Initial Project Report

fullfattruckMobile - Wireless

Dec 10, 2013 (3 years and 6 months ago)

50 views

Initial Report

eSports Video Streaming Tool

Michael Green

Student Number:

B00513317

BEng (Hons)
Software Engineering

Project
Supervisor:
Dr Dewar Finlay

Date:
24/10/11















Initial Report


eSports Video Streaming Tool

1


1.1

Introduction

1.1.1

Project Background

Much like football and other sports there is a large viewer base for eSports and competitive
computer
gaming.
Often online gaming video streams will have as many as a hundred thousand viewers or more at a time
watching a live tournament unfold. It is only
recently the eSports community has really started to grow,
tripling its viewer populat
ion in the past two years and still

continuing to expand. Top prizes in tournaments
are also constantly growing with winnings in recent leagues being from 1 million to 5 million dollars. Starcraft 2
is the world’s most popular online real
-
time strategy game with
millions of players worldwid
e
. The game is
regarded a sport in many countries due to its popularity, complexity and magni
tude of the viewer population.


1.1.2

Current Research

1.1.3.1

Existing Products

During

research

of the existing products available to users it came to attention that there is vast room for
growth in the market having only very few useful applications on offer. One of the more popular products

with
fifty thousand downloads per month
, Starcraft2Casts,

is an Android application
which

compiles a vast selection
of

pre
-
recorded gaming videos embedded from Youtube

in
to

an easy to use user interface. The user interface
allows users of the application to quickly find new videos that have recently been uploade
d
, to select and save
favourite videos and to search for their favourite commentators and players.

The application’s content is
also
updated daily without having to release a new version

making it quick and painless to find new videos to
watch
.

Although t
he application is easy to use and delivers a service that many will use, it does not allow live
viewing of games, missing the chance of tapping into another demographic of fans.


1.1.3.2

The gap in the market

On
further research

of the various ways to view live games

and the android market

it was evident that there
was no way to watch while away from your home computer.
Online polling was then carried out to determine
whether there would be a need

within the gaming community

for
mobile video streaming software

and to
identify if the
gap in the market was substantial enough to begin pursuing

the idea of developing a product to
fill it.

Over the course of a week the results of the polling and questionnaire strongly confirmed the gap

existed with
many
contributors

showing great interest. The questionnaire was then
adjusted to take in
additional
information about what functionality the product must provide.

The additional information
will contribute
greatly
towards defining a focus for

the project
.

Opinions are continuing to be collected.

So

far the results from 150 respondents show that 60
-
70% of
participants
want live video streaming to their phone or mobile device while 20% want calendar notifications
and scheduling reminding them of

any big tournaments approaching that they could watch online. These two
features also happen to complement each other which is why
it was
identified

that they will be a perfect
core
focus for

the

project.



Initial Report


eSports Video Streaming Tool

2


1.1.3

Conclusions


As a result of
the

research

carried out it was
decided to address the gap in the market by creating a mobile
application for the competitive gaming industry by supplying
live video streaming
to eSports fans while
providing notifications, updates and scheduling of any professionally
organized tournaments via a
live
calendar
that will receive

event listings from an

online

resource
.
Part of the project plan is

to

also
implement
additional features including a database of information from various online resources about different
strategi
es, players, leagues and tournaments and a tool to create your own strategies to upload and share with
others all through the application’s user interface.

The poll

used as part of
the

re
search contained more
possible features

to imp
lement as secondary pri
orities.


1.1.4

Where this project fits in

Through thorough research of existing
applications

on the market

it was identified that
there
were

no
currently available
applications that

contained functionality resembling the aspirations listed in the project
proposal.

If the project completes its aims and objectives

it will be the first of its kinds on the market. Users at
the moment do not have a current alternative and
the scene itself

is still in its infancy being mainly
unexplored. This
allows for great opportunit
ies

to be had by software developers

with new user needs arising
often

displaying gaps in the market
.

Despite no existing products having functionality
that can be compared

to
the proposed project’s aims and objections research can still be conducted regard
ing the UI layouts and
features due to evident consistencies between other popular applications.




1.2


Development

Planning

1.2.1
Aims and Objectives

To deliver an intuitive, but powerful mobile application that supplies the user with easily accessible live
video
streaming and other
content on the
topic

of

competitive

video
-
gaming.

Objectives which must be met to
achieve this include:



To d
eliver a video

streaming module



To develop a browser for the video streams



To d
evelop a reliable live updating calendar



To handle events and notifications via calendar



To develop a large offline database of information containing material and articles on professional
pl
ayers, tournaments, strategies and general game knowledge



To p
ro
vide a strategy sharing service



Allow users to rate other user’s shared strategies





Initial Report


eSports Video Streaming Tool

3


1.2.3

Risk Management

Risk

Estimated
Likelihood
of Occurrence (0
-
1)

Impact Level if Risk
Occurs

Action to

Mitigate
/Prevent

Risk

Resources becoming
unavailable

0.1

High

In the unlikely case of loss of
development platform
(Android mobile phone) a
back
-
up device or emulated
environment should be
available for use


Malfunction of Project
Storing Device

0.05

Very High

A backup should be created
at all times and kept up to
date in case of deletion or
corruption


Failure to Deliver

Finished

Product

0.2

High

If the project has run over
schedule and is not finished it
should perform as much of
the core
functionality as
possible. If this is not possible
then it should be
documented why the

development of the

project
failed


Complexity of Product

0.2

Medium
-
High

If the project is too complex
to develop alternative ways
to achieve the end results
should be

explored.

Complexity should be
investigated
further


Table 1.1


Risk Management


1.2.4

Software
Life
-
cycle
Planning

While researching various software life
-
cycle planning tech
niques it was decided that an A
gile

software
development method suited the project perfectly.
Unlike the traditional Waterfall model, agile is highly flexible
and encourages rapid response to change. This allows back tracing and re
-
planning
of the product in the event
that the customer or u
ser changes their mind about an aspect of the project.

User needs can often change
after the first proposal of the project and the Waterfall does not handle this scenario adequately
;
“The most
prominent criticism revolves around the fact that very often, c
ustomers don't really know what they want up
-
front; rather, what they want emerges out of repeated two
-
way interactions over the course of the project. In
this situation, the waterfall model, with its emphasis on up
-
front requirements capture and design, i
s seen as
somewhat unrealistic and unsuitable for the vagaries of the real world.”
i

Agile exercises methods which promote iterative and incremental development alongside heavy customer
collaboration, perfect for the community driven environment the propose
d project is being developed in.

With
easy access to end user opinions during planning, research and testing it will ensure the development stages
which involve customers will
be put to use very efficiently.

Initial Report


eSports Video Streaming Tool

4


The agile software process method also encourages
development of

working software over comprehensive
documentation. This allows demonstration of various ideas decided

upon

through relevant researc
h rather
than extensive over documentation. Testing and prot
otyping can describe the idea in
fewer words

while

deliver
ing

a higher impact than a text based report.

The figure below
shows

the Agile life
-
cycle model

in detail
:


Fig 1.1


Agile Life Cycle
ii

Due to the agile process model having very flexible steps, us
ing iterative and incremental methods of
production, it means that extensive testing is required during the development stages. The proposed project
can be seen as a collection of separate function or modules which fits perfectly into idea within Agile. Ea
ch
module can be tested separately and allows for separate cycles of the Agile process to be allocated very
easily
in an understandable format.

If we are to think of the proposed project in this manner we can list these very
clearly identifiable modules:



Video Streaming Browser



Live Event Calendar



Extensive Offline Database



Strategy Share Module

The reason why we can easily define these functions into separate modules is due to the nature of the
proposed structure of the application. Each module uses
completely separate data with no link between. The
only way the user can navigate between the modu
les is via a parent Menu screen.



1.3


Project Planning

1.3.2

Work Breakdown Structure

The work breakdown structure on the following page

(Fig 1.1)

describes
how each component of the project
will interact with each other. The percentage labelled on each item of work describes the estimated amount of
effort required to produce the work
. The percentage is in reference to the whole project.

This information will
be helpful when
producing a

project schedule to identify how much time is required to complete each task.


Initial Report


eSports Video Streaming Tool

5































Fig 1.2



Work Breakdown Structure

Initial Report


eSports Video Streaming Tool

6


1.3.3

Project Scheduling




Initial Report


eSports Video Streaming Tool

7


Bibliography




i

Builder AU: by developers for developers, 2011, Understanding the pros and cons of the Waterfall mod
el of
Software Development, [online] Available at:
<
http://www.builderau.c
om.au/strategy/designprinciples/soa/Understanding
-
the
-
pros
-
and
-
cons
-
of
-
the
-
Waterfall
-
Model
-
of
-
software
-
development/0,339028846,339273696,00.htm
> [Accessed 26
th

October 2011]

ii

Talk Wise Consulting, 2011, Agile Methodology, [online] Available at: <

http://www.talkwiseconsulting.com/agile
-
methodology.html
>

[Accessed 25
th

October 2011]