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CSE
2009
IEEE
14 years 2 months ago
Churn Prediction in MMORPGs: A Social Influence Based Approach
Massively Multiplayer Online Role Playing Games (MMORPGs) are computer based games in which players interact with one another in the virtual world. Worldwide revenues for MMORPGs h...
Jaya Kawale, Aditya Pal, Jaideep Srivastava
TRECVID
2008
13 years 11 months ago
The MediaMill TRECVID 2008 Semantic Video Search Engine
In this paper we describe our TRECVID 2008 video retrieval experiments. The MediaMill team participated in three tasks: concept detection, automatic search, and interactive search...
Cees G. M. Snoek, Koen E. A. van de Sande, Ork de ...
ECIS
2004
13 years 11 months ago
Beyond Knowledge Management - Introducing a framework for Learning Management Systems
In the knowledge economy, a firm's intellectual capital represents the only sustainable source of competitive advantage. Intellectual capital manifests itself, predominantly,...
Audrey Dunne, Tom Butler
GRC
2008
IEEE
13 years 11 months ago
Effects of Varying the Delay Distribution in Random, Scale-free, and Small-world Networks
Graph-theory-based approaches have been used with great success when analyzing abstract properties of natural and artificial networks. However, these approaches have not factored...
Bum Soon Jang, Timothy Mann, Yoonsuck Choe
CSCW
2007
ACM
13 years 10 months ago
Doing Virtually Nothing: Awareness and Accountability in Massively Multiplayer Online Worlds
To date the most popular and sophisticated types of virtual worlds can be found in the area of video gaming, especially in the genre of Massively Multiplayer Online Role Playing Ga...
Robert J. Moore, Nicolas Ducheneaut, Eric Nickell