최소 단어 이상 선택하여야 합니다.
최대 10 단어까지만 선택 가능합니다.
다음과 같은 기능을 한번의 로그인으로 사용 할 수 있습니다.
NTIS 바로가기전자통신동향분석 = Electronics and telecommunications trends, v.32 no.4, 2017년, pp.96 - 103
이상광 (지식이러닝연구그룹) , 장시환 (지식이러닝연구그룹) , 양성일 (지식이러닝연구그룹)
SWRVE, "The SWRVE New Players Report," Accessed 2017. http://www.swrve.com/whitepapers/files/SWRVEnewplayers-report-2015.pdf
T. Mutanen, J. Ahola, and S. Nousiainen, "Customer Churn Prediction - a Case Study in Retail Banking," in Proc. ECML/PKDD 2006 Workshop on Practical Data Mining: Applications, Experiences and Challenges, Sept. 2006, pp. 13-19.
Microsoft Azure, Accessed 2017. https://azure.microsoft.com
Google, Accessed 2017. https://www.google.com
Elastic, Accessed 2017. https://www.elastic.co
DOJO MADNESS, Accessed 2017. http://dojomadness.com
5Rocks, Accessed 2017. http://www.5rocks.io
Igaworks, Accessed 2017. http://www.igaworks.com
Splunk, Accessed 2017. https://www.splunk.com
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M. Tamassia et al., "Predicting Player Churn in Destiny: a Hidden Markov Models Approach to Predicting Player Departure in a Major Online Game," in Proc. IEEE Conf. Comput. Intell. Games, Santorini, Greece, Sept. 20-23, pp. 325-332.
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S. Lee et al., "Predicting Churn in Mobile Free-to-Play Games," in Proc. Int. Conf. Inform. Commun. Technol. Convergence, Jeju, Rep. of Korea, Oct. 19-21, 2016, pp. 1046-1048.
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