCI framework that can decrease mental load and open doors to rich, innovative interface designs through spatial relationships. Another important point is the Web place metaphore of the 3D Internet which enables interaction between people in a natural way. In this sense, the 3D Internet can be seen as a natural successor of Web 2.0.
The metaverses such as SL can be considered as pioneering precursors of the 3D Internet. Yet, they already indicate its significant business opportunities. Not only existing online businesses would benefit from the inherent interactive nature and spatial HCI paradigms of the 3D Internet but also a whole range of businesses such as fashion, real estate, and tourism can finally start using the Internet effectively. We expect that the possibility of providing faithful 3D representations of products and services will have revolutionary effects on online business to business and business to customer commercial activity. From virtual “try before buy” to “interactive shopping” the commercial potential of the 3D Internet is enormous.

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#2

3D Internet
Abin Rasheed & Manju N
Department of Information Technology
Mohandas College of Engineering and technology,
Anad, Thiruvananthapuram


Abstract
This is an attempt from our part to present the future of internet which would be in 3D.In the time when 3D televisions and 3D movies are a reality, 3D Internet should be the topic of discussion.

Introduction
In today’s ever-shifting media landscape, it can be a complex task to find effective ways to reach your desired audience. As traditional media such as television continue to lose audience share, one venue in particular stands out for its ability to attract highly motivated audiences and for its
tremendous growth potential — the 3D Internet.

Also known as virtual worlds, the 3D Internet is a powerful new way 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. Yet unlike the passive experience of television, the 3D Internet
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.

Augmented reality
The Augmented Reality (AR) technology is a field of computer research, which functions by enhancing one’s current perception of reality by the combination of real-world and computer- generated data. The elements of a physical real- world environment are augmented by virtual
computer-generated imagery. Real or fictitious information are ‘mapped’ on to the real world to create new experiences. Currently, most AR research is concerned with the use of live video imagery which is digitally processed and ‘augmented’ by the addition of computer generated graphics.

In 1990 TOM CAUDELL ,a researcher at aircraft manufacturer Boeing, coined the term “augmented reality “ .He applied the term to a head –mounted digital display that guided workers through assembling electrical wires in aircrafts.

Augmented reality is a term for a live direct or an indirect view of a physical real –world environment whose elements are augmented by computer generated imagery. It is related to a more general concept called mediated reality in which a view of reality is modified (possibly diminished rather than augmented) by a computer. As a result, the technology functions by enhancing one’s current perception of reality.

In the case of AR, the augmentation is conventionally in real time and in semantic context with environmental elements, such as sports scores on TV during a match .With the help of advanced AR technology(e.g. adding computer vision and object recognition) the information about the surrounding real world of the user becomes interactive and digitally able. Artificial information about the environment and the objects in it can be stored and retrieved as an information layer on top of the real world view.

The early definition for augmented reality, was an intersection between virtual and physical reality, where digital visuals are blended in to the real world to enhance our perception.
Augmented reality research explores the application of computer –generated imagery in live –video streams as a way to expand the real world. Advanced research includes use of head mounted displays and virtual retinal displays for visualization purpose, and construction of controlled environments containing any number of sensors and actuators.

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