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final year technical seminar, Study Guides, Projects, Research of Computer Science

final year technical seminar for cse

Typology: Study Guides, Projects, Research

2022/2023

Uploaded on 05/04/2023

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VISVESVARAYA TECHNOLOGICAL UNIVERSITY
Jnana Sangama, Belagavi-590018
TECHNICAL SEMINAR REPORT
on
3D Internet
Submitted in the partial fulfillment of
BACHELOR OF
ENGINEERING IN
COMPUTER SCIENCE AND ENGINEERING
By
Laxman Kunwar:1ME18CS027
Under the guidance of
Dr. Malatesh S H
HOD, Dept. of
CSE
DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING
M S Engineering College
NAAC Accredited, Affiliated to VTU, Belagavi, Approved By AICTE New Delhi,
Navarathna Agrahara, off Intl. Airport Road, Bengaluru– 562110
2022-2023
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VISVESVARAYA TECHNOLOGICAL UNIVERSITY

Jnana Sangama, Belagavi-

TECHNICAL SEMINAR REPORT

on

3D Internet

Submitted in the partial fulfillment of BACHELOR OF ENGINEERING IN COMPUTER SCIENCE AND ENGINEERING By Laxman Kunwar:1ME18CS Under the guidance of Dr. Malatesh S H HOD, Dept. of CSE

DEPARTMENT OF COMPUTER SCIENCE & ENGINEERING

M S Engineering College

NAAC Accredited, Affiliated to VTU, Belagavi, Approved By AICTE New Delhi, Navarathna Agrahara, off Intl. Airport Road, Bengaluru– 562110

M S Engineering College NAAC Accredited, Affiliated to VTU, Belagavi, Approved By AICTE New Delhi, Navarathna Agrahara, off Intl. Airport Road, Bengaluru– 562110

DEPARTMENT OF COMPUTER SCIENCE AND ENGINEERING

CERTIFICATE This is to certify that the Technical Seminar entitled “3D INTERNET” carried out by LAXMAN KUNWAR (1ME18CS027) is a bonafide student of M S ENGINEERING COLLEGE submitted in partial fulfillment for the award of Bachelor of Engineering in Computer Science And Engineering of VisvesvarayaTechnological University, Belagavi , during the year 2022 -2023. It is certified that all corrections /suggestions indicated for internal assessment have been incorporated in the report, deposited in the department library. This Technical Seminar report has been approved as it satisfies the academic requirements in respect of Technical Seminar work prescribed for Bachelor of Engineering Degree. Signature of Coordinator Signature of HOD Dr. Malatesh S H Dr. Malatesh S H HOD, Dept. Of CSE, MSEC HOD, Dept. Of CSE, MSEC

ABSTRACT Internet today has become an integral part of our lives. The World Wide Web which started as a small dull data repository has now become massive and irreplaceable. Present activities being partially or completely linked with the virtual world can be optimized to a higher level. Every activity associated with our daily life is mapped and related to some entity in the digital world. The world has seen vast advancements in Internet and in 3D stereoscopic displays. Time has come merge the two to deliver a new level of experience to the users. 3D Internet is an idea which is yet to be implemented and requires browsers having the property of depth perception and artificial intelligence. If this property is incorporated then the idea of Internet of things can become a reality which is also discussed in this paper. In this paper we have discussed the features, possible setup methods, applications, and advantages and obstacles faced in the implementation of 3D Internet. Through this paper we intend to provide a clear idea about 3D Internet and the possible benefits associated which clearly are worth the amount of financial investment required for it’s implementation

Dept. of CSE,

  • 1 Introduction Contents - 1.1 Web 1.0 - 1.2 Web 2.0 - 1.3 Web 3.0
  • 2 3D Internet - 2.1 3D Internet: Why? - 2.2 3D Internet: What? - 2.2.1 World servers - 2.2.2 Avatar/ID servers - 2.2.3 Universe location servers - 2.2.4 Clients
    1. Intelligent Environments - 3.1 Intelligent Services - 3.2 Intelligent Agents and Rendering
    1. Technical Implications - 4.1 Speed - 4.2 Hardware
    1. Solutions - 5.1 Speed - 5.2 Hardware
      1. Obstacles to Commercial Success in 3D Interne
    • 7 Applications of 3D Internet - 7.1 Education - 7.2 Religion - 7.3 Embassies
      • 7.4 Live sport entertainment
        • 7.5 Arts
      1. Conclusion - Page

Dept. of CSE, 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” 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. Page 7

Dept. of CSE,

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 Page 8

Dept. of CSE,

2.2.2 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.

2.2.3 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.

2.2.4 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. 3 Intelligent Environments Emerging fields such as ubiquitous computing and ambient intelligence draw heavily from adaptive and intelligent algorithms. They are concerned with computing and networking 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 interfaces. The 3D Internet, which is a virtual ubiquitous computing environment, provides the perfect test bed for developing these ideas and emulating them in realistic 3D settings with real users. Page 10

Dept. of CSE, 3.1 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. As in the real world, one could think of adaptive algorithms that control traffic flow depending on the time of day, userbehavior 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 users’ avatars and improves multimedia-information retrieval. 3.2 Intelligent Agents and Rendering In order to increase the users’ 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 life-like 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, machine 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 there from 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. 4 Technical Implications

4.1 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. Page 11

Dept. of CSE,

5.2 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. A user interacting with a PC using the 3D Goggles.fig 1. Page 13

Dept. of CSE, A user using a Vision Station to interact with the 3D world.fig 1. 6 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 fixedlocation 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. Page 14

Dept. of CSE,

8. Conclusions 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. Page 16

Dept. of CSE, 9 References:

Websites:

http://www.activeworlds.com http://www.computer.howstuffworks.com http://www.web3event.com http://www.pcmag.com http://en.wikipedia.org http://secondlife.com Page 17

Dept. of CSE, Page 19

Dept. of CSE, Page 20