Christian Thurau

According to our database1, Christian Thurau authored at least 50 papers between 2003 and 2017.

Collaborative distances:
  • Dijkstra number2 of four.
  • Erdős number3 of four.

Timeline

Legend:

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In proceedings 
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PhD thesis 
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Links

On csauthors.net:

Bibliography

2017
The "Something Something" Video Database for Learning and Evaluating Visual Common Sense.
Proceedings of the IEEE International Conference on Computer Vision, 2017

2015
The Age of Analytics.
IEEE Trans. Comput. Intell. AI Games, 2015

2014
Künstliche Intelligenz für Computerspiele - Historische Entwicklung und aktuelle Trends.
Inform. Spektrum, 2014

The name in the game: Patterns in character names and gamer tags.
Entertain. Comput., 2014

Predicting player churn in the wild.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

Beyond heatmaps: Spatio-temporal clustering using behavior-based partitioning of game levels.
Proceedings of the 2014 IEEE Conference on Computational Intelligence and Games, 2014

2013
A comparison of methods for player clustering via behavioral telemetry.
Proceedings of the 8th International Conference on the Foundations of Digital Games, 2013

Behavior evolution in Tomb Raider Underworld.
Proceedings of the 2013 IEEE Conference on Computational Inteligence in Games (CIG), 2013

Game Data Mining.
Proceedings of the Game Analytics, Maximizing the Value of Player Data, 2013

2012
Descriptive matrix factorization for sustainability Adopting the principle of opposites.
Data Min. Knowl. Discov., 2012

Deterministic CUR for Improved Large-Scale Data Analysis: An Empirical Study.
Proceedings of the Twelfth SIAM International Conference on Data Mining, 2012

Simplex Distributions for Embedding Data Matrices over Time.
Proceedings of the Twelfth SIAM International Conference on Data Mining, 2012

Matrix Factorization as Search.
Proceedings of the Machine Learning and Knowledge Discovery in Databases, 2012

Guns, swords and data: Clustering of player behavior in computer games in the wild.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

How players lose interest in playing a game: An empirical study based on distributions of total playing times.
Proceedings of the 2012 IEEE Conference on Computational Intelligence and Games, 2012

Pre-Symptomatic Prediction of Plant Drought Stress Using Dirichlet-Aggregation Regression on Hyperspectral Images.
Proceedings of the Twenty-Sixth AAAI Conference on Artificial Intelligence, 2012

2011
Convex non-negative matrix factorization for massive datasets.
Knowl. Inf. Syst., 2011

Naming Virtual Identities: Patterns and Inspirations for Character Names in World of Warcraft.
Proceedings of the Entertainment Computing - ICEC 2011 - 10th International Conference, 2011

Temporal key poses for human action recognition.
Proceedings of the IEEE International Conference on Computer Vision Workshops, 2011

Action recognition by learning discriminative key poses.
Proceedings of the IEEE International Conference on Computer Vision Workshops, 2011

2010
Hierarchical Convex NMF for Clustering Massive Data.
Proceedings of the 2nd Asian Conference on Machine Learning, 2010

Convex NMF on Non-Convex Massiv Data.
Proceedings of the LWA 2010, 2010

The Good, the Bad, and the Ugly: Predicting Aesthetic Image Labels.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Reverse Indexing for Reading Graffiti Tags.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Nearest Archetype Hull Methods for Large-Scale Data Classification.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

The Snippet Statistics of Font Recognition.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Adapting Information Theoretic Clustering to Binary Images.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Age Recognition in the Wild.
Proceedings of the 20th International Conference on Pattern Recognition, 2010

Group Evolution Patterns in World of Warcraft.
Proceedings of the 40. Jahrestagung der Gesellschaft für Informatik, Service Science - Neue Perspektiven für die Informatik, INFORMATIK 2010, Leipzig, Germany, September 27, 2010

Yes we can: simplex volume maximization for descriptive web-scale matrix factorization.
Proceedings of the 19th ACM Conference on Information and Knowledge Management, 2010

Analyzing the Evolution of Social Groups in World of Warcraft<sup>®</sup>.
Proceedings of the 2010 IEEE Conference on Computational Intelligence and Games, 2010

2009
Archetypal Images in Large Photo Collections.
Proceedings of the 3rd IEEE International Conference on Semantic Computing (ICSC 2009), 2009

Multi-modal and multi-camera attention in smart environments.
Proceedings of the 11th International Conference on Multimodal Interfaces, 2009

Convex Non-negative Matrix Factorization in the Wild.
Proceedings of the ICDM 2009, 2009

Making Archetypal Analysis Practical.
Proceedings of the Pattern Recognition, 2009

Face Detection Using GPU-Based Convolutional Neural Networks.
Proceedings of the Computer Analysis of Images and Patterns, 13th International Conference, 2009

2008
Recognizing Human Actions by Their Pose.
Proceedings of the Statistical and Geometrical Approaches to Visual Motion Analysis, 2008

Pose primitive based human action recognition in videos or still images.
Proceedings of the 2008 IEEE Computer Society Conference on Computer Vision and Pattern Recognition (CVPR 2008), 2008

2007
Learning Human Behavior from Analyzing Activities in Virtual Environments.
MMI Interakt., 2007

Bayesian imitation learning in game characters.
Int. J. Intell. Syst. Technol. Appl., 2007

Behavior Histograms for Action Recognition and Human Detection.
Proceedings of the Human Motion, 2007

<i>n</i> -Grams of Action Primitives for Recognizing Human Behavior.
Proceedings of the Computer Analysis of Images and Patterns, 12th International Conference, 2007

2006
Behavior acquisition in artificial agents.
PhD thesis, 2006

Believability Testing and Bayesian Imitation in Interactive Computer Games.
Proceedings of the From Animals to Animats 9, 2006

Classification of Team Behaviors in Sports Video Games.
Proceedings of the 18th International Conference on Pattern Recognition (ICPR 2006), 2006

Bayesian Imitation of Human Behavior in Interactive Computer Games.
Proceedings of the 18th International Conference on Pattern Recognition (ICPR 2006), 2006

2005
Towards manifold learning for gamebot behavior modeling.
Proceedings of the International Conference on Advances in Computer Entertainment Technology, 2005

2004
Synthesizing Movements for Computer Game Characters.
Proceedings of the Pattern Recognition, 26th DAGM Symposium, August 30, 2004

2003
Combining Self Organizing Maps and Multilayer Perceptrons to Learn Bot-Behaviour for a Commercial Game.
Proceedings of the 4th International Conference on Intelligent Games and Simulation (GAME-ON 2003), 2003

Learning Human-Like Opponent Behavior for Interactive Computer Games.
Proceedings of the Pattern Recognition, 2003


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