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: Thurau:Christian
Contributed to:
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.