Tai Dinh

Dr. Tai Dinh

Applied Information Technology, Kyoto College of Graduate Studies for Informatics, Kyōto, Japan

Research Focus & Metrics

Academic Career Length

12Years (2015-Present)

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

Representative Publications

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1 November 2019
Verified
Book Chapter
Closed access
TDTai Dinh
Tai Dinh
TFTsutomu Fujinami
Tsutomu Fujinami
VHVan-Nam Huynh
Van-Nam Huynh

20 July 2018 in Applied Intelligence
Verified
Journal Article
Closed access
PDF file
TDTai Dinh
Tai Dinh
BLBac Le
Bac Le
PFPhilippe Fournier-Viger
Philippe Fournier-Viger
VHVan-Nam Huynh
Van-Nam Huynh

14 June 2023 in IEEE Access
Verified
Journal Article
Open access
YYYang Yu
Yang Yu
TDTai Dinh
Tai Dinh
BNBa-Hung Nguyen
Ba-Hung Nguyen
FYFangyu Yu
Fangyu Yu
VHVan-Nam Huynh
Van-Nam Huynh
The explosive growth of player-versus-player games and tournaments has catapulted esports games into a rapidly expanding force in the gaming industry. However, novice and armature players’ voices are often inadvertently overlooked due to a lack of effective analytical methods, despite the close collaboration between professional esports teams and operators. To ensure the quality of esports game services and establish a balanced gaming environment, it is essential to consider the opinions of unprofessional players and comprehensively analyze their reviews. This study proposes a new framework to analyze esports player reviews. It incorporates two key components: topic modeling and sentiment analysis. Utilizing the Latent Dirichlet Allocation (LDA) algorithm, the framework effectively identifies diverse topics within the reviews. These identified topics are subsequently employed in a prevalence analysis to uncover associations between players’ concerns and various esports games. Moreover, it leverages the cutting-edge Bidirectional Encoder Representations from Transformers (BERT) in conjunction with a Transformer (TFM) downstream layer, enabling the accurate detection of players’ sentiments towards the different topics. We experimented using a dataset containing 1.6 million English reviews collected up to December 2021 for four esports games on Steam: TEKKEN7, Dota2, PUBG, and CS:GO. The experimental results demonstrate that the proposed framework can efficiently identify players’ concerns and reveal interesting keywords underlie their reviews. As a result, it provides precise insights and valuable customer feedback to esports game operators, enabling them to enhance their services and provide an improved gaming experience for all players.

6 September 2019 in Journal of Ambient Intelligence and Humanized Computing
Verified
Journal Article
Closed access
PDF file
TNThu-Hien Thi Nguyen
Thu-Hien Thi Nguyen
TDTai Dinh
Tai Dinh
SSSongsak Sriboonchitta
Songsak Sriboonchitta
VHVan-Nam Huynh
Van-Nam Huynh

14 March 2020 in Applied Intelligence
Verified
Journal Article
Closed access
PDF file
TDTai Dinh
Tai Dinh
VHVan-Nam Huynh
Van-Nam Huynh

28 January 2025 in Expert Systems with Applications
Verified
Journal Article
Closed access
TDTai Dinh
Tai Dinh
HWHauchi Wong
Hauchi Wong
PFPhilippe Fournier-Viger
Philippe Fournier-Viger
DLDaniil Lisik
Daniil Lisik
MHMinh-Quyet Ha
Minh-Quyet Ha
VHVan-Nam Huynh
Van-Nam Huynh