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Koronaviruspandemian Vaikutus Elektroniseen Urheiluun
Koronaviruspandemian vaikutus elektroniseen urheiluun Rami Waly ja Tuomo Tammela 2021 Laurea Laurea-ammattikorkeakoulu Koronaviruspandemian vaikutus elektroniseen urheiluun Rami Waly ja Tuomo Tammela Tietojenkäsittely Opinnäytetyö Huhtikuu 2021 Laurea-ammattikorkeakoulu Tiivistelmä Tietojenkäsittely koulutusohjelma Tradenomi (AMK) Rami Waly, Tuomo Tammela Koronaviruspandemian vaikutus elektroniseen urheiluun Vuosi 2021 Sivumäärä 48 Opinnäytetyön tavoitteena on selvittää, kuinka koronaviruspandemia on vaikuttanut elektro- niseen urheiluun. Opinnäytetyössä käydään läpi mitä toimia elektronisen urheilun organisaa- tiot ja tapahtumien ylläpitäjät ovat ottaneet siirtääkseen toimintaansa LAN-pelaamisesta verkkopelaamiseen. Lisäksi opinnäytetyöstä selviää, millä tavoin e-urheilun tapahtumien jär- jestäminen on pyritty turvaamaan pandemian aikana. Opinnäytetyössä tutkittiin myös eri kil- pailullisten videopelien lajeja sekä elektronisen urheilun organisaatioita. Elektronisen urheilun kysynnän ja joukkueiden kilpailullisen hengen kasvaessa seuraajat jää- vät miettimään, kuinka pandemian vaikutukset muuttavat elektronista urheilua tulevina vuo- sina. E-urheilun tapahtumat ovat yleisesti toimineet paikallisesti, mutta turnauksia on aiem- min myös pidetty verkon kautta. Tämänhetkinen koronaviruspandemia pakotti kaikki elektro- nisen urheiluun liittyvät osapuolet sopeutumaan nopeasti uuteen tilanteeseen, sekä arvioi- maan uudelleen kaikki mahdolliset turvatoimet katsojien, pelaajien ja työntekijöiden vuoksi. Opinnäytetyössä tutkitaan myös latenssin -
Super Smash Bros. Melee: an Interdisciplinary Esports Ethnography
"Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie ·spoopy' Rappaport A Thesis In the Department of Humanities Presented in Partial Fulfillment of the Requirements F or the Degree of Master of Arts (Individualized Program) at Concordia University Montreal, Quebec, Canada May 2020 © Abbie 'spoopy' Rappaport, 2020 CONCORDIA UNN ERSITY School of Graduate Studies This is to ce1tify that the thesis prepared By: Abbie ''spoooopy' Rappaport Entitled: Mellee iis Brrokkeenn”":: Supperr Smassh Bros.. Melleee:: An Interrdiisscciipplliinnary Esporrttss Etthnography and submitted in prutial fulfillment of the requirements for the degree of Indiivviiddualized Mastterss (IINDI MA)) complies with the regulations of the University and meets the accepted standru·ds with respect to originality and quality. Signed by the final examining committee: Rachel Berger Chair Darrrren Werrsshllerr Examiner Barrtt Siimon Examiner Pipppin Barr Thesis Supervisor(s) Darren Wershlerr,, Bart Simon,, Piippppin Baarrrr Approved by Rachel Berger Chair of Department or Graduate Program Director Effrosyni Diamantoudi, Dean, Date iii Abstract "Melee is Broken": Super Smash Bros. Melee: An Interdisciplinary Esports Ethnography Abbie 'spoopy' Rappaport This work presents a qualitative analysis of the esports community that plays and watches Super Smash Bros. Melee (SSBM) , a platform-based fighting game released for the Nintendo GameCube in 2001. SSBM is unusual as an esport for the way that it is built on a grass-roots foundation shaped by players (rather than the game's developers) and is contingent on the continued use of residual media objects, specifically the CRT television, Nintendo GameCube and Wii console coupled with the restraints of analog signal processing. SSBM players show particular dedication to dominant community practices like strict tournament rules and settings, shared use of dialect/nomenclatures, mode of play and so on, which are derived from, embedded in, and reinforced by specific hardware and software objects. -
Revised BOP-Publication 24H DUBAI 2021
Balance of Performance Publication Revision 1 Date: 11.01.2020 HANKOOK 24H DUBAI 2021 To Sporting & Technical Regulations 24H SERIES powered by Hankook 2021 (Version 26 November 2020 with KNAF permit No.: 0314.21.002) NOTE: This Balance of Performance Publication is valid with immediate effect and replaces the previous publication dated 07.12.2020. With this Balance of Performance publication, the refuelling flow restictor plate is introduced. This is a mandatory BOP-measure that must be implemented by all cars. Each car receives a sticker indicating the restrictor plate colour to be used. This sticker will be placed by the scrutineers above the fuel inlet: The following flow rate applies to each colour: - BLUE: 100% - YELLOW: 95% - RED: 92,5% On each refuelling nozzle, a set of restrictors is attached. The correct coloured restrictor must be inserted into the nozzle handle before refuelling. BOP HANKOOK 24H DUBAI 2021 1 Dear Teams and Drivers These Balance of Performance and other figures are in force with immediate application and replaces the figures of appendix 11 of the Sporting & Technical regulations and eventually previously published BOP-publications. Notes on boost control: Control of Pboost strategy as per document attached (Appendix: Control of Pboost strategy is updated), for all cars of which Pboost max is specified, unless explicit otherwise specified. Approved: Creventic BOP HANKOOK 24H DUBAI 2021 2 Class TC: Touring Cars Max Cylinder Minimum FUEL Brand & Type Turbo Refuelling Remarks capacity Weight FLOW amount According -
Improving Input Prediction in Online Fighting Games
DEGREE PROJECT IN TECHNOLOGY, FIRST CYCLE, 15 CREDITS STOCKHOLM, SWEDEN 2021 Improving Input Prediction in Online Fighting Games Anton Ehlert KTH ROYAL INSTITUTE OF TECHNOLOGY ELECTRICAL ENGINEERING AND COMPUTER SCIENCE Authors Anton Ehlert <[email protected]> Electrical Engineering and Computer Science KTH Royal Institute of Technology Place for Project Stockholm, Sweden Examiner Fredrik Lundevall KTH Royal Institute of Technology Supervisor Fadil Galjic KTH Royal Institute of Technology Abstract Many online fighting games use rollback netcode in order to compensate for network delay. Rollback netcode allows players to experience the game as having reduced delay. A drawback of this is that players will sometimes see the game quickly ”jump” to a different state to adjust for the the remote player’s actions. Rollback netcode implementations require a method for predicting the remote player’s next button inputs. Current implementations use a naive repeatlast frame policy for such prediction. There is a possibility that alternative methods may lead to improved user experience. This project examines the problem of improving input prediction in fighting games. It details the development of a new prediction model based on recurrent neural networks. The model was trained and evaluated using a dataset of several thousand recorded player input sequences. The results show that the new model slightly outperforms the naive method in prediction accuracy, with the difference being greater for longer predictions. However, it has far higher requirements both in terms of memory and computation cost. It seems unlikely that the model would significantly improve on current rollback netcode implementations. However, there may be ways to improve predictions further, and the effects on user experience remains unknown. -
“Beautiful Power Shield!” Vs. “Explosive Superman Punch!”
“Beautiful Power Shield!” vs. “Explosive Superman Punch!” A Comparative Analysis of Promotional Metadiscursive Language in eSports and Mixed Martial Arts Sports Commentaries ”Vacker kraftsköld!” vs. ”Explosivt Supermanslag!” En komparativ analys av promotionsbefrämjande metadiskursivt språk i eSport och mixed martial arts sportkommentarer Anton Gustin Faculty of Arts & Social Science English English III: Degree Project 15hp Supervisor: Peter Wikström Examiner: Andrea Schalley Fall 2018 Title: “Beautiful Power Shield!” vs. “Explosive Superman Punch!”: A Comparative Analysis of Promotional Metadiscursive Language in eSports and Mixed Martial Arts Sports Commentaries Titel på svenska: “Vacker kraftsköld!” vs. ”Explosivt supermanslag!”: En komparativ analys av promotionsbefrämjande metadiskursivt språk i eSport och mixed martial arts sportkommentarer Author: Anton Gustin Pages: 76 Abstract Sports commentary is an essential part of live broadcasted sports as well as eSports and is a task that requires that the caster be verbally proficient and can maintain a high tempo when speaking, especially in more fast-paced sports. This study aims to analyze this promotional language sportscasters use by approaching it from the linguistic phenomenon of metadiscourse. This will be achieved by utilizing a theoretical framework adapted from previous research on eSports commentaries. By comparing a traditional sport, in this case mixed martial arts, with that of the eSport of Super Smash Bros. Melee, the aim is to see what differences can be found between the two sports’ commentaries and their use of metadiscursive promotional language. After comparing these two sets of commentaries, the results show that there are some differences in how promotional language is used to enhance the understanding and excitement of their respective sports. -
World's Largest Fighting Game Tournament EVO Announced to Be
July 19, 2016 Hearts United Group Co., Ltd. Shochiku Broadcasting Co., Ltd. Aetas,Inc. World’s largest fighting game tournament EVO announced to be held in Japan ~Signing of partner agreement with host of EVO and Actualization of “EVO Japan” ~ Hearts United Group Co., Ltd. (hereinafter referred to as “Hearts United Group”), Shochiku Broadcasting Co.,Ltd. (hereinafter referred to as “Shochiku BC”) and Aetas,Inc. (hereinafter referred to as “Aetas”), subsidiary of Hearts United Group and affiliated company of Shochiku BC have signed a partnership agreement with SRKX Productions, LLC. (hereinafter referred to as “SRKX”), host of the world’s largest fighting game tournament “Evolution Championship Series” (hereinafter referred to as “EVO”) and will be holding Evolution Championship Series:Japan (hereinafter referred to as “EVO Japan”). EVO has been held for more that 20 years since 1995 in Las Vegas and is one of the largest fighting game tournaments where many powerhouse players from all over the world gather to compete for the top. Every year, the scale of the event has been expanding with more than 10,000 players competing in “EVO 2015”. The event has also been delivered online in live streaming video platform "Twitch" which recorded approximately 250,000 viewers and has established itself as one that draws global attention. Apart from the holiday tour which will be carried out for the purpose of participating in EVO and spectating in Japan, the internet viewer access was ranked number 2 for Japan in the world hitting approximately 1.4 million accounts proving its soaring popularity. Under such circumstances, Hearts United Group signed a capital and business alliance with Shochiku BC on July 2015 for the video production and delivery business as well as for the business of game events such as e-sports and play-by-play delivery, which is a clear distinction from the conventional broadcasting business. -
Raporttien Ulkoasu Ja Lähteisiin Viittaaminen
How streaming has affected the growth of competitive gaming Markus Toivanen Opinnäytetyö Tietojenkäsittelyn koulutusohjelma 2017 Tiivistelmä Tekijä(t) Markus Toivanen. Koulutusohjelma Tietojenkäsittelyn koulutusohjelma Opinnäytetyön otsikko Sivu- ja How streaming has affected the growth of competitive gaming liitesivumäärä 34 + 2 Suoratoisto ja elektroninen kilpapelaaminen ovat molemmat tällä hetkellä erittäin suosittuja ilmiöitä maailmalla. Tämän opinnäytetyön tavoitteena on tutkia miten suoratoisto on vaikuttanut kilpapelaamisen kasvuun. Opinnäytetyössä käydään läpi kilpapelaamisen historiaa, suoratoiston tuomia mahdollisuuksia kilpapelaamiselle sekä näiden kahden yhteistyötä. Tätä yhteisytötä tullaan avaamaan tutkimalla siinä toimivia olevia osa-alueita Tässä työssä keskitytään suoratoiston vaikutuksiin kilpapelaamisen kasvussa. Tätä kasvua tarkastellaan kolmen statistiikan avulla. Nämä statistiikat ovat katsojaluvut, turnauksien palkinto potit ja osallistujamäärät. Samalla työssä analysoidaan suoratoiston tuomia lisäyksiä kilpapeli turnauksiin. Sähköposti haastatteluja tullaan pitämään kilpapelaamisen kanssa työskentelevien henkilöiden ja organisaatioiden kanssa sekä itse pelaajien kanssa tullaan käymään keskustelua. Opinnäytetyön tutkimuksen aikana huomattiin yhteys kilpapelaamisen räjähdysmäisen kasvun sekä suoratoiston käytön välillä. Suoratoiston avulla informaatiota ja materiaalia on erittäin helppo saada tuotua kilpapelaamisen ystäville ympäri maailman. Tämä helppo saatavuus helpottaa uusien ihmisten tutustumista kilpapelaamisen -
Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee Colin M
Human Performance Gaming CHI 2017, May 6–11, 2017, Denver, CO, USA Virtuosos on the Screen: Playing Virtual Characters Like Instruments in Competitive Super Smash Bros. Melee Colin M. Ford University of California, Irvine Irvine, CA, United States [email protected] ABSTRACT backstory, and array of fighting techniques. In an effort to Previous research on virtual sociality in games suggests that describe the user’s relationship with pre-designed players use custom avatars to reflect, alter, and perform characters, some game studies scholars have moved away new identities in digital spaces. However, this study from the language of the avatar, theorizing virtual explores an alternative theory of social performance by characters instead as props, tools, or vehicles for player analyzing a competitive game, Super Smash Bros. Melee, manipulation of the game world [9, 46, 57]. In contrast to where players face off in timed matches and interact theories of the avatar or the vehicle, I posit that Melee through pre-designed characters. This study shows how players treat their characters as performative instruments, Melee players treat virtual characters as performative similar to musical instruments like the violin or the piano. instruments, similar to the violin or the piano. In forum This term underscores the expressive potential of a posts and player-created media, Melee players emphasize character-instrument as well as the practiced skills the need to train one’s hands, eyes, and mind in order to necessary to reach that potential. By considering virtual master a character’s complexity and express style and skills characters as expressive, demanding instruments, it in live matches. -
HANKOOK 12H HOCKENHEIMRING 2021 to Sporting & Technical Regulations 24H SERIES Powered by Hankook 2021 (Version 26 November 2020 with KNAF Permit No.: 0314.21.002)
Balance of Performance Publication Date: 17.05.2021 HANKOOK 12H HOCKENHEIMRING 2021 To Sporting & Technical Regulations 24H SERIES powered by Hankook 2021 (Version 26 November 2020 with KNAF permit No.: 0314.21.002) Dear Teams and Drivers These Balance of Performance and other figures are in force with immediate application and replaces the figures of appendix 11 of the Sporting & Technical regulations and eventually previously published BOP-publications. Notes on boost control: Control of Pboost strategy as per document attached (Appendix: Control of Pboost strategy is updated), for all cars of which Pboost max is specified, unless explicit otherwise specified. Approved: Creventic BOP HANKOOK 12H HOCKENHEIMRING 2021 1 For all Classes expect 991 and GT3 SEMI-PRO-BOP This “SEMI-PRO-BOP” refers to Series Bulletin 02/2021 Art. 8.3.2 Team Composition. This “SEMI-PRO-BOP” is applicable for a team with drivers-line up with ONLY SEMI-PRO drivers. Balance of Performance* BOP Weight Refuelling SEMI-PRO-BOP + 30 kg -/- 5 L * BOP adjusted (+/-) ballast weight and refuelling amount, referred to initial value specified in this BOP-publication) Class TC: Touring Cars Max Cylinder Minimum Brand & Type Turbo Refuelling Remarks capacity Weight amount According to BMW M240i Cup 85L @ Green BMW M240i Racing Cup 3000 cc Twin Turbo 1440 kg regulations 2020 85L @ Code60 Car height minimum 100mm BMW E46 M3 3200 cc No 1200 kg 120 L BMW M2 CS (365HP) 3000 cc Twin Turbo 1530 kg 85 L No power stick (365HP) Your (TC) car not listed here? Please make an individual -
New Horizons for Energy Efficiency: Major Opportunities to Reach Higher Electricity Savings by 2030
New Horizons for Energy Efficiency: Major Opportunities to Reach Higher Electricity Savings by 2030 Dan York, Steven Nadel, Ethan Rogers, Rachel Cluett, Sameer Kwatra, Harvey Sachs, Jennifer Amann, and Meegan Kelly September 2015 Report Number U1507 © American Council for an Energy-Efficient Economy 529 14th Street NW, Suite 600, Washington, DC 20045 Phone: (202) 507-4000 • Twitter: @ACEEEDC Facebook.com/myACEEE • aceee.org NEW HORIZONS © ACEEE Contents About the Authors ............................................................................................................................... ii Acknowledgments ..............................................................................................................................iii Executive Summary ............................................................................................................................ v Chapter 1. Overview of Methodology, Energy Savings, Costs, and Opportunities .................. 1 Chapter 2. Residential Appliances: Refrigerators, Clothes Washers, and Dryers .................... 21 Chapter 3. Residential LED Lamp Replacement for Incandescent Lamps ................................ 32 Chapter 4. Real-Time Energy Use Feedback and Behavioral Response .................................... 42 Chapter 5. Smart Residential Thermostats ..................................................................................... 53 Chapter 6. Advanced Residential Air Conditioners and Heat Pumps ...................................... 62 Chapter 7. Heat Pump