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Improvement in Deep Networks for Optimization Using eXplainable Artificial Intelligence.

, , , , , and . ICTC, page 525-530. IEEE, (2019)

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A conceptual model for video games and interactive media., , , and . J. Assoc. Inf. Sci. Technol., 67 (3): 505-517 (2016)Understanding users of cloud music services: Selection factors, management and access behavior, and perceptions., , , , and . J. Assoc. Inf. Sci. Technol., 68 (5): 1186-1200 (2017)Perceptions and experiences of virtual reality in public libraries., , , and . J. Documentation, 77 (3): 617-637 (2021)Towards global music digital libraries: A cross-cultural comparison on the mood of Chinese music., and . J. Documentation, 72 (5): 858-877 (2016)Analyzing anime users' online forum queries for recommendation using content analysis., , , and . J. Documentation, 74 (5): 918-935 (2018)Pretty as a pixel: issues and challenges in developing a controlled vocabulary for video game visual styles., , , and . JCDL, page 413-414. ACM, (2013)Evalutron 6000: collecting music relevance judgments., , , and . JCDL, page 507. ACM, (2007)Challenges in Organizing and Accessing Video Game Development Artifacts., , , and . iConference, volume 12051 of Lecture Notes in Computer Science, page 630-637. Springer, (2020)Known-Item Search: Variations on a Concept., , and . ASIST, volume 43 of Proc. Assoc. Inf. Sci. Technol., page 1-17. Wiley, (2006)Librarian perspectives on the role of virtual reality in public libraries., , , and . ASIST, volume 57 of Proc. Assoc. Inf. Sci. Technol., Wiley, (2020)