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Market Analysis
• Product: infrastructure for virtual environment exploration and interaction
• Target Markets:– computer game developers– travel agencies– real estate and rental agents– teaching software developers
How Big Is the Market?
• Real Estate Agents: 288,274 (in 1997)
Source: 1997 Economic Census: Real Estate and Rental and Leasing Report by the U.S. Bureau of Census
Our Estimation
Real Estate
Agents
Travel
Agencies
Computer
Game
Developers
Teaching
Software
Developers
Average #
Returned by
Search
Engines
163,506 202,890 163,366 177,329
Our
Estimation
10,000 -
100,000
15,000 -
150,000
10,000 -
100,000
10,000 -
100,000
Market Growth
• Real Estate Agents: 26% growth in the number of establishment and 70% increase in the revenue from 1992 to 1997
Sources: – 1992 Census of Financial, Insurance, and Real
Estate Industries Summary – Federal Reserve Board Dec 8, 1999 Report
Projected Sales Price
• Financial Goal: fully recover investment and earn a profit margin of 300%
• Investment: 8 programmers * $50,000 =
$400,000
• Potential Customers: 45,000 * 10% = 4,500
• Sales Price: $400,000 * 4 / 4,500 = $360
Case Study:Blizzard Entertainment
StarCraft and Brood War• 3 millions sales worldwide
• 1998’s biggest selling computer game
Battle.net• More than 4.7 million games have
been played over Battle.net with peak hours topping more than 50,000 players competing simultaneously.
• 800% growth
Blizzard Entertainment Press Releases Feb 4, 1999 & Oct 21, 1999
Case Study:Impressions Software
• Most profitable game division of Havas Interactive
• $20 million in profits in 1998 (more than Blizzard)
• Has only 40 employees, meaning it averaged $500,000 in profits per employee
Gamecenter.com June 04, 1999
Top 10 Games of 19991. MP Roller Coaster Tycoon
2. Sim City 3000
3. Who Wants To Be A Millionaire
4. Microsoft Age Of Empires II: Age Of Kings
5. Starcraft
6. Half-Life
7. Command & Conquer 2: Tiberian Sun
8. Microsoft Flight Simulator
9. Frogger
10. Baldur's Gate
©2000 Strategy Plus, Inc.
High-Level Design:Major System Components
• XML Parser<object id="94"> <loc x="9" y="14" /> <geometry> <loc x="1" y="1"> <loc x="-1" y="1"> <loc x="-1" y="-1"> <loc x="1" y="-1"> </geometry> <attribute name="type" value="wagon" /> <attribute name="image" value="http://www.cs.utah.edu/wagon.gif" /> </object>
Object1.id = 94;Object1.name = "wagon";Object1.image = http://www.cs.utah.edu/wagon.gif";Object1.geometry[ ] = {1,1,0,-1,1,0,-1,-1,0,1,-1,0};Object1.location[ ] = { 9,14,0};
High-Level Design:Major System Components
• Scene Structure Builder
Map
Area1 Area2
Tree Box
Key
Note that each node in the tree should contain or refer to its geometry, location, and appearance (e.g., color or bitmap file).
High-Level Design:Major System Components
• Graphic Rendering Engine
Since we have decided to develop the graphic module with Java 3D, the graphic rendering engine will be implemented using the Java3D API. The engine will take the Scene Graph built in the previous step and render this scene to the screen.
Data Flow Among Components
1. The XML parser interactionInput: XML messages transmitted from the WOW server engine.Output: Abstract data structure representing the scene to be built.
2. Scene Structure BuilderInput: Abstract data structure representing the scene to be built.Output: Scene Graph Object in terms of Java3D.
3. Graphic Rendering EngineInput: Java3D Scene Graph ObjectOutput: Rendered scene to screen
System Requirements
• The graphics engine will run on any machine with an up to date Java Virtual Machine and a network connection to the server engine.