74 research outputs found

    Urheiluseuran videoviestintÀ : case: HPS TV

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    OpinnĂ€ytetyö mÀÀrittÀÀ, mitĂ€ laadukas videoviestintĂ€ urheiluseurassa pitÀÀ sisĂ€llÀÀn. OpinnĂ€ytetyössĂ€ tutkitaan tarkemmin videoviestintÀÀ jalkapalloseuran nĂ€kökulmasta, ja tarkemmin sanottuna kasvattajaseuran nĂ€kökulmasta. OpinnĂ€ytetyö antaa pienemmille seuroille, joiden viestintÀÀ pyöritetÀÀn pÀÀsÀÀntöisesti vapaaehtoisten ja parin palkallisen työntekijĂ€n voimin, evÀÀt videoviestintĂ€kanavan perustamiseen. Työ koostuu toimeksiantajalle tehdystĂ€ tuoteosasta ja tutkivasta tekstiosuudesta, jossa kĂ€ydÀÀn lĂ€pi tuoteosan onnistumista ja paneudutaan video- sekĂ€ yhteisöviestintÀÀn teorian pohjalta. Tuoteosa on jalkapalloseura Helsingin Palloseuralle tuotettu videoviestintĂ€kanava HPS TV. Tutkielmassa kĂ€ydÀÀn lĂ€pi video- ja yhteisöviestintÀÀ teorian avulla, jonka lisĂ€ksi paneudutaan case-tyylisesti HPS TV:ssĂ€ tehtyihin ratkaisuihin. OpinnĂ€ytetyössĂ€ pyritÀÀn löytĂ€mÀÀn hyvĂ€ksi todettuja toimintatapoja sekĂ€ nostamaan kehityskohteita videoviestintĂ€kanava HPS TV:stĂ€. Case-tyylisiĂ€ nostoja voi hyödyntÀÀ yleisellĂ€ tasolla myös muiden urheiluseurojen videoviestinnĂ€ssĂ€. PÀÀtutkimuskysymyksenĂ€ tutkitaan sitĂ€, miten pienempi seura, kuten kasvattajaseura, pystyy pienillĂ€ resursseilla tuottamaan ammattitaitoista videoviestintÀÀ. LisĂ€ksi työssĂ€ tutkitaan sitĂ€, minkĂ€laista hyötyĂ€ videoviestinnĂ€stĂ€ voi urheiluseuralle olla ja miten sitĂ€ kannattaisi hyödyntÀÀ. Tutkielmassa selviÀÀ, ettĂ€ videoviestintĂ€kanava tarvitsee toimiakseen johdonmukaisen strategian ja suunnitelmallista viestintÀÀ. KohderyhmĂ€ ja viestin sisĂ€ltö nousevat ensiarvoisen tĂ€rkeiksi. TyössĂ€ kĂ€ydÀÀn video- ja yhteisöviestinnĂ€n lisĂ€ksi lĂ€pi vĂ€lineistöÀ ja jakelukanavia sekĂ€ tutkitaan sosiaalisen median mahdollisuuksia videoviestinnĂ€n hyödyntĂ€misessĂ€. VideoviestintĂ€ vaatii resursseja, mutta se voi parantaa seuran brĂ€ndiĂ€ ja tunnettavuutta hyvin tehtynĂ€. BrĂ€ndin ja tunnettavuuden myötĂ€ seuran kiinnostus nousee ja sitĂ€ voidaan hyödyntÀÀ esimerkiksi jĂ€senistön kasvattamisessa. VideoviestintĂ€ tuo uudenlaisen tavan tehdĂ€ yhteistyötĂ€ sponsorien ja yhteistyökumppaneiden kanssa. Heille voidaan tuoda lisĂ€nĂ€kyvyyttĂ€ tarkasti kohdennetusti. VideoviestinnĂ€n avulla voidaan lisĂ€tĂ€ seuran yhtenĂ€isyyttĂ€ ja lujittaa seurayhteisöÀ.This thesis studies how a sport club, operating mainly with the help of volunteers, can create a credible video communication strategy, and how to get it part of the overall communication strategy. The study is limited on football sport clubs, and more specifically, on youth teams. The aim of the thesis is to offer for smaller sport clubs with limited resources, tools to establish a video communication channel. Each chapter in this thesis is built in a way that the theoretical part is followed by practical implications. The theory focuses on community and video communication, whereas the practical implications are based on the case work for Helsinki Ball Game Club’s (HPS) TV. The study focuses on HPS’ current communication strategy and its analysis. In addition, the thesis aims to offer alternative strategies, and analyze their usability in HPS TV strategy. Overall, this case study aims to find best practices to be implemented in a general level also on other sport clubs’ video communication. The main research question in this thesis is built as following; How a sport club with limited resources can produce professional video communication? Additionally, the possible advantages of using videos as part of a communication strategy are introduced, and how this can be achieved. The main conclusion of the study is that for the video communication to be successful, it requires a consistent strategy and systematical communication with the emphasis on the right target group and the content of the videos. Thus, this thesis also introduces the necessary equipment and channels for the video communication to work. Additionally, it brings up how social media can be leveraged in the process

    Large Cuts with Local Algorithms on Triangle-Free Graphs

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    We study the problem of finding large cuts in dd-regular triangle-free graphs. In prior work, Shearer (1992) gives a randomised algorithm that finds a cut of expected size (1/2+0.177/d)m(1/2 + 0.177/\sqrt{d})m, where mm is the number of edges. We give a simpler algorithm that does much better: it finds a cut of expected size (1/2+0.28125/d)m(1/2 + 0.28125/\sqrt{d})m. As a corollary, this shows that in any dd-regular triangle-free graph there exists a cut of at least this size. Our algorithm can be interpreted as a very efficient randomised distributed algorithm: each node needs to produce only one random bit, and the algorithm runs in one synchronous communication round. This work is also a case study of applying computational techniques in the design of distributed algorithms: our algorithm was designed by a computer program that searched for optimal algorithms for small values of dd.Comment: 1+17 pages, 8 figure

    Non-Local Probes Do Not Help with Graph Problems

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    This work bridges the gap between distributed and centralised models of computing in the context of sublinear-time graph algorithms. A priori, typical centralised models of computing (e.g., parallel decision trees or centralised local algorithms) seem to be much more powerful than distributed message-passing algorithms: centralised algorithms can directly probe any part of the input, while in distributed algorithms nodes can only communicate with their immediate neighbours. We show that for a large class of graph problems, this extra freedom does not help centralised algorithms at all: for example, efficient stateless deterministic centralised local algorithms can be simulated with efficient distributed message-passing algorithms. In particular, this enables us to transfer existing lower bound results from distributed algorithms to centralised local algorithms

    Distributed Edge Packing

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    In this work we study a graph problem called edge packing in a distributed setting. An edge packing p is a function that associates a packing weight p(e) with each edge e of a graph such that the sum of the weights of the edges incident to each node is at most one. The task is to maximise the total weight of p over all edges. We are interested in approximating a maximum edge packing and in finding maximal edge packings, that is, edge packings such that the weight of no edge can be increased. We use the model of distributed computing known as the LOCAL model. A communication network is modelled as a graph, where nodes correspond to computers and edges correspond to direct communication links. All nodes start at the same time and they run the same algorithm. Computation proceeds in synchronous communication rounds, during each of which each node can send a message through each of its communication links, receive a message from each of its communication links, and then do unbounded local computation. When a node terminates the algorithm, it must produce a local output – in this case a packing weight for each incident edge. The local outputs of the nodes must together form a feasible global solution. The running time of an algorithm is the number of steps it takes until all nodes have terminated and announced their outputs. In a typical distributed algorithm, the running time of an algorithm is a function of n, the size of the communication graph, and ∆, the maximum degree of the communication graph. In this work we are interested in deterministic algorithms that have a running time that is a function of ∆, but not of n. In this work we will review an O(log ∆)-time constant-approximation algorithm for maximum edge packing, and an O(∆)-time algorithm for maximal edge packing. Maximal edge packing is an example of a problem where the best known algorithm has a running time that is linear-in-∆. Other such problems include maximal matching and (∆ + 1)-colouring. However, few matching lower bounds exist for these problems: by prior work it is known that finding a maximal edge packing requires time Ω(log ∆), leaving an exponential gap between the best known lower and upper bounds. Recently Hirvonen and Suomela (PODC 2012) showed a linear-in-∆ lower bound for maximal matching. This lower bound, however, applies only in weaker, anonymous models of computation. In this work we show a linear-in-∆ lower bound for maximal edge packing. It applies also in the stronger port numbering model with orientation. Recently Göös et al. (PODC 2012) showed that for a large class of optimisation problems, the port numbering with orientation model is as powerful as a stronger, so called unique identifier model. An open question is if this result can applied to extend our lower bound to the unique identifier model

    Linear-in-Δ\Delta Lower Bounds in the LOCAL Model

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    By prior work, there is a distributed algorithm that finds a maximal fractional matching (maximal edge packing) in O(Δ)O(\Delta) rounds, where Δ\Delta is the maximum degree of the graph. We show that this is optimal: there is no distributed algorithm that finds a maximal fractional matching in o(Δ)o(\Delta) rounds. Our work gives the first linear-in-Δ\Delta lower bound for a natural graph problem in the standard model of distributed computing---prior lower bounds for a wide range of graph problems have been at best logarithmic in Δ\Delta.Comment: 1 + 21 pages, 10 figure

    New Classes of Distributed Time Complexity

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    A number of recent papers -- e.g. Brandt et al. (STOC 2016), Chang et al. (FOCS 2016), Ghaffari & Su (SODA 2017), Brandt et al. (PODC 2017), and Chang & Pettie (FOCS 2017) -- have advanced our understanding of one of the most fundamental questions in theory of distributed computing: what are the possible time complexity classes of LCL problems in the LOCAL model? In essence, we have a graph problem Π\Pi in which a solution can be verified by checking all radius-O(1)O(1) neighbourhoods, and the question is what is the smallest TT such that a solution can be computed so that each node chooses its own output based on its radius-TT neighbourhood. Here TT is the distributed time complexity of Π\Pi. The time complexity classes for deterministic algorithms in bounded-degree graphs that are known to exist by prior work are Θ(1)\Theta(1), Θ(log⁡∗n)\Theta(\log^* n), Θ(log⁥n)\Theta(\log n), Θ(n1/k)\Theta(n^{1/k}), and Θ(n)\Theta(n). It is also known that there are two gaps: one between ω(1)\omega(1) and o(log⁥log⁡∗n)o(\log \log^* n), and another between ω(log⁡∗n)\omega(\log^* n) and o(log⁥n)o(\log n). It has been conjectured that many more gaps exist, and that the overall time hierarchy is relatively simple -- indeed, this is known to be the case in restricted graph families such as cycles and grids. We show that the picture is much more diverse than previously expected. We present a general technique for engineering LCL problems with numerous different deterministic time complexities, including Θ(log⁥αn)\Theta(\log^{\alpha}n) for any α≄1\alpha\ge1, 2Θ(log⁥αn)2^{\Theta(\log^{\alpha}n)} for any α≀1\alpha\le 1, and Θ(nα)\Theta(n^{\alpha}) for any α<1/2\alpha <1/2 in the high end of the complexity spectrum, and Θ(log⁥αlog⁡∗n)\Theta(\log^{\alpha}\log^* n) for any α≄1\alpha\ge 1, 2Θ(log⁥αlog⁡∗n)\smash{2^{\Theta(\log^{\alpha}\log^* n)}} for any α≀1\alpha\le 1, and Θ((log⁡∗n)α)\Theta((\log^* n)^{\alpha}) for any α≀1\alpha \le 1 in the low end; here α\alpha is a positive rational number
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