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Computer Supportive Collaborative

Work In Gaming
Group Members:
Shashwat Srivastava(09303026)
Kumar Mohit(09303007)
Vaibhav Sharma(09303006)
Computer Supported Collaborative
Work (CSCW) is
“computer-assisted coordinated activity
carried out by
collaborating individuals”
Virtual World
Multi-user virtual worlds are proliferating on the Internet. These are two and
three dimensional graphical environments inhabited by users represented as
digital actors called "avatars". Through this medium, a wide variety of Internet
users are participating in a large scale social experiment and collaborating on a
variety of projects. The inhabited virtual world is an exciting new medium for HCI
professionals including interaction and graphic designers, and educators and
researchers focused on distance learning and teleworking.
Participants navigate their avatars through these digital spaces, communicate
with other users, build structures, teach, learn, and engage in a variety of
collaborative activities.
Origins of the virtual worlds medium

This technology could be seen as a graphical extension of MUD and MOO


environments but it exhibits some of its own unique characteristics, including:

1. Vivid shared social environments exhibiting properties of an emergent culture.


2. Collaborative construction of large scale spaces including buildings and full towns,
artwork, areas containing digital biota and soundscapes.

Virtual worlds borrow from both the virtual reality and computer gaming field.
However, this medium does not require the kind of immersive equipment (such as
head mounted displays) found in virtual reality systems. In addition, virtual worlds
employ fast 3-D graphic rendering engines found in gaming environments but their
application is almost purely social.
How CSCW and Games are
related?
CSCW and games are closely related as multiplayer gaming in a sense is a form of
collaboration since if the other players do not play, the game cannot continue and
need not exist. Unlike single user games, in order to implement a multiplayer game in
an environment which involves different players who can be in different locations
around the world, we need to choose the appropriate collaborative framework. This
framework will set the protocols for connectivity, define the different game states,
the delay, the refresh rate, and other components involved in both hardware and
software infrastructure throughout the game.
Multiplayer Game Model
The approach is to identify and understand the different steps involved in a game
among multiple players who can also be named as mobile learners.
The scenario gives an idea of the several possible multiplayer game scenarios and
why developing a general multiplayer model is tedious.

The main steps involved in most multiplayer games on any device.

Let bw = bandwidth,
RR = Refresh Rate,
p = protocol,
Luplink = communication latency for client to server,
Ldownlink = communication latency for server to client,
Lserver = latency server time for server to process an event,
Ldbaseserver = latency database server,
Lclient = latency client time to react to an event,
buf = buffering,
n = number of players.
Step 1: Initialization
Download and install game on device (if required)
F (bw, p, n)
bw increases with the number of games downloaded simultaneously.
Player1 opens game on his device.
Player2 opens game on his device.

Step 2: Play
Player1 performs his move which gets uploaded to the server (Luplink).
Server now checks for the correctness of the move (Lserver), from its database
(Ldbaseserver).
Server now downloads the move to Player2’s device (Ldownlink).
Player2 now responds (Lclient) and make a move which again gets uploaded to
server.

There are some protocols (p) defined so that there must not ne any cheating in
the game.
A refresh rate (RR) is set for the application, which updates the state of game on
client side and server side after a certain fixed period of time.
Conclusion
It has been shown in this presentation that a game poses several technological
challenges. The architecture and methodology proposed in the presentation assumes
that the users do not cheat and that the number of users is relatively large but limited.
Thank You …..

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