Raúl Lara-Cabrera

Orcid: 0000-0002-7959-1936

According to our database1, Raúl Lara-Cabrera authored at least 41 papers between 2013 and 2024.

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

Timeline

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Bibliography

2024
Social networks data analysis with semantics: application to the radicalization problem.
J. Ambient Intell. Humaniz. Comput., February, 2024

2023
Using 3-D Printed Badges to Improve Student Performance and Reduce Dropout Rates in STEM Higher Education.
IEEE Trans. Educ., December, 2023

Comparing effectiveness of educational video games of different genres in computer science education.
Entertain. Comput., August, 2023

Neural group recommendation based on a probabilistic semantic aggregation.
Neural Comput. Appl., July, 2023

Deep Neural Aggregation for Recommending Items to Group of Users.
CoRR, 2023

An evaluation framework for dimensionality reduction through sectional curvature.
CoRR, 2023

Using 3D printed badges to improve student performance and reduce dropout rates in STEM higher education.
CoRR, 2023

2022
Deep learning approach to obtain collaborative filtering neighborhoods.
Neural Comput. Appl., 2022

ResBeMF: Improving Prediction Coverage of Classification based Collaborative Filtering.
CoRR, 2022

SlimeLearn: una herramienta para enseñar inteligencia artificia (SlimeLearn: a tool for teaching artificial intelligence).
Proceedings of the Actas del I Congreso Español de Videojuegos, 2022

2021
Deep learning feature selection to unhide demographic recommender systems factors.
Neural Comput. Appl., 2021

CF4J 2.0: Adapting Collaborative Filtering for Java to new challenges of collaborative filtering based recommender systems.
Knowl. Based Syst., 2021

Providing reliability in recommender systems through Bernoulli Matrix Factorization.
Inf. Sci., 2021

DeepFair: Deep Learning for Improving Fairness in Recommender Systems.
Int. J. Interact. Multim. Artif. Intell., 2021

2020
Checking the Difficulty of Evolutionary-Generated Maps in a N-Body Inspired Mobile Game.
Proceedings of the Optimization and Learning - Third International Conference, 2020

Entornos parcialmente no euclidianos en realidad virtual(Partially non-Euclidean environments in virtual reality).
Proceedings of the VI Congreso de la Sociedad Española para las Ciencias del Videojuego, 2020

Statistically-driven Coral Reef metaheuristic for automatic hyperparameter setting and architecture design of Convolutional Neural Networks.
Proceedings of the IEEE Congress on Evolutionary Computation, 2020

2019
Android malware detection through hybrid features fusion and ensemble classifiers: The AndroPyTool framework and the OmniDroid dataset.
Inf. Fusion, 2019

Statistical analysis of risk assessment factors and metrics to evaluate radicalisation in Twitter.
Future Gener. Comput. Syst., 2019

A taxonomy and state of the art revision on affective games.
Future Gener. Comput. Syst., 2019

A Collaborative Filtering Approach Based on Naïve Bayes Classifier.
IEEE Access, 2019

2018
EvoDeep: A new evolutionary approach for automatic Deep Neural Networks parametrisation.
J. Parallel Distributed Comput., 2018

From ephemeral computing to deep bioinspired algorithms: New trends and applications.
Future Gener. Comput. Syst., 2018

Ontology Uses for Radicalisation Detection on Social Networks.
Proceedings of the Intelligent Data Engineering and Automated Learning - IDEAL 2018, 2018

An Initial Study on Human Emotional States in Video Games.
Proceedings of the Workshop on Affective Computing and Context Awareness in Ambient Intelligence (AfCAI 2018), 2018

2017
Measuring the Radicalisation Risk in Social Networks.
IEEE Access, 2017

Can an Automatic Tool Assess Risk of Radicalization Online? A Case Study on Facebook.
Proceedings of the European Intelligence and Security Informatics Conference, 2017

Extracting Radicalisation Behavioural Patterns from Social Network Data.
Proceedings of the 28th International Workshop on Database and Expert Systems Applications, 2017

Procedural generation of balanced levels for a 3D paintball game.
Proceedings of the 4th Congreso de la Sociedad Española para las Ciencias del Videojuego, 2017

2016
A Spatially-Structured PCG Method for Content Diversity in a Physics-Based Simulation Game.
Proceedings of the Applications of Evolutionary Computation - 19th European Conference, 2016

2015
Procedural Content Generation for Real-Time Strategy Games.
Int. J. Interact. Multim. Artif. Intell., 2015

Game Artificial Intelligence: Challenges for the Scientific Community.
Proceedings of the Proceedings 2st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2015

2014
On balance and dynamism in procedural content generation with self-adaptive evolutionary algorithms.
Nat. Comput., 2014

Geometrical vs topological measures for the evolution of aesthetic maps in a RTS game.
Entertain. Comput., 2014

Generación automática de contenido para un nuevo juego basado en el problema de los tres cuerpos.
Proceedings of the Proceedings 1st Congreso de la Sociedad Española para las Ciencias del Videojuego, 2014

A self-adaptive evolutionary approach to the evolution of aesthetic maps for a RTS game.
Proceedings of the IEEE Congress on Evolutionary Computation, 2014

2013
Using Self-Adaptive Evolutionary Algorithms to Evolve Dynamism-Oriented Maps for a Real Time Strategy Game.
Proceedings of the Large-Scale Scientific Computing - 9th International Conference, 2013

Designing and Evolving an Unreal TournamentTM 2004 Expert Bot.
Proceedings of the Advances in Computational Intelligence, 2013

Car Setup Optimization via Evolutionary Algorithms.
Proceedings of the Advances in Computational Intelligence, 2013

A review of computational intelligence in RTS games.
Proceedings of the IEEE Symposium on Foundations of Computational Intelligence, 2013

A Procedural Balanced Map Generator with Self-adaptive Complexity for the Real-Time Strategy Game Planet Wars.
Proceedings of the Applications of Evolutionary Computation - 16th European Conference, 2013


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