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: Bauckhage:Christian
Contributed to:
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.