145 results on '"Joseph Alexander"'
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2. The Intersection Between the CS Students' Perceived Ideal Workspace and the Actual One.
3. Adaptive Game Soundtrack Tempo Based on Players' Actions.
4. Hateful Memes Classification using Machine Learning.
5. A Family of Turn Based Strategy Games with Moose.
6. Ring Optimization of Epidemic Contact Networks.
7. One Moose, Two Moose, Three Fields, More?
8. Evaluation of Communities from Exploratory Evolutionary Compression of Weighted Graphs.
9. A Review on the Contribution of ClassDojo as Point System Gamification in Education.
10. Safety Risks in Location-Based Augmented Reality Games.
11. Monte Carlo Tree Search player for Mai- Star and Balance Evaluation.
12. Survey on Copyright Laws about Music Generated by Artificial Intelligence.
13. Extracting Information from Weighted Contact Networks via Genetic Algorithms.
14. Using Tabu Search Algorithm for Map Generation in the Terra Mystica Tabletop Game.
15. Gait Model Analysis of Parkinson's Disease Patients under Cognitive Load.
16. Evolutionary Graph Compression and Diffusion Methods for City Discovery in Role Playing Games.
17. Pedagogical Evolved Art: An Examination and Results of the Innopolis Al Art Contest.
18. Players Perception of Loot Boxes.
19. You have my sword; and my bow; and my axe: player perceptions of odd shaped dice for dungeons & dragons.
20. Dice design respecting player preference for colours and contrast.
21. Descriptive Symbolic Models of Gaits from Parkinson's Disease Patients.
22. Compression of Biological Networks using a Genetic Algorithm with Localized Merge.
23. A Focused Conversational Model for Game Design and Play-Tests.
24. User and Task Identification of Smartwatch Data with an Ensemble of Nonlinear Symbolic Models.
25. Deep Puff: Censoring via Machine Learning Cigarette Use.
26. Reflections on Teaching Formal Methods for Software Development in Higher Education.
27. Intuitive Rules Design Evaluation Methods and Case Study.
28. Chest ImaGenome Dataset for Clinical Reasoning.
29. Examining Requirements Documentation through the Focused Conversation Method.
30. Player perceptions of fairness in oddly shaped dice.
31. Edit metric decoding: Return of the side effect machines.
32. Analysis of symbolic models of biometrie data and their use for action and user identification.
33. Exploiting Fertility to Enable Automatic Content Generation to Ameliorate User Fatigue in Interactive Evolutionary Computation.
34. Toward a Better Understanding of How to Develop Software Under Stress - Drafting the Lines for Future Research.
35. Affordance Theory Applied to Agile Development: A Case Study of LC2EVO.
36. Procedural Generation for Tabletop Games: User Driven Approaches with Restrictions on Computational Resources.
37. Reputation Systems for Non-Player Character Interactions Based on Player Actions.
38. Single-objective and multi-objective genetic algorithms for compression of biological networks.
39. Relief Camp Manager: A Serious Game Using the World Health Organization's Relief Camp Guidelines.
40. MOMOS-MT: mobile monophonic system for music transcription: sheet music generation on mobile devices.
41. Using multiple worlds for multiple agent roles in games.
42. Procedural content generation of level layouts for Hotline Miami.
43. Multiple Worlds Model of Evolution for demographic appropriate radio playlists.
44. Evolving graph compression using similarity measures for bioinformatics applications.
45. Smartphone gait fingerprinting models via genetic programming.
46. Evolutionary partitioning regression with function stacks.
47. Gait fingerprinting-based user identification on smartphones.
48. On side effect machines as a representation for evolutionary algorithms.
49. Evolving Four Part Harmony using a Multiple Worlds Model.
50. More multiple worlds evolution for motif discovery.
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