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1.
PLoS One ; 11(12): e0167153, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27936009

RESUMO

This paper proposes a system for predicting increases in virtual world user actions. The virtual world user population is a very important aspect of these worlds; however, methods for predicting fluctuations in these populations have not been well documented. Therefore, we attempt to predict changes in virtual world user populations with deep learning, using easily accessible online data, including formal datasets from Google Trends, Wikipedia, and online communities, as well as informal datasets collected from online forums. We use the proposed system to analyze the user population of EVE Online, one of the largest virtual worlds.


Assuntos
Instrução por Computador/métodos , Internet , Aprendizagem , Interface Usuário-Computador , Inteligência Artificial , Redes de Comunicação de Computadores , Instrução por Computador/estatística & dados numéricos , Mineração de Dados/métodos , Mineração de Dados/estatística & dados numéricos , Humanos
2.
PLoS One ; 11(8): e0161197, 2016.
Artigo em Inglês | MEDLINE | ID: mdl-27533113

RESUMO

This paper proposes a method to predict fluctuations in the prices of cryptocurrencies, which are increasingly used for online transactions worldwide. Little research has been conducted on predicting fluctuations in the price and number of transactions of a variety of cryptocurrencies. Moreover, the few methods proposed to predict fluctuation in currency prices are inefficient because they fail to take into account the differences in attributes between real currencies and cryptocurrencies. This paper analyzes user comments in online cryptocurrency communities to predict fluctuations in the prices of cryptocurrencies and the number of transactions. By focusing on three cryptocurrencies, each with a large market size and user base, this paper attempts to predict such fluctuations by using a simple and efficient method.


Assuntos
Comércio , Internet , Modelos Teóricos , Humanos
3.
PeerJ ; 3: e1502, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26713250

RESUMO

In this paper, we propose a method for automatically detecting the times during which game players exhibit specific behavior, such as when players commonly show excitement, concentration, immersion, and surprise. The proposed method detects such outlying behavior based on the game players' characteristics. These characteristics are captured non-invasively in a general game environment. In this paper, cameras were used to analyze observed data such as facial expressions and player movements. Moreover, multimodal data from the game players (i.e., data regarding adjustments to the volume and the use of the keyboard and mouse) was used to analyze high-dimensional game-player data. A support vector machine was used to efficiently detect outlying behaviors. We verified the effectiveness of the proposed method using games from several genres. The recall rate of the outlying behavior pre-identified by industry experts was approximately 70%. The proposed method can also be used for feedback analysis of various interactive content provided in PC environments.

4.
PLoS One ; 10(8): e0132944, 2015.
Artigo em Inglês | MEDLINE | ID: mdl-26241496

RESUMO

In this paper, we present a method for predicting the value of virtual currencies used in virtual gaming environments that support multiple users, such as massively multiplayer online role-playing games (MMORPGs). Predicting virtual currency values in a virtual gaming environment has rarely been explored; it is difficult to apply real-world methods for predicting fluctuating currency values or shares to the virtual gaming world on account of differences in domains between the two worlds. To address this issue, we herein predict virtual currency value fluctuations by collecting user opinion data from a virtual community and analyzing user sentiments or emotions from the opinion data. The proposed method is straightforward and applicable to predicting virtual currencies as well as to gaming environments, including MMORPGs. We test the proposed method using large-scale MMORPGs and demonstrate that virtual currencies can be effectively and efficiently predicted with it.


Assuntos
Economia , Emoções , Jogos Recreativos/psicologia , Atitude , Comércio , Humanos , Aprendizado de Máquina , Modelos Econométricos , Apoio Social , Inquéritos e Questionários
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