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Marc Müller

dblp:159/9185 · DBLP profile ↗
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5ranked-venue papers
0as first author
1since 2021 · last 2024
—ORCID · unresolved

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

Artificial intelligence and machine learning · 2 · 1 since 2021Computer networks · 1Software engineering, systems software and programming languages · 1Human-computer interaction and ubiquitous computing · 1

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.

Software engineering, system software, and programming languages
1 paper
Software testing · 100%
Human-computer interaction and pervasive computing
1 paper
Games and playful interaction · 77% User interface design and tools · 23%
Computer graphics and multimedia
1 paper
Virtual and augmented reality · 100%

Topics — the 3 heaviest of 5, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Software testing
search-based software testing
0.412019
Automatically testing self-driving cars with search-based procedural content generation · ISSTA 2019
Games and playful interaction
gamification
0.212016
"Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification · CHI 2016
Virtual and augmented reality › virtual environment
driving simulation
0.112019
Automatically testing self-driving cars with search-based procedural content generation · ISSTA 2019

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

search-based testing · 0.8procedural content generation · 0.8semi-structured interviews · 0.2online questionnaire · 0.2longitudinal study · 0.2
YearPublicationVenuePosition
2024 AnnoCTR: A Dataset for Detecting and Linking Entities, Tactics, and Techniques in Cyber Threat Reports
abstract
Monitoring the threat landscape to be aware of actual or potential attacks is of utmost importance to cybersecurity professionals. Information about cyber threats is typically distributed using natural language reports. Natural language processing can help with managing this large amount of unstructured information, yet to date, the topic has received little attention. With this paper, we present AnnoCTR, a new CC-BY-SA-licensed dataset of cyber threat reports. The reports have been annotated by a domain expert with named entities, temporal expressions, and cybersecurity-specific concepts including implicitly mentioned techniques and tactics. Entities and concepts are linked to Wikipedia and the MITRE ATT&CK knowledge base, the most widely-used taxonomy for classifying types of attacks. Prior datasets linking to MITRE ATT&CK either provide a single label per document or annotate sentences out-of-context; our dataset annotates entire documents in a much finer-grained way. In an experimental study, we model the annotations of our dataset using state-of-the-art neural models. In our few-shot scenario, we find that for identifying the MITRE ATT&CK concepts that are mentioned explicitly or implicitly in a text, concept descriptions from MITRE ATT&CK are an effective source for training data augmentation.
Lukas Lange, Marc Müller, Ghazaleh H. Torbati, Dragan Milchevski, Patrick Grau, Subhash Chandra Pujari, Annemarie Friedrich
LREC/COLING2
2019 Multi-party authorization and conflict mediation for decentralized configuration management processes
Holger Kinkelin, Heiko Niedermayer, Marc Müller, Georg Carle
IM3
2019 Automatically testing self-driving cars with search-based procedural content generation
abstract
Self-driving cars rely on software which needs to be thoroughly tested. Testing self-driving car software in real traffic is not only expensive but also dangerous, and has already caused fatalities. Virtual tests, in which self-driving car software is tested in computer simulations, offer a more efficient and safer alternative compared to naturalistic field operational tests. However, creating suitable test scenarios is laborious and difficult. In this paper we combine procedural content generation, a technique commonly employed in modern video games, and search-based testing, a testing technique proven to be effective in many domains, in order to automatically create challenging virtual scenarios for testing self-driving car soft- ware. Our AsFault prototype implements this approach to generate virtual roads for testing lane keeping, one of the defining features of autonomous driving. Evaluation on two different self-driving car software systems demonstrates that AsFault can generate effective virtual road networks that succeed in revealing software failures, which manifest as cars departing their lane. Compared to random testing AsFault was not only more efficient, but also caused up to twice as many lane departures.
Alessio Gambi, Marc Müller, Gordon Fraser 0001
ISSTA2
2019 Game Data Mining Competition on Churn Prediction and Survival Analysis Using Commercial Game Log Data
abstract
Game companies avoid sharing their game data with external researchers. Only a few research groups have been granted limited access to game data so far. The reluctance of these companies to make data publicly available limits the wide use and development of data mining techniques and artificial intelligence research specific to the game industry. In this paper, we developed and implemented an international competition on game data mining using commercial game log data from one of the major game companies in South Korea: NCSOFT. Our approach enabled researchers to develop and apply state-of-the-art data mining techniques to game log data by making the data open. For the competition, data were collected from Blade & Soul, an action role-playing game, from NCSOFT. The data comprised approximately 100 GB of game logs from 10 000 players. The main aim of the competition was to predict whether a player would churn and when the player would churn during two periods between which the business model was changed to a free-to-play model from a monthly subscription. The results of the competition revealed that highly ranked competitors used deep learning, tree boosting, and linear regression.
Eunjo Lee, Yoonjae Jang, DuMim Yoon, JiHoon Jeon, Seong-Il Yang, Sang-Kwang Lee, Dae-Wook Kim, Pei Pei Chen, Anna Guitart, Paul Bertens, Africa Perianez, Fabian Hadiji, Marc Müller, Youngjun Joo, Inchon Hwang, Kyung-Joong Kim 0001
IEEE Trans. Games13
2016 "Don't Whip Me With Your Games": Investigating "Bottom-Up" Gamification
abstract
In this paper we investigate "bottom-up" gamification, i.e. providing users with the option to gamify an experience on their own. To this end, we review commonly used gamification elements in terms of their suitability for such an approach and present the results of an online questionnaire (N=75) complemented by semi-structured interviews with employees of a manufacturing company (N=8). In a twelve-day-long study (N=20) we investigated the usefulness of a task managing app implementing a "bottom-up" gamification concept. With these studies, we derived requirements "bottom-up" applications should fulfill. The study results reveal that people want to use such an approach and are open to the creation of their own gamified experience, thus suggesting that "bottom-up" can be an alternative to "top-down" gamification often used today.
Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff 0001, Antonio Krüger
CHI3