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.