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A SEMINAR REPORT ON

INTEGRATING 3D PRINTING & INTERNET IN E-COMMERCE TO BRING TO AN


END COUNTERFEITS.

SUBMITTED BY:

James Nyoro Ng’ang’a


Reg no :EDS1/34249/18

II IIIIIII IIIIIIIIIII II III IIIIIIIIIIII III III IIIIIII II IIIIIIII IIIIIII

Under the guidance of

MR.NGEREKI
(Department of computer science)

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CHUKA UNIVERSITY-MAIN CAMPUS


(Knowledge is wealth)
Date:Oct,2019

Supervised by:
Mr. Ngereki,

Coordinator & lecturer


Department of computer science
DECLARATION

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

1.1:BACKGROUND OF THE STUDY

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.

WEB1.0 WEB2.0 WEB3.0


Functionality Companies People publish Integration of data
publish limited info for other over the internet
webpages for users from various
large number of means.
users
Usage Adobe.com for Youtube Integration of
graphics wikipedia devices: cellphones,
microsoft.com for flickr cars etc. high
windows, cnn.com accessibility.
for news.
Extensible Up to_n2 users Up to _n2 users Up to _n2 users

2.2: Why 3D PRINTING AND INTERNET IS A VIABLE IDEA IN E-


COMMERCE.
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 dependent
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 ex-
change information. Once this fact is well understood, the question can be
turned on its head and becomes.

2.3:Why do we restrict ourselves to 2D pages and hyperlinks for all


activities
Navigating hierarchical data structures is often cumber- some 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.
A 3D Internet architecture It shares the time tested main principles and
underlying architecture of the current Internet as well as many semantic web
concepts. The operational principles the 3D Internet shares with its
predecessor(2D) include open and flexible architecture, open protocols,
simplicity at the network core, intelligence at the edges, and distributed
implementation.

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.

2.5: key business trends framing the 3DP evolution


Individualization customer co-creation- There is a large push in the
modern economy for the personlization of manufactured products tailored to
consumer needs. Manufacturers have responded by embracing 3DP and in
order “To explore opportunities for exploiting 3DP, IT leaders must determine
whether the organization has the need or opportunity to shorten the supply
chain and reduce inventory by printing parts prior to assembly or close to the
point of need.
Sustainability in the circular economy. There is a global movement toward
sustainability for the home and also for corporations of all sizes. 3DP reduces
transport costs when the 3D printer is placed close to the manufacturing line.
There are also operating cost efficiencies when airplanes are built with lighter
materials.

Why 3d printing and 3d internet integration in e-commerce is a viable


idea in e-commerce.

Mask-image-projection-based stereolithography In this technique a 3D digital


model is sliced by a set of horizontal planes. Each slice is converted into a
two-dimensional mask image. The mask image is then projected onto a photo-
curable liquid resin surface and light is projected onto the resin to cure it in
the shape of the layer. The technique has been used to create objects
composed of multiple materials that cure at different rates. In research
systems, the light is projected from below, allowing the resin to be quickly
spread into uniform thin layers, reducing production time from hours to
minutes. Commercially available devices such as Ob-jet Conn-ex apply the
resin via small nozzles.
CHAPTER THREE:RESEARCH METHODOLOGY
76% of people who shop online more than once a month say advanced product
viewing features are “extremely” or “very” important in their decision to stay
and purchase from a site and return to the site to purchase again.

3.1: RESEARCH DESIGN


Widespread and affordable broadband access opens up opportunities for
delivery of new streaming services. However, what is expected to
fundamentally change the way that people use the network is the ability to
produce, and seamlessly deliver and share their own multimedia content. We
believe that in a few years everyone will be a multimedia content producer (by
publishing digital pictures, video recordings, remote e-health services, home
surveillance, etc.), multimedia content mediator (by storing/forwarding
streaming content) and multimedia content consumer (digital television, video
on demand, mobile broadcasting and alike). Towards this age, new experience
of seamless video delivery, maintaining the integrity, and wherever applicable,
adapting and enriching the quality of the media across the whole distribution
chain, is required.

E-COMMERCE 3D-MEDIA INTERNET


Although the 3D media technology exists for a couple of years, only recently
advances in capturing, processing, displaying and networking have turned it
into a reality for the large majority of users. For years, one of the major
barriers to the 3D media has been 3D scanning and modeling. Today, there are
many techniques for creating 3D models, but depending on the geometry and
the material characteristics of the object or scene, one technique may be
much better suited than another. Once 3D data have been acquired, further
processing is needed. For example, improvements in automatic decimation,
solving large 3D puzzles automatically, exploiting shapes in combination with
texture information, level-of-detail (LoD) processing. All these can also be
expected to greatly benefit from a semantic understanding of the data. After
3D content preparation, open architectures and technologies will be required
for searching, streaming, caching, filtering, aggregation and presentation of
3D content and in-network content adaptation.

3.1 RESEARCH TOOLS AND PROCEDURE


Contents Aware Networks
There is a rapidly growing momentum behind worldwide broadband
deployment and the emerging "triple-play" convergence of voice, video and
data services. It is important to note, however, that streaming multimedia
content in the Future Media Internet is very different from traditional
cable/satellite TV services and will place significant new demands on telecom
network infrastructure. Users will have a much wider channel selection and
will ask to watch whatever they want whenever they want it. One of the
greatest obstacle in the successful implementation of Future Media Internet is
the transport network. As currently constructed, the transport network
supports Internet traffic, VoIP and video over the Internet, but the perceived
quality-of-experience (PQoE) for each of these services is limited. For IPTV to
succeed, carriers and service providers must offer a PQoE equal to or better
than that offered by today's cable/satellite TV. The key to achieving this goal
will be the development of content-aware networks or at least content- aware
edge devices, which are capable of tracking, managing and prioritizing the
multiple signal streams flowing through the edge of the network.

Wireless Visual Sensor Networks


Recent advantages in microelectronics, tiny operating systems, wireless
sensor networking and Audio-Visual digital signal processing have progressed
significantly the last couple of years. A wireless visual sensor is a
miniaturized, light-weighted, low-cost, battery powered, intelligent device,
able to sense the environment, capture events and audio/ images/ video
streams utilizing an embedded microphone and/or micro-camera, and
communicate utilizing a wireless transceiver. A Wireless Visual Sensor
Network (WVSN) or visual sensor web consists of a large number of
interconnected wireless visual sensors, densely deployed in a QoS aware,
mesh-networking topology. A unique feature is that the sensors within a
WVSN cooperate efficiently, and instead of sending raw data, they may carry
out locally simple pre-processing of the AV content via customized, embedded
microprocessors and transmit only the valuable information.
3D-INTERNET INTEGRATION IN E-COMMERCE
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.

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.

VRML(Virtual reality modeling language)


VRML is the Virtual Reality Modeling Language, a system for describing 3D
scenes on the Web. Using text files in a similar format to the HTML which you
have been studying, VRML allows a browser to produce the illusion of a three
dimensional environment.

How to use Vrml.


The very first thing you need is a VRML browser, to view your worlds, as well
as other peoples. The most popular one is Cosmo Player from Cosmo Software
(Win95/NT). The next thing you need to do is create your own worlds. There
are two ways of doing this. First, you could use one of the many VRML
authoring tools, which are like 3D modelers in which you can build your
world. The other way is to code it by hand. All you need for this is a text
editor, such as notepad or word pad. Simply type in the code as shown, and
save it as filename.wrl. You can then load this into your browser and take a
look!

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