Engineering & Materials Science
Application programs
14%
Artificial intelligence
13%
Augmented reality
47%
Biometrics
15%
Bluetooth
16%
Brain
15%
Cellular telephones
73%
Classifiers
16%
Communication
7%
Digital television
28%
Digital video broadcasting (DVB)
21%
Education
16%
Electroencephalography
17%
Ethical aspects
7%
Experiments
7%
Feedback
53%
Glass
12%
Human computer interaction
13%
Interactive television
100%
Location based services
8%
Machine learning
40%
Personal computers
6%
Personal digital assistants
7%
Robotics
6%
Sentiment analysis
40%
Sports
6%
Students
92%
Support vector machines
9%
Teaching
13%
Television
12%
User centered design
32%
User experience
26%
User interfaces
16%
Wearable technology
53%
Social Sciences
cultural heritage
14%
everyday life
6%
informal learning
11%
information system
6%
knowledge
9%
language theory
8%
learning
33%
learning environment
15%
learning theory
5%
scenario
13%
student
6%
study group
10%
television
47%
weblog
7%
website
6%