Mirko Suznjevic

Dr. Mirko Suznjevic

Department of Telecommunications, Faculty of Electrical Engineering and Computing, University of Zagreb, 10000 Zagreb, Croatia
orcid

Research Focus & Metrics

Academic Career Length

18Years (2009-Present)

(Calculated once Scilit publication data is synced: current year − year of first publication + 1)

Representative Publications

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29 April 2022 in Journal on Multimodal User Interfaces
Verified
Journal Article
Closed access
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SVSara Vlahovic
Sara Vlahovic
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
LSLea Skorin-Kapov
Lea Skorin-Kapov

6 May 2017 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
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IOIrena Orsolic
Irena Orsolic
DPDario Pevec
Dario Pevec
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
LSLea Skorin-Kapov
Lea Skorin-Kapov

22 May 2009 in Multimedia Tools and Applications
Verified
Journal Article
Closed access
PDF file
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
ODOgnjen Dobrijevic
Ognjen Dobrijevic
MMMaja Matijasevic
Maja Matijasevic

9 March 2022 in Applied Sciences
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Journal Article
Open access
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Kuzma MustačKuzma Mustač
Kuzma Mustač
KBKrešimir Bačić
Krešimir Bačić
LSLea Skorin-Kapov
Lea Skorin-Kapov
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
Free-to-play mobile games monetize players through different business models, with higher player engagement leading to revenue increases. Consequently, the foremost goal of game designers and developers is to keep their audience engaged with the game for as long as possible. Studying and modeling player churn is, therefore, of the highest importance for game providers in this genre. This paper presents machine learning-based models for predicting player churn in a free-to-play mobile game. The dataset on which the research is based is collected in cooperation with a European game developer and comprises over four years of player records of a game belonging to the multiple-choice storytelling genre. Our initial analysis shows that user churn is a very significant problem, with a large portion of the players engaging with the game only briefly, thus presenting a potentially huge revenue loss. Presented models for churn prediction are trained based on varying learning periods (1–7 days) to encompass both very short-term players and longer-term players. Further, the predicted churn periods vary from 1–7 days. Obtained results show accuracies varying from 66% to 95%, depending on the considered periods.

1 May 2018
Verified
Conference Paper
Closed access
SVSara Vlahovic
Sara Vlahovic
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
LKLea Skorin- Kapov
Lea Skorin- Kapov
This paper presents the results of a subjective study aimed at assessing different locomotion (may also be referred to as navigation) techniques in virtual reality environments. We implemented a simple virtual environment in which participants were asked to assess the following four techniques using the HTC Vive platform: teleportation, controller movement, controller movement with tunneling vision, and human joystick. A total of 29 participants took part in the study and rated perceived level of immersion, physical discomfort, and overall Quality of Experience for all tested locomotion techniques. Moreover, participants indicated whether they needed a break after a specific test due to physical discomfort. The results indicate that teleportation yields overall highest QoE and lowest discomfort.

28 March 2014 in Multimedia Systems
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Journal Article
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MMM. Manzano
M. Manzano
MUM. Urueña
M. Urueña
Mirko SuznjevicMirko Suznjevic
Mirko Suznjevic
Eusebi CalleEusebi Calle
Eusebi Calle
JHJ. A. Hernández
J. A. Hernández
MMM. Matijasevic
M. Matijasevic