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Grouping game players using parallelized k-means on supercomputers.

, , , and . XSEDE, page 10:1-10:7. ACM, (2015)

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Grouping game players using parallelized k-means on supercomputers., , , and . XSEDE, page 10:1-10:7. ACM, (2015)Fake images: The effects of source, intermediary, and digital media literacy on contextual assessment of image credibility online., , , , , and . New Media Soc., (2019)Reports of Own and Others' Symptoms and Diagnosis on Social Media Predict COVID-19 Case Counts in Mainland China., , , , , and . CoRR, (2020)FeatureSelector: an XSEDE-Enabled Tool for Massive Game Log Analysis., , , , and . XSEDE, page 17:1-17:7. ACM, (2014)Conspiracy and debunking narratives about COVID-19 origination on Chinese social media: How it started and who is to blame., , , , and . CoRR, (2020)Social capital, coplaying patterns, and health disruptions: A survey of Massively Multiplayer Online Game participants in China., and . Comput. Hum. Behav., (2015)Virtual Team Networks: How Group Social Capital Affects Team Success in a Massively Multiplayer Online Game., , and . CSCW, page 677-688. ACM, (2016)Guild Play in MMOGs: Rethinking Common Group Dynamics Models., , , , and . SocInfo, volume 6984 of Lecture Notes in Computer Science, page 145-152. Springer, (2011)Seeing Is Believing: How People Fail to Identify Fake Images on the Web., , and . CHI Extended Abstracts, ACM, (2018)Serious video game effectiveness., , , , , , , , and . Advances in Computer Entertainment Technology, volume 203 of ACM International Conference Proceeding Series, page 49-55. ACM, (2007)