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Volumn 39, Issue 6, 2009, Pages 1165-1175

Preference learning for cognitive modeling: A case study on entertainment preferences

Author keywords

Augmented reality games; Bayesian learning (BL); Entertainment modeling; Large margin classifiers; Neuroevo lution; Preference learning

Indexed keywords

BAYESIAN LEARNING; COGNITIVE MODELING; COMPARATIVE STUDIES; CONTROL EXPERIMENTS; CROSS VALIDATION; ENTERTAINMENT MODELING; FEATURE SETS; GAUSSIAN PROCESSES; MACHINE LEARNING RESEARCH; MARGIN CLASSIFIERS; NEUROEVOLUTION; P-VALUES; PHYSICAL ACTIVITY; PHYSICAL GAMES; PREFERENCE LEARNING; PREFERENCE MODELS; SELECTION METHODS; SEQUENTIAL FORWARD SELECTION;

EID: 77955085970     PISSN: 10834427     EISSN: None     Source Type: Journal    
DOI: 10.1109/TSMCA.2009.2028152     Document Type: Article
Times cited : (61)

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* 이 정보는 Elsevier사의 SCOPUS DB에서 KISTI가 분석하여 추출한 것입니다.