UBIQUITOUS NETWORKING

5

Posted by mady | Posted in | Posted on 6:02 AM

UBIQUITOUS NETWORKS


CONTYENTS

Chapter 1.Introduction
->Ubiquity.
->Ubiquitous computing.
->Ubiquitous networks.

Chapter 2. àThe Evolution of IT Paradigm
->Early Days.
->Web Computing.

Chapter 3. Ubiquitous Networking
->Traditional Networks.
->Exotic Networks.
->Intermediate State.
Chapter 4. How Ubiquitous Networks will work
->Send Out Bat Signal.
->In The Zone.
->Information Hoppers and Smart Posters.
Chapter 5. Multi-modal Broadband Networks
->Broadband.
>Aims and Views.
>Goals.
->Multi-modal.
>What is it?
> Protocol for Multi-modal

Chapter 6. Total Mobility
->Information Devices With Borderless Connectivity.
->Seamless Portable Content.

Chapter 7. Applications


1.Introduction

1.1 What is Ubiquity?

Ubiquity means “Anytime, anywhere”. It is total mobility. One can use this ubiquity in technical aspects, say computing. While concerning computing we have to consider networking area. With the help of ubiquity life is going to be very much easier than before and much more comfortable.
We can say that concept of using ubiquity in the computing world, beyond the desktop is going to be a new paradigm in the Information Technology.

1.2 The power of ubiquitous computing

Computers in the workplace can be as effortless, and ubiquitous, as that. Long-term the PC and workstation will wither because computing access will be everywhere: in the walls, on wrists, and in "scrap computers" (like scrap paper) lying about to be grabbed as needed. This is called "ubiquitous computing", or "ubicomp".
Ubiquitous computing has as its goal the enhancing computer use by making many computers available throughout the physical environment, but making them effectively invisible to the user. A number of researchers around the world have worked in the ubiquitous computing framework. Their work had impacted all areas of computer science, including hardware components (e.g. chips), network protocols, interaction substrates (e.g. software for screens and pens), applications, privacy, and computational methods.
Ubiquitous computing is not virtual reality, it is not a Personal Digital Assistant (PDA) such as Apple's Newton, it is not a personal or intimate computer with agents doing your bidding. Unlike virtual reality, ubiquitous computing endeavors to integrate information displays into the everyday physical world. It considers the nuances of the real world to be wonderful, and aims only to

augment them. Unlike PDA's, ubiquitous computing envisions a world of fully connected devices, with cheap wireless networks everywhere; unlike PDA's, it postulates that you need not carry anything with you, since information will be accessible everywhere. Unlike the intimate agent computer that responds to one's voice and is a personal friend and assistant, ubiquitous computing envisions computation primarily in the background where it may not even be noticed. Whereas the intimate computer does your bidding, the ubiquitous computer leaves you feeling as though you did it yourself.
Because ubiquitous computing envisions hundreds of wireless computers in every office, its need for wireless bandwidth was prodigious. For instance, in a not-very-large building with 300 other people. If each had 100 wireless devices in offices, each demanding 256kbits/sec, using 7.5 gigabits of aggregate bandwidth in a single building.
A second challenge of the mobile infrastructure was handling mobility. Networking developed over the past twenty years with the assumption that a machine's name, and its network address, were unvarying. However, once a computer can move from network to network this assumption was false. Existing protocols such as TCP/IP and OSI were unprepared for to handle machine mobility without change. A number of committees and researchers worked on methods of augmenting or replacing existing protocols to handle mobility.
Third challenge of the mobile infrastructure was window systems. Most window systems, such as those for the Macintosh and for DOS, were not able to open remote windows over a network. Even window systems designed for networking, such as X, had built into them assumptions about the mobility of people. The X window system protocol, for instance, made it very difficult to migrate the window of a running application from one screen to another, although this was just what a person traveling from their office to a meeting might want. Ubiquitous computing, whereby Internet appliances automatically satisfy almost any need could improve the way companies conduct business. Corporations could use it to automate their flow of information and dynamically

adjust operations to fit the environment.
"Today networking is not at all transparent,"
Ubiquitous networking will allow connectivity to corporate applications anywhere, anytime. Employees will be able to retrieve and send information easily from their cars, mobile devices, and homes as well as from their offices. Creating an architecture methodology provides the key to developing these new solutions.
1.3 Ubiquitous Networking
Ubiquitous networking is the actual implementation of the ubiquitous computing. The utilization of information technology by businesses had shifted from the era of mainframe to one of the client server systems in the second half of the 1980s.Then from mid-1990s onwards, the Web computing paradigm has been taking root against the backdrop of the rapid spread of the Internet. Nevertheless, it is unlikely that the IT paradigm, which had evolved through these stages, would leap in one step to the world of exotic networks, which rely on the full utilization of the wearable computers or paper computers. There is bound to be an interim IT paradigm before we reach exotic networks. Ubiquitous networks might be such an interim paradigm.
Ubiquitous networks are an IT paradigm comprising
1) Network infrastructures featuring broadband, mobile and constant Internet access,
2) Diverse information equipment that provides access to internet Protocol version 6(Ipv6), and
3) Seamlessly linked interactive contents.

NOTE: Japan is about to embark on the implementation of an ambitious e-Japan strategy, which aims to make it possible for the 10 million Japanese households to use broadband networks of 30-100Mbps b6y 2005. This is thought to be an attempt to create a new IT paradigm, and ubiquitous networks can become a strong candidate for this new IT paradigm.


2.The evolution of IT paradigm.
2.1 Early days
In order to find a new direction for the new paradigm of the economy, it is necessary to find a new direction for the information technology. The first wave of the information technology revolution started with the explosive diffusion of the innovative MOSIAC browser in 1993. Information technology paradigm of each era strongly influences the growth and evolution of the information industry. In early days, the utilization of computers had been equivalent to the use of mainframe computer. The lengthy period when the information industry exclusively organized systems and operation around mainframe computers started to come to an end in the 1980s. Client-server system began to spread quickly during the early 1990s, and system that greatly reduced cost through combinations of workstations (WSs) and personal computers (PCs) rapidly replaced the systems then in use. The world of Internet began with the start of the commercial use of the Internet in 1991 and the explosive spread of MOSIAC browser software in 1993.Web technology continues to rewrite the computing paradigm.
Figure 1. Change in IT paradigm.

2.2 Web Computing
The web-computing paradigm is currently spreading by taking a form that can link PCs, WSs and even mainframe computers using an Ipv4 network. Because the various systems now in place throughout the world can easily ride the IP protocol, users have greatly begun connecting them to IP networks. These IP networks are spreading to every corner of the world, every corner of our society and even every corner of our lives at a staggering speed. With slight time lags and differences arising from the digital divide, this phenomenon is quickly spreading throughout the world and into various facets of social system.
As we continue for the foreseeable future to use the Web computing paradigm that forms the core of the present Internet? Or will the shift to the next paradigm be just as swift as the speed at which today’s PC-centered Web computing has spread?
The future evolution of information technology depends on advanced research laboratories where research continues.
It is impossible today to even imagine that researchers can create paper computers and wearable computers that will soon be able to use in our daily lives. But researchers are already working on such devices for the future computing. These devices will certainly be connected to networks. We may call this type of IT paradigm exotic networks.

3.Ubiquitous Networking.

3.1 Traditional Networks.
Since Internet has become popular, it has been used vastly. Traditional networks including LANs in the small organizations, following different topologies as well as architectures like client-server have got connected to the Internet. Use of Internet in the desktop computers is increasing rapidly. Very soon it is going to occupy the whole world, which is not connected yet. This is the current scenario of the networking. But the experts from the industry have tremendous ideas about the future world of the networking.
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3.2 Exotic Networks.
Present information technology is at the stage in which it enhances the PC-centered web-computing world created on the Internet. An extension of this line of the development is the world of Exotic networks. It is difficult to imagine, however, that users will move in one leap from web computing to a world of exotic networks, where everything becomes an object of computing and is connected to networks.



It is expected that there will be an intermediate IT evolution paradigm between these two worlds. That stage is ubiquitous network paradigm.

3.3 Intermediate stage.
In the Ubiquitous-networking paradigm, users do not rely on devices such as paper or wearable computers or exotic networks that do not yet exist. Instead the desktop PCs or mobile PCs, they will use existing information devices that are not yet fully connected to the internet, such as cellular telephones, PDAs (Personal Digital Assistants), video game consoles, set top boxes, digital television, multimedia kiosks, car navigation devices and forthcoming


information appliances.
All of these devices will be connected to much broader band (chapter5) networks than the present fixed telephone lines of today’s Internet. At the same time the network must have multi-modal (chapter6) access to the internet, perhaps by Ipv6 protocol, from not only fixed telephone lines but also by mobile phone, xDSL, CATV, Fixed wireless access and, of course, fiber optic network. Network will enable users to watch movies and listen to music as well as create and transmit their own works. The IT paradigm under such an environment will be ubiquitous networks.
The word “Ubiquitous” comes from the Latin word meaning “existing everywhere simultaneously.” Ubiquitous networks enable consumers to access the Internet from anywhere and at anytime.
When we use this word, we are referring to the ability of individuals to take advantage of high quality digital media from any location, and to obtain greater power of expression. Users will be able not only to receive large volume digital contents such as music, images and even motion pictures on demand and without trouble, but also to edit and send long speeches, music and motion pictures they create on their own.
Adding the constant access function to this will fundamentally change our existing concepts of Internet use. It will also change how we use telecommunications and broadcasting, how business operates, as well as styles of environment.
The ubiquitous networks we discuss here are a concept for the IT paradigm that should be executed in the proposed form by around 2005.


4.How Ubiquitous Networking Will Work

Mobile computing devices have changed the way we look at computing. Laptops and personal digital assistants (PDAs) have unchained us from our desktop computers. A group of researchers at AT&T Laboratories Cambridge are preparing to put a new spin on mobile computing. In addition to taking the hardware with you, they are designing a ubiquitous networking system that allows your program applications to follow you wherever you go.
By using a small radio transmitter and a building full of special sensors, your desktop can be anywhere you are, not just at your workstation. At the press of a button, the computer closest to you in any room becomes your computer for as long as you need it. In addition to computers, the Cambridge researchers have designed the system to work for other devices, including phones and digital cameras.
As we move closer to intelligent computers, they may begin to follow our every move. In this we will look at the parts of such a system and how they allow our data and information to move with us. (Following is just a single way that could be used to implement the Ubiquitous Networking.)
4.1Send Out the Bat Signal
In order for a computer program to track its user, researchers had to develop a system that could locate both people and devices. The AT&T researchers came up with the ultrasonic location system. This location
tracking system has three basic parts:
Bats - small ultrasonic transmitters worn by users
Receivers - ultrasonic signal detectors embedded in ceiling
Central controller - coordinates the bats and receiver chains
Users within the system will wear a bat, a small device that transmits a 48-bit code to the receivers in the ceiling. Bats also have an imbedded transmitter, which allows it to
433-MHz radio link.
Bats are 3 inches long (7.5 cm) by 1.4 inches wide (3.5 cm) by .6 inches thick (1.5 cm), or about the size of a pager. These small devices are powered by a single 3.6-volt lithium thionyl chloride battery, which has a lifetime of six months. The devices also contain two buttons, two light-emitting diodes (LEDs) and a piezoelectric speaker, allowing them to be used as ubiquitous input and output devices, and a voltage monitor to check the battery status.
A bat will transmit an ultrasonic signal, which will be detected by receivers located in the ceiling approximately feet (1.2 m) apart in a square grid. There are about 720 of these receivers in the 10,000-square-foot building (929 m2) at the AT&T Labs in Cambridge. An object’s location is found using trilateration, a position-finding technique that measures the objects distance in relation to three reference points.

Trilateration works by measuring the distance from the bat worn by the user to three sensors in the ceiling. Researchers can locate a user's position to within 1.18 inches (3 cm).

If a bat needs to be located, the central controller sends the bat’s ID over a radio link to the bat. The bat will detect its ID and send out an ultrasonic pulse. The central controller measures the time it took for that pulse to reach the receiver. Since the speed of sound through air is known, the position of the bat is


calculated by measuring the speed at which the ultrasonic pulse reached three other sensors. This system provides a location accuracy of 1.18 inches (3 cm) throughout the Cambridge building.
By finding the position of two or more bats, the system can determine the orientation of a bat. The central controller can also determine which way a person is facing by analyzing the pattern of receivers that detected the ultrasonic signal and the strength of the signal.
4.2 In the Zone
With an ultrasonic location system in place, it’s possible for any device fitted with a bat to become yours at the push of a button. Let’s say the user leaves his workstation and enters another room. There’s a phone in this room sitting on an unoccupied desk. That phone is now the user’s phone, and all of the user’s
phone calls are immediately redirected to that phone. If there is already someone using that phone, the central controller recognizes that and the person using the phone maintains possession of the phone.
The central controller creates a zone around every person and object within the location system. For example, if several cameras are place in a room for videoconferences, the location system would activate the appropriate camera so that the user could be seen and move freely around the room. When all the sensors and bats are in place, they are included in a virtual map of the building. The computer uses a spatial monitor to detect if a user’s zone overlaps with the zone of a device. If the zones do overlap, then the user can become the temporary owner of the device. If the ultrasonic location system is working with virtual network computing (VNC) software, there are some additional capabilities. Computer desktops can be created that actually follow their owners anywhere with in the system. Just by approaching any computer display in the building, the bat can enable the VNC desktop to appear on that display. This is handy if you want to leave your computer to show a coworker what you’ve been working on. Your desktop is simply teleported from your computer to your co-worker’s computer.


4.3 Information Hoppers and Smart Posters
Once these zones are set up, computers on the network will have some interesting capabilities. The system will help us store and retrieve data in an "information hopper." This is a timeline of information that keeps track of when data is created. The hopper knows who created it, where they were and whom they were with.
Think of the hopper as a ubiquitous filing clerk. It will change how we think of our computer filing systems. By using a digital camera that is connected to the network, a user’s photographs are immediately stored in his or her timeline. Tape recorders could also send audio memos to the information hopper.
Two items of information created at the same time will be found at the
same place on the timeline. The system knows whom the user was with when he created the data, and the various timelines of the users working together. This way another timeline can be created to keep track of particular projects.
Another application that will come out of this ultrasonic location system is the smart poster. A conventional computer interface requires us to click on a button on our computer screen. In this new system, a button can be placed anywhere in your workplace, not just on the computer display. The idea behind smart posters is that A smart poster will have buttons printed on to it that can be triggered by a bat.
Smart posters will be used to control any device that is plugged into the network. The poster will know where to send a file and a user’s preferences. Smart posters could also be used in advertising new services. To press a button on a smart poster, a user will simply place his or her bat on the smart poster button and click the bat.
The system automatically knows who is pressing the poster’s button. Posters can be created with several buttons on it. Ultrasonic location systems will require us to think outside of the box. Traditionally, we have used our one


computer at work to store all of our files, and we may back up these files on a network server. This new ubiquitous network will enable all computers in a building to transfer ownership and store all of our files in a central timeline.



5.Multi-Modal Broadband Networks

5.1 Broadband
5.1.1 Aims and views
Although the ubiquitous network concept should not be discussed only in terms of bandwidth, the nature of broadband networks is nevertheless the starting point of discussion. The telecommunication infrastructure intended for final users inn 2005 will undoubtedly involve a wider bandwidth than that currently available. But there are arguments over what specific Mbps level will or should be achieved. There is a wide variety of views, ranging from one that says speed will not go above the same64Kbps used in today’s ISDN even in 2005,to one that evisions 30-100Mbps as called for in the e-Japan strategy. Much remains unclear, such as whether the bandwidth is one that will be usable at the household or single building level, or whether the figure represents the high-end capability that ordinary households can use only by paying exorbitant prices.
5.1.2 Goals.
For this ubiquitous network concept for 2005,bandwidth goals should be set from user’s side.
1à We should make individuals the user unit. While the Internet has brought many innovations to the environment for information use, the largest single change has been that individuals with desktop PCs or mobile PCs have become the unit for receiving or sending information. Before the Internet brought this change, computer terminals had been installed at the organization or the facility level. Our way of using computers involved one computer per department or division, or perhaps 10 terminals per building. The internet or intranets have changed this, so today a ten-person organization probably has come to mean a ten-PC network. Similarly, in the future a four-person family will come to mean a unit of four individuals, each with a ubiquitous terminal. This means the capacity


when everyone in the groups uses the terminals simultaneously should be
discussed.
2à On the point of constant access or on-demand access, constant access is indispensable for basic daily communications. Because of high telephone charges, users have been accessing only at late night in a poorly connected environment and are worried about their monthly telephone bills. These experiences may influence the future use of the network, especially while developing ubiquitous networks.
3à While the greater the better would seem obvious in terms of bandwidth, this should also be determined by taking into consideration the cost and speed of diffusion. Quality will vary even if the bandwidth can handle music and animation without difficulty. Bandwidths from several dozen Mbps to several hundred Mbps per person will be required to enable users to download television broadcasting content and movies from the network instantaneously with absolutely no trouble so that they can view the files immediately.
As the goal for the concept of ubiquitous networks envisioned for 2005,a recommending benchmark is of 6Mbps per person. At 6 Mbps, users will be able to enjoy motion picture content with the quality of current television broadcasts or MPEG2-level content by using streaming type software.
But this is strictly 6Mbps per person. To enable a family of four to simultaneously use the network without quality deterioration even when the father is enjoying an information-rich, interactive-type professional cricket network broadcast, the mother is using an online educational gardening program, the daughter is chatting on the videophone and the son is playing network game, a total bandwidth of 24 Mbps or more per household would be required. Moreover, a family unit watching motion pictures will require as much as 20 to 30 Mbps to handle HDTV quality data. It is probably unrealistic to expect an environment in which four people can simultaneously enjoy high-definition television by the year 2005.


With a bandwidth of 50 Mbps, users can download a 70-minute long CD with MP3-class music quality in about 10 seconds. At this speed it is possible to
download two-hour DVD movie in approximately 11 minutes. At 50 Mbps, users can independently and comfortably handle images and music through the network, whether the information adopts a streaming type or accumulation type format.
4à Views are divided with regard to whether the cost to users must be Yen2000 or less per month, or whether a fee up to about Yen10, 000 is acceptable. In the ubiquitous network environment this is a fee per person, so the cost of Yen2000 per month will come to Yen8000 for per family of four. Moreover, when we add charges related to each telecommunication system, broadcasting system, cable system, and wireless system, the expenses quickly amount to a considerable sum.

5.2 Multi-modal
5.2.1 What is it?
Ubiquitous networks should be broadband, and at the same time, multi-modal. The goal should be to make it possible to receive information at 6 Mbps not only over cable and fixed-point networks but also with portable terminals that permit mobile telecommunication via wireless systems that work even from automobiles. Moreover, even when completely interactive capabilities are impossible because of differences in the levels of information handled, we should design ubiquitous networks so that users can exchange information in various ways routinely by using storage media or devices that degrade information, whether it arrives via surface waves or satellite broadcasts. In other words, ubiquitous networks are multi-modal networks that can switch between fixed point and mobile locations, cable and wireless, and telecommunication and broadcast network modes without undue difficulty.



5.2.2 Protocol for Multi-modal
The IP protocol for this multi-modal network should naturally be Ipv6.As an IP address is required for each information appliance or automobile in
ubiquitous-network configuration, we cannot rely upon Ipv4, which is expected to face a shortage of addresses in a foreseeable future even for the networks currently in place.
Users can also take advantage of services using ADSL with the powerful broadband services now in place. ADSL is a technology that makes it possible to use existing telephone circuits to offer broadband services on one line at a maximum of 640 kbps for the uplink an about 9Mbps for the downlink.
Satellite Internet has begun high speed Internet services for consumers. But the increase in the needs for constant access has led to financial problems for operators and efforts by providing to specialize in business uses.
In wireless systems, NTT DoCoMo’s I-mode has started a cellular telephone Internet boom. The start of third generation IMT-2000 mobile telecommunications service in 2001 is about to give this service another large boost. NTT DoCoMo will initially begin IMT-2000 with 384Kbps service. This would become an ideal ubiquitous network and terminal if NTT DoCoMo upgrades the service in the future to the Mbps level at a moderate price.
Another development is Bluetooth technology, which can connect all devices within ten-meter radius at speeds up to maximum of 1Mbps.It could greatly expand PDA and Cellular telephone capabilities.
Companies are also proceeding with research and development on other possible candidates for broadband networks. These include FWA (Fixed Wireless Access) networks or the wireless LAN type access systems.
An other alternative is electric power distribution networks that directly use electric power lines instead of telephone or cable lines to form a network that connects information appliances.
Of these, however, the most likely candidate for broadband service for

household ubiquitous network is an optical fiber FTTH (fiber-to-the-home) network. The potential for FTTH, which appeared to have been forgotten for a period, continues to increase. While FTTH has various problems, including its
high cost structure and immense time and costs required for the construction and placement of terminals, it undoubtedly holds the key to realizing ubiquitous networks.



6.Total Mobility

6.1 Information devices with borderless connectivity.
In ubiquitous network, consumers will possess an environment connected to the Internet whatever they are. This means users will require information devices connected to the Internet in whatever circumstances they find themselves.
The most basic information devices will probably still be desktop PCs, mobile PCs and PDAs. These tools provide the input devices, processing units, memory, display and other output components to utilize the Internet, and this situation is unlikely to change. It is also certain that mobile telephones are taking on a new role as a terminal for Internet use.
As described earlier, as bluetooth’s technology spreads, users will begin to directly connect information appliances with cellular telephones. Even without a cellular phone, they will be able to connect information appliances into a domestic wireless LAN system as well as to link them with PCs via connectors which use the IEEE 1394 standard that can simultaneously transmit voice and images at a super high speed of 100Mbps or more.
By connecting an MP3 player to the Internet for music or personal video recorder for images, users will be able to use program guide services and automatically record music and images.
Propelled by the diffusion of network games and downloading need of game software, it is hoped that the technology to connect video game consoles to the Internet will be developed and spread quickly. This includes not only stationary consoles, but also mobile game consoles linked to the Internet via mobile phones.
Providers and users may connect digital broadcasts from broadcasting systems to the Internet through television set-top boxes for electronic commerce users called T business.
Moreover, by also connecting the multimedia kiosk and POS terminals in

convenience stores, gasoline stations, train stations and other location to the Internet to create click-and-mortar outlets, companies will change the distribution industry itself.
Not only will we increase the connection of people to the Internet, we will also deepen the connection between automobile and Internet.
It is still uncertain whether such information devices will evolve into location-specific devices, such as “office formats” for the office, “living room format” for the living room and “car formats” for the car, or whether they will evolve so that the function of different information and telecommunication devices will be unbundled and re-bundled. What is certain is that they will take a format that enables us to be unaware of the borders between our various environments.
6.2 Seamless Portable Content
With ubiquitous networks, users will be able to move rich contents, such as voice or motion picture information, seamlessly between various network modes and information devices. This will not be a complete environment that will enable perfect real-time, one-source, multi-use access, but it will be possible to create a condition that is near enough to this goal.
We must develop ubiquitous networks that enable users to seamlessly use large quantities of electronic commerce content on the web via information appliances, video games, or even on-board LANs for automobiles. Such networks will overcome many obstacles and limitations that consumers presently face in the existing EC or e-business systems. Ubiquitous networks will lead entirely new type of electronic commerce in which consumers can enjoy more freedom and comfort that could be called ubiquitous business or “u-business” instead of e-business. While web-based product catalogs for e-business contain color photographs, u-business product catalog are likely to be centered on motion of products and services will become far effective than at present.
It is likely that with ubiquitous networks we will change our concept of website homepage as well. We will transfer them from homepage to some form of
“home video clips,” starting with motion picture commercials or videos, which are short and can directly appeal to our senses. We will also change our concept of information seasrches. New search engines that seek voice, picture or images will also be required.
As we develop new forms of content, one large problem will be what to do with the still photographic content aimed at e-business that has accumulated on the web. The emergence of u-business with its focus on video clips and motion picture content may well shorten the shelf life of the voluminous still-image contents in the e-business market. The current premise for TV-related digital broadcast content is to use the content only once. Providers will quickly have to change so that they can use content repeatedly. Under an environment that can handle motion picture content without difficulty, such resources will become valuable source of content for ubiquitous network communication system.
But if this happen without a proper copyright management system, content providers and creators will face a nightmarish situation. Therefore it is necessary to establish a system for intellectual property rights that allows for seamless portability in the use of the content of the Internet created by ubiquitous networks in the future, and this may become a system for using ubiquitous networks to obtain permissions to books. This may cover not only text material but also music contents. Moreover, one may create a business model wherein written or music content is offered for multiple uses, perhaps increasing the frequency of exposure by making the content free of charge and earning profits for advertising.
The linking of ubiquitous networks with bluetooth or RFID (Radio Frequency IDentification) technologies could radically change the structure of work at the outlets of the distribution or financial establishments. Retail outlets changed dynamatically with introduction of the supermarket system, and they may once again go through revolutionary changes with ubiquitous networks. If the technology to instantly read a group of RFIDs attached to merchandise and a system that links mobile terminals equipped with personal identification function with a payment settlement systems are developed, completely unmanned checkout

counters are possibility. Although it is not yet clear to what extent this would reduce the costs of operating store, it is certain that the system would allow store employees to spend more time with customers to engage in more sophisticated interactions than day today.
An environment with a multi-modal broadband network of ubiquitous networks, borderless connectivity of devices and seamless portability of content has the possibility of fundamentally altering the relationships among users, the creators of content, and the firms operating between users and creators.










7. Applications
1-> The combination of ubiquitous networking, mobility and ubiquitous computing devices will provide new opportunities for e-commerce products and services
2-> Ubiquitous networking will allow connectivity to corporate applications anywhere, anytime. Employees will be able to retrieve and send information easily from their cars, mobile devices, and homes as well as from their offices
3-> The network can reach handhelds through a simple serial wire, infrared, or wireless digital radio and turn them into Internet clients and servers. With this capacity, a student can hold the entire cyberspace infosphere. There is no need to possess hard drives for on-board personal files, no need to squeeze in an encyclopedia or huge databases, no need to have computational muscle; these capacities can exist at a remote server. The handheld need only be large enough to run a browser (which, granted, will be large).

VIRTUAL LINUX

3

Posted by mady | Posted in | Posted on 6:01 AM

VIRTUAL LINUX


CONTENTS
1. INTRODUCTION
1.1. Definition
1.2. Features
1.3. Easy Upgrade
1.3.1. Five seconds upgrade
1.4. Requirements for “Live Linux CDROM”
1.5. Getting “Live Linux CDROM”

2. DEMOLINUX
2.1. Introduction to DemoLinux
2.2. Idea behind DemoLinux
2.3. Hardware requirements for DemoLinux
2.4. Using DemoLinux CD-ROM
2.4.1. Booting
2.4.2. Choosing the screen resolution
2.4.3. Choose the language and keyboard layout!
2.4.4. Using the disks
2.4.5. Anchoring on a hard disk
2.4.6. Computers without a floppy disk
2.4.7. Booting with graphical mode
2.5. Available versions of DemoLinux
2.6. DemoLinux 1.0
2.6.1. Source
2.6.2. Software on the CD
2.7. DemoLinux 2.0
2.7.1. Source
2.7.2. Known Bugs
2.8. DemoLinux 3.0
2.8.1. Source
2.8.2. Known Bugs

3. KNOPPIX
3.1. Introduction to knoppix
3.2. Minimum system requirements for knoppix
3.3. Creating knoppix
3.4. The compressed loopback device (cloop)
3.4.1. Format of compressed block device file
3.5. CDROM Contents
3.6. The Startup Scripts
3.6.1. For /linuxrc
3.6.2. For /etc/rc.d/sysinit
3.7. Platform and Applications
3.8. Technical Details:
3.8.1. Boot process: Stage 1
3.8.2. Boot process: Stage 2
3.8.3. Boot process: Stage 3
3.9. Security issues
3.10. Sources & Distribution
3.11. Features

4. DYNE BOLIC
4.1. Introduction to Dynebolic
4.2. Features
4.3. Requirements
4.4. Getting DYNE BOLIC
4.4.1. Download Options
4.4.2. Download Instructions
4.5. Redistribution
4.6. Authors & Sources

5. REMAINING ONES…
5.1. Other available “Live Linux CDROM” versions
5.2. Introduction to Virtual Linux
5.3. Sources
5.4. Features of Virtual Linux 1.1

6. BUILD YOUR OWN CD ROM
6.1. Starting up
6.2. Creating a test setup
6.3. Creating the CD
6.3.1. Creating the iso image
6.3.2. Verifying the iso image
6.3.3. Writing the actual CD
6.3.3.1. Further details
6.3.4. Testing

7.Links & Websites

CHAPTER 1
INTRODUCTION
1.1 Definition
Bootable CDROMs with a small Linux rescue system in business card size or regular size live demonstration CDs are becoming popular recently. Open Source groups are developing self-running demos that are preconfigured for certain hardware, or contain a configuration front-end. Such efforts resulted in the "Live Linux CDROM".
The "Live Linux CDROM" is a CDROM, which has the entire file system of Linux Operating System on the CDROM; created copying the live Linux system on to CDROM. The "Live Linux CDROM" directly boots the Linux operating system from the CDROM drive. But you need to setup the BIOS to boot from CDROM first. Generally the boot order is: Floppy Drive, Hard disk, and CDROM. You can enter BIOS setup, by powering on the computer and pressing the DEL key.

1.2 Features
The "Live Linux CDROM" is becoming a reality because of the following reasons:
1. RAM prices are all time low and 512MB RAM costs very low.
2. CDROM drives are becoming extremely fast and current read speed is topping at 72X.
3. CDROM IDE drives are very cheap; CDROM with 52X read speed is available at low prices.
4. DVD-ROM is also getting very cheap and can carry 5 Gigabytes of Linux software and is three times faster than CDROM drive.

1.3 Easy upgrade
A big advantage of “Live Linux CDROM” over other methods of diskless operations like EEPROM is that it is very easy to setup and you can very easily upgrade the Linux CDROM with new versions of the Linux kernel every three months. Simply throw away the old “Live Linux CDROM” and pop in the new version “Live Linux CDROM”. Upgrade is just 20 seconds and. In near future, “Live Linux CDROM” & DVD-ROM will rule the computer desktops.

1.3.1 Five seconds upgrade:
“Live Linux CDROM” promotes RAPID Operating System UPGRADE. You can upgrade an OS in less than 5 seconds!! “Live Linux CDROM” introduces the concept of mass upgrade and RAPID ACTION. Simply throw away the old “Live Linux CDROM” and pop in new CDROM and you are done upgrading!

1.4 Requirements for “Live Linux CDROM”
With “Live Linux CDROM”, you do not need a hard disk, floppy drives and others. All you need to build a diskless workstation is:
1. “Live Linux CDROM”
2. CPU
3. Mother board
4. NIC (Network Interface Card) (Not compulsory!)
5. CDROM drive (IDE or SCSI)
6. RAM (32 MB minimum for full graphics and 16 MB minimum for console mode)

1.5 Getting “Live Linux CDROM”
The "Live Linux CDROM" can be obtained from
· DemoLinux
www.demolinux.org
· Knoppix
www.knopper.net/knoppix
· DyneBolic
http://lab.dyne.org/DyneBolic
· Virtual Linux
http://sourceforge.net/projects/virtual-linux
· Linux - Live on CD
http://www.ocslink.com/~blunier
· SUSE Live Eval Linux
Suse live-eval & http://www.suse.com/download





CHAPTER 2
DEMOLINUX
2.1 Introduction to DemoLinux
The DemoLinux CD allow to use Linux without installation, disk partitioning or any other complex manipulation that still prevent many people from giving Linux a try. This CD does not install Linux on your hard disk, but it allows you to have an idea about Linux before you eventually decide to proceed with a full fledged installation.
This is made possible by a set of technical features in the Linux kernel and by some other free software (notably from S.u.S.E. and RedHat) that we use here.

2.2 Idea behind DemoLinux
The goal is to allow everybody to make by himself an idea of what Linux can offer, and also to provide software publishers with a means to give out easy to use, no-hassle demos of their Linux products.
The Demolinux CD is also a means of using Linux everywhere: you can take your favorite configuration with you in a CD, sit down in front of most PCs running another OS, boot from the CD and find yourself in front of your preferred environment in minutes.




2.3 Hardware requirements for DemoLinux
This allows you to get a running Linux system with a preconfigured desktop.
· An IBM-PC compatible computer with a CD-ROM drive (Atleast an ATAPI one with read speed greater than 32x, )
· RAM Requirement
o Default requiremnet is 64 MB.
o 32 MB for some versions of Demolinux.
o 16 MB is enough for Linux in text mode
o StarOffice requires atleast 128MB.
· A PS/2 or a serial mouse
The DemoLinux CD works with a great number of hardware configuration. But it may happen that certain devices (very old ones) are not recognized by this CD, but this dos not mean by any means that they are bound not to work with a full installation of Linux.

2.4 Using DemoLinux CD-ROM
2.4.1 Booting
The easiest way to go is just to boot off the CD-ROM driver. Most recent PCs allow this via a simple modification in the BIOS settings that you can access and modify at boot time by pressing some special key .Make sure the first boot device is the CD-Rom drive.
If you dont want ot follow this way, then you can boot using a boot floppy using the floppy image available on the CD, and then boot off the floppy. For that, start in DOS (or open an MSDOS window in your Windows) and insert the CD-Rom. (Assuming the CD is in drive D:)In the MSDOS window, type d:\suse and then d:\dosutils\rawrite. This program will ask you for a filename, type BOOT.IMG. Then it will ask for the name of the floppy drive, type A:. After a few minutes, you will have your boot floppy ready. Reboot the PC leaving floppy and CD-ROM in place.

2.4.2 Choosing the screen resolution
After booting your PC from CD-Rom or from the newly created floppy bisk, you will see a presentation page with a few information on the DemoLinux projects that you can access by pressing the F1, F2, F3, F4, F5 and F6 function keys (copyright, screen resolution infos etc.). The boot process will continue with a minimalist choice (640x480 screen resolution) only if you dont touch the machine for 10 full minutes.
Now you have to choose your screen resolution by typing one of 1024 800 or 640 at the
boot:
prompt on the lower left corner of the screen.
The manual that came with your monitor should clearly state which resolutions are supported. Choose preferably the resolution you regularly use on your machine. To get 1024x768, type 1024, to get 800x600, type 800, and for 640x480 type 640 (this is the default resolution).

2.4.3 Choose the language and keyboard layout!
After answering a couple of questions (language choice, keyboard layout), you will see a penguin coming up, followed by strange messages. Loading an OS from a CD is a much longer process than from a hard disk, so wait and after a few minutes you will see a graphical user interface called a "login panel".Click on the penguin (the 'demo' user) then on the 'Enter' button, leaving alone the password field.

2.4.4 Using the disks
The DemoLinux CD does not touch your disks. As the whole sistem is running off the CDROM, it is obviously impossible to install new applications or to modify most of the configuration files. The demo user has almost no right to write outside its own /home/demo directory and on hard disks or floppy disks.
You have only limited memory available when running off the CD without touching the hard disk, and this may cause problems if you run applications that try to create too big files... If some applications start to die abruptly, you have hit the limit: close all other applications and delete files you do not need in /home/demo or /tmp.
You may experience slow response times, especially when launching big applications. This is not a Linux defect, only a consequence of the CD-ROM being much slower than a hard disk. A normal installation of Linux on a hard disk would be much faster!

2.4.5 Anchoring on a hard disk
You can partially solve the space limitation problem if you accept to use your hard disk space which does not requier partitioning, just clicking on a couple of buttons). If you do that, you will have some real virtual memory (swap space) and a hard-disk based /home and /tmp. That way you may put much more data in your /home/demo directory, and, most important, find it again the next time you run the CD. The default values are 64Mb for swap and 32 MB for /home and /tmp respectively.
To anchor the CD, just click on the anchor icon on the bottom panel. This will launch a program that will show you the different partitions having enough space for this operation. The modifications will be operation the next time you boot from the CD. The anchor program just copies a few files in a linuxdmo directory on your disk, that take up only 100Mb. You can at any time erase this directory.
2.4.6 Computers without a floppy disk
Add the nofloppy option on the boot: line.

2.4.7 Booting with graphical mode
You can boot in text only mode (level 3 for the RedHat and Mandrake distribution) by giving the corresponding parameter on the boot line (example : boot: 1024 3 on a RedHat/Mandrake DemoLinux).
To anchor in text mode, run the script /etc/rc.d/cddemo/anchor.tcl (DemoLinux 1.0), or /.plomb/.demolinux/ancrage/ancrage-suid (DemoLinux 2.0 sqq)
When anchored, you can configure your own X server, for example if your graphic card doesn't work, or simply to have better performances.
2.5 Available versions of DemoLinux
Currently available versions of DemoLinux are

· DemoLinux 1.0
· DemoLinux 2.0
· DemoLinux 3.0

2.6 DemoLinux 1.0
2.6.1 Source
This first version is based on the Mandrake 5.3 distribution (which is in turn based on the RedHat one), but the technology upon which DemoLinux is based does not depend on any particular distribution : we have already some S.u.S.E. based CDs, for example.

2.6.2 Software on the CD
A great amount of software is already installed on the CD. You will be using the KDE environment, which is quite confortable: the panel at the bottom of the screen give acces to a few "virtual desktops", and allows you to launch a few applications. You will also find there, besides the "K" menu, icons to launch the KDE file manager, the image manipulation software "The Gimp", Netscape Communicator and Corel WordPerfect.
On the desktop one or more icons allow you to access the hard disks on your machine. These disks are also accessible to any application via a path looking like /mnt/hda1. The floppy disk drive (if you have one) is accessible as /mnt/floppy.

2.7 DemoLinux 2.0
2.7.1 Source
DemoLinux 2.0 includes the GNOME and KDE environments, Enlightenment, StarOffice, lots of games, development tools, and a full load of utilities. The current version is based on the Debian Potato prerelease version
A transparent data-compression schema allows DemoLinux 2.0 to provide you with more than 1 Gigabyte of programs and applications that you can immediatly use directly off a traditional 650Mb CD!
2.7.2 Known Bugs
· Loading from Windows works only if the CD-reader is well configurated in MS-DOS mode. Does it exist a loadlin for windows?
You can configure any device after anchoring or installation, using the standard method from the debian distribution.

2.8 DemoLinux 3.0
2.8.1 Source
Among various other improvements, version 3.0 now introduces the Xvesa X server, remplacing the framebuffer used before, which depended on VESA 2.0 cards. It can now handle PCI sound cards, Lucent winmodems, Reiserfs version 3.5.x, certain USB peripherals and several other 2.2.18 kernel devices. As for version 2.0, DemoLinux 3 heavily uses a transparent compression schema that allows to sotre over a gigabyte of applications, including GNOME and KDE and the StarOffice office suite. The compression code has been fixed and now it is faster and more reliable. The list of installed packages is here. Notice this time we included highly demanded tools like ssh (which is downloaded on the fly and not pre-installed, due to legal reasons), gpart, dump etc, as well as a version of TeXmacs.
2.8.2 Known Bugs
If you know how to fix one of the following problems, please tell us!
· Serial mouse does not work when using the 1024vesa/800vesa/640vesa modes: Xvesa only understands PS2 protocols, and gpm does not seem to be able to repeat into PS2 if the input is ms. No work-around (apart from getting a PS2 mouse) is known here.
· DemoLinux 3.0 patches the kernel to add a boot splash screen (this is not LPP, which seems to depend on VESA 2.0 compliant cards). Unfortunately, we came across at least one machine with a broken bios (a version of the HP OmniBook XE2) that has bad interactions with the patch. Your help is welcome in adding a "nologo" kernel command line option to disable at run time the splash screen patch.
· Booting from inside Windows only works if the CD-Rom reader is properly configured under DOS (not gonna happen that often). The simple workaraound (adopted by Mandrake, for example) would be to copy on the Windows hard disk the files needed to boot, but that violates DemoLinux's motto: "don't touch the disk". Has anybouady a loadlin for Windows ?
· ...
You can install all other peripherals using the standard tools from the distribution.















CHAPTER 3
KNOPPIX
3.1 Introduction to KNOPPIX
KNOPPIX is a bootable CD with a collection of GNU/Linux software, automatic hardware detection, and support for many graphics cards, sound cards, SCSI devices, and other peripherals. KNOPPIX can be used as a Linux demo, educational CD, rescue system, or adapted and used as a platform for commercial software product demos. It is not necessary to install anything on a hard disk. Due to on-the-fly decompression, the CD can have up to 2 GB of executable software installed on it.
Knoppix is an attempt to not only create a fully featured rescue/demo system on a single CD, but also to unburden the user from the task of hardware identification and configuration of drivers, devices and X11 for his or her specific hardware. The resulting product is supposed to be a platform CD with a stable GNU/Linux base system, which can be used to customize static installations for a specific purpose.

3.2 Minimum system requirements for knoppix
· Intel-compatible CPU (i486 or later),
· 16 MB of RAM for text mode, at least 96 MB for graphics mode with KDE (at least 128 MB of RAM is recommended to use the various office products),
· Bootable CD-ROM drive, or a boot floppy and standard CD-ROM (IDE/ATAPI or SCSI),
· Standard SVGA-compatible graphics card,
· Serial or PS/2 standard mouse or IMPS/2-compatible USB-mouse.



· RAM requirements
o 16 MB RAM for text mode
o At least 96 MB RAM for graphics mode with KDE
o 128 MB RAM for StarOffice

3.3 Creating knoppix
Knoppix is a one-CD live file system that can be customized as rescue system, security scanner or platform for presentations and demos, or as full-featured portable production platform with tools like KOffice or StarOfficeTM. The underlying GNU/Linux base system is modified to boot non-interactively into run level 5 with a working X-Window and KDE configuration, with all auto detectable devices configured, ready to (auto-) start applications. Reducing space limitations by compression. The core system of about 200 MB (uncompressed) is currently based on the popular RedHat distribution and contains all basic commands and tools for a generic Linux system. That leaves, on a standard 650 MB CDROM, over 400 MB for custom applications, which can simply be installed with standard RPM packages on the CD-Rom install/preparation system. As of Version 1.2, Knoppix features a transparently decompressing loopback-block device derived from Paul ’Rusty’ Russell’s cloop kernel module hack. For a standard Linux installation, this reduces the space needed on the CD to about 50% down to 25% of the original file system size and leaves more space to custom applications or multimedia data files. The compressed live-file system is therefore present as a single file on the CD, which is being mounted via cloop from the boot floppy or El Torito boot image at system startup, from the ramdisk containing the root file system. For performance and stability reasons, iso9660 has also been chosen as the underlying file system for the compressed image instead of a read-only ext2 file system that is common on other live CDROMs. The compressed file system not only adds free space on the CD, but also reduces access time and head movement of the CD-Rom drive, but handles physical read errors more ungraciously than an uncompressed file system and increases production time of a new release, because the whole installation file system needs to be compressed before the new version can be burned and tested.

3.4 The compressed loopback device (cloop)
The compressed loop back device (cloop) was first introduced by Paul ’Rusty’Russel for the LinuxCare business card rescue CD.
· Read-only, transparently decompressing block device, based on loopback.c,
· Block index permanently kept in system memory, uses kernel block buffering mechanism,
· File system-independent, no special libc with decompressing filesystem calls necessary (cmp. DemoLinux), uses zlib/gzip compression, compression is done with modified user-space program,
· CD-Rom friendly by reduced head movement (index/block caching, group read aka block read () in fs/block dev.c), currently makes heavy use of Semaphore/spinlocking mechanisms, aims to be SMP-safe.

3.4.1 Format of compressed block device file
All numbers and pointers in network byte order
1. Header with small shell script as loader
(insmod cloop.o file=/path/to/file),
2. Header with information about uncompressed block size and # of blocks,
3. Block index:
(a) Location of first compressed block in file,
(b) Location of second compressed block in file,
(c) ...
(d) End-of-file location.
4. Compressed block # 1,
5. Compressed block # 2,
6. ...


8

3.5 CDROM Contents
· Base RH 6.2 (GPL version),
· ReiserFS utilities & standard recovery tools,
· KDE 2.0 final Beta (Kandidat),
· GIMP 1.1.26, SANE 1.0.3, KOffice,
· xmms 1.2.3 w/ mp3+smpeg plugins,
· openissl, openssh, konqueror/SSL,
· Nessus, Ethereal, dsniff (Network & security checks),
· Netscape TM 4.75, StarOffice TM 5.2,
· Demos & Games.

3.6 The Startup Scripts
3.6.1 For /linuxrc
· Loads SCSI modules,
· Checks for CD-Rom or hard disk partition with installed system,
· Mounts CD or hard disk partition with KNOPPIX installation,
· Finds and uses existing swap partitions,
· Creates additional ramdisks for /home and /var,
· Gives control to init.

3.6.2 For /etc/rc.d/sysinit
· Starts PCMCIA subsystem if chipset present,
· Starts hardware detection and auto configuration (hwsetup),
· Parses .config files and modifies system on ramdisk accordingly,
· Creates KDE desktop icons and links,
· Starts X-Server and xsession (with KDE or TWM, depending on configuration and available memory).

3.7 Platform and Applications
Knoppix provides a ready-to-run operating system environment to:
· Start security and auditing tools like nmap, nessus, dsniff and alike. Since there is no permanent storage present on a read-only CD-Rom, no sensitive information can be written or exposed accidentally. The security checks can be performed on computers directly within a customers network by simply booting from the CD on a machine that is already connected to the internal network,
· Produce game and application demos that run in a safe and tested environment,
· Have a stable demo installation of GNU/Linux available for presentation at trade shows or consulting talks with customers,
· Build a customized, read-only Linux installation for educational environment which is preconfigured for internet access and contains all commonly used applications for this purpose,
· Present the features and use of GNU/Linux without having to go through a long and maybe complicated installation and configuration process,
· Feature a complete rescue and crash recovery system for all kinds of emergency issues with all necessary file systems in the kernel, and repair tools available.

3.8 Technical Details:
3.8.1 Boot process: Stage 1
In stage 1 of the boot process, the Linux loader LILO from the boot section of the El torito 1.44 MB floppy image on the CD-Rom tries to read the kernel (currently 2.2.16) and a 4 MB compressed initial ramdisk. The size of this initial ramdisk determines the minimal amount of memory needed to use the distribution. Without XFree and KDE, about 8-16 MB of RAM seem to be sufficient for a working text mode-only environment.

3.8.2 Boot process: Stage 2
In stage 2, the boot ramdisk tries to autoprobe for the most common SCSI adapters and identifies the CD-Rom drive where the Knoppix CD is located. The minirootdisk features a statically linked shell with commands like mount built in, since the space on the boot floppy is limited. For compatibility reasons with current floppy drives, only a 1.44 MB floppy image is used on the CD instead of a 2.88 MB. The boot script tries to find the Knoppix CD by mounting all CD-Rom drives and checking for a directory KNOPPIX that may contain a directory tree for the root filesystem or a file with the same name containing a compressed iso9660 image of the file system which is then
Figure 3.1: Boot Process

Mounted via the cloop device. If no CD is found, an attempt is made to find the KNOPPIX directory on an existing ext2 hard disk partition, containing a complete installation tree. In either case, symbolic links are set to the uncompressed (or transparently decompressed) directory tree. After the CD has been mounted, dynamic library cache and paths are initialized and space is freed on the root ramdisk by removing files that are no longer needed for the setup process. If a swap partition is detected during device/partition scan, an attempt is made to utilize it via swap on to increase workspace for applications. Also in this stage of the system startup, additional ramdisks are mounted with a writ able ext2 filesystem for /home and /var. Their size is adapted from the available amount of real memory. Symbolic links to system directories are created and control is given to init.

3.8.3 Boot process: Stage 3
In stage 3 of the boot process, init calls a finalizing setup script named sysinit. In this script, the automatic (or, if ”expert” mode was selected, manual) hardware setup is done. Hwsetup - a self-made tool that uses the kudzu-library - detects devices, loads all necessary driver modules for known hardware, sets up symbolic links in /dev and writes configuration parameters and options to the corresponding files in /etc/sysconfig/ on the ramdisk. Parameters that cannot be auto-detected (frequency ranges of old monitors, desired keyboard layout, language) are assumed with reasonable defaults. A single X-Window session is started if the graphics hardware has been identified correctly. Default is true color in a resolution of 1024x786 pixels if possible, or 800x600/640x480 at 8-bit if the graphics adapter cannot handle higher resolutions or color depths. If detected, the accelerated Xfree (3.3) drivers are used with specific options depending on the detected graphics adapter. The KDE Desktop manager (currently Version 2.0 beta 3 as of this writing) is started only if there is at least 30 MB of RAM left after all ramdisks are mounted and all necessary device drivers are loaded. Otherwise, a less memory-consuming window manager (like twm) is used, if XFree can be started at all. Network device parameters can be set with a tiny dialog-based GUI from within KDE, if needed. For dialup Internet access, kppp or isdn-config are provided.

3.9 Security issues
All user passwords, including the root password, are disabled and locked by default. That makes it impossible to log in via network or even on a local console. Therefore, all processes must descend from the shells running on the system console(s) or from the X-Window session that is spawned by init. If the Knoppix user wants to enable a remote login, for example via the openssh daemon, she has the choice of adding a user with password, or generating an authentication RSA key for this user. There is no inetd Meta daemon and no standalone servers running per default, which could be accessed from the network, if network is even configured. A difficult issue is the local security and access to devices, because there is no reliable way to protect the switching from an unprivileged user account to the system administrators id if passwords have been disabled. Having ”dummy passwords” or default crypto keys that are written on every CD would of course breech security. In the current version, the automatically logged-in user at the system console is the system administrator. This can be changed in inittab and in the xsession init script at the preparation phase of a new CD-Rom image; for example, if the resulting system is supposed to work as a game or demo platform rather than as recovery system or security scanner. Games, user-mode applications or demos should run fine with an unprivileged account. In this user-only mode, runtime configuration of privileged drivers, devices and configuration files is impossible.

3.10 Sources & Distribution
The Knoppix CD currently contains the base Linux system software plus utilities for a rescue system, current security scanners, demos and some of the KDE and Gnome games. It boots and auto-configures correctly on most ix86 compatible desktop machines. The most common PCI cards (network, sound, SCSI) are auto detected, drivers are loaded and mice, modems, CD-Rom devices, CD-Writers etc. are given their appropriate links in the /dev directory. Hard disk partitions are detected and corresponding icons are added on the KDE desktop. Most problem cases where the automatic hardware detection fails have been Notebooks with new chipsets that are not supported by the current Linux kernel yet. In case of failure to correctly auto-detect and configure all necessary hardware components, the CD can be booted with an ”expert” option for interactive setup. The Knoppix base system (excluding vendor-specific add-ons which are separate products) is an Open Source project and covered by the GNU General Public License Version 2. The program sources of the software included is available from the vendors specified in the RPMs, the sources of the Knoppix setup tools or patches for programs needed to generate the automatic setup system can be found at , if not already present on the CD-Rom. Because of legal issues (i.e. US crypto export regulations and software patents that may disrupt commercial and noncommercial use of software included on the CD, that is otherwise covered by a Free Software license, for example strong crypto versions of KDE or other SSL enabled software), the author does not currently distribute the Knoppix CD publicly. Individuals or companies can order a customized CD version for evaluation or software projects directly from the author.

3.11 Features
1. Use a transparently uncompressing block device to increase the space available for installed programs.
Status: Done. Needs cleanup and more checks.
2. Disable spin-down of CD-Rom Drive for faster CD-Rom access after periods of idle time.
Status: Still looking for a way that works vendor independent.
3. Clean up boot disk (only 50 bytes or so left), make insmod a built-in function of the initial shell.
Status: insmod, rmmod and other commands are now built-in part of the initial shell. Most SCSI drivers of Kernel 2.2.16 fit on the 1.44 MB boot floppy now.
4. Generate set-ups that are easily customized for different purposes rather than install and uninstall RPM packets before creating a new image.
Status: Still working on a method to do this easily.
5. Enhance interactive setup for using existing swap partitions.
Status: Existing and previously initialized swap partitions are now detected and utilized during the boot process.
6. Add session configuration that can be customized, which can be saved on removable media.
Status: Not done yet.
7. Enhance the auto-detection process; increase the number of known cards and recognized graphics adapters. Status: Used information retrieved from betatesters to create configurations for problematic hardware (mostly Laptop chipsets), ongoing process.
8. Add support for automatic, non-interactive setup of isapnp devices.

CHAPTER 4
DYNE BOLIC
4.1 Introduction to Dynebolic
DyneBolic is a "Live Linux CDROM" i.e. live bootable CD-ROM. This means having a complete operative system recognizing your sound, video, TV and network cards and running only with Free Software. DyneBolic works without the need of hard disks, you need just some low profile requirements

4.2 Features
· Easy to use
· No need to install or to change any data on the hard disk
· It will work even if you have Microsoft Windows installed
· Automatic hardware recognition and configuration of
o Network cards
o Sound cards
o BTTV video cards
o USB devices
· Ready to use desktop including common netsurfing tools
· Includes MuSE to stream audio on the net
· Includes Mozilla to surf on the net
· Stable and reliable GNU/Linux environment
· Fancy BlackBox desktop to show up with your friends
· Features ZSH shell with a couple of console commands

4.3 Requirements
Requirements for DYNO BOLIC ARE
· i586 CPU (Pentium MMX / AMD K6) or better
· IDE CD-ROM reader (NO hard disk required)
· About 64Mb of RAM
· PS/2 mouse

4.4 Getting DYNE BOLIC
4.4.1 Download Options
You have to download one of the following the compressed ISO Images:
· Dynebolic development version 0.4.2 (30 June 2002)
STREAM ON THE FLY edition - live audio network streaming
dynebolic-0.4.2.iso.gz (77Mb) MD5 checksum: 3a16eb9e4b4f17193c922623d98426dc
· An older version which still includes FreeJ: Dynebolic development version 0.3.1
FREEJ edition - set the veejay free!
dynebolic-0.3.1-freej.iso.gz (48Mb) MD5 checksum: e093dd4c923b8b4006ab37af9bfdf154
4.4.2 Download Instructions
· You have to burn this CD image on a CD-ROM before using it - take care to not burn it as a file! IT'S AN ISO IMAGE. Refer to the instructions of you favourite burning program for further information.
· Please note Microsoft Internet explorer is likely to break the download (a couple of ppl reported problems with file corruption), USE A DECENT DOWNLOAD SOFTWARE

4.5 Redistribution
If you want to redistribute DyneBolic please let us know! We’d like to produce CDs that people can order ... currently we had some orders which we couldn’t satisfy
Redistribution terms of DyneBolic are defined by the GNU General Public License and this also means that once you have those CDs you are free to redistribute and copy them as you like!
If you like, consider to join the mailing list with a mail to dynebolic-subscribe@dyne.org, there you can ask questions to the user/developer community, report bugs and give your suggestions.

4.6 Authors & Sources
The current release of DyneBolic including all the documentation and startup scripts has been done by, jaromil with ideas and solutions contributed by lobo, clcc10, bomboclat, liw, littlejohn
If you want to contribute development and ideas, join our mailing list: mail to (you can see the archives here)
DyneBolic includes the work of hundreds of people all around the world developing free software and GNU/Linux applications, without their efforts DyneBolic would have never existed. Here it is where you can find the source codes of most of the applications included:
· www.gnu.org
· www.xfree86.org
· www.mozilla.org
· www.slackware.com
· www.dyne.org
· www.linux-mandrake.com/harddrake





CHAPETR 5

REMAINING ONES…

5.1 Other available “Live Linux CDROM” versions
· Virtual Linux

5.2 Introduction to Virtual Linux
Virtual Linux can boot from CDROM & can be run with or without hard drive. The previously available versions of virtual Linux are
· Virtual Linux 0.7.1 (Downloaded 17,000 times)
· Virtual Linux 1.0 (Downloaded 46,000 times)
The latest available version is Virtual Linux 1.1 (Tiger Edition)

5.3 Sources
Virtual-Linux is base upon Mandrake Linux and uses the same GPL as Mandrake. This distribution uses a 20-megabyte ramdisk that serves as the system root, and the rest of the operating system is linked from a cloop compressed system image. The cloop compression is the biggest difference from other similar distributions. It allows for great speed and also enables 1.66 GB of data to fit onto one cdrom.

5.4 Features of Virtual Linux 1.1
Virtual Linux 1.1 (Tiger Edition) is basically the Mandrake Linux operating system, modified to run directly from your cdrom drive. With Virtual-Linux 1.1 you get about 1.6 gigabytes of software, all compressed onto one cdrom, using cloop compression.

The features are listed as:
· Development Status: 4 - Beta
· Environment: Console (Text Based)
· License: GNU General Public License (GPL)
· Natural Language: English
· Operating System: Linux
· Programming Language: C#, Unix Shell



CHAPTER 6
BUILD YOUR OWN “Live Linux CDROM”
6.1 Starting up
You can build your own “Live Linux CDROM” and customize the kernel, hardware support, loadable module support etc.
Why would one want to boot a machine from cdrom? Booting from cdrom is interesting everywhere one wants to run a very specific application, like a kiosk, a library database program or an Internet cafe, and one doesn't have a network or a server to use a root over nfs setup.
6.2 Creating a test setup
A test setup can be created as follows:
· For starters just take one of the machines, which you want to use and put in a big disk and a CD burner.
· Install your Linux of choice on this machine, and leave a 650 MB partition free for the test setup. This install will be used to make the ISO image and to burn the CD's from, so install the necessary tools. It will also be used to restore any booboo, which leave the test setup unbootable.
· On the 650 MB partition install your Linux of choice with the setup you want to have on the CD, this will be the test setup.
· Boot the test setup.
· Compile a kernel with isofs and CDROM support compiled in.
· Configure the test setup as described above with the root file system mounted read only.
· Verify that the test setup automatically boots and everything works.
· Boot the main install and mount the 650 MB partition on /test of the main install.
· Put the following in a file called /test/etc/rc.d/rc.iso, this file will be sourced at the beginning of rc.sysinit to create /var:

#/var
echo Creating /var ...
mke2fs -q -i 1024 /dev/ram1 16384
mount /dev/ram1 /var -o defaults, rw
cp -a /lib/var /

· Edit /test/etc/rc.sysinit, comment the lines where the root is remounted rw, and add the following 2 lines directly after setting the path:

#To boot from cdrom
. /etc/rc.d/rc.iso

· Copy the following to a script and execute it to make a template for /var and create /tmp and /etc/mtab links.






#!/bin/sh
echo tmp
rm -fR /test/tmp
ln -s var/tmp /test/tmp


###
echo mtab
touch /test/proc/mounts
rm /test/etc/mtab
ln -s /proc/mounts /test/etc/mtab

###
echo var
mv /test/var/lib /test/lib/var-lib
mv /test/var /test/lib
mkdir /test/var
ln -s /lib/var-lib /test/lib/var/lib
rm -fR /test/lib/var/catman
rm -fR /test/lib/var/log/httpd
rm -f /test/lib/var/log/samba/*
for i in `find /test/lib/var/log -type f`; do
cat /dev/null > $i;
done
rm `find /test/lib/var/lock -type f`
rm `find /test/lib/var/run -type f`

· Remove the creation of /etc/issue* from /test/etc/rc.local: it will only fail.
· Now boot the test partition again, it will be read only just like a cdrom. If something doesn't work reboot to the working partition fix it, try again etc. Or you could remount / rw, fix it, and then reboot straight into to test partition again. To remount / rw type:

# mount -o remount,rw /

6.3 Creating the CD
6.3.1 Creating a boot image
First of all, boot into the working partition. To create a bootable cd we'll need an image of a bootable floppy. Just dd-ing a zImage doesn't work since the loader at the beginning of the zimage doesn't seem to like the fake floppy drive a bootable cd creates. So we'll use syslinux instead.
· Get boot.img from a RedHat CD.
· Mount boot.img somewhere through loop back by typing:

# mount boot.img somewhere -o loop -t vfat

· Remove everything from boot.img except for ldlinux.sys and syslinux.cfg.
· Cp (Copy) the kernel-image from the test partition to boot.img.
· Edit syslinux.cfg so that it contains the following, of course replace zImage by the appropriate image name:


default linux
label linux
kernel zImage
append root=/dev/

· Umount boot.img:

# umount somewhere

· If your /etc/mtab is a link to /proc/mounts, umount won't automatically free /dev/loop0 so free it by typing:

# losetup -d /dev/loop0

6.3.2 Creating the iso image
Now we have the CD containing boot image and an install that can boot from a read-only mount.
· Copy boot.img to /test
· Cd (Change) to the directory where you want to store the image and make sure it's on a partition with enough free space.
· Now generate the image by typing:


# mkisofs -R -b boot.img -c boot.catalog -o boot.iso /test

6.3.3 Verifying the iso image
· Mounting the image through the loop back device by typing:

# mount boot.iso somewhere -o loop -t iso9660

· Umount boot.iso:

# umount somewhere

· If your /etc/mtab is a link to /proc/mounts umount won't automagically free /dev/loop0 so free it by typing:

# losetup -d /dev/loop0



6.3.4 Writing the actual CD
Assuming that you've got CD record installed and configured for your cd-writer type:
# cdrecord -v speed= dev= boot.iso

6.3.4.1 Further details
If you need more information than you can find below, please refer to the CD-Writing-HOWTO.
6.3.5 Testing
Boot the cd and test it


CHAPTER 7 Links & Websites:
· Diskless with "Live Linux CDROM"
http://www.tldp.org/HOWTO
· Dynebolic
http://lab.dyne.org/DyneBolic
· Knoppix
www.knopper.net/knoppix
· DemoLinux
www.demolinux.org
· Virtual Linux
http://sourceforge.net/projects/virtual-linux/
www.virtual-linux.org

VISUAL TECHNIQUES IN ANIMATION

9

Posted by mady | Posted in | Posted on 6:00 AM

VISUAL TECHNIQUES IN ANIMATION

CONTENTS
1. INTRODUCTION
1.1 Animation
1.2 Conventional and Computer-assisted Animation
2. VISUAL TECHNIQUES IN ANIMATION
2.1 Inverse Kinematics (IK)
2.2 Motion Capture (MoCap)
2.2.1 Facial Animation
2.3 Motion Blur
2.4 Combustion / Explosion
2.5 Environment Effects
2.5.1 Fog Effect
2.5.2 Underwater Effect
2.6 Morphing
2.7 Particle Systems
2.8 Lights
2.9 Texture / Mapping
3. APPLICATIONS OF ANIMATION IN REAL WORLD
3.1 Advertising
3.2 Film-Special Effects
3.3 3D- Cartoons
3.4 Scientific Visualization
3.5 Architecture
3.6 Flight Simulation
3.7 Game Developement

4. CLOSING WORDS


Introduction

Animation:

To ‘animate’ is literally, to bring into life . Although people often think of animation as synonymous with, it covers all changes that have a visual effect. It thus includes the time varying position, shape, colour, transparency, structure, and texture of an object, and changes in lighting, camera position, orientation, and focus, even changes of rendering techniques.
Animation is a graphic representation of drawings to show movement within those drawings. A series of drawings are linked together and usually photographed by a camera. The drawings have been slightly changed between individualized frames so when they are played back in rapid succession (24 frames per second) there appears to be seamless movement within the drawings.
Animation is widely used in the entertainment industry, and also being applied in education, in industrial application such as control systems and heads-up displays and flight simulators for aircraft, and in scientific research. The scientific applications of the computer graphics, and especially of animation, have come to be group under the heading scientific visualization. Visualization is more than the mere application of graphics to science and engineering, however, it can involve other disciplines , such as signal processing , computational geometry, and database theory. Often the animations in real visualization are generated from simulation of scientific phenomena. The result of the simulations may be large database presenting 2D and 3D data; these data are converted into images than then constitute the animation. At the other extreme, the simulation may generate positions and locations of physical objects, which must then be rendered in some form to generate the animation. This happens for example in chemical simulation , where the positions and orientation happens of various atoms in a reaction may show a ball and stick view of each atom or may show overlapping smoothly shaded spheres representing each atom. In some cases , the simulation program will contain embedded animation language , so that the simulation and animation processes are simultaneous.


Conventional and Computer-assisted animation:
A conventional animation is created in a fairly fixed sequence: The story for the animation is written (or perhaps merely convinced), then a storyboard is laid out.Astoryboard is ananimation in outline form – a high level sequence of sketches showing the structure and ideas of the animation. Next , the soundtrack (in any) is recorded, a detailed layout is produced (with a drawing for every scene in the animation), and the sound track is read – that is , the instant at which significant sounds occur are recorded in order. The detailed layout and sound track are then correlated . Next certain key frames of the animation are drawn – these are the frames in which their entities being animated are at extreme positions, from which their intermediate positions are can be inferred. The intermediate frames are then filled with (inbetweening ), and a trial film is made (a pencil test). The pencile test frames are then transferred to cels (sheets of acetate film), either by hand copying in ink or by photocopying .Then these cells are coloured , and assembled into correct sequence; then they are filmed .
Because of Key frames and inbetweening , this type of animation is called key –frame animation .In computer base systems the same operation is carried out , but in now a days ,animator only gives initial and last positions of the objects ,and inbetween frames are drawn automatically by the software.
Many stages of conventional animation seems ideally suited to computer assistance, especially inbetweening and coloring, which can be done using a seed-fill technique. Before the computer can be used , however the drawings must be digitized . Digitizing can be done by using optical scanning , by tracing the drawings with data tables, or by producing the original drawings with a drawing program in first place. These drawings may need to be postprocessed to clean up any glitches arising from the input process and to smooth the contours somewhat .







VISUAL TECHNIQUES IN ANIMATION:

INTRODUCTION:
There are many visual techniques in computer animation. Some of them are as follows :
§ Inverse Kinematics (IK)
§ Motion Capture (Mocap)
§ Motion Blur
§ Combustion / Explosion
§ Fog / Underwater Effect
§ Morphing
§ Particle Systems
§ Lights
§ Texture / Mapping

These techniques are used to simulate the complex or realistic motion of object and characters. Many of these techniques in fact start by “capturing” the motion of real actors and applying it to animated characters .This presents the hybrid environment in which some of the latest animation techniques are almost used in combination with others .The main reason for using hybrid environment is the fact that natural motion is too complex to be reacted with just one techniques.

Inverse Kinematics:
Inverse Kinematics (IK) techniques are useful for animating complex models with large no of joints. Unlike other counterparts: forward kinematics, Inverse Kinematics technique determine the motion of entire skeletons based on the final angle of some of the key joints that defines the motion . Forward Kinematics calculate the motion and final position of model by first specifying the angles of it’s joints . That is, in essence ,the Inverse approach to Inverse Kinematics .
Inverse Kinematics animation techniques require that 3D models tube animated are built as hierarchical structures. Inverse Kinematics (IK)are most commonly applied to articulated figures that are defined as hierarchical skeletons constructed with links that are connected by joints , each with different motion constraints .




IK skeleton

Inverse Kinematics (IK) technique can greatly simplify the animation of models with multiple joints that move in a complex but realistic way .E.g. In trying to animate running tiger with interactive specification of key frames could turn into a long, tedious process of trial and errors, especially if tiger is running on an uneven terrain that had obstacles scattered along the way, but the same process could be simplified using IK because this animation tech. uses the position of joints in an articulated figure to animate entire figure into the desired configuration. If only inverse kinematics technique is used then there‘ll total disorder in the motion of character. In Forward Kinematics, motion is inherited DOWN the hierarchy from the parents to the children. In Inverse Kinematics, motion is inherited UP the hierarchy, from the extremities to the more proximal joints (closer to the body) which are their parents.

This effectively allows an entire arm or leg to be posed by moving one object: a GOAL (or ``handle'' in other programs). As the Goal is moved around, the extremities follow it, and the joints above it in the hierarchy readjust accordingly. In order for the joints to readjust appropriately, constraints or ``degrees of freedom'' have to be assigned to the joints, so they don't bend beyond a realistic range of motion.








Motion capture:
Motion capture is an attractive method for creating the movement for computer animation. It can provide motion that is realistic, and that contains the nuance and specific details of particular performers. It permits an actor and director to work together to create a specific desired performance, that may be difficult to describe with enough specificity to have an animator re-create manually.
Motion capture can be an effective method of creating realistic human
motion for animation. Unfortunately, the quality demands for animation place challenging demands on a capture system. To date, capture solutions that meet these demands have required specialized hardware that is invasive and expensive. Computer vision could make animation data much easier to obtain.


Human model for Motion Capture
In Motion Capture technique, there will a model (usually human) on which sensors are glued or fixed. The sensors are fixed on joints, for better capturing the movements. The sensors are may be in the form of
1. Optical sensors (for example: light bulb as shown in image above)
2. Electric sensors
In capturing the motion more than one cameras are used . Each one will capture from angle so that final we can get 3 dimensional motion of moving object. The images obtained from various cameras are processed and according to the motion of sensor points, the motion to according wireframe is given . Wireframe model is nothing but the simulation of actual model on which sensors are fixed.

Wireframe Wireframe with Skin
One cannot represent the Wireframe model to user but that Wireframe model has to be skinned. The reason for this is, the presentation looks more real . There are various algorithms for skinning a Wireframe. The obtained motion from cameras are attached to the Wireframe, it may be an actor from a animated movie , or a non-living thing like pencil. Using Mocap one can make live a non-living thing , by attaching actual model’s join points with non-living object’s joints.
The use of Mocap Technique is used in following fields ,
1. Animated movies (as explained above)
2. Tele-surgery

In Tele-surgery, doctor will not be present in the hospital at the time of operation but he can be on other side of the globe. There will be a camera on doctors place and sophisticated robot system at hospital end . Doctor will get information through the live–camera placed in hospital . According to the conditions , the doctor will just move his hands in front of his camera . His actions will be captured and processed though software , and specific instructions will be given to the robotic arms in hospital. And operation will be carried out successfully .


A complete motion captured sequence simulated on virtual actor


Facial Animation:
Facial Animation is one of the main applications of Motion Capture Techniques .Facial animation is now attracting more attention than ever before in its 25 years as an identifiable area of computer graphics. Imaginative applications of animated graphical faces are found in sophisticated human-computer interfaces, interactive games, multimedia titles, VR telepresence experiences, and, as always, in a broad variety of production animations. Graphics technologies underlying facial animation now run the gamut from key framing to image morphing, video tracking, geometric and physical modeling, and behavioral animation. Supporting technologies include speech synthesis and artificial intelligence. Whether the goal is to synthesize realistic faces or fantastic ones, representing the dynamic facial likeness of humans and other creatures is giving impetus to a diverse and rapidly growing body of cross-disciplinary research. The panel will present a historical perspective, assess the state of the art, and speculate on the exciting future of facial animation.

The Pixar studio produces broad-based acting in feature animation; hence, the most important considerations are facial appearance and the meaning that the face conveys. Hopefully, before an animator begins working on the face, the character's body has been well animated and/or possesses the proper attitude. A good strategy is to draw ``thumbnails,'' small sketches of the desired appearance of the face. Here an animator should think about the graphic design both in the small and in the large; from the relationship of one eyebrow to the other, to the interrelationship of all the facial features, to how the face relates to head position relative to the camera and perhaps even in the context of adjacent shots. The goal is to compose a graphic design with all its elements in place. None of the components are arbitrary and they all contribute towards the final effect.



Motion Blur:

Motion blur is an effect you will see in photographs of scenes where objects are moving. It is mostly noticeable when the exposure is long, or if objects in the scene are moving rapidly.


A camera works by exposing a sheet of light sensitive film to a scene, for a short period of time. The light from the scene, hitting the film, causes the film to change chemically, and eventually results in a picture representation of the scene. This is known as an exposure. If the scene changes during that exposure, a blurred image will result.
You will see motion blur to some extent in almost every film and TV program. It is likely, however, that you will not notice it. Like many artifacts of photography, you only usually notice it's absence, and it's presence gives an air of realism.
For example, you may have seen that lens flare has become a popular effect recently. Traditional photographers often try to reduce it's effect, but since we recognize it as an artifact of reality, computer graphicians make the effort to simulate it. The same goes for the grain on film, the wobble of a camera being held in the hand or mounted on a helicopter, focus effects, and many others.
Take a look at some computer animations that do not contain rendered motion blur, and you will see that fast movement looks jerky and unrealistic. You might also notice this effect in TV coverage of sporting events. Whereas most TV programs are filmed with cameras that take about 25 frames per second, sporting cameras can take up to 1000 frames per second, giving excellent sharp slow motion replays. However they broadcast only a small fraction of these frames, which reduces the amount of motion blur, and so fast moving objects seem to flicker.
We are all so used to seeing motion blur in TV programs and films, that to see motion without it looks a little unrealistic. The lack of motion blur is one of the (many) reasons that computer generated animation can look unreal. This lack of realism is caused by the sharpness of motion in computer animations is quite noticeable, and can really spoil the effect.

Creating the effect of Motion Blur in an Image:

The method for creating smooth images is known as Spatial Anti-aliasing (means smoothing out space), and the method for creating smooth motion in animations is known as Temporal Anti-aliasing (means smoothing out time).
It is analogous to the method used to anti-alias images.
1: Render too many frames:
Just as you rendered the images much larger to start with, so you should also render the animations much longer. For example, to create a 4 second animation with 100 motion-blurred frames, you might begin by rendering 400 frames. These 400 frames would cover the same 4 seconds, but would occur 4 times more frequently in time.
2: Divide the frames:
Next, take groups of 4 frames . . .
3: Average:
. . . and mix them together evenly.
4: Done:
You now have a 25 frames per second animation. The motion-blurred frames on the right are 1/25th of a second apart.



These two frames show identical scenes, but one is taken from an animation where the camera is traveling forwards quickly, in the other, the camera is moving to the left. Is should be obvious which is which. During an animation, your brain will notice this extra information, the motion will appear smoother, and the final effect will be a more realistic animation.

Combustion / Explosion:
This is one of the most fascinating special effects used in Hollywood movies . The most amazing part about creating a material that can be used to create the illusion of fire is that it can be controlled. If you would like to have a bowl of fire and for the fire to drip down off the edges, this is possible. If you would like the fire to travel through pipes or forced to hit a wall and then spread out, this is possible. If you have created some planet in space and you want to show the blast of the planet by attack of asteroids from asteroid belt then , it is possible .


Example of animated Explosion effect

One can create absolutely any fire effect he wishes. There is another advantage in using this special effect , there are lots of other attributes for this effect like , one can set the intensity of fire ,or one can set the explosion parameters like radius , explosion colour ,
fading colour , also one can create smoke after explosion or combustion takes place .


The combustion and smoke effect together is as shown in the following image .





One can also add gravity effect to exploded material , so that realistic scenes can be created . In actual special effects there are about 70 to 80 % flaws ; but due to such attractive techniques normal person never get noticed of these flaws ,only an expert can notice .
The reason to use this special effect is, manually we cannot create fire or combustion in computer animation and another thing is it is very easy to implement in less time.
The only disadvantage here is that rendering time requirement is very high .So underlying machine should be sufficiently compatible for processing speed ,because due to smoke or explosion complexity of the view drastically increases , due to increase in details.



Fog & Underwater Effects:
To improve realistic vision of user another visual effect helps in creating Fog like environments in the view. There are many types of Fog one can create,
1. Uniform fog
2. Layered fog
3. Turbulence fog
4. Volume fog

In uniform fog, complete view will be covered with the fog. There will be complete uniformness in the view where ever you take your camera.
In layered fog , animator can choose the specific layer in the view above which or below which he wanted to add the fog effect . This is useful in creating the Horizon effect .
For example if animator wanted to create a sea animation he can just add a little amount of fog at the horizon for distinguishing the views .
Turbulence fog is a random type of fog . If animator want a random effect of fog for example fog below the night street lamp , or then this kind of fog is very useful.
Volume fog is very thick kind of fog used to create search lights in combination with Volume lights.


Fog Effect added to a real environment
Using fog effect one can add beautiful clouds while creating environment for sky.

Other advantage of fog effect is that , underwater effects can be created from the same thing. Using Volume light and fog one can create underground environments . Actually these environments are nothing but normal fogs but due to addition of Volume light , viewer experiences an optical illusion and feels that what he is watching is underwater !

Creating underwater effect using fog
An interesting thing about fog effect is one can modify fog for desired view. Like one can increase or lessen density of fog .Also one can decide to what distance fog should present .One can attenuate the fog limits. One can add colour to fog ; for example if animator want to add fog at the time of evening (in view) then one can add blue shade to the fog. Animator can add his own water creatures in it.

Morphing:
Morphing is the process of transforming one image into another. This is one of the favorite special effects in creating advertisements. Morphing is an image processing technique used for the metamorphosis from one image to another. The idea is to get a sequence of intermediate images which when put together with the original images would represent the change from one image to the other. The simplest method of transforming one image into another is to cross-dissolve between them. In this method, the color of each pixel is interpolated over time from the first image value to the corresponding second image value. This is not so effective in suggesting the actual metamorphosis. For morphs between faces, the metamorphosis does not look good if the two faces do not have the same shape approximately
The morph process consists of a warping stage before cross-dissolving so that the two images have the same shape. The warp is specified, in this case, by a mapping between lines in the first and second images.

There are two ways to warp an image. They are

Forward Mapping:

In this method, each pixel in the source image is mapped to an appropriate place in the destination image. Thus, some pixels in the destination image may not be mapped. We need interpolation to determine these pixel values. This mapping was used in our point-morphing algorithm.
Reverse Mapping:
This method goes through each pixel in the destination image and samples an appropriate source image pixel. Thus, all destination image pixels are mapped to some source image pixel. This mapping has been used in the Beier/Neely line-morphing method.

In either case, the problem is to determine the way in which the pixels in one image should be mapped to the pixels in the other image. So, we need to specify how each pixel moves between the two images. This could be done by specifying the mapping for a few important pixels. The motion of the other pixels could be obtained by appropriately extrapolating the information specified for the control pixels. These sets of control pixels can be specified as lines in one image mapping to lines in the other image or points mapping to points.
Point Warping: This method of image warping is based on a forward mapping technique, where each pixel from the input image is mapped to a new position in the output image. Since not every output pixel will be specified, we must use an interpolating function to complete the output image. We specify several control points, which will map exactly to a given location in the output image. The neighboring pixels will move somewhat less than the control point, with the amount of movement specified by a weighting function consisting of two separate components, both dependent on the distance from the pixel to each control point in the image.

A simple fundamental issue is as follows :

first_object final_object

The first object and final object is given animation software .& if we animate the sequence iver some frames then we will get an animation of morphing of initial image into another image .

The following image shows a statue of bald man is morphed into statue of an old and hairy man.




Particle Systems:

Particle systems are used for animating all sort of particles like water drops , sprinkles , magical stars . The term particle system is loosely defined in computer graphics. It has been used to describe modeling techniques, rendering techniques, and even types of animation. In fact, the definition of a particle system seems to depend on the application that it is being used for. The criteria that hold true for all particle systems are the following:

Collection of particles - A particle system is composed of one or more individual particles. Each of these particles has attributes that directly or indirectly effect the behavior of the particle or ultimately how and where the particle is rendered. Often, particles are graphical primitives such as points or lines, but they are not limited to this. Particle systems have also been used to represent complex group dynamics such as flocking birds.
Stochastically defined attributes - The other common characteristic of all particle systems is the introduction of some type of random element. This random element can be used to control the particle attributes such as position, velocity and color. Usually the random element is controlled by some type of predefined stochastic limits, such as bounds, variance, or type of distribution.



Each particle goes through three distinct phases in the particle system: generation, dynamics, and death. These phases are described in more detail here:
Generation - Particles in the system are generated randomly within a predetermined location of the fuzzy object. This space is termed the generation shape of the fuzzy object, and this generation shape may change over time. Each of the above mentioned attribute is given an initial value. These initial values may be fixed or may be determined by a stochastic process.
Particle Dynamics - The attributes of each of the particles may vary over time. For example, the color of a particle in an explosion may get darker as it gets further from the center of the explosion, indicating that it is cooling off. In general, each of the particle attributes can be specified by a parametric equation with time as the parameter. Particle attributes can be functions of both time and other particle attributes. For example, particle position is going to be dependent on previous particle position and velocity as well as time.
Extinction - Each particle has two attributes dealing with length of existence: age and lifetime. Age is the time that the particle has been alive (measured in frames), this value is always initialized to 0 when the particle is created. Lifetime is the maximum amount of time that the particle can live (measured in frames). When the particle age matches it's lifetime it is destroyed.


The above picture shows different types of particle systems . There are spray particles , snow particles, blizzard , PArray ,PCloud , Super Spray particles. The above structure is taken from 3D-StudioMax software .

Lights Effect :

In computer animation ‘Light’ object plays a very important role in creating a feel to viewer that the image on the screen is realistic one. There are many types of lights in animation resembling to real-world lights like,
1. Omni light
2. Spot light
3. Direct light
4. Sun light
5. Volume light

Omni lights are used for creating effect like diffused light, i.e. everywhere in the plane one will find the same light.
Spot lights are used for highlighting specific part of the view. These lights are used to attract user vision to particular region of the perspective view.
Volume lights are special types of lights used in fog like atmosphere. Here one can experience the fog elements in the direction of light. This is one of the best lights used for creating underwater effect.

It is preferable to stick with reality as close as you can, and stylize the lighting only as you need to, to evoke a particular feeling or style. One thing you may be wondering about, besides placement, which was detailed fairly well, is color. What makes a particular color of light "real," and how to choose! Well, this is where you should study a little about color photography. Light is usually cast in a certain color, and even when our eyes adapt to it (making general illumination look white) it remains that color. Film is completely objective, and records the actual color of light, without adapting or performing an "automatic mental white balance." What is important is understanding that all light has a color temperature. For example for a night effect one has to use light with a blue shade. For an exploded site it’s better to use red shaded light.



Here is a standard for choosing the light colour for your view in animation:



This is one of the basic standards used for creating fundamental light effects in animated view.3D-Max has a nice way of visualizing the attenuation of a light. It can also control near attenuation. You will not normally need to use the near attenuation, since it increases the intensity over distance. This happens only in specific occasions, such as when light is being focused through a lens. So usually, you will only need to use the far attenuation, since you will be controlling this specifically the way you want. Often, artists new to lighting wonder how to get highlights to appear on their surfaces, and wonder how light angles affect their scenes. There is a simple rule to remember: the law of reflection. It basically reminds us that the angle of incidence and reflection are equal on a smooth surface. A surface has a surface normal. The normal is a line extending perpendicular to the surface. Thus the normal points in the direction of the face. The angle of incidence is the angle between the light ray and the surface normal. Light will reflect from the surface at an equal angle.

So, if you want to see a highlight, your task is to make light rays bounce from a light source directly into the camera. Position your light so that it strikes you desired surface area at the same angle your camera is positioned to that surface normal. A nice tool in MAX is the place highlight tool. You can choose a specific area of your polygon surface, and max will automatically adjust the position of your light to get a highlight where you want.There is a lot more to creating highlights than just adjusting the light correctly. It helps to subtly curve your surfaces, even if they are supposed to be flat. Displacement maps and bump maps help a lot, too. Material settings are very important too, but this goes into things.

Texture / Mapping:
Using only standard colours one cannot make an effective view .For example if someone is creating a wall from many boxes , he can put boxes on one another.These boxes will have standard library colours . Instead of this , one can use a single box and just apply texture to it . This technique is very easy and fast that conventional one .
Following is the example of Texture effect . These images are created for the 3D game “Quake – 3D “ . The first image shows the battlefield from the game without texture mapping , while the next image shows material applied with texture.


In current softwares like 3D-Studio Max , Maya one can get thousands of texture maps . There are two different types of materials that light can pass through, transparent materials, and translucent materials. As a simple example think of glass. Window glass is transparent, allowing light to pass directly through it, and allowing us to see clearly through it. Frosted glass is translucent; it allows light to pass through, but not clearly enough for us to be able to see through. The reason frosted glass is translucent is because of the way that light gets refracted when it passes through. Refraction is the bending of light as it passes through a material. Refraction can be witnessed by looking at a spoon in a cup of coffee. As light waves pass through the liquid they are slowed down and bent. Since the light waves bend when they pass both into and back out of the liquid the part of the spoon we see below the surface appears bent.


Here is the effect of reflection maps. In the left image water glass is given only opacity map. While in the right image glass is given Reflection map; where one can see the actual reflection of the floor. Here is floor is also given a Checker map. There are many more maps like bump map , diffusion maps , environment maps .
When visualizing the terrain surface and it’s features ,colour and texture are critical .This information is often extracted from photographs or videos or is synthesized from general geographical characteristics . It’s then integrated with the surface information , whether the surface is a grass field , a road , or a structure . when actual data is not available , textures and colours are synthesized and applied to the database. Textures add substantial detail to the visual representation that is not achievable with geometry alone.
Textures or maps are nothing but the images like .jpeg, .avi, .tga, .pict etc.
Applying textures to some object means binding that image to that object.


APPLICATIONS OF ANIMATION IN REAL WORLD:

In comparison to traditional animation, computer animation is still relatively younger, and in the short period of its development has already demonstrated an unlimited potential in a wide number of applications. Moreover, it should not just been seen as another way of creating humorous cartoons, it is a revolutionary approach to simulating and visualizing an animated 3-D world. The ability to construct imaginary world within a computer’s memory seems so fantastic as to be unbelievable.

Advertising:

Advertising is a popular application for computer animation because the projects often provide animators with the opportunity to explore and develop new techniques which they would not normally investigate, The storyboards can call for the modeling of entire kitchen , pianos , detergent box , biscuits , teapots , spinning galaxies .These elements are then animated with inbetweened , moved along curves , composited with live action and video until the client is convinced that the desired message will be communicated to the viewing public. Modelling is still a time – consuming activity especially when objects such as cars, engines , frogs , and landscapes have to be built – it is not just the model’s complexity that causes problem but identifying useful sources of data .

A cold-drink advertisement
Advertising calls for a variety of media to be integrated – in particular , computer animation is often incorporated with images derived from live action . Balancing scale and perspective between the two systems is then very important .Since computer models are of varying dimensions they can be interpreted at any level of scale by adjusting certain parameters
The level of realism is achieved in these sequences is very high ,and sometimes the public are not aware that computers have been used at all !Perhaps all that they aware iof is that they find little difficult to understand hoe the effect was produced .



Film Special Effects :
Films such as ‘Shrek’ , ‘The Final Fantasy’ , ‘Terminator 2’ , have demonstrated that there is a real place for computer animation in creating special effects .Although such models and motion control system have proved to be a cost-effective approach in simulating large alien scenes , computer animation has been very successful in modeling fire , smoke ,explosions , space-craftes , human heads made from water or sand like in ‘Mummy’ .


Matching scale and perspective between synthetic and live images is vital if the effect is to be convincing , and special effect teams go to great lengths to ensure that the final optical or digital composition does not betray the different origins of the images .Even when a film only contains five minutes of computer animation those few minutes are normally action-packed and includes effects that could not been created using a process costing less , otherwise , there would be no point in employing computer graphics . Five minutes at 25 frames / sec requires 7500 images, if these take , on average ,15 minutes to render a total of 1875 hours of rendering time is needed ! But this is only for one rendering of the animation ; it is high likely to be rendered for several times before a director is satisfied with the piece . Therefore a large team of people is required to undertake such projects with a complementary array of workstations.

Modelling plays an important role in this work as storyboards never call for anything as simple as a tumbling a logo or teapot . Itt is more likely to be a humanoid walking through a wall of flames who , imperceptibly , dissolves into a live human over a matter of 2 seconds .Such a sequence requires the humanoid to be accurately modeled to the finest surface detail. It must be animated to walk with a gait identical to the actor’s , and then with the aid of matters , it can be digitally composited with the live action to create a seamless join.



3-D cartoons :
At the begging of 3D graphics era , 3D cartoons sequences are short and are the result of considerable research and dedication to solving complex ploblems . However , as they are resolved , we move closer to the day when a full-lengh 3-D cartoon is [produced using nothing but computer animation .

Meet, the actor from movie “Monsters Inc.”

In recent years, tremendous advances have been made into all sort of areas , from the modelling objects to rendering , today it seems that virtually anything is possible given a budget and sufficient time . Although it is inevitable that computer animation will establish a niche for a variety of graphics styles that have already begun to appear , the traditional cartoon industry will not abandon a life time ‘s work in perfecting a style that is so appealing . Many collaborative projects , demonstrate that it must be possible to develop software that will enable animators to continue their cartoons and also benefit from advantage associated with digital technology.

Scientific Visualization:
In the 20th century , we have witnessed the birth of the PC , the graphics workstations , minicomputers ,and supercomputers .Today the scientific data are not only 3 dimensional in spatial sense but includes attributes of pressure , temperature , velocity ,density . Thus the fundamental problem facing modern scientific visualization is the graphical representation of multi-dimensional data.
Computer animation system are now being used by the scientific community to provide animated visualization of time-dependent datasets . For example , in finite element analysis , where objects are represented within a computer as linked spatial mesh of several tens-of-thousands of nodes . The internal representation can be processed mathematically to compute the stresses , strains , resulting from imaginary forces and torques . When such data is visualized , the simulated structure can be seen to flex , and perhaps even vibrate. Such visual techniques enables the model to be examined from any point of view or trajectory , and rendered with surface details and shadows , even composited with real-world images.

Architecture :
Architects have used 2-D computer graphics as an aid to the layout of floor plans and the organization of service networks such as electricity ,water etc .Today 3-D systems are plating an increasing role in the visualization if interiors and exterior views .
Although architecture seems to be obvious application for computer animation , it must be appreciated that the database representing a large building could store several hundred thousand elements , each of which might have detailed geometry such as a window frame .It is not practical to render this level of details and animate it as though it were a logo .Furthermore , Gouraud or Phong shadings are not realistic shading models for visualizing the interiors illuminated by diffuse light and daylight , and exteriors where the time of the day , weather conditions , reflections and shadows are important to the client .
In spite of some problems , computer animation is being used for visualizing large architectural and under-construction projects , in which iit is difficult to imagine how new buildings and roads will impact upon the existing environment. Arial sequences can provide a dramatic insight into the scale of these projects , and clarify area of confusion created by looking at plan elevations on a drawing .But as a virtual camera can be placed anywhere within database , there is no space for confusion.

Flight Simulation :
Computer animation plays a key role in flight simulators where real-time image generators are used to provide realistic textured images of airports and the surrounding terrains. The pilot’s cockpit , which is working replica of some specific craft effectively becomes the computer’s virtual camera .The pilot’s flying controls feed digital signals direct to a program simulating the flying characteristic of plane. This in turn predicts where the plane will be in a few millisecond’s time and specific position in space with yaw , pitch , and roll angles .
All the virtual environment can be simulated like any weather conditions , or like other plane taking off , and landing at the same time you are flying , the other vehicles on airport, people , the teminal buildings etc . Thus as pilot approaches a scene , the image generator automatically fades the low – detailed model out and fades in the high detailed model . This form of model management ensures that the scene does not contain superfluous polygons , which ultimately affects the rendering time .



Game Development:
The functionality and image quality of today’s interactive games continue to improve along with new visual techniques in animation. Popular techniques like ‘motion –blur’ , ‘ combustion’ , ‘explosions’, ‘motion –capture’ are playing an important role in game development. Today’s softwares like ‘3D-Studio Max’, ‘Maya’,’ Flash’, are ‘Character –Studio’ taking games in new era of realistic visualization .



CLOSING WORDS:
In comparison to traditional animation, computer animation is still relatively younger, and in the short period of its development has already demonstrated an unlimited potential in a wide number of applications. Moreover, it should not just been seen as another way of creating humorous cartoons, it is a revolutionary approach to simulating and visualizing an animated 3-D world. The ability to construct imaginary world within a computer’s memory seems so fantastic as to be unbelievable.


BIBLIOGRPHY:

1. 3D COMPUTERANIMATION - by JOHN VINCE
2. 3D STUDIO MAX R3 BIBLE - by MURDOCK
3. COMPUTER ANIMATION - by NEAL WEINSTOCK
4. COMPUTER GRAPHICS WORLD – FEB.2002 ISSUE
5. INTRODUCTION TO COMPUTER GRAPHICS – by FOLEY, FEINER, HUGHES, PHILLIPS.