8 papers:
MSR-2015-JinYKCII #case study #stack overflow- Quick Trigger on Stack Overflow: A Study of Gamification-Influenced Member Tendencies (YJ, XY, RGK, EC, KI, HI), pp. 434–437.
SIGIR-2015-SongNZAC #learning #multi #network #predict #social #volunteer- Multiple Social Network Learning and Its Application in Volunteerism Tendency Prediction (XS, LN, LZ, MA, TSC), pp. 213–222.
DHM-2014-IkenoboKKTG #classification- The Classification Tendency and Common Denomination of the Points Paid Attention in Ikebana Instruction (YI, NK, NK, YT, AG), pp. 263–272.
ICEIS-v1-2013-CarrerasP #evaluation #game studies- Cooperation Tendencies and Evaluation of Games (FC, MAP), pp. 415–422.
RecSys-2011-SekoYMM #behaviour #recommendation #representation #using- Group recommendation using feature space representing behavioral tendency and power balance among members (SS, TY, MM, SyM), pp. 101–108.
ICEIS-J-2010-UrbanoRO10a #metric #using- Extracting Trustworthiness Tendencies Using the Frequency Increase Metric (JU, APR, ECO), pp. 208–221.
KDIR-2010-Codina-FilbaN #analysis #behaviour #internet #query #web- Collective Behaviour in Internet — Tendency Analysis of the Frequency of User Web Queries (JCF, DFN), pp. 168–175.
ITiCSE-2001-CarboneHMG #learning #programming- Characteristics of programming exercises that lead to poor learning tendencies: Part II (AC, JH, IM, DG), pp. 93–96.