Presentation on theme: "CS 8803 Advanced Internet Systems and Application Development ASHWIN RAGHUNATHAN S.BHARATH RENGARAJAN SOCCER FANTASY LEAGUE."— Presentation transcript:
CS 8803 Advanced Internet Systems and Application Development ASHWIN RAGHUNATHAN S.BHARATH RENGARAJAN SOCCER FANTASY LEAGUE
INTRODUCTION Web 2.0 concept basically encompasses services (or user processes) built using the building blocks of the technologies and open standards that underpin the Internet and the Web. Ex: Blogs, wikis, multimedia sharing services, content syndication, podcasting. Two general categories of Web 2.0 services are Social Networking Data 'mash-ups'
MOTIVATION Web 2.0 applications Social networking sites and games Second Life ® is a 3-D virtual world. Since opening in 2003, it has grown explosively and today is inhabited by millions of games from around the globe. Google Maps integrated into several web apps, sites like Why not a social networking web application game that aims at capturing the interest of global users?
PROPOSED WORK Our main objective: A fantasy soccer league where users Can create own team Manage their team It is also a social network where contestants can search for other users in his location or search for fans of a club all over the world. This project mainly consists of 2 types of users: Administrator Contestant
MODULE 1 – THE GAME Features of the game: Maintain top 10 players and teams of the week. Compete with users all over the world Compete with just friends by creating your own league Scores will be refreshed after the end of a month. Modifying the players’ worth depending on the performance in the previous month Well defined rules
MODULE 2 – SOCIAL NETWORKING This module uses Google Maps. Each contestant is mapped on Google Maps. Contestants can use this module to search for other contestants all over the world. Advantages of using this module Each contestant can view other contestants’ location Create leagues with contestants staying nearby Search for contestants with a particular radius
TECHNICAL CHALLENGES Dynamically changing the players’ worth depending on performance Updating teams’ and players’ scores just by entering the result of the game Implementing complex search features on the maps Dynamically changing the user privileges in cases of league ownership Creating a easy to use GUI capturing all the aspects
POTENTIAL TECHNIQUES Location Based Lookup and Sharing of data Social Networking techniques like maintaining fan clubs, allowing them to interact with one another