51,638 research outputs found
A Future for Entertainment-Defense Research Collaboration
In 1997, the National Research Council (NRC) issued a report that specified a joint research agenda for defense and entertainment modeling and simulation. This report showed the excellent opportunities for synergy between the entertainment and defense industries. For years, they have been solving similar problems for very different application areas. While those two communities' opposing cultures have been difficult to reconcile, recent efforts have proven promising. The looming question is whether the military sector can follow the leaping technological pace in the entertainment sector. That pace indicates tremendous growth in the entertainment industry, which will be coupled with continued technological innovation. The article shows how those advances will be equally vital for future defense applications, thereby demonstrating the importance of continued and increased defense-entertainment collaboration.Army Research OfficeAssistant Secretary of the Army for Manpower and Reserve AffairsNational Reconnaissance Office, Advanced Network and ServicesNavy Modeling and Simulation Management Offic
The NBA and the Single Entity Defense: A Better Case?
This Article will explore the relationship between the National Basketball Association, its independently-owned teams, and associated corporate entities, including the Women’s NBA, NBA Properties, NBA Developmental League, NBA China, and single entity analysis under section 1 of the Sherman Act. Section 1 chiefly aims to prevent competitors from combining their economic power in ways that unduly impair competition or harm consumers, be it in terms of raised prices, diminished quality, or limited choices. Single entities are exempt from section 1 because they are considered “one,” rather than competitors, and thus their collaboration does not implicate anticompetitive concerns.
In American Needle v. NFL, the Supreme Court will decide whether the National Football League, its teams, and associated corporate entities, constitute a single entity. Other leagues, including the NBA, may be impacted by the Court’s decision. If the NBA were a single entity, it could potentially execute exclusive contracts with video game companies and apparel companies, restrain players’ salaries and employment autonomy, and impose heightened age restrictions on amateur players who seek employment in the NBA, all without concern for section 1 scrutiny.
In a recent feature in the Yale Law Journal, I discourage the Court from recognizing the NFL as a single entity but recommend that Congress consider targeted, sports league-related exemptions from section 1. In this Article, I survey whether the NBA’s globalized business agenda and the league’s exposure to competition from foreign professional basketball leagues necessitate that NBA teams act in unison and with a “shared consciousness.” The necessity of cooperation, at least for certain international endeavors, may distinguish NBA teams from teams in NFL, which remain more anchored to domestic operations. To the extent Congress considers legislative exemptions for professional sports leagues, the experience of the NBA, a trailblazer in promoting a league product abroad, may lend insight on how antitrust law should regulate leagues in the years ahead
Game Changer: Investing in Digital Play to Advance Children's Learning and Health
Based on a literature review and interviews with digital learning experts, explores how digital games can foster skills and knowledge for better academic performance and health. Makes recommendations for government research, partnerships, and media
Application of serious games to sport, health and exercise
Use of interactive entertainment has been exponentially expanded since the last decade. Throughout this 10+ year evolution there has been a concern about turning entertainment properties into serious applications, a.k.a "Serious Games". In this article we present two set of Serious Game applications, an Environment Visualising game which focuses solely on applying serious games to elite Olympic sport and another set of serious games that incorporate an in house developed proprietary input system that can detect most of the human movements which focuses on applying serious games to health and exercise
Macro action selection with deep reinforcement learning in StarCraft
StarCraft (SC) is one of the most popular and successful Real Time Strategy
(RTS) games. In recent years, SC is also widely accepted as a challenging
testbed for AI research because of its enormous state space, partially observed
information, multi-agent collaboration, and so on. With the help of annual
AIIDE and CIG competitions, a growing number of SC bots are proposed and
continuously improved. However, a large gap remains between the top-level bot
and the professional human player. One vital reason is that current SC bots
mainly rely on predefined rules to select macro actions during their games.
These rules are not scalable and efficient enough to cope with the enormous yet
partially observed state space in the game. In this paper, we propose a deep
reinforcement learning (DRL) framework to improve the selection of macro
actions. Our framework is based on the combination of the Ape-X DQN and the
Long-Short-Term-Memory (LSTM). We use this framework to build our bot, named as
LastOrder. Our evaluation, based on training against all bots from the AIIDE
2017 StarCraft AI competition set, shows that LastOrder achieves an 83% winning
rate, outperforming 26 bots in total 28 entrants
Shareholders as Stakeholders: A Future Paradigm for Institutional Activism in Japan
Over the last quarter century, the landscape of Japanese corporate governance has been overhauled by a combination of domestic reform, financial collapse, and foreign influence. Amidst these changes, institutional investors have claimed a growing role within Japanese listed companies, not only as monitors of management but as crucial agents for corporate governance reform. In this new role, institutional investors have adopted a diverse array of strategies and tactics for their dealings with management. This paper explores the future contours of Japanese shareholder activism against the backdrop of Japan’s twenty-first century corporate evolution. In particular, it analyzes how Japan’s modern corporate governance regime alters the behavior of institutional investors, and in turn the nature of their engagements with management of Japanese companies. Due to recent changes in Japanese law, Japan’s current governance standards limit the effectiveness of “aggressive” institutional activists. Rather than encourage contentious, highly public battles between adversarial activists and target companies, Japan’s current regime limits the opportunities for investment available to aggressive institutional investors by encouraging constructive engagement between investors and management. Although the quest for profits will continue to influence the behavior of investors and managers, Japan’s current regime invites institutions to act not only as profit-seeking shareholders, but also as stakeholders invested in the long-term financial stability of listed companies
City of Ideas: Reinventing Boston's Innovation Economy: The Boston Indicators Report 2012
Analyzes indicators of the city's economic, social, and technological progress; potential for creating innovative solutions to global and national challenges; and complexities, disparities, and weaknesses in the indicators and innovation economy paradigm
Strengthening Democracy, Increasing Opportunities: Impacts of Advocacy, Organizing, and Civic Engagement in Los Angeles
Analyzes the policy impacts and monetary benefits fifteen Los Angeles County community organizations achieved for marginalized groups with foundation support in 2004-08. Presents effective strategies used and recommends greater roles for local funders
The Cowl - v.81 - n.23 - Apr 23, 2017
The Cowl - student newspaper of Providence College. Volume 81, Number 23 - April 23, 2017. 20 pages
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