Social Sciences
Industrial Designs
100%
Taiwan
96%
imagination
68%
learning
58%
creativity
57%
entropy
45%
planning
43%
stroke
42%
self-efficacy
42%
knowledge management
37%
performance
36%
virtual reality
35%
grammar
33%
resources
33%
nutrition
32%
rehabilitation
30%
driver
30%
cognition
29%
student
29%
knowledge
27%
university
26%
electronics
25%
school graduate
25%
experiment
24%
Group
23%
decision making
23%
industry
21%
interactive media
21%
teamwork
21%
gender
20%
participation
19%
experience
18%
educator
16%
business goal
16%
social capital
13%
learning environment
13%
health workers
13%
nutrition education
10%
market
10%
system development
10%
psychological factors
9%
semester
9%
questionnaire
9%
expert
9%
reasonable time
9%
culture industry
8%
enterprise organization
8%
collective behavior
8%
utilization
8%
cultural economy
7%
time
7%
organization
7%
comprehension
7%
learning process
6%
curriculum planning
6%
evaluation
6%
promotion
6%
decision-making process
6%
stimulus
6%
product design
6%
extrinsic motivation
6%
social science
6%
lack
5%
aesthetics
5%
intrinsic motivation
5%
bank
5%
reward
5%
editor
5%
software
5%
Medicine & Life Sciences
Fuzzy Logic
57%
User-Computer Interface
56%
Creativity
47%
Stroke Rehabilitation
46%
Taiwan
45%
Virtual Reality
44%
Social Welfare
44%
Entropy
43%
Human Body
35%
Social Capital
34%
Upper Extremity
33%
Epidemics
31%
Cognition
31%
Color
30%
Decision Making
30%
Organizations
29%
Rehabilitation
28%
Meta-Analysis
27%
Systematic Reviews
27%
Learning
26%
Memory
26%
Light
25%
Self Efficacy
24%
Nutritionists
23%
Supine Position
20%
Community Health Workers
17%
Occupational Groups
15%
Motivation
14%
Neck
13%
Deep Learning
12%
Direction compound
12%
Social Theory
12%
Muscle Fatigue
11%
Control Groups
11%
Ergonomics
10%
Sitting Position
9%
Household Products
9%
Study Guides
8%
Research Personnel
8%
Fatigue
7%
Datasets
7%
Linear Models
7%
Cost Savings
6%
Economic Status
6%
Linguistics
6%
Education
6%
Cluster Analysis
5%
Arts & Humanities
Enterprise
59%
Planning
59%
Book Industry
56%
Bathroom
50%
Picture Books
47%
Resources
46%
Fuzzy
39%
Animation
38%
Entropy
35%
Taiwan
32%
Creativity
31%
Self-efficacy
23%
Interactivity
23%
Adaptability
21%
Social Capital
14%
Culture Industry
13%
Experiment
11%
Positive Attitudes
11%
Government
10%
Creative Industries
10%
Questionnaire
10%
Interviewing
10%
Aesthetics
9%
Reward
8%
Common Belief
7%
Research Practice
7%
Adequacy
7%
Extrinsic
6%
Editor
6%
Group Discussion
6%
Intrinsic Motivation
6%
Fuzzy Sets
6%
Stimulus
6%
Set Theory
6%
Clan
5%
Simplification
5%
Electronic Books
5%
Visualization
5%
Reuse
5%
Charts
5%
Dwelling
5%
Residence
5%
Focus Groups
5%
Income
5%