Travelled to:
1 × Australia
1 × Austria
1 × Canada
5 × USA
Collaborated with:
M.Shimura C.Nattee K.Moriyama Ken-ichi Fukui S.Kurihara B.Kijsirikul S.Morishita S.Hirose S.Sinthupinyo T.Okada Vanus Vachiratamporn Kazuki Asayama T.Nishikawa T.Sugimoto R.S.Legaspi R.Kiyohara S.Mii M.Matsumoto W.Li D.Gao R.Bhatti I.Narang H.Matsuzawa M.Ohkawa T.Fukuda
Talks about:
learn (4) program (3) data (3) base (3) construct (2) method (2) logic (2) adapt (2) game (2) non (2)
Person: Masayuki Numao
DBLP: Numao:Masayuki
Contributed to:
Wrote 10 papers:
- HCI-NIMT-2009-NumaoNSKL #adaptation #user interface
- Constructive Adaptive User Interfaces Based on Brain Waves (MN, TN, TS, SK, RSL), pp. 596–605.
- SAC-2009-KiyoharaMMNK #embedded #performance
- Method for fast compression of program codes for remote updates in embedded systems (RK, SM, MM, MN, SK), pp. 1683–1684.
- VLDB-2007-LiGBNMNOF
- Deadline and QoS Aware Data Warehouse (WSL, DG, RB, IN, HM, MN, MO, TF), pp. 1418–1421.
- ICML-2004-NatteeSNO #first-order #learning #mining #multi
- Learning first-order rules from data with multiple parts: applications on mining chemical compound data (CN, SS, MN, TO).
- ICDAR-2001-NatteeN #classification #comprehension #documentation #geometry #machine learning #online #using
- Geometric Method for Document Understanding and Classification Using On-line Machine Learning (CN, MN), pp. 602–606.
- ML-1991-KijsirikulNS #learning #logic programming #performance #source code
- Efficient Learning of Logic Programs with Non-determinant, Non-discriminating Literals (BK, MN, MS), pp. 417–421.
- ML-1989-NumaoS #learning #similarity
- Explanation-Based Acceleration of Similarity-Based Learning (MN, MS), pp. 58–60.
- ICLP-1987-MorishitaNH87 #logic programming
- Symbolical Construction of Truth Value Domain for Logic Program (SM, MN, SH), pp. 533–555.
- CIG-2014-VachiratampornMFN #adaptation #game studies #implementation
- An implementation of affective adaptation in survival horror games (VV, KM, KiF, MN), pp. 1–8.
- CIG-2015-AsayamaMFN #game studies #performance #predict #realtime #video
- Prediction as faster perception in a real-time fighting video game (KA, KM, KiF, MN), pp. 517–522.