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Brandon Wu

dblp:164/8861 · DBLP profile ↗
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3ranked-venue papers
0as first author
1since 2021 · last 2022
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Human-computer interaction and ubiquitous computing · 2Artificial intelligence and machine learning · 1 · 1 since 2021Databases, data management, data science and information retrieval · 1 · 1 since 2021Applied, interdisciplinary, general and emerging computing · 1 · 1 since 2021

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Human-computer interaction and pervasive computing
1 paper
Ubiquitous computing and smart environments · 44% Games and playful interaction · 44% Health and well-being technologies · 13%

Topics — the 3 heaviest of 3, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Ubiquitous computing and smart environments › context recognition
activity recognition
0.212015
Multiple model recognition for near-realistic exergaming · PerCom 2015
Games and playful interaction
exergames
0.212015
Multiple model recognition for near-realistic exergaming · PerCom 2015
Health and well-being technologies
physical activity
0.112015
Multiple model recognition for near-realistic exergaming · PerCom 2015

Methods — techniques the papers use, named apart from their topics

support vector machine · 0.2multiple model strategy · 0.2feature selection · 0.2
YearPublicationVenuePosition
2022 Usage-Based Decision Tree for Telco Churn Prediction
abstract
Telecommunication has a common problem of suffering from high churn rate, e.g. an existing customer may leave the service provider or shift to another. Churn prediction is the task of predicting the likelihood that a certain group of customers churn, and customer segmentation has been widely applied for a target marketing strategy. Previous work has adopted various clustering and classification methods, among which support vector machines and neural networks have achieved better performance, but the possible reason why customers churn is rarely explored in details. This article aims to address the gap of understanding customer churn using customers’ usage of services. To do this, an integrated framework containing two phases was built: we carried out predictive analysis using churn prediction and association analysis (phase one), based on which we provided recommendations in the decision analysis (phase two). The experimental results showed that the proposed Usage-based Decision Tree (UsageDT) achieved better performance in understanding the churners/non-churners in terms of interpretability, higher precision, and much higher true positive rate. The usage-based association analysis was integrated seamlessly with churn prediction, and deepened our understanding of the churn phenomena. Evaluation carried out with two professionals in telecommunication industry also revealed the usefulness of our recommendations.
Bing Ni, Brandon Wu
IEEE Big Data2
2016 User-optimized activity recognition for exergaming
Bobak Mortazavi, Mohammad Pourhomayoun, Sunghoon Ivan Lee, Suneil Nyamathi, Brandon Wu, Majid Sarrafzadeh
Pervasive Mob. Comput.5
2015 Multiple model recognition for near-realistic exergaming
abstract
Exergaming as a tool to combat obesity yields an interesting take on the problem of design and implementation of activity recognition systems for truly mobile games that achieve moderate levels of intensity. This work presents SoccAR, a mobile, sensor-based wearable exergaming system with fine-grain activity recognition. The system in this paper presents a recognition algorithm for the appropriate classification of 26 movements by extracting a large number of features and selecting the most important, as well as developing a multiple model strategy to better classify movements. This movement strategy allows for a trade off of detailed classification versus classification speed. A metric to define the accuracy in terms of the importance of particular movements is defined. The scheme presented develops a framework for more accurately classifying movements with a smaller number of features for a large, multiclass real-time environment. This results in a more accurate classification of movements, with an F-score in cross-validation of .937 using a PUK-kernel based SVM and multiple models, to .755 using only a single RBF-based model and 20 features.
Bobak Mortazavi, Mohammad Pourhomayoun, Suneil Nyamathi, Brandon Wu, Sunghoon Ivan Lee, Majid Sarrafzadeh
PerCom4