Computer Science
User
100%
User Experience
64%
Human-Computer Interaction
50%
Channels
42%
Switching Delay
42%
Business Models
42%
Usability
32%
Mobile Technology
28%
mobile service
26%
Field Research
21%
Technology User
21%
Relationships
21%
Mobile Platform
21%
Interactive User
21%
User Preference
21%
Secondary Device
21%
Value Chain
21%
Internet
21%
interactive TV
21%
Iterative Process
10%
Varying Degree
10%
Research Question
10%
Acceptability Threshold
7%
Television System
7%
Working Prototype
7%
Sounding Channel
7%
Usability Issue
7%
Practical Solution
7%
Shelf Component
7%
End-User Experience
5%
Engineering
TV
85%
User Experience
64%
Data Mode
42%
Mode Operation
42%
Research Tool
42%
Experiments
42%
Fields
32%
Antenna
25%
Multiple-Input Multiple-Output
21%
Effective Gain
21%
Short Range
21%
Small Device
21%
Terminal Antenna
21%
Media Technology
21%
Mobile Phone
21%
Propagation Channel
15%
Outage Capacity
14%
Design
10%
Estimation
10%
Measurement Campaign
10%
Fixed Device
10%
Preferred Method
10%
Conductive
8%
High Band
7%
Smartphone
7%
Prototype
6%
Small Size
5%
Anechoic Chamber
5%
Antenna Radiation Patterns
5%
Social Sciences
Consumers
66%
Research
42%
Drawing
42%
Interaction
32%
Consumption
21%
Discussion
13%
Scientific Methods
10%
Field Work
10%
Mobile Phones
10%
Literature
10%
Evaluation
10%
Approach
10%
Feature
10%
Service Industries
5%
Workshop
5%