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Prof E Ch'ng
Professor of Cultural Computing
School of International Communications
Email
eugene.chng
nottingham.edu
cn
h-index
1060
Scopus Citations
17
h-index
Calculated based on number of publications stored in Pure and citations from Scopus
2001
2024
Research activity per year
Overview
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Network
Projects
(4)
Research output
(112)
Prizes
(1)
Similar Profiles
(3)
Supervised Work
(8)
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Dive into the research topics where E Ch'ng is active. These topic labels come from the works of this person. Together they form a unique fingerprint.
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Engineering & Materials Science
Animals
14%
Artificial life
43%
Augmented reality
35%
Big data
34%
Blockchain
8%
Clay
18%
Communication
14%
Computer games
7%
Computer science
7%
Consumer products
8%
Copying
8%
Crowdsourcing
19%
Data streams
8%
Data visualization
7%
Display devices
13%
Ecology
7%
Ecosystems
17%
Electronic commerce
7%
Electronics engineering
9%
Engines
13%
Entertainment
11%
Experiments
7%
Facsimile
9%
Global warming
7%
Human engineering
7%
Intellectual property
8%
Interactive devices
16%
Joining
25%
Large scale systems
18%
Logistic regression
9%
Marketing
13%
Mixed reality
13%
Museums
29%
Neural networks
9%
Photogrammetry
12%
Problem-Based Learning
7%
Recurrent neural networks
7%
Religious buildings
9%
Remote sensing
7%
Sales
13%
Semantics
7%
Sentiment analysis
13%
Smart city
7%
Social sciences
19%
Spreaders
9%
Testing
7%
Trajectories
9%
Travel time
7%
Virtual reality
100%
Visualization
29%
Business & Economics
Amazon
5%
Archaeology
9%
Best Practice
8%
Big Data
17%
Biodiversity
8%
Bottom-up
7%
Cognitive Factors
9%
Consumer Products
9%
Crowdsourcing
8%
Cultural Factors
7%
Cultural Heritage
27%
Diasporas
9%
Digital Technology
5%
Elections
6%
Interaction
6%
Marketing
8%
Network Analysis
6%
Neural Networks
11%
Online Reviews
15%
Predictors
8%
Sentiment
11%
Sentiment Analysis
6%
Sentiment Classification
5%
Social Media
6%
Social Networks
8%
Travel Time
7%
Twitter
26%
Vegetation
10%
Virtual Environments
5%
Virtual Reality
25%
Arts & Humanities
3D Model
8%
Augmented Reality
19%
Best Practice
8%
China
10%
Crowds
7%
Cultural Heritage
43%
Cuneiform
13%
Digital Heritage
18%
Digital Technology
9%
Evaluation
5%
Heritage
11%
Heritage Sites
5%
Interaction
7%
Photogrammetry
18%
Real World
6%
Screen Design
13%
Symmetry
7%
Technology Adoption
6%
Time Travel
8%
Virtual Environments
17%
Virtual Reality
39%
Virtual Worlds
8%