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Abstract of 3D Internet 

Also known as virtual worlds, the 3D Internet 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 .

Introduction of 3D Internet

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 offer. 

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. 

3D worlds also hold benefits beyond simple social interactions. Companies that specialize in interior design or furniture showrooms, where users want to view entire rooms from a variety of angles and perspectives, will be able to offer customized models through users' home PCs.

Google representatives report that the company Google is preparing a new revolutionary product called Google Goggles, an interactive visor that will present

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Internet content in three dimensions. Apparently the recent rumors of a Google phone refers to a product that is much more innovative than the recent Apple iPhone.

Google's new three dimensional virtual reality :

Anyone putting on “the Googgles” — as the insiders call them — 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.

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.

Apparently Google is preparing a new revolutionary product called Google Goggles, an interactive visor which will display Internet content in three dimensions.

A 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.

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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.

Controlling your avatar with this 3D mouse is fluid and effortless. Walk or fly spontaneously, with ease. In fly cam mode you just move the cap in all directions to fly over the landscape and through the virtual world

Hands on: Exit Reality:

The idea behind ExitReality is that when browsing the web in the old-n-busted 2D version you're undoubtedly using now, you can hit a button to magically transform the site into a 3D environment that you can walk around in and virtually socialize with other users visiting the same site. This shares many of the same goals as Google's Lively (which, so far, doesn't seem so lively), though ExitReality is admittedly attempting a few other tricks.

Installation is performed via an executable file which places ExitReality shortcuts in Quick Launch and on the desktop, but somehow forgets to add the necessary ExitReality button to Firefox's toolbar . After adding the button manually and repeatedly being told our current version was out of date, we were ready to 3D-ify some websites and see just how much of reality we could leave in two-dimensional dust.

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Exit Reality is designed to offer different kinds of 3D environments that center around spacious rooms that users can explore and customize, but it can also turn some sites like Flickr into virtual museums, hanging photos on virtual walls and halls. Strangely, it's treating Ars Technical as an image gallery and presenting it as a malformed 3D gallery .

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.

REFERENCE:

1]. http://www.GOOGLE.COM

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[2]. http://world.std.com/~walthowe/

[3]. http://netways.shef.ac.uk/index.htm

[4].http://www.science.widener.edu/~wither s/pyra mid.htm

5].ftp://ftp.uwashington.edu/public/Internet

3D Internet 

A Powerful Opportunity

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 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.

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The most well-known of the 40-some 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.

Indeed, practically anything than can be done in the real world can be reproduced in the 3D Internet — with the added benefit being that someone can experience it from the comfort of their home or office. The possibilities for the 3D Internet are such that Forrester Research expects that virtual worlds may approach the Web in popularity in as little as five years, while Gartner forecasts that within ten, the greatest impact on consumer purchases will come from virtual experiences.

Challenges

Obstacles to Commercial Success in 3D Worlds

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 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.

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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.

The lack of a cohesive means for advertisers and content providers to receive the detailed metrics required to measure success.

Towards 3D Internet: Why, What, and How?Tansu Alpcan, Christian Bauckhage, Evangelos KotsovinosDeutsche Telekom LaboratoriesErnst-Reuter-Platz 7, 10587 Berlin, Germany.Email: {firstname.lastname}@telekom.deAbstractThe World Wide Web, which has started as a documentrepository, is rapidly transforming to a full fledged virtualenvironment that facilitates services, interaction, and com-munication. Under this light, the Semantic Web and Web2.0 movements can be seen as intermediate steps of a natu-ral evolution towards a new paradigm, the 3D Internet. Weprovide an overview of the concept 3D Internet and discusswhy it is a goal worth pursuing, what it does entail, andhow one can realize it. Our goal in this paper is to discussa research agenda and raise interest in networking, security,distributed computing, and machine learning communities.We explore first the motivation for the 3D Internet and thepossibilities it brings. Subsequently, we investigate the spe-cific system level and research challenges that need to beaddressed in order to make the 3D Internet a reality.1 IntroductionThe Internet is evolving to become the de-facto cyberspaceOr virtual environment facilitating communication,

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Business, and entertainment on a global scale. On the otherhand, metaverses or virtual worlds such as Second Life (SL)or World of Warcraft (WoW) are much younger when comparedto other Web technologies. Today, the success andmomentum of virtual worlds are undeniable. The marketfor MMOGs is estimated to be worth more than one billionUS dollars and such metaverses are fast becoming ”significantplatforms” in the converged media world according tosome analysts. Virtual worlds are increasingly seen as morethan game and interpreted within a business context ratherthan entertainment. The view that metaverses will play asignificant role in the future is shared by many researchersand professionals in the field. Among them are the participantsof the metaverse roadmap (MVR) who aim to exploremultiple pathways to the 3D enhanced web [2], the CroquetConsortium [1], as well as the VRML and X3D communities.We envision a 3D Internet which will be to 2D graphicaluser interface (GUI) and Web of today what 2D GUIand World Wide Web (WWW) were to command line interface(CLI) and gopher two decades ago. While the conceptseems incremental in the sense that it merely adds 3Dgraphics to the current Web, it is in fact revolutionary forit provides a complete virtual environment that facilitatesservices, interaction, and communication. From this perspective,the 3D Internet can be seen as the evolutionaryend point of ongoing efforts such as Web 2.0 and SemanticWeb.Our objective in this paper is to define the 3D Internetconcept and discuss why it is a goal worth pursuing, what itdoes entail, and how one can realize it. Along with its enormouspotential the 3D Internet also opens many researchchallenges in order to become a reality. Metaverses haverecently caught the attention of gaming, advertisement, 3Ddesign, and performing arts communities among others.However, it is difficult to claim that the same level of interesthas been raised in the areas of networking, machinelearning, and distributed computing. Without overcomingthese engineering challenges and making a business caseto stakeholders the 3D Internet is destined to be an academic

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exercise and remain in the realm of science fiction; afate experienced by many initially promising concepts suchas artificial intelligence or virtual reality. We discuss inthe next section why stakeholders such as communicationand computing companies, research institutions, and onlinebusinesses should be interested and participate in the 3D Internet.In Section 3, we present an example architecture as astarting point for the 3D Internet. Section 4 summarizes theengineering challenges and explores research directions invarious fields. The paper concludes with remarks in Section5.2 3D Internet: Why?One of the often heard arguments against the 3D Internetis in the form of the question “why do we need it?” For mostof its users the Internet is a familiar, comfortable mediumwhere we communicate with each other, get our news, shop,pay our bills, and more. We are indeed so much used toand dependend on its existence that we don’t think aboutits nature anymore just like we do not think about Ohm’slaw when we turn on the lights. From this perspective whatwe have, i.e. the 2D version, seems “sufficient” and the 3DInternet is yet another fad. However, if we stop and thinkabout the nature of the Internet for a moment we realize thatit is nothing but a virtual environment (cyberspace) wherepeople and organizations interact with each other and exchangeinformation. Once this fact is well understood, thequestion can be turned on its head and becomes “why do werestrict ourselves to 2D pages and hyperlinks for all theseactivities?”Navigating hierarchical data structures is often cumbersomefor large data sets. Unfortunately, the Internet aswe know is organized as a flat abstract mesh of interconnectedhierarchical documents. A typical 2D website isan extremely abstract entity and consists of nothing but abunch of documents and pictures. Within the website, atevery level of the interaction, the developers have to providethe user immediate navigational help. Otherwise, theuser would get lost sooner or later. Since this is a very abstract

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environment, there is no straightforward way of providinga navigation scheme which would be immediatelyrecognizable to human beings. The situation is not any betterwhen traveling between websites. Although the domainname system is somewhat helpful, using the web today isno different than reading a telephone directory. Given thecurrent situation the term web surfing is rather appropriateas we have no control over where the web takes us withthe next click. This has profound implications such as thereliance on back button in browsers which tantamount toadmitting that navigating on the web is no different from arandom walk. Another consequence is the emergence ofsearch engines as a fundamental element of the Internet.It is no surprise that Google is the most powerful Internetcompany of our times.There is actually a much better alternative way of organizingdata which everybody knows and uses. We spend allour lives in a 3D world navigating between places and organizingobjects spatially. We rarely need search enginesto find what we are looking for and our brains are naturallyadept at remembering spatial relationships. Let us considerthe following fictitious scenario on the 3D Internet. Insteadof a flat 2D desktop I can put my documents on my deskat home, where documents, desk, and home are ”virtual”entities that are 3D representations of real-world counterpartswith spatial relationships. Later, when the need offinding these documents arises, there is a high probabilitythat I can easily remember their location without resortingto additional processes such as search engines or a “recentdocuments” folder.Obviously, it is very difficult -if not impossible- to realizethis scenario on the current Internet. We are there like2D creatures living on flat documents not knowing wherewe are or what is next to us. We teleport constantly fromone flat surface to another, each time getting lost, each timeasking for directions or help. In contrast, the ease of use andintuitiveness of 3D GUIs are an immediate consequence ofthe way our brains work, a result of a long evolutionaryprocess ensuring adaptation to our world. Although the 3D

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Internet is not a solution to all problems, it provides an HCIframework that can decrease mental load and open doors torich, innovative interface designs through spatial relationships.Another important point is the Webplace metaphoreof the 3D Internet which enables interaction between peoplein a natural way. In this sense, the 3D Internet can beseen as a natural successor of Web 2.0.The metaverses such as SL can be considered as pioneeringprecursors of the 3D Internet. Yet, they already indicateits significant business opportunities. Not only existing onlinebusinesses would benefit from the inherent interactivenature and spatial HCI paradigms of the 3D Internet but alsoa whole range of businesses such as fashion, real estate, andtourism can finally start using the Internet effectively. Weexpect that the possibility of providing faithful 3D representationsof products and services will have revolutionaryeffects on online business to business and business to customercommercial activity. From virtual “try before buy” to“interactive shopping” the commercial potential of the 3DInternet is enormous.3 3D Internet: What?We present and discuss a 3D Internet architecture as anillustrative example. It shares the time-tested main principlesand underlying architecture of the current Internet aswell as many semantic web concepts. The operational principlesthe 3D Internet shares with its predecessor includeopen and flexible architecture, open protocols, simplicity atthe network core, intelligence at the edges, and distributedimplementation. A simple graphical depiction of the proposed3D Internet architecture is provided in Figure 1. Weadopt here the terms universe, world, and webplace as 3Dcounterparts of WWW, website, and subdomain, respectively.We describe each components’ functionality brieflybelow:World servers: provide user- or server-side created,static and dynamic content making up the specific webplace(3D environment) including visuals, physics engine, avatardata, media, and more to client programs. A world serverhas the important task of coordinating the co-existence of

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connected users, initiating communication between them,and ensuring in-world consistency in real time. They mayalso facilitate various services such as e-mail, instant messaging, and more.Avatar/ID servers: virtual identity management systemscontaining identity and avatar information as well asinventory (not only in world graphics but also documents,pictures, e-mails, etc.) of registered users and providingthese to individual world servers and relevant client programs(owner, owner’s friends) while ensuring privacy andsecurity of stored information. Avatar/ID servers can be partof world servers.Universe location servers: virtual location managementsystems similar to and including current DNS providing virtualgeographical information as well as connection to theInternet via methods similar to SLurl. They can also act as adistributed directory of the world, avatar servers and users.Clients: browser-like viewer programs running on users’computers with extensive networking, caching, and 3D renderingcapabilities.Additional components of the 3D Internet include webplaces(replacing websites) and 3D object creation/editingsoftware, i.e. easy-to-use 3D modeling and design programssuch as Sketch-Up and standardized mark-up languagesand communication protocols. Emergence of newsoftware and tools in addition to the ones mentioned shouldnaturally be expected.4 3D Internet: How?4.1 Networking and Distributed ComputingThe conventional web caching approaches will not beadequate for the needs of the 3D Internet environment consistingof 3D worlds, which may be hosted on differentservers. One challenge stems from the fact that avatars containsignificantly more information about the user who isvisiting a 3D world than cookies do about a 2D web sitevisitor. For instance, avatars contain information about appearance(e.g. height, clothing) and behavior (e.g. visible,open for conversation). As avatars move between worlds,

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caching will be needed in server-to-server interactions toenable fast and responsive transition between worlds. Thiswill be intensified by avatars carrying objects (e.g. a bicycle)or virtual companions (e.g. a virtual dog) with them,which will require the transfer of large volumes of informationin a short time when changing world.Another challenge is related to the fact that some virtualobjects or companions are essentially not static documentsbut running programs. They have code that defineshow they react to certain inputs, and they have a partly autonomousbehavior. Thus, when an avatar and its companionsmove to a world, the world server (or servers) needsto execute the corresponding code. This raises a number ofinteresting research problems: how can we safely run potentiallyuntrusted code (for instance, when the virtual companionsare user-generated and custom built)? How will theeconomics of such transactions be handled? How can wemove running code between different world servers withoutfatally disrupting its execution? Platforms will be neededthat allow the dynamic deployment of potentially untrustedcomputation at globally dispersed servers, in a fast, secureand accountable manner [6].4.1.1 Latency MinimizationAs the 3D Internet will increase the reliance on graphics andinteractivity, it will be crucial that the latency that clientsobserve when interacting with servers is minimized. It hasbeen known from existing implementations such as SL thathigh latency incurs low responsiveness and reduced usersatisfaction. Therefore, the network has to be designed intelligentlyto overcome these challenges.We propose a hybrid peer-to-peer (P2P) approach to reduceserver load and ensure scalability of the 3D Internetinfrastructure. It consists of three types of communications:client to server (C2S), server to server (S2S) andclient to client (C2C) each with different latency and bandwidthrequirements. C2S communications (see Figure 1red lines) are bandwidth limited, frequently updated, and

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synchronous. Location and activity data as well as useof in-world services will spend substantial amount of resourcesboth at the client and world servers. The avatar/IDserver-client C2S communications (dash-dotted gray lines)are less frequent and asynchronous. As an optimization,some portion of this communications can be pushed to thebackbone by facilitating S2S links between ID and worldservers (solid gray lines) triggered by clients and throughintelligent caching. Additional S2S communications willalso take place on the backbones. The S2S in the case ofuniverse location servers (dotted gray lines) are expected tobe relatively low load.Improving server independent C2C (P2P) communicationis one of the main solutions to the scalability problems.One example is the information about avatars in thesame space, which can be communicated more efficientlyif exchanged directly between the avatars’ hosts, instead ofthrough a central server. When the user moves around otheravatars can send their information as well as of others withinthe range in a P2P fashion as depicted in Figure 2. For example,the avatars in circle L1 can send information aboutthe ones in L2 and they in turn about L3 as a dynamic intelligentcaching scheme.4.1.2 Security and TrustThere is an array of alternatives for enabling the seamlessand transparent authentication of users, avatars, and otherobjects in the 3D Internet world. The Single Sign On conceptenvisages users logging in only once, for example on aweb page of an on-line service, and visiting further servicesor web-based applications without the need to log in again.The user can thus experience an unhindered, seamless usageof services. The key concept behind Single Sign On is federation,denoting the establishment of common referencesbetween accounts or identities in different repositories orservices. Microsoft Passport1 as well as several other systemshave been developed based on this concept [9]. Earlieron, role based access control (RBAC) had been devised toallow authentication not based on user identities, but rather1http://www.passport.com

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based on the class (or classes) they belong to. The studies[5,8] are closer to the 3D Internet paradigm as they focuson challenges imposed by applying RBAC to open, large scalesystems. Attribute-based access control makes accesscontrol decisions based on user attributes and their combinations,allowing more fine-grained access control. Drivenby the users’ growing privacy concerns regarding the handlingof their authentication information, user-centric identitymanagement approaches such as CardSpace2 have recentlygained popularity. These go beyond the federationconcepts to allow individual users to retain full control overtheir own identity management, without requiring the presenceof an external provider.4.2 Intelligent EnvironmentsEmerging fields such as ubiquitous computing and ambientintelligence draw heavily from adaptive and intelligentalgorithms. They are concerned with computing and networkingtechnology that is unobtrusively embedded in theeveryday environment of human users. The emphasis is onuser-friendliness, efficient and distributed services support,user empowerment, and support for human interactions. Allthis assumes a shift away from desktop or portable computersto a variety of devices accessible via intelligent interfaces.The 3D Internet, which is a virtual ubiquitous computingenvironment, provides the perfect testbed for developingthese ideas and emulating them in realistic 3D settingswith real users.2http://msdn.microsoft.com/webservices/infocard/4.2.1 Intelligent ServicesIn the case of the 3D Internet, the concept of intelligent environmentsnaturally extends to underlying communicationprotocols and enabling services as well as to user centeredservices. Given its inherent P2P nature, the 3D Internet canmake use of paradigms such as intelligent routing wheremechanisms being aware of the network topology and informationstructure allow for flexible and context-dependent

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distribution of traffic [7]. As in the real world, one couldthink of adaptive algorithms that control traffic flow dependingon the time of day, user-behavior patterns, or a varietyof global and local events.Since the 3D Internet provides an environment thatclosely resembles the physical world, it calls for intelligentinterfaces that extend the conventional desktop metaphorssuch as menus and sliders. This may include speech- andgesture recognition, but also implies interaction with virtualobjects and tools inspired by things existing in the realworld. Learning and ambient intelligence on this level willthen have to be concerned with typical usage patterns, anticipationsof user activities, and convincing simulations.In terms of user-centered services, it is not hard to imagineapplications of machine learning that would facilitatesocial interaction of users as well as increase usability ofcore functionalities of the virtual environments on the 3DInternet. Examples of such services are recommender systemsfor e-commerce or social networking that rely on collaborativefiltering. Based on user provided ratings or ananalysis of typical usage patterns, goal directed, intelligentsearches [3] and recommendations are possible. Thisof course facilitates personalization of individual users’avatars and improves multimedia-information retrieval.4.2.2 Intelligent Agents and RenderingIn order to increase the users’ acceptance of services likethe ones just mentioned, they will not just have to be personalizedbut also be presented and and accessible in a wayusers will consider natural. This leads to the problem ofmodeling artificial agents and avatars [10] that act life-likeand show a behavior that would be considered natural andhuman-like. First attempts in this direction have alreadybeen made in the context of computer games. Here, machinelearning has been shown to provide an auspicious avenue[4]. The network traffic generated by a group of peopleplaying a multiplayer game contains all the data necessaryto describe their activities in the virtual game world. Statistical

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analysis of this traffic and a derivation of a generativemodel therefrom allows for implementing agents thatare perceived to act more human-like. Corresponding approachescan be applied to improve on the quality of virtualclerks and information personnel.5 ConclusionWe have provided an overview of the concept 3D Inter-net and discussed the motivation behind it as well as the specificresearch directions in the fields of networking, security,distributed computing, and machine learning. We believethat at this point in time we are facing a unique opportunityfor the evolution of the Internet towards a much more versatile,interactive, and usable version: the 3D Internet. Theemerging 3D applications and desktop paradigms, increasinglyinteractive nature of the Web 2.0, the Semantic Webefforts, widespread availability of powerful GPUs, popularityof novel input devices, and changing demographics ofInternet users towards the younger, computer-literate generations,all provide the basis for the 3D Internet (r)evolution.The hype surrounding metaverses (especially SL) should beseen under this light and taken as an indicator of the factthat many businesses are aware of the 3D Internet’s potential.However, to make the 3D Internet a reality it is necessaryand important to start and continue multidisciplinaryresearch.References[1] The croquet consortium, 2007.[2] The metaverse roadmap, 2007.[3] T. Alpcan, C. Bauckhage, and S. Agarwal. An efficientontology-based expert peering system. In Proc. 6th IAPRWorkshop on Graph-based Repr. in Pattern Recog. (GbR),Alicante, Spain, June 2007.[4] B. Gorman, C. Thurau, C. Bauckhage, and M. Humphrys.Believability Testing and Bayesian Imitation in InteractiveComputer Games. In Proc. Int. Conf. on Simulation of Adap-tive Behavior, September 2006.[5] R. J. Hayton, J. M. Bacon, and K. Moody. Access Controlin an Open Distributed Environment. In Proc. IEEE Symp.

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on Sec. and Priv., May 1998.[6] E. Kotsovinos, T. Moreton, I. Pratt, R. Ross, K. Fraser,S. Hand, and T. Harris. Global-Scale Service Deploymentin the XenoServer Platform. In Proc. Workshop on Real,Large Distributed Systems, December 2004.[7] M. Li,W.-C. Lee, and A. Sivasubramaniam. Semantic SmallWorld: An Overlay Network for Peer-to-Peer Search . InProc. Int. Conf. on Networking Protocols (ICNP), December2004.[8] N. Li, J. C. Mitchell, and W. H. Winsborough. Design of aRole-Based Trust Management Framework. In Proc. IEEESymp. on Sec. and Priv., May 2002.[9] A. Pashalidis and C.Mitchell. A taxonomy of single sign-onsystems. In Proc. 8th Australasian Conf. in Inf. Sec. and Pri.(ACISP), July 2003.[10] M. Wooldridge and N. R. Jennings. Intelligent Agents:Theory and Practice. The Knowledge Engineering Review,

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