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» Analysis of Perceptron-Based Active Learning
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TCIAIG
2010
13 years 2 months ago
Game Bot Detection via Avatar Trajectory Analysis
The objective of this work is to automatically detect the use of game bots in online games based on the trajectories of account users. Online gaming has become one of the most popu...
Hsing-Kuo Pao, Kuan-Ta Chen, Hong-Chung Chang
CEEMAS
2001
Springer
14 years 11 hour ago
UML for Behavior-Oriented Multi-agent Simulations
Developing multi-agent simulations seems to be rather straight forward, as active entities in the original correspond to active agents in the model. Thus plausible behaviors can be...
Christoph Oechslein, Franziska Klügl, Rainer ...
SIGCSE
2009
ACM
151views Education» more  SIGCSE 2009»
14 years 8 months ago
A CS unplugged design pattern
"Computer Science (CS) Unplugged"is an educational method for introducing non-specialists to concepts of CS through hands-on activities that don't require the use o...
Tomohiro Nishida, Susumu Kanemune, Yukio Idosaka, ...
AIED
2005
Springer
14 years 1 months ago
Discovery of Patterns in Learner Actions
This paper describes an approach for analysis of computer-supported learning processes utilizing logfiles of learners’ actions. We provide help to researchers and teachers in ...
Andreas Harrer, Michael Vetter, Stefan Thür, ...
CIVR
2007
Springer
210views Image Analysis» more  CIVR 2007»
14 years 1 months ago
Semantic video analysis for psychological research on violence in computer games
In this paper, we present an automatic semantic video analysis system to support interdisciplinary research efforts in the field of psychology and media science. The psychological...
Markus Mühling, Ralph Ewerth, Thilo Stadelman...