39,526 research outputs found
Spartan Daily, October 4, 2017
Volume 149, Issue 18https://scholarworks.sjsu.edu/spartan_daily_2017/1059/thumbnail.jp
“You Must Construct Additional Pylons”: Building a Better Framework for Esports Governance
The popularity of “esports,” also known as “electronic sports” or competitive video gaming, has exploded in recent years and captured the attention of cord-cutting millennials—often to the detriment of sports such as basketball, football, baseball, and hockey. In the United States, the commercial dominance of such traditional sports stems from decades of regulatory support. Consequently, while esports regulation is likely to emulate many aspects of traditional sports governance, the esports industry is fraught with challenges that inhibit sophisticated ownership and capital investment. Domestic regulation is complicated by underlying intellectual property ownership and ancillary considerations such as fluctuations in a video game’s popularity. Since analogous reform is nigh impossible, nascent governance organizations have been created to support the professionalization of esports as a new entertainment form. As esports consumption continues to grow, enterprising stakeholders are presented with the unique opportunity to create regulatory bodies that will shape the esports industry. This Note analyzes how the professional sports industry and foreign esports markets have addressed governance challenges that arise from differences between traditional sports and competitive video gaming. It concludes by exploring two potential pathways for domestic esports governance. View PD
Do logarithmic proximity measures outperform plain ones in graph clustering?
We consider a number of graph kernels and proximity measures including
commute time kernel, regularized Laplacian kernel, heat kernel, exponential
diffusion kernel (also called "communicability"), etc., and the corresponding
distances as applied to clustering nodes in random graphs and several
well-known datasets. The model of generating random graphs involves edge
probabilities for the pairs of nodes that belong to the same class or different
predefined classes of nodes. It turns out that in most cases, logarithmic
measures (i.e., measures resulting after taking logarithm of the proximities)
perform better while distinguishing underlying classes than the "plain"
measures. A comparison in terms of reject curves of inter-class and intra-class
distances confirms this conclusion. A similar conclusion can be made for
several well-known datasets. A possible origin of this effect is that most
kernels have a multiplicative nature, while the nature of distances used in
cluster algorithms is an additive one (cf. the triangle inequality). The
logarithmic transformation is a tool to transform the first nature to the
second one. Moreover, some distances corresponding to the logarithmic measures
possess a meaningful cutpoint additivity property. In our experiments, the
leader is usually the logarithmic Communicability measure. However, we indicate
some more complicated cases in which other measures, typically, Communicability
and plain Walk, can be the winners.Comment: 11 pages, 5 tables, 9 figures. Accepted for publication in the
Proceedings of 6th International Conference on Network Analysis, May 26-28,
2016, Nizhny Novgorod, Russi
Play On: The Use of Games in Libraries
The use of games in the library is a currently trending topic of discussion and writing in the Library and Information Science profession. Upon first consideration, gaming may seem to be irrelevant at best and a waste of time and resources at worst. However, gaming does have several significant implications for all types of libraries, including greater exposure to new information technologies and the sense of community that a gaming program can foster. Thus, libraries should seriously consider the benefits of gaming programs and be prepared to carefully develop collection policies and to properly plan gaming opportunities for their patrons. The following literature review highlights how other libraries have accomplished these goals, provides examples of the different types of gaming programs that can be implemented in libraries, and explains the advantages for the library that come with a gaming program
The global event? The media, football and the FIFA World Cup
An examination of the FIFA World Cup as media mega event and the role played by television in this process
Generating and visualizing a soccer knowledge base
This demo abstract describes the SmartWeb Ontology-based Information Extraction System (SOBIE). A key feature of SOBIE is that all information is extracted and stored with respect to the SmartWeb ontology. In this way, other components of the systems, which use the same ontology, can access this information in a straightforward way. We will show how information extracted by SOBIE is visualized within its original context, thus enhancing the browsing experience of the end user
Knowing the gap - intermediate information in tournaments
Intermediate information is often available to competitors in dynamic tournaments.
We develop two simple tournament models with two stages: one with intermediate information
on subjects’ relative positions after the first stage, one without. In our
models, equilibrium behavior in both stages is not changed by intermediate information.
We test our formal analysis using data from laboratory experiments. We find no
difference between average first and second stage efforts. With intermediate information,
however, subjects adjust their effort to a higher extent. Subjects who lead tend
to lower their second stage effort, subjects who lag still try to win the tournament.
Overall, intermediate information does not endanger the effectiveness of rank-order
tournaments: incentives do neither break down nor does a rat race arise. We also
briefly investigate costly intermediate information
The decline of natural sciences : confronting diminishing interest, fewer scientists and poorer working conditions in western countries. A comparative analysis between Spain and the United Kingdom
This study sets out to determine if the interest in and study of natural sciences is declining in western countries as scientists currently contend. Part one demonstrates how survey results reveal a decline of interest in scientific news in the EU. Part two explores the decline of interest further through examining data such as the number of students interested in scientific subjects and scientific careers. We compare data from two different countries: the UK and Spain. Within the study the UK represents the Anglo Saxon culture (traditionally more interested in science) and Spain represents the Latin culture (traditionally less interested). We conclude that in both regions there is a lack of interest in scientific subjects.Este estudio intenta esclarecer si está decayendo el interĂ©s por la ciencia y el estudio de materias cientĂficas en los paĂses occidentales tal y como sostienen los cientĂficos. La primera parte demuestra como, efectivamente, el resultado de las encuestas revela que en la UniĂłn Europea existe un declive del interĂ©s por las noticias cientĂficas. La segunda parte explora este declive desde el punto de vista del descenso del nĂşmero de alumnos matriculados en asignaturas de ciencias en secundaria y en carreras universitarias de ciencias naturales. Se comparan, sobre todo, datos de dos paĂses muy diferentes: Reino Unido y España. De esta manera, el estudio del Reino Unido representa la cultura anglosajona (tradicionalmente, muy interesada en la ciencia) y España, la cultura latina (histĂłricamente, menos interesada en la ciencia). Se concluye que en ambos paĂses existe una falta de interĂ©s en los estudios de las materias cientĂficas
On predictability of rare events leveraging social media: a machine learning perspective
Information extracted from social media streams has been leveraged to
forecast the outcome of a large number of real-world events, from political
elections to stock market fluctuations. An increasing amount of studies
demonstrates how the analysis of social media conversations provides cheap
access to the wisdom of the crowd. However, extents and contexts in which such
forecasting power can be effectively leveraged are still unverified at least in
a systematic way. It is also unclear how social-media-based predictions compare
to those based on alternative information sources. To address these issues,
here we develop a machine learning framework that leverages social media
streams to automatically identify and predict the outcomes of soccer matches.
We focus in particular on matches in which at least one of the possible
outcomes is deemed as highly unlikely by professional bookmakers. We argue that
sport events offer a systematic approach for testing the predictive power of
social media, and allow to compare such power against the rigorous baselines
set by external sources. Despite such strict baselines, our framework yields
above 8% marginal profit when used to inform simple betting strategies. The
system is based on real-time sentiment analysis and exploits data collected
immediately before the games, allowing for informed bets. We discuss the
rationale behind our approach, describe the learning framework, its prediction
performance and the return it provides as compared to a set of betting
strategies. To test our framework we use both historical Twitter data from the
2014 FIFA World Cup games, and real-time Twitter data collected by monitoring
the conversations about all soccer matches of four major European tournaments
(FA Premier League, Serie A, La Liga, and Bundesliga), and the 2014 UEFA
Champions League, during the period between Oct. 25th 2014 and Nov. 26th 2014.Comment: 10 pages, 10 tables, 8 figure
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