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An Analysis Method of Traveling-Time Patterns Between Rooms from Entry and Exit Data of Office Workers.

, , , , , and . GCCE, page 300-303. IEEE, (2018)

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An implementation of affective adaptation in survival horror games., , , and . CIG, page 1-8. IEEE, (2014)Evolving subjective utilities: Prisoner's Dilemma game examples., , and . AAMAS, page 233-240. IFAAMAS, (2011)An Analysis Method of Traveling-Time Patterns Between Rooms from Entry and Exit Data of Office Workers., , , , , and . GCCE, page 300-303. IEEE, (2018)An analysis of player affect transitions in survival horror games., , , , and . J. Multimodal User Interfaces, 9 (1): 43-54 (2015)Human motion analysis using expressions of non-separated accelerometer values as character strings., , , and . Artif. Life Robotics, 26 (2): 202-209 (2021)An architecture for identifying and using effective learning behavior to help students manage learning., , , , , and . AIED Workshops, volume 1009 of CEUR Workshop Proceedings, CEUR-WS.org, (2013)Investigation of Familiarity Effects in Music-Emotion Recognition Based on EEG., , , and . BIH, volume 9250 of Lecture Notes in Computer Science, page 242-251. Springer, (2015)Proposition of the Context-Aware Application Prediction Mechanism for Mobile Devices., , and . Web Intelligence/IAT Workshops, page 118-121. IEEE Computer Society, (2013)978-1-4799-2902-3.Learning-Rate Adjusting Q-Learning for Prisoner's Dilemma Games.. IAT, page 322-325. IEEE Computer Society, (2008)978-0-7695-3496-1.Context-Aware Application Prediction and Recommendation in Mobile Devices., , and . Web Intelligence, page 494-500. IEEE Computer Society, (2013)