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Travelled to:
1 × Canada
1 × China
1 × Turkey
Collaborated with:
C.Bauckhage R.Sifa Anders Drachen K.Kersting Alessandro Canossa Fabian Hadiji A.Jahanbekam J.Lidke Y.Wu T.Hettenhausen B.Gorman M.Humphrys
Talks about:
behavior (6) game (5) cluster (4) player (4) wild (3) recognit (2) predict (2) classif (2) method (2) evolut (2)

Person: Christian Thurau

DBLP DBLP: Thurau:Christian

Contributed to:

CIKM 20102010
ICPR 20102010
ICPR v1 20062006
CIG 20102010
CIG 20122012
CIG 20132013
FDG 20132013
CIG 20142014

Wrote 16 papers:

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-LidkeTB #recognition #statistics
The Snippet Statistics of Font Recognition (JL, CT, CB), pp. 1868–1871.
ICPR-2010-Thurau #classification #scalability
Nearest Archetype Hull Methods for Large-Scale Data Classification (CT), pp. 4040–4043.
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-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.
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-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.
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.

Bibliography of Software Language Engineering in Generated Hypertext (BibSLEIGH) is created and maintained by Dr. Vadim Zaytsev.
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