Beruflich Dokumente
Kultur Dokumente
SUBMITTED BY:
MR.NGEREKI
(Department of computer science)
Supervised by:
Mr. Ngereki,
I, James Nyoro Ng’ang’a hereby declare that the seminar report work entitled
“EMBRACING 3D PRINTING & INTERNET IN E-COMMERCE TO
BRING TO HALT COUNTERFEITS.” submitted by me for the partial
fulfillment of the diploma in Computer science under Chuka university is my
own original work and has not been submitted earlier to any other university
for the fulfillment of the requirement for any other degree, diploma or
certificate, do hereby also declare that no chapter of this manuscripts in
whole or in part has been incorporated in this Report from any earlier books
or work done by other or by me. However extract of any literature which has
been used for this Report has been duly acknowledged providing detail of
such literature in this reference.
ACKNOWLEDGMENT
I would like to express my deepest sense of gratitude to my supervisor Mr.
Ngereki, coordinator and lecturer, Department of computer science, Chuka
university, and, for his untiring guidance, constant supervision, enthusiastic
encouragement, sagacious advice and an effective surveillance throughout the
entire period of my project work and preparation of the manuscript. I greatly
say thank you. Wish to express my he-artful thanks to all of my honorable
lectures of the department of computer science, Chuka university, I sincerely
thank our head of department for giving me the chance.
CHAPTER ONE:INTRODUCTION
3D Internet, also known as virtual worlds, is a powerful new way for one to
reach consumers, business customers, co-workers, partners, and students in
e-commerce. It combines the immediacy of television, the versatile content of
the Web, and the relationship-building strengths of social networking sites like
Face book. We are indeed so much used to and depended 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, the 2D
version, which 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.
Internet was designed for purposes that bear little resemblance to today's
usage scenarios and related traffic patterns. In the longer term, the
exponential increase of the user generated multimedia content and the
number of mobile users will raise many new challenges. In this respect,
Future Media Internet will not simply be a faster way to go online. It will be
designed to overcome current limitations and to address emerging trends
including: network architecture,content and service mobility, diffusion of
heterogeneous nodes and devices, mass digitization, new forms of (3D) user
user generated content provisioning, emergence of software as a service and
interaction with improved security, trustworthiness and privacy.3D Internet
will rely on the same basic technology and components as that of a traditional
browser, and it will interact with the same search engines and servers. Aside
from the use of 3D computer graphics and personalized avatars, the important
difference lies in a much more social experience compared to the two-
dimensional Internet of today.3D Internet is incredibly social. If you're reading
a document, you can see other people reading the same document. You
connect organically with other people that share your interests and consume
the same services that you do. 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.
1.2:PROBLEM STATEMENT
The current system uses 2d in both web and printing. The manufacturing
methods produce a lot of processing waste, chiefly through the
subtractive nature of most of the work. The first face of WWW is WEB
1:0 which was only edited only by webmasters and similar to a hand-
written notebook. It was threatened to paranoid perception. Also the
current 2d internet and printing invests much on hardware which turns
out to be very expensive to small businesses who wish to get to e-
commerce. For years, one of the major barriers to the 3D media has
been 3D scanning and modeling.
1.3:OBJECTIVES
The main objectives of the study are_:
• To understand Augmented virtual 3D worlds, how 3D collaborative
platforms and moving holograms create new requirements in terms of
information representation, authoring environments, filtering,
aggregation and networking.
• To analyze User controlled identity management, ownership and trading
in e-commerce of virtual digital objects, right of use, and personalized
advertisements.
• Prototyping will be made much easier through 3d printing ,Test
products can be created quickly, cheaply and easily.
• Open network architectures and technologies for seamless, converge
and scalble multimedia content delivery, while maintaining the integrity
and the quality of the media.
• New 3D, self-aware, self-adaptive content formats from efficient mixing
of real 3D captured content with Computer Generated Graphics (CGG)
able to offer new visual sensations to the users.
SCOPE
Though the technology and components used for 3D internet are same as used
in traditional internet also it interacts with the same servers and search
engines. But being more social 3D internet is different from traditional 2D
internet. The wonderful thing about 3D internet is that participants learn as
much from each other as from talking to any official source of information. 3D
internet search is also as advanced as it opens a vast array of possibilities
when it comes to search and browse data. Through 3D internet multi users
can read the same documents. You connect organically with other people that
share your interests and access the same service as other use. People can also
watch online 3D movies via internet with no buffering time. 3D internet also
offers other facilities like virtual meetings, support groups, academics,
training chats and shopping.
1.4:JUSTIFICATION
The delivery of relevant, unobtrusive commercial content that people can
easily find. Ease of use with intuitive and efficient user interfaces that
eliminate guess work. Also, consumers are able to receive content in several
ways, including Virtual Kiosks(stationary virtual display units that deliver
media to avatars who pass within their range), vHUDs (virtual Heads Up
Displays) and Col-lab (collaboration applications that enhance the
conferencing capabilities of the 3D Internet) in E-commerce.
CHAPTER TWO: LITERATURE REVIEW
Additive manufacturing, better known in the market as 3D printing (3DP), has
been evolving over the past 30 years. There is growing evidence that the
advancements in technology and materials have finally brought it beyond the
hype stage.
79% of laptops now have webcams. (Source: PC World)
72% of 18 – 29 year olds own a laptop. (Source: Wikipedia Project)
83% of college students own a laptop. (Source: Student Monitor)
More than 50% of Gen Y owns a webcam. (Source: Cisco)
Given the technology adoption trends seen across generation, it is safe to
assume that Gen Z will have higher Webcam adoption than any generation
prior.
2.1:HISTORY
WEB1.0:
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, www.Microsoft.com for Windows
issues, and www.CNN.com for news. As personal publishing caught on and
went mainstream, it became apparent that the Web 1.0 paradigm had to
change. Companies publish content that people consume (e.g. CNN).
WEB2.0
People publish content that other people can consume, companies build
platforms that let people publish content for other people (e.g. YouTube,
Wikipedia,Blogger, MySpace). Web 2.0 sites often feature a rich, user friendly
interface based on Ajax, Flex or similar rich media. Web 2.0 has become
popular mainly because of its rich look, and use of the Best GUI’s.
WEB3.0
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
3DInternet into the web, hence these would replace the existing Web Pages
with the web places.
2.4: 3D PRINTING
3D printing technology is one of greatest innovations ever, and it is turning
into reality with a tremendous number of new opportunities and challenges.
Several trends in the business world have accelerated 3DP onto executive
agendas. About one-quarter of global companies already use 3DP, with
another 12% considering it.
HISTORY OF 3D PRINTING
The term 3D printing originally referred to a process employing standard and
custom ink-jet print heads. The technology used by most 3D printers to date
especially hobbyist and consumer oriented models is fused deposition
modeling, a special application of plastic extrusion.
3.3:
SYSTEM REQUIREMENTS
Web 3 . 0
VRML ( Virtual Reality Modeling Language)
server
Java Applet-This is a java program that runs on a web browser.
Network that uses 3 G technology with maximum Bandwidth of up-to
14.4 M bps
HTTP ( allows HTML files, scripts, etc.. To be
added and transmitted)
• World servers
Provide user- or server-side created, static and dynamic content making up
the specific web place (3D environment) including visuals, physics engine,
avatar data, media, and more to client programs.
• Avatar/ID servers
Virtual identity management systems containing identity, avatar information
and inventory of registered users and providing these to individual world
servers and relevant client programs (owner, owners friends) while ensuring
privacy and security of stored information.
• Universal location servers
Virtual location management systems similar and including current DNS
providing virtual geographical information as well as connection to the
Internet via methods similar to SL url. They can also act as a distributed
directory of the world, avatar servers and users.
• Clients
Browser-like viewer programs running on users computers with extensive
networking, caching, and 3D rendering capabilities.