The Sword, November 2020
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MBKB Week 06.Indd
December 30, 2020 SEC COMMUNICATIONS Conference Overall Craig Pinkerton (Men’s Basketball Contact) W-L Pct. H A W-L Pct. H A N Strk [email protected] @SEC_Craig www.SECsports.com Alabama 1-0 1.000 1-0 0-0 6-3 .667 4-1 0-0 2-2 W2 Phone: (205) 458-3000 LSU 1-0 1.000 1-0 0-0 6-1 .857 4-0 0-1 1-0 W4 Arkansas 0-0 .000 0-0 0-0 8-0 1.000 8-0 0-0 0-0 W8 THIS WEEK IN THE SEC Georgia 0-0 .000 0-0 0-0 7-0 1.000 7-0 0-0 0-0 W7 (All Times Eastern) Missouri 0-0 .000 0-0 0-0 6-0 1.000 4-0 1-0 1-0 W6 Monday, December 21 Tennessee 0-0 .000 0-0 0-0 6-0 1.000 6-0 0-0 0-0 W6 at Texas A&M 70, Wofford 52 Auburn 0-0 .000 0-0 0-0 6-2 .750 4-0 0-1 2-1 W5 at #8 Tennessee 102, Saint Joseph’s 66 Florida 0-0 .000 0-0 0-0 3-1 .750 1-0 0-1 2-0 L1 at Mississippi St. 87, Mississippi Valley St. 48 Vanderbilt 0-0 .000 0-0 0-0 4-2 .667 4-1 0-1 0-0 W1 Tuesday, December 22 Mississippi State 0-0 .000 0-0 0-0 5-3 .625 5-0 0-0 0-3 W2 at Auburn 67, Appalachian St. -
João Pedro Brito Cício De Carvalho
Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho eams Business Models in Professional Electronic ts T Sports Teams Business Models in Professional Electronic Spor tins Coelho abio José Mar F 5 1 UMinho|20 April, 2015 Universidade do Minho Escola de Economia e Gestão João Pedro Brito Cício de Carvalho Business Models in Professional Electronic Sports Teams Dissertation in Marketing and Strategy Supervisor: Professor Doutor Vasco Eiriz April, 2015 DECLARATION Name: João Pedro Brito Cício de Carvalho Electronic mail: [email protected] Identity Card Number: 13011205 Dissertation Title: Business Models in Professional Electronic Sports Teams Supervisor: Professor Doutor Vasco Eiriz Year of completion: 2015 Title of Master Degree: Marketing and Strategy IT IS AUTHORIZED THE FULL REPRODUCTION OF THIS THESIS/WORK FOR RESEARCH PURPOSES ONLY BY WRITTEN DECLARATION OF THE INTERESTED, WHO COMMITS TO SUCH; University of Minho, ___/___/______ Signature: ________________________________________________ Thank You Notes First of all, I’d like to thank my family and my friends for their support through this endeavor. Secondly, a big thank you to my co-workers and collaborators at Inygon and all its partners, for giving in the extra help while I was busy doing this research. Thirdly, my deepest appreciation towards my interviewees, who were extremely kind, helpful and patient. Fourthly, a special thank you to the people at Red Bull and Zowie Gear, who opened up their networking for my research. And finally, my complete gratitude to my research supervisor, Professor Dr. Vasco Eiriz, for his guidance, patience and faith in this research, all the way from the theme proposed to all difficulties encountered and surpassed. -
Author Guidelines for 8
Proceedings of the 52nd Hawaii International Conference on System Sciences | 2019 Taking College Esports Seriously Nyle Sky Kauweloa Jenifer Sunrise Winter University of Hawai‘i at Mānoa University of Hawai‘i at Mānoa [email protected] [email protected] Abstract environment involving student-lead clubs and scholarship-based teams. The University of This study examined how collegiate esports players Washington and the University of British Columbia conceptualized their own competitive gameplay as have student-organized gaming clubs on their situated between work and play. Using interviews campuses, with collegiate esports organizations guided by Stebbins’ (2007) serious leisure perspective, TESPA and the Collegiate Starleague supporting 16 collegiate esports players described how belonging hundreds of teams and offering thousands of dollars in to a collegiate esports team has shaped their identity, scholarships [6]. and how they experienced gaming within the Game developers have started to see the structured environment of a collegiate esports team benefits of collegiate esports. Riot Games holds a and club. Stebbins’ description of skill and knowledge series of collegiate tournaments in North America development was supported, and the findings are in open to student-clubs and esports varsity programs, accord with Stebbins’ conceptualization of “personal the most recent being the College League of Legends. rewards,” such as self-expression, self-image, and Notable among the tournaments was the 2016 North self-actualization. American Collegiate Championships (NACC) for the League of Legends (LoL) [7] game. The competition ended with a match between the University of British 1.The Growth of Collegiate Esports Columba’s (UBC) student-lead esports club and Robert Morris University’s esports scholarship team. -
NBA and NBPA Finalize Comprehensive Plan for July 30 Restart to 2019-20 Season
NBA and NBPA Finalize Comprehensive Plan for July 30 Restart to 2019-20 Season NEW YORK – The National Basketball Association and the National Basketball Players Association announced today that they have finalized a comprehensive plan for a July 30 restart to the 2019-20 season, which includes stringent health and safety protocols, a single-site campus at Walt Disney World Resort in Florida and the goal of taking collective action to combat systemic racism and promote social justice. In addition, the NBA and Disney have reached an agreement that makes the Arena, the Field House and Visa Athletic Center at ESPN Wide World of Sports Complex the venues for all games for the remainder of the season, which will resume with 22 teams returning to play and with no fans in attendance. The NBA and the NBPA confirmed today an agreement on health and safety protocols that will govern the resumption of the season. The rigorous program, which addresses risks related to COVID-19 and focuses on the well-being of players, coaches, officials and staff, was developed in consultation with public health experts, infectious disease specialists and government officials. As announced on Wednesday, the NBA and the NBPA have agreed in principle that the goal of the season restart will be to find tangible and sustainable ways to address racial inequality across the country. Leaders from the NBA and the NBPA have also discussed strategies to increase Black representation across the NBA and its teams, ensure greater inclusion of Black-owned and operated businesses across NBA business activities, and form an NBA foundation to expand educational and economic development opportunities across the Black community. -
Kalyna Country Tourism Development Strategy
KALYNA COUNTRY TOURISM DEVELOPMENT STRATEGY Table of Contents EXECUTIVE SUMMARY ..............................................................................................................5 INTRODUCTION ........................................................................................................................10 Background..........................................................................................................................10 Project Objectives................................................................................................................11 Process Overview................................................................................................................11 SITUATION ASSESSMENT: Where are we now? ....................................................................16 Study Area...............................................................................................................................17 Themes ...................................................................................................................................18 Lures and Clusters: Kalyna’s Tourism Resource ....................................................................19 Key Attractions and Clusters ...............................................................................................19 Market Analysis .......................................................................................................................27 Trends in Alberta Tourism ...................................................................................................27 -
2020 OVERWATCH® COLLEGIATE CHAMPIONSHIP OFFICIAL RULES INTRODUCTION These 2020 Overwatch® Collegiate Championship Rules, Incl
2020 OVERWATCH® COLLEGIATE CHAMPIONSHIP OFFICIAL RULES INTRODUCTION These 2020 Overwatch® Collegiate Championship Rules, including any updates, amendments or supplements thereto (the “Official Rules”) govern qualification and competitive play in the 2020 Overwatch Collegiate Championship tournament (the “Tournament”). These Official Rules apply to all Teams, Team Managers, Team Staff and Players (as defined herein and collectively referred to as “Participants”) who participate in the Tournament or any event related to the Tournament. These Official Rules have been designed to ensure the integrity of all competition, protect the image and reputation of Tespa, and create a consistent and high-quality experience for members of the public that view Tespa events. These Official Rules form a contract between Participants and Tespa, Inc. (“Tespa”), Major League Gaming Corp. (“MLG”) and each of their respective affiliates who are engaged in operating the Tournament on the other hand (collectively, the “Tournament Administration”). These Official Rules establish the general rules of tournament play, including rules governing use of Overwatch (the “Game”) in the Tournament, player eligibility, tournament structure, points structure, prize awards, and player conduct. These Official Rules also contain limitations of liability, license grants, and other legally binding contractual terms. Each Participant is required to read, understand, and agree to these Official Rules before participating in the Tournament. The Tournament is conducted in accordance with: (i) MLG’s Terms of Service and MLG’s Privacy Policy; and (iii) these official rules (“Official Rules”), unless otherwise indicated. With respect to each specific Tournament, more detailed rules, Tournament start and end dates, description of potential prizes and other Tournament-specific information may be provided before the start of each Tournament. -
2020-2021 Panini NBA Sticker & Album Collection
2020‐2021 Panini NBA Sticker & Album Collection 2020‐2021 Panini NBA Sticker & Album Collection Combo Display SRP $2.00 per album, $1.50 per Sticker Pack Cost: $104.25 per box, 4 boxes‐$100.50, 20 boxes +$97.25 per box Configuration: 4 inner cartons per case/1 unit per inner carton/20 albums per display/100 sticker packs per display/5 stickers + 1 Trading Card per pack Purchase Order Due Date: 10‐2‐2020 Release Date: Ships from Panini 1‐13‐2021 Style #PAN201BKTSTCO Key Selling Points: The official and exclusive sticker and card collection of the NBA Each of the NBA’s 30 teams will be featured on its own spread of two color pages in the Sticker Album, where collectors can place the stickers of the team's main players. One page celebrating the NBA’s 2019‐20 season award winners Three pages dedicated to the 2020 NBA All‐Star Game in Chicago Full recap of the 2020 NBA Playoffs as well as the 2020 NBA Finals Collect the first stickers and rookie cards of the most impactful rookies taken in the 2020 NBA Draft! The trading card set will include the best NBA veterans as well as the most collectible 2020‐21 NBA rookies. Album Content: 72 color pages and a pop‐out trading card storage box o Album Dimensions: 232 x 266.5 mm o Album SRP: $2.00 Sticker Total: Approximately 480 (100 Silver Foil) o Sticker Dimensions: 49 x 69 mm Card Total: 100 (Several different types of parallel cards on foil cardstock. -
An Ethnography of Early Canadian Varsity Esports
University of Windsor Scholarship at UWindsor Research Result Summaries 2020 An Ethnography of Early Canadian Varsity Esports Ben Scholl University of Windsor, [email protected] Follow this and additional works at: https://scholar.uwindsor.ca/research-result-summaries Consistent with the TCPS 2 (4.7) this is a research summary provided to participants and should not be considered a formal publication of results. Recommended Citation Scholl, B. (2020). An Ethnography of Early Canadian Varsity Esports. Retrieved from https://scholar.uwindsor.ca/research-result-summaries/104 This Completed Summary is brought to you for free and open access by Scholarship at UWindsor. It has been accepted for inclusion in Research Result Summaries by an authorized administrator of Scholarship at UWindsor. For more information, please contact [email protected]. ABSTRACT What follows is an ethnographic study of Canada’s first varsity esports program. Esports – formalized competitive videogaming – is a cultural and industrial phenomenon taking root in North America. This research yields rich qualitative data, collected through participant observation and interviews with esports student-athletes, providing insider perspectives on the institutionalization of the organizational field. My interdisciplinary approach offers insight on institutional pressures and their relationship to stakeholders, player agency, and institutional work – broadly speaking the creation, maintenance, and disruption of organizational social institutions. In 2011, institutionalists Lawrence, Suddaby and Leca called for the refocused exploration of the relationship between individuals, their agency, and institutions. Additionally, they emphasized the importance of bridging the gap between critical and institutional views of organizational behaviour. Critical scholars, such as T.L. Taylor, declared the importance of researching esports, for its consequences on our understanding of socio-technical systems and evolving traditional institutions (Taylor, 2018). -
International Journal of Computer Engineering and Applications, Volume XII, Special Issue, May 18, ISSN 2321-3469
International Journal of Computer Engineering and Applications, Volume XII, Special Issue, May 18, www.ijcea.com ISSN 2321-3469 PROVIDING RESTRICTIONS AGAINST ATTACK AND CONGESTION CONTROL IN PUBLICINFRASTRUCTURE CLOUD Nousheen R1, Shanmugapriya M2, Sujatha P3,Dhinakaran D4 Student, Computer Science and Engineering, Peri Institute of Technology, Chennai, India 1,2,3 Assistant professor, Computer Science and Engineering, Peri Institute of Technology, Chennai, India 4 ABSTRACT: Cloud computing is current trend in market .It reduce the cost and complexity of service providers by the means of capital and operational cost.It allows users to access application remotely. This construct directs cloud service provider to handle cost of servers, software updates,etc. If the session tokens are not properly protected, an attacker can hijack an active session and assume the identity of a user. To focusing on session hijacking and broken authenticationOTP is generated it will send user mail.Once the user is authenticatedthey will be split into virtual machine it is initiate to the upload process into the cloud.Thecloud user files are uploaded and stored in domain based .Also in our proposed system encryption keys are maintained outside of the IaaS domain.For encryption, we proposed RSA algorithm .For data owner file encryption, we use camellia algorithm. Finally the files are stored in the public cloud named CloudMe. Keywords: Cloud computing, session hijacking, OTP, Virtual machine, Iaas, CloudMe [1] INTRODUCTION Cloud computing is an information technology(IT) standard that enables universal access to share group of configurable system resource and higher-level services that can be quickly provisioned with minimal management effort, often over the internet. -
Ethical Hacking
Official Certified Ethical Hacker Review Guide Steven DeFino Intense School, Senior Security Instructor and Consultant Contributing Authors Barry Kaufman, Director of Intense School Nick Valenteen, Intense School, Senior Security Instructor Larry Greenblatt, Intense School, Senior Security Instructor Australia • Brazil • Japan • Korea • Mexico • Singapore • Spain • United Kingdom • United States Official Certified Ethical Hacker © 2010 Course Technology, Cengage Learning Review Guide ALL RIGHTS RESERVED. No part of this work covered by the copyright herein Steven DeFino may be reproduced, transmitted, stored or used in any form or by any means Barry Kaufman graphic, electronic, or mechanical, including but not limited to photocopying, Nick Valenteen recording, scanning, digitizing, taping, Web distribution, information networks, Larry Greenblatt or information storage and retrieval systems, except as permitted under Section 107 or 108 of the 1976 United States Copyright Act, without the prior Vice President, Career and written permission of the publisher. Professional Editorial: Dave Garza Executive Editor: Stephen Helba For product information and technology assistance, contact us at Managing Editor: Marah Bellegarde Cengage Learning Customer & Sales Support, 1-800-354-9706 For permission to use material from this text or product, Senior Product Manager: submit all requests online at www.cengage.com/permissions Michelle Ruelos Cannistraci Further permissions questions can be e-mailed to Editorial Assistant: Meghan Orvis [email protected] -
Esports Impact Study
0 ESPORTS INDUSTRY ASSESSMENT TABLE OF CONTENTS CONTENTS TABLE OF CONTENTS .............................................................................. 1 1. INTRODUCTION ................................................................................. 2 2. ESPORTS ECOSYSTEM ........................................................................ 4 2.1 ABOUT THE GEORGIA ECOSYSTEM ............................................................ 4 2.2 KEY PLAYERS ............................................................................................. 8 2.3 EVENTS ..................................................................................................... 8 2.4 VENUES .................................................................................................. 10 2.5 HIGH SCHOOL AND COLLEGE ESPORTS .................................................... 12 3. ESPORTS INDUSTRY ......................................................................... 14 3.1 INDUSTRY DEFINITION AND DESCRIPTION ............................................... 14 3.2 COMPETITIVE LANDSCAPE....................................................................... 16 3.3 OTHER KEY STATISTICS ............................................................................ 17 4. CONCLUSION .................................................................................. 18 5. APPENDIX - ABOUT THE GEORGIA TECH, ENTERPRISE INNOVATION INSTITUTE ........................................................................................... 19 1 ESPORTS INDUSTRY ASSESSMENT -
Fall 2020 Overwatch® Community Play-In Tournament
Fall 2020 Overwatch® Community Play-In Tournament You are free to copy, distribute, and otherwise share screen images of the North America Scholastic Esports Federation Toolkits for educational purposes, including training, in-person or online teaching, presentations, review, evaluation, internal Club use, and handouts for related activities. You may not use North America Scholastic Esports Federation Toolkits screen images for commercial gain, and may not alter, transform, or build upon them without written permission from the North America Scholastic Esports Federation. Each use from the North America Scholastic Esports Federation Toolkits should be attributed as follows: "Reprinted with permission from the North America Scholastic Esports Federation.” © Samueli Foundation | North America Scholastic Esports Federation 1 Last updated 9/1/2020 Table of Contents Introduction Acceptance of Official Rules 1.1 Acceptance. 1.2 Rule Changes and Enforcement. Competition Eligibility 2.1 Club Eligibility 2.1.1 High Schools 2.1.1.1 United States 2.1.1.2 U.S. Territories 2.1.1.3 Canada 2.1.2 Community-Based Organizations 2.1.2.1 United States and the U.S. Territories 2.1.2.2 Canada 2.2 Student Eligibility 2.3 Verification of Eligibility 2.4 Player and Team Name Restrictions 2.5 Sponsorships 3. TEAM MANAGEMENT AND ROSTERS 3.1 Teams 3.2 Roster Requirements 4. PLAYER CONDUCT 5. Structure and Schedule 5.1 Structure 5.2 Tournament Stages and Format 5.3 Schedule 6. Match Process 6.1 MATCH SETTINGS 6.2 MATCH PROCEDURES 6.3 MATCH OBLIGATIONS 6.4 MATCH DISRUPTIONS 6.5 Spectators, Streaming, and Recording Matches © Samueli Foundation | North America Scholastic Esports Federation 2 Last updated 9/1/2020 Introduction The North America Scholastic Esports Federation™ (“NASEF”) is hosting its third annual tournament, The Fall 2020 Overwatch® Community Play-In Tournament (“Tournament”, “competition”), between high schools and community-based organizations who have registered and qualified for the Fall 2020 Season.