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PRODID:IEEE vTools.Events//EN
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BEGIN:VTIMEZONE
TZID:Pacific/Honolulu
BEGIN:STANDARD
DTSTART:19470608T023000
TZOFFSETFROM:-1130
TZOFFSETTO:-1000
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BEGIN:VEVENT
DTSTAMP:20221213T023129Z
UID:5C356BE9-0DCE-4596-A5C7-07CDBB170048
DTSTART;TZID=Pacific/Honolulu:20221209T173000
DTEND;TZID=Pacific/Honolulu:20221209T190000
DESCRIPTION:Abstract: For the global esports industry\, the notion of a &quot;fa
 ir and even playing field&quot; in competitive video game play between teams lo
 cated at vast distances from each other has been central to the immense gr
 owth and popularity of esports globally. However\, in order to institute a
 n environment where players feel that no other location holds a distinct a
 dvantage over other locations when it comes to the speed (measured in mill
 iseconds) that data is transferred between geographic sites (&quot;ping&quot;)\, pro
 fessional esports players often seek conditions in which they can exploit\
 , save\, or counter any perceived imbalances at which some players may hav
 e faster ping than others.\n\nIn this presentation\, Dr. Kauweloa will be 
 exploring the controversies of ping (the network transmission of data meas
 ured as latency) through the experiences of the University of Hawai’i at
  Manoa (UHM) esports program. The UH Esports program is home to 8 highly c
 ompetitive collegiate esports varsity teams\, all of whom play out of the 
 university’s iLab. In order to be at peak performance\, the players cons
 tantly seek ways of improving their network connections to game servers. B
 ecause of the geographic location of Hawai’i\, however\, there are limit
 ations to what can be done to fully address\, or significantly eliminate\,
  the issue of latency for competitive players.\n\nThe popularity and visib
 ility of the UH Esports program provide an interesting insight into the br
 oader discussion of latency. Of course\, the complexities around the speed
  at which data is moved between locations are not just a problem for highl
 y competitive “gamers\,” but touch on issues far broader: the executio
 n of services with real-time internet applications\, mobile user experienc
 es\, and perceptions within augmented reality spaces. The goal of the pres
 entation is to invigorate discussion among technologists\, engineers\, and
  interested individuals who are interested in understanding this particula
 r technology problem for Hawai’i.\n\nCo-sponsored by: IEEE Communication
 s Society\, IEEE Computer Society\n\nSpeaker(s): Dr. Nyle Sky Kauweloa\, \
 n\nAgenda: \nThis is an in-person meeting and open to the public.\n\n45 mi
 n presentation\, 15 min Q&amp;A\, followed by networking.\n\nEntrepreneurs San
 dbox\, 643 Ilalo St\, Honolulu\, Hawaii\, United States\, 96813
LOCATION:Entrepreneurs Sandbox\, 643 Ilalo St\, Honolulu\, Hawaii\, United 
 States\, 96813
ORGANIZER:eugene.chang@ieee.org
SEQUENCE:11
SUMMARY:eSports: Managing Competition With Network Latency Challenges
URL;VALUE=URI:https://events.vtools.ieee.org/m/323893
X-ALT-DESC:Description: &lt;br /&gt;&lt;p style=&quot;font-weight: 400\;&quot;&gt;&lt;strong&gt;Abstrac
 t&lt;/strong&gt;: For the global esports industry\, the&amp;nbsp\;notion of a &quot;fair 
 and even playing field&quot; in competitive video game play between teams locat
 ed at vast distances from each other has been central to the immense growt
 h and popularity of esports globally. However\, in order to institute an e
 nvironment&amp;nbsp\;where players feel that no other location holds a distinc
 t advantage over other locations when it comes to the speed (measured in m
 illiseconds) that data is transferred between geographic sites (&quot;ping&quot;)\, 
 professional&amp;nbsp\;esports players often seek conditions in which they can
  exploit\, save\, or counter any perceived imbalances at which some player
 s may have faster ping than others. &amp;nbsp\;&lt;/p&gt;\n&lt;p style=&quot;font-weight: 40
 0\;&quot;&gt;In this presentation\, Dr. Kauweloa will be exploring the controversi
 es of ping (the network transmission of data measured as latency) through&amp;
 nbsp\;the experiences of the University of Hawai&amp;rsquo\;i at Manoa (UHM) e
 sports program. The UH Esports program is home to 8 highly competitive col
 legiate esports varsity teams\, all of whom play out of the university&amp;rsq
 uo\;s iLab. In order to be at peak performance\, the players constantly se
 ek ways of improving their network connections to game servers. Because of
  the geographic location of Hawai&amp;rsquo\;i\, however\, there are limitatio
 ns to what can be done to fully address\, or significantly eliminate\, the
  issue of latency for competitive players.&lt;/p&gt;\n&lt;p style=&quot;font-weight: 400
 \;&quot;&gt;The popularity and visibility of the UH Esports program provide an int
 eresting insight into the broader discussion of latency. Of course\, the c
 omplexities around the speed at which data is moved between locations are 
 not just a problem for highly competitive &amp;ldquo\;gamers\,&amp;rdquo\; but tou
 ch on issues far broader: the execution of services with real-time interne
 t applications\, mobile user experiences\, and perceptions within augmente
 d reality spaces. The goal of the presentation is to invigorate discussion
  among technologists\, engineers\, and interested individuals who are inte
 rested in understanding this particular technology problem for Hawai&amp;rsquo
 \;i.&amp;nbsp\;&lt;/p&gt;&lt;br /&gt;&lt;br /&gt;Agenda: &lt;br /&gt;&lt;p&gt;This is an in-person meeting a
 nd open to the public.&lt;/p&gt;\n&lt;p&gt;45 min presentation\, 15 min Q&amp;amp\;A\, fol
 lowed by networking.&lt;/p&gt;
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