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个人简介

华中科技大学新闻与信息传播学院讲师,理工科背景,具有六年多的日本学习研究经历,致力于游戏学研究,学生时代多次发表论文并参加游戏学国际学术会议发表。主持过两项日本的青年基金项目并获得日本学术振兴会的特别研究员项目(DC2),并在日本多次受到奖励。 曾获荣誉: 2020 校优秀教师班主任,校“我最喜爱的班主任” 2020 2019武汉市黄鹤英才 2016 公益財団法人 NEC C&C財団,外国人青年研究员奖励 2016 JSPS DC2 特别研究员 教育经历 2007.9 ~ 2011.6华中科技大学 - 计算机科学与技术 - 工学学士学位 - 本科(学士) 2013.4 ~ 2015.3北陆先端科学技术大学院大学 - 信息科学 - 理学硕士学位 - 研究生(硕士)毕业 2015.4 ~ 2017.9北陆先端科学技术大学院大学 - 信息科学 - 理学博士学位 - 研究生(博士)毕业 工作经历 2017.9-2018.3北陆先端科学技术大学院大学 - 信息科学研究科 - 研究员 2018.1-至今华中科技大学 - 新闻与信息传播学院 - 讲师

研究领域

游戏策略与博弈 严肃游戏与游戏化 游戏信息学

近期论文

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[29] Xiong, S Zuo, L., Anunpattana, P., & Iida, H.(2019) Using Signal Processing Model to Evaluate the Impact of Seesaw Games. (2019). JOURNAL OF NONLINEAR AND CONVEX ANALYSIS, 20(6), 1253-1262. [28] Xiong, Shuo ; Ye, Aoshuang; Iida, Hiroyuki.(2019, November) A Game Informatical Analysis of Dark Chess by Game Refinement Theory[C]. 11th EAI International Conference on Intelligent Technologies for Interactive Entertainment, 2019. [27] Xiong, S., Tang, Y., Zuo, L., & Iida, H.(2019, July). Quantifying Engagement of Battle City with different AI strength. In 2019 8th International Congress on Advanced Applied Informatics (IIAI-AAI) (pp. 468-471). IEEE. [26] Zuo, L., Xiong, S., & Iida, H. (2018, September). Comprehensive evaluation of hotel loyalty program. In BASIC & CLINICAL PHARMACOLOGY & TOXICOLOGY (Vol. 123, pp. 65-66). 111 RIVER ST, HOBOKEN 07030-5774, NJ USA: WILEY. [25] Shuo Xiong, Long Zuo and Hiroyuki Iida. The rhythm design of health care serious game by game refinement measurement[C]//BASIC & CLINICAL PHARMACOLOGY & TOXICOLOGY. 111 RIVER ST, HOBOKEN 07030-5774, NJ USA: WILEY, 2018, 123: 39-40. [24] Shuo Xiong, Long Zuo, Zeliang Zhang and Hiroyuki Iida. E-learning Rhythm Design: case study using Fighting Games. The 12th International Conference on E-learning and Games . Xi'an China. June, 2018 [23] Izzyann, F., Huynh, D., Xiong, S., Norshakirah, A., & Iida, H. Comparative Study: case study in Analyzing Gamification between Mind-Snacks and Duolingo. In The International Conference on Information and Communication Technology and Digital Convergence Business (ICIDB-2018). [22] Long Zuo., Shuo Xiong., Zhichao Wang and Hiroyuki Iida. An Analysis of Gamification Effect of Frequent-Flyer Program[C]// The 12th International Conference on E-learning and Games . Xi'an China. June, 2018 [21] Long Zuo., Shuo Xiong., Zhichao Wang and Hiroyuki Iida. Evaluation of Hotel Loyalty Program with Game Refinement Theory and Analytic Hierarchy Process[C]// International Conference on Computer, Electronic Information and Communications. 2018. [20] 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. [19] 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. [18] Long Zuo., Shuo Xiong., and 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. [17] 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 [16] 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 [15] 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 [14] Shuo Xiong, Yin Peng, Hiroyuki Iida and Abu-Bakar Nordin. (2016). An Approach to Entertainment Tuning in RPGs: Case Study Using Diablo III and Trails of Cold Steel. Games and Learning Alliance conference (GALA 2016). Utrecht, Netherland. Dec. 2016 [13] Shuo Xiong, Parth Pankaj Tiwary, Hiroyuki Iida. (2016). Solving the Sophistication-Population Paradox of Game Refinement Theory. IFIP International Conference on Entertainment Computing. Entertainment Computing-ICEC 2016. Vienna, Austria. Sep. 2016 [12] Shuo Xiong, Liang Yang, Nor Azan Mat Zin, Hiroyuki Iida. (2016). Ranking Accuracy and Popularity Promotion: case study using UEFA Euro 2016 International Conference on Systems and Informatics. Shanghai, China. Nov. 2016 [11]Mingyang. Wu, Shuo Xiong, Hiroyuki Iida (2016). The fairness mechanism in MOBA games. International Conference on Systems and Informatics. Shanghai, China. Nov. 2016 [10]Bhargav Chauhan, Shuo Xiong, Hiroyuki Iida. (2015). Game Refinement and Utility-Fun Function: Application to Card Games. The 20th Game Programming Workshop , pages 138-141. Karuizawa, Japan. Nov. 2015 [9]P. Chetprayoon, Shuo Xiong, Hiroyuki Iida. (2015). An Approach to Quantifying Pokemons Entertainment Impact with focus on Battle. The 3rd International Conference on Applied Computing & Information Technology, pages 61–68. Okayama, Japan. July. 2015 [8]P. Chetprayoon, Shuo Xiong, Hiroyuki Iida, T. Kondo. (2015). Evolutionary Changes of Pokemon Game: A Case Study with Focus On Catching Pokemon. IFIP International Conference on Entertainment Computing. Entertainment Computing-ICEC 2015. Springer International Publishing, 2015. 182-194. Trondheim, Norway. Sep. 2015 [7]Shuo Xiong, Hiroyuki Iida (2014). Attractiveness of Real Time Strategy Games. International Conference on Systems and Informatics, IEEE, pages 264-269. Shanghai, China. Nov. 2014 [6]Shuo Xiong, Long Zuo and Hiroyuki Iida. (2014). Quantifying Engagement of Electronic Sports Game.Advances in Social and Behavioral Sciences Vols.5-6, pages 37-42. Hongkong, China. Dec. 2014 [5]Shuo Xiong, Long Zuo, R. Chiewvanichakorn and Hiroyuki Iida. (2014). Quantifying Engagement of Various Games.The 19th Game Programming Workshop, pages 101-106. Hakone, Japan. Nov. 2014 [4]Shuo Xiong and Hiroyuki Iida. (2014). The depth studies of game knowledge sharing and Asian game market. Replaying Japan Again: 2nd International Japan Game Studies Conference. Edmonton, Canada. Aug. 2014 [3]Shuo Xiong (2013) The Problems With Modern Japanese and Chinese Game Seclusion From the Outside World and In-Depth Analysis of the Countermeasures. International Conference on Japan Game Studies 2013. Kyoto, Japan. May. 2013 [2]Shuo Xiong (2013). The Classic board game history - Asian Modern Game ``Sakoku'' problem and its counter measures. The 8th International Conference on Computers and Games (CGIW2013): Computer Games and Intelligence Workshop. Yokohama, Japan. Aug. 2013 [1]熊 碩 (2013). 日中ゲーム鎖国の現状と対策, 日本デジタルゲーム学会2012年次大会予稿集, 日本デジタルゲーム学会, pages 66-75。福岡、2013年3月。

学术兼职

2012.9-2014.12 2012. 三国志12汉化组,系统翻译 2013-2014 信长之野望14 汉化组,系统翻译,历史事件剧情翻译

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