Team Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs)
暂无分享,去创建一个
[1] J. L. C. Macaskill,et al. Production-Line Balances for Mixed-Model Lines , 1972 .
[2] J. Schilder,et al. Work teams boost productivity , 1992 .
[3] Etienne Wenger,et al. Situated Learning: Legitimate Peripheral Participation , 1991 .
[4] P. Osterman. How Common is Workplace Transformation and Who Adopts it? , 1994 .
[5] Nick T. Thomopoulos,et al. Mixed Model Line Balancing with Smoothed Station Assignments , 1970 .
[6] Soumen Ghosh,et al. A comprehensive literature review and analysis of the design, balancing and scheduling of assembly systems , 1989 .
[7] A. Chakravarty,et al. Balancing Mixed Model Lines with In-Process Inventories , 1985 .
[8] Yash P. Gupta,et al. EXCELLENCE AT ROHM AND HAAS KENTUCKY: A CASE STUDY OF WORK‐TEAM INTRODUCTION IN MANUFACTURING , 2009 .
[9] Scott E. Caplan,et al. Can You Hear Me Now? The Impact of Voice in an Online Gaming Community , 2007 .
[10] James Paul Gee,et al. 话语分析入门 : 理论与方法 = An introduction to discourse analysis : theory and method , 1999 .
[11] Rajiv D. Banker,et al. Impact of Work Teams on Manufacturing Performance: A Longitudinal Field Study , 1996 .
[12] M. Safizadeh. The Case of Workgroups in Manufacturing Operations , 1991 .
[13] Ilker Baybars,et al. A survey of exact algorithms for the simple assembly line balancing , 1986 .
[14] Jon R. Katzenbach,et al. The Wisdom of Teams: Creating the High-Performance Organization , 1992 .
[15] C. Granger,et al. Can we improve the perceived quality of economic forecasts , 1996 .
[16] Jaideep Srivastava,et al. Inferring Player Rating from Performance Data in Massively Multiplayer Online Role-Playing Games (MMORPGs) , 2009, 2009 International Conference on Computational Science and Engineering.
[17] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[18] GeeJames Paul. What video games have to teach us about learning and literacy , 2003 .
[19] G Grzegorz Reyman. Design of assembly systems , 1987 .
[20] Dean Tjosvold,et al. Team Organization: An Enduring Competitive Advantage , 1991 .
[21] R. Kaplan. Measuring manufacturing performance: a new challenge for managerial accounting research , 1983 .
[22] Joel Cutcher-Gershenfeld. Tracing a Transformation in Industrial Relations. The Case of Xerox Corporation and the Amalgamated Clothing and Textile Workers Union. , 1988 .
[23] Joseph H. Boyett,et al. Workplace 2000 : the revolution reshaping American business , 1991 .
[24] Dmitri Williams,et al. Groups and Goblins: The Social and Civic Impact of an Online Game , 2006 .
[25] Jaideep Srivastava,et al. Player Performance Prediction in Massively Multiplayer Online Role-Playing Games (MMORPGs) , 2010, PAKDD.
[26] Alden Solovy. Same ol' same ol'. , 2003, Hospitals & health networks.
[27] Yuan Gao,et al. Appeal of online computer games: a user perspective , 2004, Electron. Libr..