Lectures:
1. History of Esport (beginnings, introduction to Esport as such)
2. Esport today (current status of Esport, game studios, tournaments)
3. Economy of things (teams, money movement, advertising)
4. Esport and everything around it (stream, doping, VR, future)
5. Network technologies used in Esport (protocols, quality)
6. Network requirements for Esport (stream, multiplayer, STADIA)
7. Computer security in Esport and major incidents associated with Esport
8. Internet user identity, personal data protection, password and keylogger issues, electronic licenses, their administration and payments in the Internet environment
9. Denial of service attacks (DOS, DDOS)
10. Detection of cheats and programs enhancing athletes performance, Pay for play services, booster services, farming and sale of funds
11. The role of AI in Esport, basic algorithms and principles.
12. AI algorithms
13. AI Bot, structure, functionality and creation
14. AI possibilities in games, examples and demonstrations
Exercise on computer classroom:
1. Game titles, single / multi player, RPG, MMO, strategy, simulators, Esport, etc.), division into group title selection, team creation strategy, role setting, team platforms.
2. Team play, tournament platform, admin part.
3. Stream, content, technology for stream, software, broadcasting.
4. Integral team training, streaming, media analysis, reach.
5. Simulation of line speed and effect on stream
6. Analysis of data communication in Esport
7. Infection vectors and possible prevention. Sample on prepared examples
8. User identity and password issues. Keylogger creation and testing
9. Spy malware and collecting sensitive data through a scripting framework
10. Denial of service (DOS) attacks, disruption of training for athletes
11. Basic evolutionary principles and algorithms, machine learning methods
12. Neural networks - use in gaming issues
13. Using AI in games, playing a prepared game, collecting data
14. Collection and analysis of game data
1. History of Esport (beginnings, introduction to Esport as such)
2. Esport today (current status of Esport, game studios, tournaments)
3. Economy of things (teams, money movement, advertising)
4. Esport and everything around it (stream, doping, VR, future)
5. Network technologies used in Esport (protocols, quality)
6. Network requirements for Esport (stream, multiplayer, STADIA)
7. Computer security in Esport and major incidents associated with Esport
8. Internet user identity, personal data protection, password and keylogger issues, electronic licenses, their administration and payments in the Internet environment
9. Denial of service attacks (DOS, DDOS)
10. Detection of cheats and programs enhancing athletes performance, Pay for play services, booster services, farming and sale of funds
11. The role of AI in Esport, basic algorithms and principles.
12. AI algorithms
13. AI Bot, structure, functionality and creation
14. AI possibilities in games, examples and demonstrations
Exercise on computer classroom:
1. Game titles, single / multi player, RPG, MMO, strategy, simulators, Esport, etc.), division into group title selection, team creation strategy, role setting, team platforms.
2. Team play, tournament platform, admin part.
3. Stream, content, technology for stream, software, broadcasting.
4. Integral team training, streaming, media analysis, reach.
5. Simulation of line speed and effect on stream
6. Analysis of data communication in Esport
7. Infection vectors and possible prevention. Sample on prepared examples
8. User identity and password issues. Keylogger creation and testing
9. Spy malware and collecting sensitive data through a scripting framework
10. Denial of service (DOS) attacks, disruption of training for athletes
11. Basic evolutionary principles and algorithms, machine learning methods
12. Neural networks - use in gaming issues
13. Using AI in games, playing a prepared game, collecting data
14. Collection and analysis of game data