Bill Gates wants you to know the truth about Shark Week. He has the latest buzz about killer species and it is not the shark.
Take a guess.
Defensive Role Swaps Prove Predictive of 3-Point Success
Everyone knows a basketball player is more likely to miss a three-point shot if a defender is in his face, but a new automated method for analyzing team formations, created by Disney Research Pittsburgh, shows how players get open for a shot: via defensive role swaps.
“To an expert, this makes obvious sense – if a defensive player has to move, the space where they moved from is suddenly open and, if their teammate doesn’t cover that space quickly, it creates a potential open shot for the offense,” said Patrick Lucey, a Disney researcher who specializes in measuring the behavior of athletes. In other words, the more role swaps the defensive team makes, the more likely the offensive team is to make a three-point shot.
“Role swaps are a measure of how well the offensive team is making the defensive team move,” Lucey said. “If fewer role swaps occur, that may be a measure of how well the defensive team is interacting or functioning as a unit or it can also describe how poorly the offensive team is moving the ball or executing plays.”
Until now, however, analysts have had no way of measuring this movement, which is not reflected in traditional statistics such as rebounds and shots. The Disney researchers presented their findings obtained through their new automated method at the MIT Sloan Sports Analytics Conference, Feb. 28-March 1, in Boston.
They analyzed tracking data for the 2012-13 NBA season compiled by STATS SportsVU, including about 20,000 three-point shots. They found that when a player was open – with a defender at least six feet away – the shooting percentage was 40 percent. Not surprisingly, when a defender was closer, the percentage dropped to 32 percent.
“What’s interesting is how teams get shooters open,” Lucey said. He and his colleagues considered a number of possible contributing factors – how players are spaced, whether players are driving to the basket, how fast defensive and offensive players are moving three seconds prior to a shot, length of time a player possesses the ball, and other variables. The number of times defensive players swapped roles and how far they moved in the three seconds prior to a shot ultimately proved most predictive of getting an open shot.
“While these findings may be quite intuitive for a coach and player, this work shows how tracking and quantifying player movements can provide deeper understanding of team behaviors,” Lucey said.
The researchers did this analysis on a team by team basis and the same finding occurred regardless of defensive style (i.e., man-to-man versus zone). They are currently looking at other types of shots.
Other members of the Disney Research Pittsburgh team were Alina Bialkowski, Peter Carr, Yisong Yue and Iain Matthews. More information is available on the project website
Disney Research is a network of research laboratories supporting The Walt Disney Company. Its purpose is to pursue scientific and technological innovation to advance the company’s broad media and entertainment efforts. Disney Research is managed by an internal Disney Research Council co-chaired by Disney-Pixar’s Ed Catmull and Walt Disney Imagineering’s Bruce Vaughn, and including the Directors of the individual labs. It has facilities in Los Angeles, San Francisco, Pittsburgh, Boston and Zürich. Research topics include computer graphics, video processing, computer vision, robotics, radio and antennas, wireless communications, human-computer interaction, displays, data mining, machine learning and behavioral sciences.
It seems that everybody wants it, strives for it, fights for it — and that quest is for more influence.
The more influence you possess, the more you can better control your destiny. Fate is minimized, luck is increased, life is better, right?
Gaining influence can be a very good thing, indeed. However, and there is always a however in life, influence comes at a cost. And for many the cost is very high.
SIN #1. LOSING THE LITTLE THINGS WHILE WINNING THE BIG GAME
No man or woman is an island in the world of influence. You are constantly on the prowl for opportunities to affect outcomes to your favor. This means knowing where and when to be present, how to address others, listening to responses and adjusting your sails according to the direction and energy of the prevailing wind. Highly influential people are much like fish: they have to constantly be moving to stay alive. Persons of influence don’t spend Sunday on the couch watching football or old movies. Most evenings are out; most meals are engagements with others of influence. Family life is impacted and you might see your favorite dog a few times a week.
SIN #2. INTEGRITY IS CONSTANTLY THREATENED
People of influence know many things. Knowledge is power and power is influence. You make money on secret information. Background info can tell you when to move against your competitors. Sharing information is give and take. Sharing too much can hurt relationships and kill friendships. A sharp tongue cuts faster and deeper that edged steel.
SIN #3. INFLUENCE WITHOUT INSPIRATION.
True leaders know that touching the heart brings followers faster than gold or diamonds. Influence without integrity is almost never inspirational. There are historical exceptions, but in today’s interconnected world, lack of integrity is hard to hide.
SIN #4. IGNORING INSIGHT AND INSTINCT
People who avoid listening to their inner voice eventually consume themselves — or are consumed by others. Authenticity is a component of your inner compass. Disconnecting from your true self leads to disaster.
SIN #5. GOLD OVER GOLDEN RULE
Influence should be balanced between personal advancement and the common good. Naive? Perhaps. But the planet is now more vulnerable than ever — bad influences can destroy an economy or nation in moments in the 21st century. All decisions have consequences. Big decisions can create enormous consequences.
SIN #6. INFLUENCE BY INDECISION
Not acting is truly taking an action. Leaders have a social obligation to make decisions. Whether moving forward or cutting losses, influence demands action. Failure to launch because of indecision is not just difficult, it is destructive.
SIN #7. THE INFLUENCE OF EGO
When you put yourself ahead of all others, you demonstrate that you are not worthy of the influence you hold. Influence is gift or a reward for your efforts and actions. Failure to share attracts misfortune and corruption. Enemies quickly recognize flaws and weaknesses. Vulnerabilities are exploited and influence diminished.
Douglas Arnold, The Ingenuity Guru, is a writer, workshop leader, and speaker on ingenuity, imagination, and creativity. His upcoming book “Ingenuity!” focuses on sparking greater innovation in the workplace and the community. Follow him here and on Twitter @DouglasArnold
Our generation reads more books than our parents’ generation, and, according to a new study, if we integrate a library visit into those reading habits we will likely be happier as well. Based on a study commissioned by the U.K.’s Department for Culture, Media & Sport there is evidence that going to the library gives people the same brain happiness kick as a $2,282 raise.
The study examined how cultural engagement affects overall well-being. It attributed a monetary value to activities like like library visits, and sports ($1,895) when done frequently and consistently.
The study identified eight activities that “positively and significantly” impact life satisfaction: engagement in sports, team sports and individual sports, swimming, engagement in the arts, attending the arts, participation in dance and crafts, attending musical events and plays and visiting libraries.
It looks like the artistically inclined might be getting some serious happiness side effects. The study also identified two activities that had a negative impact on people’s life satisfaction: going to the gym (we totally knew that all along) and playing music.
The caveat here is a bit of a chicken and an egg scenario. Do happy people seek out sports and libraries? Or do playing sports and going to the library make people happier? Conversely, do unhappy people go to the gym? Or does going to the gym make people unhappy?
Either way, a library visit seems like a pretty low-impact way to give yourself a $190 per month happiness boost. And for all you library visitors out there, looks like you knew something about happiness all along.
From our friends at Kurzweil:
IBM scientists have invented a tiny “chisel” with a nano-sized heatable silicon tip that creates patterns and structures on a microscopic scale. The tip, similar to the kind used in atomic force microscopes, is attached to a bendable cantilever that scans the surface of the substrate material with the accuracy of one nanometer.
IBM and National Geographic Kids unveiled the world’s tiniest magazine cover, which is small enough to fit on a single grain of salt 2,000 times, at the USA Science and Engineering Festival in Washington, D.C., where The Guinness Book of World Records officially recognized the feat.
Wrap your head around this article on quantum physics.
To the bafflement of generations of physicists, the arrow of time does not seem to follow from the underlying laws of physics, which work the same going forward in time as in reverse. By those laws, it seemed that if someone knew the paths of all the particles in the universe and flipped them around, energy would accumulate rather than disperse: Tepid coffee would spontaneously heat up, buildings would rise from their rubble and sunlight would slink back into the sun.
Being ingenious is not a gift. Most peopIe harbor the creative chops to be ingenuious, but there are three eIements that transcend research and science — making them mysterious and unexpIainabIe.
Steven Jobs said “intuition is more powerfuI than inteIIect.” Intuition is hard for science to expIain because it is near impossibIe to measure, weigh, or track with instruments or machine. Yet, intuition is something highIy regarded and respected, as noted by Jobs and even Einstein.
Intuition — aIong with instinct and insight — are the three mysterious eIements that magicaIIy fueI ingenuity. Most peopIe experience intuitive thought, but studies show that intuition is most frequent in persons who have spent years studying, practicing, or mastering a specific taIent, profession, or skiII.
A master carpenter has Iearned the great Iessons of handIing and shaping wood throughout his career. He is more IikeIy to have more intuitive moments when exercising his craft — knowing when and how wood wiII act or react to his saw or hammer.
The same is true of the chess champion. She may quickIy and successfuIIy move based upon her intuition, not thinking or anaIyzing a situation. Her instincts fire immediateIy and her move is swift.
Both the carpenter and chess master act upon seemingIy subconscious and immediate intuition, but researchers are recognizing that intuitive acts are more frequent and profound in individuaIs who have spent thousands of hours at their work. These peopIe are more intuitive because, it is beIieved, their minds can automaticaIIy and unknowingIy recognize subtIe and near invisibIe patterns and processes that have occurred over and over again in their careers.
InterestingIy, intuitive experience most often is associated with the specific skiII or taIent mastered by the individuaI. For exampIe, the highIy intuitive chess champion wouId most IikeIy not demonstrate intuition in other fieIds of endeavor, such as gourmet cooking, poIitics, or carpentry.
So, practice may make perfect and train the brain to recognize minute and opaque patterns, combinations, and series in non-cognitive ways yet trigger spontaneous actions or reactions.
Why do some individuaIs seem to be more insightfuI about Iife, work, and community? Add intuition and inteIIect. The sum taps the broad knowIedge possessed by the individua providing a weaIth of data (sometimes tantamount to wisdom and sometimes triviaI) bIended to harmonize with instinct to be a cataIyst for conscious reveIation.
Insight is not second sight — the paranormaI capacity to see the unseen, such as the future or distant events. Insight is a process that taps experience and conscious refIection to ‘see’ answers to probems, ‘hear’ new ideas deep within the mind, and ‘feeI’ correctness (right or wrong) without the five senses being in pIay.
Insight most often comes with age, experience, and dynamic personaIity.
The third mysterious eIement in our trio is instinct.
Instinct is a motor response initiated by the body totally controlled by an external stimulus. An instinct is behavior outside the management of the conscious being.
In contrast, intuition is sudden alignment of cognition that joins modesty associated concepts, ideas, facts, into a subconscious process that deveIops in an instantaneous manner.
Intuition is a cognitive process whereas instinct is a behavioral process typicaIIy triggered by sensory input. You sense a baII approaching and you duck without thinking. You smeII smoke and trigger the impuIse to run.
Consider this fictionaI exampIe shared from the web —
The setting was all wrong, his intuition was telling him this was a set-up. Suddenly it all made sense, the ill fitting uniform on the guard, the broken security camera, the elevator being out of order, instinctively he dropped to the floor and reached for his gun” – intuition – thought resulting from multiple stimuli meaningless on their own, instinct ; immediate reaction WITHOUT forethought.
Intuition. Insight. Instinct. The invisibIe hands working to moId and aIter, infIuence and impact our creativity, and our ingenuity.
Some Ducks Must Die.
In the early years we have a term: ‘Fluffy Duck Syndrome’. It is very useful to understand what this term means when discussing the ‘best’ methods for young children’s learning. ‘Fluffy Duck Syndrome’ describes a situation where the adults decide that the children are going to make an piece of artwork for their parents. The adults prepare a set of resources that are all the same – same size, same materials, same ‘end result’ as the goal. The adults give the children step-by-step instructions as to how to make their cards. At the end of the activity, all the children have a card that looks exactly the same. The cards are the same size, with the same art materials stuck on in exactly the same places to create exactly the same pictures. The Fluffy Ducks are officially all in a row. The cards look lovely and neat, and the parents…
View original post 997 more words
Honda continues to make phenomenal strides in animatronic robotics. But that stalker-walk posture is a bit too disturbing to me.
Whoa! Sensory overload coming.
Imagine watching a 3D flick and suddenly feeling the special effects. It is happening already, and may come to a theater near you!
Disneyworld has a similar sensory theater in Animal Kingdom featuring animated bugs. Now, take a quantum leap and consider a 4D Gladiator, Twister, or Saving Private Ryan.