Engineering & Materials Science
Intellectual property
100%
Information theory
95%
Collaborative filtering
92%
Sports
66%
Recommender systems
65%
User experience
65%
Adaptive systems
54%
Latent Class Analysis
52%
Crude oil price
49%
Mobile computing
41%
Biosensors
40%
Entertainment
35%
Autonomous vehicles
34%
3D printers
32%
Economics
29%
Experiments
27%
Aging of materials
26%
Data storage equipment
23%
Uncertainty
22%
Communication
21%
Oils
21%
User centered design
21%
Audition
18%
Industry
17%
Augmented reality
17%
Education
16%
Human computer interaction
16%
Medicine
16%
Factor analysis
15%
Law enforcement
13%
Visualization
12%
Automation
12%
Simulators
11%
Monitoring
11%
Biomarkers
10%
Fruits
9%
Supercomputers
7%
Information technology
7%
Information systems
6%
Application programs
5%
Electric grounding
5%
Psychiatry
5%
Data structures
5%
Business & Economics
Intellectual Property Rights
71%
Intellectual Property
51%
Fertility Decline
49%
Innovation
45%
China
43%
Technology Acceptance Model
42%
Fertility Rate
41%
Cross-country Analysis
41%
Bibliometric Analysis
40%
Population Policy
40%
Older People
31%
Peers
31%
Income
30%
Economic Factors
30%
Manufacturing
30%
Fertility
28%
Serendipity
24%
Trade War
23%
CEO Turnover
22%
Information Research
22%
Organizational Culture
21%
Chief Executive Officer
21%
Chinese Consumers
19%
Law Enforcement
18%
Low-income Countries
17%
Stock Performance
17%
Citations
16%
Political Freedom
16%
Resilience
15%
Political Power
15%
Firm Performance
15%
Confucianism
14%
Social Interaction
13%
Emotion
12%
Social Policy
12%
Innovation Diffusion Theory
11%
Income Level
10%
Creative Industries
10%
Factor Analysis
10%
Factors
10%
Moderation
9%
Board of Directors
9%
Low Income
9%
Economic Policy
9%
Intellectual Property Rights Protection
9%
Infringement
8%
Hierarchical Regression
8%
Physical Activity
8%
Demographic Variables
8%
Performance
8%
Social Sciences
fertility
54%
fertility rate
39%
emotion
38%
personalization
36%
political factors
34%
economic factors
32%
China
32%
population policy
28%
Design patents
27%
acceptance
25%
Sports
23%
income
22%
spectator
19%
pedestrian
19%
low income
18%
event
18%
disengagement
17%
Intellectual Property Rights
17%
automation
17%
Blended Learning
16%
intellectual property
16%
preschool child
15%
visualization
15%
experience
14%
social media
13%
interview
12%
physician
12%
trustworthiness
12%
learning environment
12%
hearing impairment
10%
morality
10%
instruction
10%
time
9%
conversation
9%
experiment
9%
Economic Policy
9%
communication
8%
methodology
8%
Social Policy
8%
interaction
8%
cultural factors
8%
gender
7%
Group
7%
learning
7%
teacher
6%
subversion
6%
entertainment
6%
development of creativity
6%
oppression
5%
virtual reality
5%