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SOCCER FANTASY LEAGUE

SOCCER FANTASY LEAGUE. CS 8803 Advanced Internet Systems and Application Development ASHWIN RAGHUNATHAN S.BHARATH RENGARAJAN. INTRODUCTION.

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SOCCER FANTASY LEAGUE

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  1. SOCCER FANTASY LEAGUE CS 8803 Advanced Internet Systems and Application Development ASHWIN RAGHUNATHAN S.BHARATH RENGARAJAN

  2. 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'

  3. 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 http://www.housingmaps.com/ • Why not a social networking web application game that aims at capturing the interest of global users?

  4. 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

  5. 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

  6. 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

  7. 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

  8. POTENTIAL TECHNIQUES • Location Based Lookup and Sharing of data • Social Networking techniques like maintaining fan clubs, allowing them to interact with one another

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