CHAPTER ONE
1.0 INTRODUCTION
The 3D Internet (3DI) is the arrangement of 3D virtual and blended reality universes in the
Internet. Here, clients can understanding, utilize and share with others for different
applications (Kapahnke, Liedtke, Nesbigall, Warwas, and Klusch, 2010) .The Internet from
onset is a 2D Internet on the grounds that the vast majority of the graphical UI (GUI) at this
collaborators, accomplices, and understudies, and is characteristically intelligent and locks in.
Virtual universes give awesome 3D encounters that mirror genuine living. Nearly anything in
this present reality can be re-created in the 3D Internet with the additional advantage since
somebody can encounter it from the solace of their home or office. The paper investigates the
3D Internet, applications and the difficulties of moving from the Internet as we probably am
aware it.
The WWW begun as a record vault and it is quickly changing to an undeniable virtual
The Semantic Web and Web 2.0 developments are transitional strides of a characteristic
advancement towards another worldview: the 3D Internet. The thought of 3D Internet appears
virtual condition that advances administrations, connection, and communication. From this
endeavours, for example, Web 2.0 and Semantic Web (Alpcan, Bauckhage, and Kotsovinos,
2008).
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3D Internet: Applications & Challenges
The 3D Internet guarantees to convey genuine feeling to our co-operation on the web. Be that
as it may, for the vast majority of the clients available now, the Internet is a natural, agreeable
medium where they can speak with each other, get latest news content, shop (e-commerce &
e-business), pay for bills and that's just the beginning. In any case, exploring progressive
Tragically, there is a superior optional method for sorting out information which most people
know and employ. We spend every bit of our lives in a 3D world navigating amongst places
and sorting out objects spatially. We once in a while require web indexes to discover what we
are searching for and our brains are normally skilled at recalling spatial connections.
It is anticipated that, inside 7-10 years, the prevailing Internet interface is probably going to
be the 3D Metaverse. This is for people to come and experience superior media-rich quality
Web 3D. Metaverse will be bit by bit ingested and incorporated with the present day
Worldwide Web and its mid 3D applications like Google Earth and Second Life. The
bearing, as observed, for instance, in their Seventh Framework Program (FP7), they call for
The Internet is a gigantic system of systems. It interfaces a large number of PCs together all
around in which some other PC can speak with some other computer the length of which both
associates with the Internet. The web associates individuals. Data that goes over the Internet
does as such by different dialects know as conventions. It doesn't utilize web programs. The
Web, running on the generally undetectable Internet, is the thing that you see and tap on in
your PC's program. Overall, Web (WWW) is a method for getting to the data over the
Internet. It is a data sharing model that is based on the highest point of Internet. The web
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3D Internet: Applications & Challenges
utilizes hypertext exchange convention (HTTP), to transmit information. There are also
additionally used programs, for example, Internet Pioneer or Firefox to get to web archives
The 3D internet shares the time-tried principle and hidden design of the present Internet and
additionally numerous semantic web ideas. The operational principles the 3D Internet imparts
effortlessness at the system center, insight at the edges, and circulated usage. A basic
receive here the terms universe, world, and webplace as 3D partners of WWW, site, and
World servers: This provides client or server-side made, static and dynamic content making
up the particular webplace (3D environment) including visuals, physical engine, avatar data,
media, and more to users programs. A world server has the critical assignment of organizing
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3D Internet: Applications & Challenges
administrations, for example, e-mail, instant messaging, and that's only a tip of the iceberg.
Universe Location servers: This is the virtual area administration frameworks which
behaves like the existing 2D Internet DNS, which provides virtual geographical data and
connection with the Internet by means of techniques like SLurl. They can also act as a
ID/Avatar servers: This is the 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, owners friends) while ensuring privacy and security of
Customers: These are applications like watcher programs running on clients' PCs with broad
Extra parts of the 3D Internet incorporate webplaces (supplanting 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. Rise of new software
and tools notwithstanding the ones already mentioned could be added to the growing list of
applications.
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3D Internet: Applications & Challenges
CHAPTER TWO
Here we review what has led to developing the 3D Internet and the various research groups
and companies involved in developing the technology. Some of the companies involved
and so on.
In 1982, the Internet protocol suite TCP/IP (Transmission Control protocol/Internet Protocol)
was standardised and the concept of world-wide network of fully interconnected TCP/IP
networks called the Internet was introduced. All based on research agency ARPANET
(Advanced Research Project Agency Network) of the US Department of Defence. The TCP is
byte-stream delivery service while the IP also known as IPv4 is a protocol that provides a
connectionless, best-effort delivery service of datagrams across the Internet. The packet
switching was based on the concept and de-sign of Paul Baran, Donal Davies and Lawrence
Roberts of the Lincoln Laboratory. The TCP/IP set of protocols were developed for
W3C consortium created the protocol HTTP (Hyper Text Transfer Protocol). It is used to
based on a request and reply model and used in the Worldwide Web. HTTP uses TCP
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3D Internet: Applications & Challenges
networks interconnected by routers while the Internet is the global Internet based on the
The first Web browser was developed in 1990. It was called World Wide Web and later
Nexus. In 1993 Mark Andresen created and release Mosaic later called Netscape. This was
the world first popular browser which made the WWW system easy to use and more
accessible to average per - son. They are the major milestone in the history of the web. In
web development, the web1.0 a set of static web pages while the web2.0 is the phrase used
after the dot.com crash. It is more interactive in nature with introducing social networking
and interactive multimedia. After web 2.0 we have the semantic web, which is an extension
The conventional web caching approaches will not be adequate for the needs of the 3D
Internet environment consisting of 3D worlds, which may be hosted on different servers. One
challenge stems from the fact that avatars contain significantly more information about the
user who is visiting a 3D world than cookies do about a 2D web site visitor. For instance,
avatars contain information about appearance (e.g. height, clothing) and behavior (e.g.
visible, open for conversation). As avatars move between worlds, caching will be needed in
server-to-server interactions to enable fast and responsive transition between worlds. This
will be intensified by avatars carrying objects (e.g. a bicycle) or virtual companions (e.g. a
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3D Internet: Applications & Challenges
virtual dog) with them, which will require the transfer of large volumes of information in a
Another challenge is related to the fact that some virtual objects or companions are
essentially not static documents but running programs. They have code that defines how they
react to certain inputs, and they have a partly autonomous behavior. Thus, when an avatar and
its companions move to a world, the world server (or servers) needs to execute the
corresponding code. This raises a number of interesting research problems: how can we
safely run potentially untrusted code (for instance, when the virtual companions are user-
generated and custom built)? How will the economics of such transactions be handled? How
can we move running code between different world servers without fatally disrupting its
execution? Platforms will be needed that allow the dynamic deployment of potentially
untrusted computation at globally dispersed servers, in a fast, secure and accountable manner.
i. Latency Minimization
As the 3D Internet will increase the reliance on graphics and interactivity, it will be crucial
that the latency that clients observe when interacting with servers is minimized. It has been
known from existing implementations such as SL that high latency incurs low responsiveness
and reduced user satisfaction. Therefore, the network has to be designed intelligently to
We propose a hybrid peer-to-peer (P2P) approach to reduce server load and ensure scalability
(C2S), server to server (S2S) and client to client (C2C) each with different latency and
bandwidth requirements. C2S communications (see Figure 1 red lines) are bandwidth limited,
frequently updated, and synchronous. Location and activity data as well as use of in-world
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3D Internet: Applications & Challenges
services will spend substantial amount of resources both at the client and world servers. The
avatar/ID server-client C2S communications (dash-dotted gray lines) are less frequent and
backbone by facilitating S2S links between ID and world servers (solid gray lines) triggered
by clients and through intelligent caching. Additional S2S communications will also take
place on the backbones. The S2S in the case of universe location servers (dotted gray lines)
Improving server independent C2C (P2P) communication is one of the main solutions to the
scalability problems. One example is the information about avatars in the same space, which
can be communicated more efficiently if exchanged directly between the avatars hosts,
instead of through a central server. When the user moves around other avatars can send their
information as well as of others within the range in a P2P fashion as depicted in Figure 2. For
example, the avatars in circle L1 can send information about the ones in L2 and they in turn
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3D Internet: Applications & Challenges
There is an array of alternatives for enabling the seamless and transparent authentication of
users, avatars, and other objects in the 3D Internet world. The Single Sign On concept
envisages users logging in only once, for example on a web page of an on-line service, and
visiting further services or web-based applications without the need to log in again. The user
can thus experience an unhindered, seamless usage of services. The key concept behind
several other systems have been developed based on this concept. Earlier on, role based
access control (RBAC) had been devised to allow authentication not based on user identities,
but rather based on the class (or classes) they belong to. The studies are closer to the 3D
largescale systems. Attribute-based access control makes access control decisions based on
user attributes and their combinations, allowing more fine-grained access control. Driven by
the users growing privacy concerns regarding the handling of their authentication
gained popularity. These go beyond the federation concepts to allow individual users to retain
full control over their own identity management, without requiring the presence of an
external provider.
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
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3D Internet: Applications & Challenges
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
i. Intelligent Services
In the case of the 3D Internet, the concept of intelligent environments naturally extends to
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,
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,
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
filtering. Based on user provided ratings or an analysis of typical usage patterns, goal
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3D Internet: Applications & Challenges
directed, intelligent searches and recommendations are possible. This of course facilitates
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 and accessible in a way users will
consider natural. This leads to the problem of modeling artificial agents and avatars [10] 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 therefrom allows for implementing agents that are perceived
to act more human-like. Corresponding approaches can be applied to improve on the quality
and Walmart.com. The 3D examples include the following: Google earth, Multiverse, and
Second life.
According to a Cisco (Nasdaq: CISCO) blog, it says that while the transition to 3D Internet
is in its early stages, its inevitable. He said 3D Internet can be thought of as a set of
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3D Internet: Applications & Challenges
interconnected virtual worlds that users can visit to use services, teleporting (move
somewhere without traveling) starting with one world then onto the next. It utilizes a
3D Internet makes virtual groups and cooperation being and doing together
conceivable. 3D Internet is the following wave after the current 2D web. 3D Internet
universes are 3D conditions client enters with his symbol. Virtual universes might be
considered as cutting edge sites and symbols as client profiles. The contrast ence lays in
communitarian content making where client is a piece of building his virtual involvement
The 3D Internet utilizes 3D illustrations and, here and there, symbols. That is the thing that
will make the new Internet more social than you know today. While 3D illustrations are
now observed in online virtual universes, for example, Second Life, the 3D Internet won't
conceivable? A few innovation stages exist. In 2007, the realXtend extend commenced in
Oulu, HiTech center point in Northern Finland. The realXtend extend intended to develop
the accepted - standard for 3D Internet. Right now, realXtend grew comprehensively as an
open source extend, lead from Oulu by a non-benefit association. The realXtend individuals
trust that open source makes the best innovation accessible for all, and the genuine
estimation of the 3D Internet does not lie in the stage but rather in the substance.
Pirkola (2012) gives the contrasts in the vicinity of 2D and 3D Internet underneath:
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3D Internet: Applications & Challenges
2D Internet 3D Internet
Less productivity Increased productivity
Not all that real Very real
Does not allow easy social media
Allows easy social media interaction
interaction
Interactive, fine, beautiful and
difficult is easy
Virtual space cannot be completely Virtual space cannot be completely
CHAPTER THREE
The standards the 3D Internet imparts to its antecedent incorporate open and adaptable
engineering, open conventions, effortlessness at the system center, insight at the edges, and
conveyed implementation. Client surfs the 3D Internet and utilizations transports to move
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3D Internet: Applications & Challenges
between free universes or services (Tansu et al,2008 ). Terms embraced by Tansu et al with
the 3D Internet are Universe, World, Webplace against the 2D Internet we have WWW,
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3D Internet: Applications & Challenges
Figure 3.1 indicates organize parts. It is separated into two sections .The Core (WAN and
MAN) and the Access Network. WAN is Wide Area Network and MAN is Metropolitan
Area Network. A hub associated with at least two systems is known as a switch or
entryway. Switch interfaces any number of LANs and .Uses institutionalized conventions to
move bundles productively to their destination. It works much as a switch for sending
messages starting with one system then onto the next. The OLT rep-disdain the Optical
with the Internet genius protocol Network (IP Network). The DWA-PON (Dynamic
Figure 3.2 demonstrates a proposed Internet design by Alpcan et al. (2008). The 3D Internet
shares standards and basic engineering of the present Internet and in addition numerous
semantic web concepts. The operational standards the 3D Internet imparts to its forerunner
incorporate open and adaptable design. Others are open conventions, effortlessness at the
system center, appropriated implementation and insight at the edges. Basic leadership is at
the inside as well as at the hubs to account for multiple application control organization that
is dependable.
The terms universe, world and webplace are 3D partners of WWW, site, and subdomains.
Virtual reality and Virtual World are major distinctions that separate a 2D Internet from 3D
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3D Internet: Applications & Challenges
physical environment using visual and auditory stimuli within which people can interact to
A virtual world is an online community the takes the form of a computer-based simulated
environment through interact with each other, use and create objects. Virtual worlds have
offline, real world components and applications. The application domains include tourism,
Google's new three dimensional virtual reality was created so that anyone putting on "the
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.
The "home page" of 3DLife is called "the Library", a virtual room with virtual books
categorized according to the Dewey system. Each book presents a knowledge resource
within 3DLife or on the regular World Wide Web. If you pick the book for Pandia, Google
will open the Pandia Web site within the frame of a virtual painting hanging on the wall in
the virtual library. However, Google admits that many users may find this too complicated.
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3D Internet: Applications & Challenges
communication, Social Networks: Facebook, MySpace, Linked-In, Web 2.0: Wikis, blogs,
3.2.2 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
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
3.2.3 Training
3D Internet can fill in as a stage for training by numerous organizations, for example,
schools, universities, libraries and government elements. There are subjects, for example,
science and English in which Instructors and analysts would support 3D Internet since it is
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3D Internet: Applications & Challenges
3.2.4 Religion
Religious associations can make use of the 3D Internet to open virtual meeting places inside
targeted areas. This will most likely encourage members of the congregation to get to know
We could make international safe havens in 3D Internet, where guests will have the capacity
to talk vis--vis with a PC produced envoy about visas, exchange and different issues.
Prevalent types of live stimulation could likewise be set into the 3D Internet. Many games
enable the clients to watch or join numerous mainstream exercises. Donning classes like
Cricket, Football, Professional wrestling, boxing, and auto dashing could be set in the 3D
3.2.7 Expressions
The demonstrating in 3D Internet would enable the specialists to make new types of
craftsmanship, that from numerous points of view are unrealistic, all things considered,
show their attempts to a crowd of people over the world. This has made a whole imaginative
culture all alone where numerous occupants who purchase or manufacture homes can search
for fine art to put there. Display openings even enable workmanship benefactors to "meet"
and associate with the craftsman responsible for the fine art and has even prompted
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3D Internet: Applications & Challenges
numerous genuine deals. Unrecorded music exhibitions could likewise be empowered in the
3D Internet.
CHAPTER FOUR
and Low inactivity. Thusly, the system must be composed brilliantly to defeat these
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3D Internet: Applications & Challenges
difficulties of low latency because of high illustrations. The utilization of PC with 20X
4.0.2. User made contents (UCC): Portability crosswise over universes, Easy-to-utilize
instruments, Realistic rendering. This is online substance that has been made by an Internet
client. Instruments must be given to make this substance. They should deliver devices for
content creation unreservedly. Site like YouTube enable client to appropriate their substance
in ways that were outlandish 10 years back. Some virtual site gives clients opportunity to
make individual arranged substance and may constrain the sum that can be condition
coordinated. Every world would have a cost related with each sorts of substance.
There is no broadly acknowledged meaning of UCC, and measuring its social, social and
financial effects are in the early stages. Wunsch-Vincent and Vickery (2007) characterize
UCC is characterized as: i) content made openly accessible over the Internet, ii) which
mirrors a specific measure of innovative exertion and iii) which is made outside expert
schedules and practices While measuring UCC is in its earliest stages, accessible
information demonstrate that broadband clients create and share content at a high rate, and
this is especially high for more youthful age gatherings (e.g. half of Korean Internet clients
report having a landing page as well as a blog). Given solid system impacts a couple of
stages draw a lot of activity, and online video locales and informal communication
destinations are creating to be the most well-known sites around the world (Wunsch-
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3D Internet: Applications & Challenges
server side or customer side. Apparatuses and modalities must be conceded to.
namelessness. Ability to convey bound together and instinctive client encounter over
numerous gadgets including HDTV, Blu-beam player, tablets and that's only the tip of the
iceberg.
so that while on several virtual world the individual has a similar character and can be
distinguished. In this origination, cognizant and part of self are progressively externalized
as circulated into both 2D and 3D digital personas (e.g. Facebook, twitters, 3D virtual
world) mirroring any number of blend of now pliant qualities of race, sex, age, style, body
4.0.6. Monetization of virtual resources. Each virtual world now has their money
framework. Second life utilizes Linden Dollar. What is the part of this cash a different
universe like Ogoglioverse and others? Similarly that web application like eBay and
Amazon has their own instalment framework, ser-indecencies based on the ogoglio stage
will have their own. The ogoglio based administrations won't be as firmly bound as the
Second Life network, so there won't be a solitary organization which can control a money
or trade ("The eventual fate of the Internet," 2008; Zahariadis, Daras, and Laso-Ballesteros,
2009).
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3D Internet: Applications & Challenges
principle esteems unmistakable in the report around the impacts of innovation on present
day society, is security. Security is viewed as a fundamental human ideal in all western
majority rules systems, and is much of the time contended to be a basic precondition for
Huge numbers of them relate security to control: The person's control over who approaches
her personal life and data. Control over communications with others, Control over taking
care of one's personal data, against reconnaissance and perception, and a physical control
over one's individual al space. A primary normal for Second Life is secrecy, which
empowers clients to recognize their on-line, in-world personalities (their symbols) from
their disconnected characters. Numerous clients express that they feel like their Second Life
personality is not indistinguishable, and even essentially not the same as their "genuine
organizations, for example, Facebook, which needs clients to login and utilize their
4.0.8. Speed: Internet speed is a standout amongst the most noteworthy ramifications that
are being confronted by the 3D Internet. Numerous nations on the planet are in a state to
satisfy the Internet speeds that are required for completing the 3D Internet. With their
3G is the third era of media transmission norms and innovation for portable systems
administration. 3G systems are wide-zone cell phone organizes that advanced to fuse rapid
Internet get to and video communication. It is normal that 3G will give higher transmission
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3D Internet: Applications & Challenges
rates: a base speed of 2Mbit/s and greatest of 14.4Mbit/s for stationary clients, and 348
Kbit/s in (Agbaje, Awodele, and Joshua) a moving vehicle. Subsequently, with presenting
the 3G innovation, the speed suggestions required with the 3D Internet would be tackled
soon.
4.0.9 Equipment: The real equipment suggestion in the 3D Internet is the show. The
utilization of 3D goggles is one arrangement that can is utilized to beat the issue. As we
probably am aware there are various scope of 3D goggles accessible in the market, we can
choose from these wide assortment of 3D goggles. Also, the cost of these goggles is even
less, so this prospect can be considered in the preliminary phases of the 3D Internet, later
these could be updated with the most recent advancements which could be utilized to
Utilization of Vision Station as a screen or show for the 3D Internet, Vision Station is a PC
show innovation created by Elumens that gives 180 degrees of review plot for its users.
Current PC screens have at most a 50-degree field of view and needs the client to move the
controller with a specific end goal to see the pictures that are not on the screen. This
movement is unnatural because in this present reality, clients utilize their fringe vision to
see things past the immediate viewable pathway. This new show innovation will address
A first way to deal with 3D Internet is the issue of representation and interfacing. Gadgets
that can perform such an objective incorporate PETs (Personal Enhanced Terminals,
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3D Internet: Applications & Challenges
generally known as Mobile Phones) and PARTSs (Personal Augmented Reality Three-
dimensional Spectacles). PETs are equipped for making a holographic picture, in this
propelled variant of the present interactive media glasses, making it conceivable to envision
3D pictures and notwithstanding blending them with genuine pictures (Correia, 2009)
Publicists, advertisers and associations still can't seem to profit by the tremendous
capability of the 3D Internet. Causes hindering the business ease of use of virtual universes
include:
i. The restricted viability of conventional media systems, for example, settled area
charge sheets when connected to virtual universes. In the 3D Internet, members have finish
control over where they go and what they do and can move their symbols in a flash
through virtual space. What is required is a methods for making content promptly
experience business content that increases their virtual experience. Since members have a
decision in whether to cooperate with an offering, it is basic that it be seen as pertinent and
with and air conditioning cess video, rich mixed media, and Web content.
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3D Internet: Applications & Challenges
The absence of a durable means for promoters and substance suppliers to get the point by
CHAPTER FIVE
5.0 CONCLUSION
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3D Internet: Applications & Challenges
The Internet revolution is taking place rapidly and there is a need to be part of it. The TV
displays are also moving from 2D to 3D therefore in no distant time 3D Internet will be here.
The gaming world has advanced and many training are already being done in 3D in the
virtual world. 3D Internet is a powerful new way for you to reach consumers, business
Virtual worlds provide immersive 3D experiences that reproduce real life. Despite the
prevalence of 3D hardware the current set of 3D standards for the Internet have not taken off.
The issues with the standards, technology, developers, end-users, or any combination of the
lot as described in the paper needs to be resolved. Individuals involved in the various
development uses different platforms and views need to integrate for effective delivery is
highly essential.
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