Computer Science
American Context
50%
Automated Analysis
100%
Behavioral Response
50%
Benchmarking
100%
ChatGPT
50%
Computer Hardware
100%
Configuration Parameter
100%
Configuration Script
100%
Conflict Detection
50%
Core Competency
50%
Critical Literacy
50%
Crowdfunding Platform
100%
Cycle Requirement
25%
Design Solution
100%
Development Model
25%
Diagnose Problem
100%
Diagnosis Task
100%
Diagnostic System
100%
Effective Solution
50%
Electronic Design
100%
Ethical Judgment
50%
Explained Variance
50%
Generative Artificial Intelligence
100%
Influencing Factor
50%
Information Study
25%
Institutional Framework
50%
Learning Process
100%
Least Squares Method
50%
Minimal Conflict
50%
Minimal Conflict Set
100%
Multicore
100%
On-Line Education
25%
Online Environment
25%
Open Source Software
50%
Open Source Technology
100%
Performance Benchmark
100%
Performance Factor
50%
Problem Solving Knowledge
100%
Product Configuration
100%
Python
100%
Questionnaire Survey
50%
Rapid Development
100%
Segmentation Technique
50%
Social Medium User
50%
Software Solution
50%
Structural Equation
50%
Technological Development
50%
Unified Theory
50%
User Acceptance
50%
Web Information
100%
Social Sciences
Academic Context
11%
Business Program
50%
Buyers
33%
ChatGPT
50%
Cognitive State
50%
Computational Thinking
100%
Computer Language
25%
Consumer Affect
50%
Crowdfunding
100%
Dynamic Capabilities
16%
Effective Implementation
11%
Electronic Word of Mouth
15%
Entrepreneurial Orientation
100%
Financial Aid
33%
Firm Performance
100%
Generational Difference
7%
Generative Artificial Intelligence
100%
Industrial Organization
20%
Influencer
100%
Information Society
16%
Labor Productivity
20%
Large City
50%
Medical Care Service
50%
Personal Computer
25%
Primary Activity
25%
Professional Personnel
50%
Programming Language
25%
Public Acceptance
50%
Remote Work
100%
Scanning Electron Microscopy
20%
Scientific Development
50%
Search Engine
100%
Secondary School
11%
Social Influence
100%
Social Media Marketing
100%
Student Autonomy
25%
Student Experience
11%
Student Learning
11%
Student Motivation
11%
Survey Analysis
50%
Technological Capability
16%
Technology Acceptance Model
33%
Teleworker
20%
Theoretical Research
50%
Tourism Industry
7%
Unified Theory of Acceptance and Use of Technology 2
100%
Variance
33%
Video Game
100%
Virtual Reality
100%
Work-Life Balance
20%