跳至主導覽
跳至搜尋
跳過主要內容
國立臺灣師範大學 首頁
專家資料申請/更新
English
中文
首頁
個人檔案
研究單位
研究成果
研究計畫
新聞/媒體
資料集
學術活動
得獎記錄
學生論文
按專業知識、姓名或所屬機構搜尋
查看斯高帕斯 (Scopus) 概要
邱 于平
助理教授
圖文傳播學系
電話
(02)7749-3609
電子郵件
ice740201
ntnu.edu
tw
h-index
h10-index
h5-index
750
引文
13
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
580
引文
10
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
94
引文
6
h-指數
按照存儲在普爾(Pure)的出版物數量及斯高帕斯(Scopus)引文計算。
2013
2024
每年研究成果
概覽
指紋
網路
研究計畫
(2)
研究成果
(31)
新聞/媒體
(1)
類似的個人檔案
(1)
指紋
查看啟用 Yu-Ping Chiu 的研究主題。這些主題標籤來自此人的作品。共同形成了獨特的指紋。
排序方式
重量
按字母排序
INIS
advertising
100%
information
69%
marketing
57%
people
55%
attitudes
53%
covid-19
50%
data
48%
design
46%
interactions
45%
eyes
42%
values
40%
prices
35%
websites
32%
photographs
32%
environment
31%
exercise
30%
cost
30%
regression analysis
30%
information dissemination
30%
color
30%
devices
29%
learning
29%
levels
24%
resources
22%
feedback
22%
performance
21%
taiwan
19%
recommendations
18%
management
17%
tools
16%
fans
15%
dating
15%
bystander effects
15%
buyers
15%
density
15%
retailers
15%
sensitivity
15%
public health
15%
asia
15%
images
15%
host
15%
commercialization
15%
diffusion
15%
internet
15%
industry
12%
sellers
12%
computers
11%
efficiency
11%
laboratories
10%
control
10%
Social Sciences
Advertising
85%
Attitudes
48%
Social Network
38%
Motivation
32%
Advertising Effectiveness
30%
Facebook
30%
Congruence
30%
Content
21%
Eye Tracking
21%
Perspective
21%
Research
20%
Activity
19%
Measure
18%
Difference
17%
Internet
15%
Examinations
15%
Overhead Costs
15%
Epidemics
15%
Prices
15%
Asia
15%
Anonymity
15%
Consumption
15%
Learning Motivation
15%
Social Support
15%
Marketing
15%
Gender Difference
15%
Diffusion
15%
Commercialization
15%
Web Site
15%
Construct
15%
Behavior
15%
Consumers
15%
Instagram
15%
Computers
10%
Social Media Marketing
10%
Time
9%
Attempt
9%
Understanding
8%
Students
8%
Information
8%
Design
8%
Laboratory Experiment
7%
Exploratory Factor Analysis
7%
Eye Movement
7%
Identity
7%
Liking
7%
Information Dissemination
7%
Process
7%
Program
6%
Advertising Strategy
6%
Psychology
Facebook
45%
Gamification
45%
Behavior
41%
Research
25%
Intention
25%
Practitioners
22%
Achievement
19%
Attitudes
18%
Mobile Device
18%
Self-Monitoring
15%
Wellbeing
15%
Social Media
15%
Bystander Effect
15%
Avoidance
15%
Social Anxiety
15%
Behavior
15%
Regression Analysis
13%
Eye Movement
11%
Communication
10%
Social Interaction
7%
Hierarchical Regression
7%
Resources
7%
Deception
7%
Physical Attractiveness
7%
Consumer Behavior
7%
Attention
6%
Health
6%
Intrinsic Motivation
5%
Interactivity
5%
Altruism
5%
Narcissism
5%
Social Psychological Theory
5%