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Travelled to:
1 × Austria
1 × Canada
1 × Sweden
1 × Turkey
1 × USA
3 × China
3 × United Kingdom
Collaborated with:
C.Thurau R.Sifa Anders Drachen T.Käster K.Kersting T.Alpcan G.Sagerer Sven Seele R.Herpers Peter Becker 0001 C.Ojeda Fabian Hadiji K.Manshaei B.Krausz S.Wrede Alessandro Canossa J.Kunegis D.Fay A.Jahanbekam J.Lidke A.S.Shamili Y.Wu T.Hettenhausen M.Hanheide S.Zhang D.A.Klein A.B.Cremers M.Wahabzada A.Pilz B.Gorman M.Humphrys J.Fritsch Raheel Yawar Rajkumar Ramamurthy M.Neumann L.Hallau B.Klatt W.Ponweiser M.Vincze Tobias Haubrich Steffen Kampmann Sridev Srikanth Thomas Dettmar R.Wetzker T.Plumbaum A.Korth F.Metze Julian Runge
Talks about:
game (12) behavior (9) base (7) cluster (5) player (5) detect (5) predict (4) classif (4) analysi (4) system (4)

Person: Christian Bauckhage

DBLP DBLP: Bauckhage:Christian

Contributed to:

RecSys 20152015
ICPR 20142014
CIKM 20112011
CIKM 20102010
ICPR 20102010
ICPR 20082008
ICPR v1 20062006
ICPR v3 20062006
ICPR v4 20062006
ICPR v1 20042004
ICPR v2 20042004
CIG 20102010
CIG 20122012
CIG 20132013
FDG 20132013
CHI PLAY 20142014
CIG 20142014
AIIDE 20152015
CIG 20152015
CIG 20162016
AIIDE 20182018
VS-Games 20132013

Wrote 41 papers:

RecSys-2015-SifaOB #analysis #migration
User Churn Migration Analysis with DEDICOM (RS, CO, CB), pp. 321–324.
ICPR-2014-BauckhageM #analysis #clustering #kernel #web
Kernel Archetypal Analysis for Clustering Web Search Frequency Time Series (CB, KM), pp. 1544–1549.
ICPR-2014-NeumannHKKB #classification #image
Erosion Band Features for Cell Phone Image Based Plant Disease Classification (MN, LH, BK, KK, CB), pp. 3315–3320.
ICPR-2014-ZhangKBC #detection
Center-Surround Contrast Features for Pedestrian Detection (SZ, DAK, CB, ABC), pp. 2293–2298.
CIKM-2011-WahabzadaKPB #performance #scheduling
More influence means less work: fast latent dirichlet allocation by influence scheduling (MW, KK, AP, CB), pp. 2273–2276.
CIKM-2010-KunegisFB #evolution #network
Network growth and the spectral evolution model (JK, DF, CB), pp. 739–748.
CIKM-2010-ThurauKB #matrix
Yes we can: simplex volume maximization for descriptive web-scale matrix factorization (CT, KK, CB), pp. 1785–1788.
ICPR-2010-BauckhageJT #recognition
Age Recognition in the Wild (CB, AJ, CT), pp. 392–395.
ICPR-2010-BauckhageT #adaptation #clustering #image
Adapting Information Theoretic Clustering to Binary Images (CB, CT), pp. 910–913.
ICPR-2010-KrauszB #recognition #using
Action Recognition in Videos Using Nonnegative Tensor Factorization (BK, CB), pp. 1763–1766.
ICPR-2010-LidkeTB #recognition #statistics
The Snippet Statistics of Font Recognition (JL, CT, CB), pp. 1868–1871.
ICPR-2010-ShamiliBA #detection #distributed #machine learning #mobile #using
Malware Detection on Mobile Devices Using Distributed Machine Learning (ASS, CB, TA), pp. 4348–4351.
ICPR-2010-ThurauB
Reverse Indexing for Reading Graffiti Tags (CT, CB), pp. 3021–3024.
ICPR-2010-WuBT #image #predict
The Good, the Bad, and the Ugly: Predicting Aesthetic Image Labels (YW, CB, CT), pp. 1586–1589.
ICPR-2008-AlpcanB #algorithm #distributed #learning #parallel
A discrete-time parallel update algorithm for distributed learning (TA, CB), pp. 1–4.
ICPR-2008-Bauckhage #classification #detection #probability
Probabilistic Diffusion Classifiers for Object Detection (CB), pp. 1–4.
ICPR-2008-WetzkerPKBAM #detection #generative #probability #roadmap #social #using
Detecting trends in social bookmarking systems using a probabilistic generative model and smoothing (RW, TP, AK, CB, TA, FM), pp. 1–4.
ICPR-v1-2006-BauckhageK #detection #multi #performance
Fast, Illumination Insensitive Face Detection Based on Multilinear Techniques and Curvature Features (CB, TK), pp. 507–510.
ICPR-v1-2006-GormanTBH #behaviour #game studies #interactive
Bayesian Imitation of Human Behavior in Interactive Computer Games (BG, CT, CB, MH), pp. 1244–1247.
ICPR-v1-2006-ThurauHB #behaviour #classification #game studies #video
Classification of Team Behaviors in Sports Video Games (CT, TH, CB), pp. 1188–1191.
ICPR-v3-2006-BauckhageK06a #classification #multi
Benefits of Separable, Multilinear Discriminant Classification (CB, TK), pp. 1240–1243.
ICPR-v4-2006-BauckhageK06b #classification #multi
Benefits of Separable, Multilinear Discriminant Classification (CB, TK), p. 959.
ICPR-v1-2004-WredeBSPV #framework #integration #scalability
Integration Frameworks for Large Scale Cognitive Vision Systems — An Evaluative Study (SW, CB, GS, WP, MV), pp. 761–764.
ICPR-v1-2004-WredeFBS #architecture #framework #xml
An XML Based Framework for Cognitive Vision Architectures (SW, JF, CB, GS), pp. 757–760.
ICPR-v2-2004-HanheideBS #consistency #memory management #validation
Memory Consistency Validation in a Cognitive Vision System (MH, CB, GS), pp. 459–462.
CIG-2010-ThurauB #evolution #social
Analyzing the Evolution of Social Groups in World of Warcraft® (CT, CB), pp. 170–177.
CIG-2012-BauckhageKSTDC #empirical #game studies #how
How players lose interest in playing a game: An empirical study based on distributions of total playing times (CB, KK, RS, CT, AD, AC), pp. 139–146.
CIG-2012-DrachenSBT #behaviour #clustering #game studies
Guns, swords and data: Clustering of player behavior in computer games in the wild (AD, RS, CB, CT), pp. 163–170.
CIG-2013-SifaB #analysis #behaviour #game studies #learning
Archetypical motion: Supervised game behavior learning with Archetypal Analysis (RS, CB), pp. 1–8.
CIG-2013-SifaDBTC #behaviour #evolution
Behavior evolution in Tomb Raider Underworld (RS, AD, CB, CT, AC), pp. 1–8.
FDG-2013-DrachenTSB #behaviour #clustering #comparison
A comparison of methods for player clustering via behavioral telemetry (AD, CT, RS, CB), pp. 245–252.
CHI-PLAY-2014-HaubrichSHBB
Synthetic perception for intelligent virtual agents (TH, SS, RH, CB, PB0), pp. 421–422.
CIG-2014-BauckhageSDTH #behaviour #clustering #game studies #heatmap #using
Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels (CB, RS, AD, CT, FH), pp. 1–8.
CIG-2014-HadijiSDTKB #predict
Predicting player churn in the wild (FH, RS, AD, CT, KK, CB), pp. 1–8.
CIG-2014-SifaBD #modelling #scalability
The Playtime Principle: Large-scale cross-games interest modeling (RS, CB, AD), pp. 1–8.
AIIDE-2015-SifaDB #analysis #behaviour #scalability
Large-Scale Cross-Game Player Behavior Analysis on Steam (RS, AD, CB), pp. 198–204.
AIIDE-2015-SifaHRDKB #game studies #mobile #predict
Predicting Purchase Decisions in Mobile Free-to-Play Games (RS, FH, JR, AD, KK, CB), pp. 79–85.
CIG-2015-KampmannSHBB #automation #behaviour #parametricity #simulation
Automatic mapping of human behavior data to personality model parameters for traffic simulations in virtual environments (SK, SS, RH, PB0, CB), pp. 336–343.
CIG-2016-SifaSDOB #game studies #learning #predict #representation
Predicting Retention in Sandbox Games with Tensor Factorization-based Representation Learning (RS, SS, AD, CO, CB), pp. 1–8.
AIIDE-2018-SifaYRB #architecture #bottom-up #comparative #evaluation #game studies #matrix #online #recommendation
Matrix and Tensor Factorization Based Game Content Recommender Systems: A Bottom-Up Architecture and a Comparative Online Evaluation (RS, RY, RR, CB), pp. 102–108.
VS-Games-2013-DettmarSHBB #3d #game studies #performance #persistent #simulation
Efficient Mesoscopic Simulations for Persistent Agents in 3D-Applications and Games (TD, SS, RH, PB0, CB), pp. 1–8.

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