DAX: Data-Driven Audience Experiences in Esports
暂无分享,去创建一个
Jonathan Hook | Florian Block | Ben Kirman | Peter York | Anders Drachen | Peter Hughes | Justus Robertson | Simon Demediuk | Athanasios Vasileios Kokkinakis | Isabelle Nölle | Oluseyi Olarewaju | Sagarika Patra | Alan Pedrassoli Pedrassoli Chitayat | Alistair Coates | Daniel Slawson | Nicolas Hardie | Marian F. Ursu | B. Kirman | Peter Hughes | Anders Drachen | Florian Block | A. Kokkinakis | Pete York | M. Ursu | Isabelle Nölle | Justus Robertson | Jonathan Hook | Oluseyi Olarewaju | Simon Demediuk | Sagarika Patra | A. Chitayat | Alistair Coates | Daniel Slawson | Nicolas Hardie
[1] M. Roderick,et al. Fédération Internationale de Football Association , 2012 .
[2] G. Broll,et al. Microsoft Corporation , 1999 .
[3] Christian Carlsson,et al. Designing Spectator Interfaces for Competitive Video Games , 2015 .
[4] Xinguo Yu,et al. Current and Emerging Topics in Sports Video Processing , 2005, 2005 IEEE International Conference on Multimedia and Expo.
[5] Anders Drachen,et al. Esports Analytics Through Encounter Detection Other Sports 1458 , 2016 .
[6] Juho Hamari,et al. What is eSports and why do people watch it? , 2017, Internet Res..
[7] Peter Romov,et al. Performance of Machine Learning Algorithms in Predicting Game Outcome from Drafts in Dota 2 , 2016, AIST.
[8] Sam Devlin,et al. Narrative Bytes: Data-Driven Content Production in Esports , 2018, TVX.
[9] Sam Devlin,et al. Win Prediction in Multiplayer Esports: Live Professional Match Prediction , 2021, IEEE Transactions on Games.
[10] Cláudio T. Silva,et al. Baseball4D: A tool for baseball game reconstruction & visualization , 2014, 2014 IEEE Conference on Visual Analytics Science and Technology (VAST).
[11] Sam Devlin,et al. Win Prediction in Esports: Mixed-Rank Match Prediction in Multi-player Online Battle Arena Games , 2017, ArXiv.
[12] Michael S. Horn,et al. The DeepTree Exhibit: Visualizing the Tree of Life to Facilitate Informal Learning , 2012, IEEE Transactions on Visualization and Computer Graphics.
[13] Marc Herrlich,et al. Classification of Player Roles in the Team-Based Multi-player Game Dota 2 , 2015, ICEC.
[14] Florian Block,et al. Role Identification for Accurate Analysis in Dota 2 , 2019, AIIDE.
[15] Thomas Weiss,et al. Virtual worlds in competitive contexts: Analyzing eSports consumer needs , 2013, Electron. Mark..
[16] Katrien Verbert,et al. Towards an Open Standard for Gameplay Metrics , 2018, CHI PLAY.
[17] Dmitry I. Ignatov,et al. Predicting Winning Team and Probabilistic Ratings in "Dota 2" and "Counter-Strike: Global Offensive" Video Games , 2017, AIST.
[18] Hannes Werthner,et al. Ranking factors of team success , 2013, WWW.
[19] Weiqi Wang. Predicting Multiplayer Online Battle Arena (MOBA) Game Outcome Based on Hero Draft Data , 2016 .
[20] Juho Hamari,et al. Why do people watch others play video games? An empirical study on the motivations of Twitch users , 2017, Comput. Hum. Behav..
[21] Linda J. Schoenstedt,et al. Comparison of eSports and Traditional Sports Consumption Motives. , 2011 .
[22] Thomas Horky,et al. Data Visualisation in Sports Journalism , 2017, Changing Sports Journalism Practice in the Age of Digital Media.
[23] Filip Johansson,et al. Result Prediction by Mining Replays in Dota 2 , 2015 .
[24] Gifford Cheung,et al. Starcraft from the stands: understanding the game spectator , 2011, CHI.
[25] Jean-Philippe Métivier,et al. Mining Tracks of Competitive Video Games , 2014 .
[26] Kaushik Kalyanaraman,et al. To win or not to win ? A prediction model to determine the outcome of a DotA 2 match , 2015 .
[27] D. Perry,et al. How Does He Saw Me ? A Recommendation Engine for Picking Heroes in Dota 2 , 2013 .
[28] Mick McGee,et al. The Rapid Iterative Test and Evaluation Method: Better Products in Less Time , 2005 .
[29] Nicholas Kinkade,et al. DOTA 2 Win Prediction , 2015 .
[30] Gunter Wallner. Enhancing Battle Maps through Flow Graphs , 2019, CoG.
[31] Anders Drachen,et al. Esports Analytics Through Encounter Detection , 2016 .
[32] J. L. van Ditmarsch. Video Games as a Spectator Sport , 2013 .
[33] Günter Wallne. Enhancing Battle Maps through Flow Graphs , 2019, 2019 IEEE Conference on Games (CoG).
[34] Brent E. Harrison,et al. Identifying patterns in combat that are predictive of success in MOBA games , 2014, FDG.
[35] Tianyi Zhang,et al. Predicting the winning side of DotA 2 , 2015 .
[36] G. R. Lindsey. Tatistical Data Useful for the Operation of a Baseball Team , 1959 .
[37] Atish Agarwala. Learning Dota 2 Team Compositions , 2014 .