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熊碩

發布時間:2018年03月19日 點擊次數:

248AD 248AD


講師 碩士生導師

xiongshuo@hust.edu.cn


基本情況

華中科技大學新聞與信息傳播學院講師,具有六年多的日本學習研究經歷,致力于游戲學研究,學生時代多次發表論文并參加國際學術會議發表,擁有良好的國際視野。主持過兩項日本的青年基金項目并擔任日本學術振興會的特別研究員,并在日本多次受到獎勵。


研究方向與興趣

游戲信息學,游戲數學和策劃,游戲智能與博弈論,游戲媒體市場與文化,LaTeX排版


個人經歷

2018.1 - 現在: 華中科技大學大學新聞與信息傳播學院, 講師

2016.4 - 2018.3: 日本學術振興會(JSPS)特別研究員 DC2,PD

2017.10 - 2018.1: 日本國立大學法人 北陸先端科學技術大學院大學(JAIST), 博士后研究員

2015.4 - 2017.9: 日本國立大學法人 北陸先端科學技術大學院大學(JAIST), 博士

導師: 飯田弘之, 副課題導師:中村 彰憲(立命館大學)

2014.2-2014.3  加州大學戴維斯分校訪問

2013.4 - 2015.3: 日本國立大學法人 北陸先端科學技術大學院大學(JAIST), 碩士

導師: 飯田弘之

2007.9 - 2011.6: 華中科技大學(HUST) 計算機科學與技術學院 學士

獲獎

日本學術振興會,特別研究員研究獎勵費

公益財団法人 NEC C&C財団,外國人青年研究員獎勵

科研課題

2016—2018 游戲精煉理論與其應用——游戲設計論的新范式

日本學術振興會DC2-PD特別研究員項目  130萬日元 主持赢胜彩票平台注册,結項

2017—2018 人工智能的新挑戰「狼人游戲」開發以及通過游戲精煉理論對其評估

日本研究據點形成支援事業  130萬日元 主持,結項


學術活動與成果

[1] Shuo Xiong, Wenlin Li, Xingting Mao, and Hiroyuki Iida. (2017, December). Mafia Game Setting Research Using Game Refinement Measurement. In International Conference on Advances in Computer Entertainment (pp. 830-846). Springer, Cham. London, UK, 2017.

[2] Shuo Xiong, Long Zuo, and Hiroyuki Iida. (2017, November). Individual game information evaluation using signal processing measurement. In Systems and Informatics (ICSAI), 2017 4th International Conference on (pp. 1400-1404). IEEE. Hangzhou, China, 2017.

[3] Long Zuo., Shuo Xiong., & Hiroyuki Iida. (2017, November). An analysis of hotel loyalty program with a focus on the tiers and points system. In Systems and Informatics (ICSAI), 2017 4th International Conference on (pp. 507-512). IEEE. Hangzhou, China, 2017.

[4] Shuo Xiong, Long Zuo, and Hiroyuki Iida. (2017). Possible Interpretations for Game Refinement Measure. In International Conference on Entertainment Computing. Springer International Publishing. Tsukuba, Japan. Sep. 2017

[5] Long Zuo, Shuo Xiong and Hiroyuki Iida. (2017). An Analysis of DOTA2 using Game Refinement Measurement. In International Conference on Entertainment Computing. Springer International Publishing. Tsukuba, Japan. Sep. 2017

[6] Nhien Pham Hoang Bao, Shuo Xiong, and Hiroyuki Iida. (2017). Reaper Tournament System. In International Conference on Intelligent Technologies for Interactive Entertainment. Springer. Funchal, Portugal. June. 2017

[7] Shuo Xiong, Ying Peng, Hiroyuki Iida and Nordin Abu-Bakar. (2016). An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel. In Games and Learning Alliance (pp. 385-394). Springer International Publishing. Utrecht, Netherlands. Dec. 2016

[8] Shuo Xiong, Parth Pankaj Tiwary, and Hiroyuki Iida. (2016). Solving the Sophistication-Population Paradox of Game Refinement Theory. In International Conference on Entertainment Computing (pp. 266-271). Springer International Publishing. Vienna, Austria. Sep. 2016

[9] Shuo Xiong, Liang Yang, Nor Azan Mat Zin, and Hiroyuki Iida. (2016). Ranking Accuracy and Popularity Promotion: case study using UEFA Euro 2016. 3rd International Conference on Systems and Informatics. Shanghai, China. Nov. 2016

[10] Mingyang Wu, Shuo Xiong, and Hiroyuki Iida. (2016). The fairness mechanism in MOBA games. 3rd International Conference on Systems and Informatics. Shanghai, China. Nov. 2016

[11] Panumate. Chetprayoon, Shuo Xiong, and Hiroyuki Iida. (2015). An Approach to Quantifying Pokemons Entertainment Impact with focus on Battle. The 3rd International Conference on Applied Computing & Information Technology, (pp. 60-66). IEEE. Okayama, Japan. July. 2015

[12] Panumate. Chetprayoon, Shuo Xiong, Hiroyuki Iida, and Toshiaki Kondo. (2015).

Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon. In International Conference on Entertainment Computing (pp. 182-194). Springer International Publishing. Trondheim, Norway. Sep. 2015

[13] Shuo Xiong, Hiroyuki Iida (2014). Attractiveness of real time strategy games. In Systems and Informatics (ICSAI), 2014 2nd International Conference on (pp. 271-276). IEEE. Shanghai, China. Nov. 2014

[14] Shuo Xiong, Long Zuo and Hiroyuki Iida. (2014). Quantifying Engagement of Electronic Sports Game. Advances in Social and Behavioral Sciences Vols.5-6, (pp. 37-42). Hongkong, China. Dec. 2014

[15] Shuo Xiong, Xinting Mao, Wenlin Li and Hiroyuki Iida. (2017). Finding Comfortable Settings of Mafia Game: using Game Refinement Measurement. Information Processing Society of Japan, the 38th GI research. Okayama, Japan. July. 2017

[16] Bhargav Chauhan, Shuo Xiong, and Hiroyuki Iida. (2015). Game Refinement and Utility-Fun Function: Application to Card Games. The 20th Game Programming Workshop Processding (pp. 138-141). Karuizawa, Japan. Nov. 2015

[17] Shuo Xiong, Long Zuo, and Hiroyuki Iida. (2014). Quantifying engagement of electronic sports game. Advances in Social and Behavioral Sciences, 5, 37-42.

[18] Shuo Xiong, Long Zuo, Rachaya Chiewvanichakorn and Hiroyuki Iida. (2014). Quantifying engagement of various games. In The 19th Game Programming Workshop 2014. (PP. 101-106) Information Processing Society of Japan. Hakone, Japan. Nov. 2014

[19] Shuo Xiong (2012). The Japanese and Chinese Game Secluding From the Outside World and Countermeasure for Dealing with the Situation. Digital Games Research Association Japan 2012 Annual Conference. (PP. 66-75). Fukuoka, Japan. Mar. 2013

[20] Shuo Xiong, He Zahi, Long Zuo, Mingyang Wu, and Hiroyuki Iida. (2015). Analysis of the ``Heroes of the Storm''. Advances in Computer Science: an International Journal, 4(6), 79-82. Journal. Dec. 2015

[21] Shuo Xiong, Hiroyuki Iida (2015). Attractiveness of Real Time Strategy Games. Computer Science and Information Systems, Vol. 12, No. 4, (PP. 1217-1234), 2014. Journal. Nov. 2015

[22] Shuo Xiong (2014). The Problems With Modern Japanese and Chinese Game Seclusion From the Outside World and In-depth Analysis of the Countermeasures. Journal of US-China Public Administration, 11(4): (PP. 334-344), 2014. Journal. Sep. 2014




非學術兼職活動經歷

2012. 三國志12漢化組赢胜彩票平台注册,系統翻譯

2013-2014 信長之野望14 漢化組赢胜彩票平台注册,系統翻譯,歷史事件劇情翻譯



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