Social Sciences
Willingness to Accept
100%
Charity
81%
Religiosity
62%
TV
50%
Australia
50%
Brunei Darussalam
50%
Brand Personality
37%
Empathy
33%
Factor Analysis
31%
Hospitality
25%
Indonesia
25%
Business Policy
25%
Religious Leader
25%
Collectivism
25%
Differentiation Strategy
25%
New Media
25%
Buying Behavior
25%
Business Enterprise
25%
Conceptual Framework
25%
Durable Good
25%
Luxuries
25%
University Students
25%
Driver Behavior
25%
Emotions
25%
Pilot Study
25%
Emotional Response
25%
Cell Excitability
25%
Tourism
25%
Financial Sustainability
25%
Online Survey
25%
Self-Efficacy
25%
Market Share
25%
Decision Making
25%
Psychographics
23%
Source credibility
20%
Indigenous Peoples
18%
Design Methodology
18%
Scale Development
18%
Literature Reviews
13%
Interactive Media
12%
Consumer Attitude
12%
Consumer Intention
12%
Cluster Analysis
12%
Developing Market
12%
Quality of Service
12%
Service Industries
12%
Government Program
12%
Personality Trait
12%
Sales
10%
Generation Z
8%
Psychology
Robotics
75%
Subjective Norm
62%
Theory of Planned Behavior
50%
Quality of Life
50%
Empathy
50%
Religiosity
50%
Neutralization Theory
45%
Artificial Intelligence
31%
Familiarity
28%
Psychometrics
25%
Consumer Behavior
25%
Cell Excitability
25%
Convergent Validity
25%
Emotional Engagement
25%
Mobile Phones
25%
Regression Analysis
25%
Exploratory Factor Analysis
25%
Conceptual Framework
25%
Happiness
25%
Sensation of Hearing
25%
Likert Scale
25%
Observed Behavior
25%
Femininity
25%
Moral Judgment
16%
Self-Efficacy
16%
Cognitive Function
12%
Healthy Aging
12%
Activity Theory
12%
Social Interaction
12%
Multivariate Analysis of Variance
12%
Consumer Attitude
12%
Cognitive Impairment
12%
Computer Science
Robot
87%
Social Robot
52%
Autonomous Vehicles
33%
Moral Judgment
25%
Online Context
25%
Mobile App
25%
User Experience
25%
Human Perception
25%
Advanced Driver Assistance System
25%
Visual Feedback
25%
Alarm Notification
25%
Human Robot Interaction
25%
User Interface Design
20%
Cognitive Activity
12%
Actual Measurement
12%
Humanoid Robots
12%
Research Problem
12%
Driving Simulator
12%
Small Sample Size
12%
Observed Behavior
12%
Collected Data
12%
Autonomous Driving
12%
Emotional State
12%
Driving Behavior
8%
Performance Driver
8%
Emotional Reaction
8%
Purchase Decision
8%
Artificial Intelligence
8%
Practical Implication
8%
System Feedback
8%
User Satisfaction
8%
Human Interaction
6%
Technological Progress
6%
Past Experience
6%
Sedentary Lifestyle
6%