Arts and Humanities
1950s
30%
aesthetic dimension
22%
Aesthetic Experience
15%
architectural
17%
Architectural History
30%
Architectural Theory
30%
Architecture
48%
Arts
45%
Beauty
30%
Building Design
60%
Canon
13%
Challenges
15%
China
15%
Conception
30%
Contemporary
15%
Context
15%
context art
30%
courtyard
47%
Cybernetics
15%
design schools
30%
Dynasty
13%
Exhibition
30%
Garden Design
27%
Heritage
45%
Heritage Conservation
15%
Imagery
21%
Indus
30%
Interactive
15%
Japan
13%
Labour
36%
Local
30%
Ming
13%
Narrative
30%
Paradise
30%
Physical
36%
Poem
60%
Reality
13%
Regeneration
30%
Socialist
30%
Sonata
60%
Sound
30%
Spatial
30%
Symphony
60%
Temporal
15%
Tradition
64%
Transnational
30%
Urban
30%
Village
30%
wedding dress
20%
Work of Art
15%
Social Sciences
Architects
9%
Architecture
21%
Arts Education
30%
Attention
30%
Authors
9%
Boat
9%
Buildings
9%
Caves
9%
China
51%
Chinese
100%
Communities
17%
Construction
9%
Conversation
30%
Customs and Traditions
9%
Design
95%
Design Education
30%
Economic Systems
30%
Environment
15%
Example
30%
Exhibitions
30%
Experience
9%
Flowers
9%
Furniture
30%
Geography
9%
Higher Education Institution
30%
Influence
9%
Interaction
15%
Japan
9%
Landscape
24%
Migrants
9%
Museums
9%
Painting
20%
Palaces
9%
Poets
9%
Production
9%
Project
24%
Public Works
30%
Refugees
9%
Rivers
9%
Seclusion
9%
Social Communication
30%
Social Interaction
15%
Socialism
60%
Structural Elements (Buildings)
30%
Technological Change
18%
Time
30%
Tourist
9%
Trees
9%
Urban Areas
30%
Valleys
19%
Computer Science
Application Development
7%
Architectural Design
30%
Architectural Design
30%
Augmented Reality
60%
Augmented Reality Technology
7%
Communication
30%
Cultural Change
9%
Cultural Heritage
27%
Design
30%
Design Strategy
60%
Evaluation Result
9%
Evaluation Study
7%
Functions
30%
Game Design
15%
Global Warming
15%
Historic Building
30%
Immersive Experience
9%
Logic Structure
7%
Mobile Augmented Reality
30%
Online Survey
7%
Political Context
24%
Prototype Design
15%
Prototype Evaluation
7%
Semistructured Interview
7%
Serious Game
30%
Spatial Understanding
30%
Strategic Design
15%
Technical Mean
7%
Technological Revolution
24%
Temporal Change
9%
User Requirement
7%