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How Does Computer Virus Affect Poverty?
Rori McBeath, Ermin Chitham, Fabio Swetmore
ARC Centre for vegetarians
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Dive into the research topics of 'How Does Computer Virus Affect Poverty?'. Together they form a unique fingerprint.
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Keyphrases
Abacus
25%
Absolute Poverty
25%
Affective Displays
25%
Affective Flattening
25%
Analog Calculation
25%
Ancient History
25%
Arithmetic Operations
50%
Calculating Machines
25%
Central Processing Unit
25%
Chip Technology
25%
Clothing
25%
Cluster Computing
25%
Computer Devices
25%
Computer Memory
25%
Computer Networks
25%
Computer Science
25%
Computer System
25%
Computer Virus
100%
Computer-aided Design
25%
Consumer Products
25%
Control System
25%
Control Unit
25%
Corruption
25%
Digital Electronics
25%
Digital Revolution
25%
Early 20th Century
25%
Early 21st Century
25%
Economic Freedom
25%
Educational Professionals
25%
Electrical Machines
25%
Emotional Blunting
25%
Emotional State
50%
Equipments Needed
25%
Extreme Poverty
25%
Facial Expression
25%
Financial Services
25%
Generic Set
25%
Government Organizations
25%
Guiding Pattern
25%
Hardware Operating System
25%
Healthcare Professionals
25%
Increasing Income
25%
Industrial Computer
25%
Industrial Products
25%
Industrial Revolution
25%
Industrial Robot
25%
Input Device
25%
Input-output
25%
Integrated Circuit chip
25%
Joystick
25%
Keyboard
25%
Levels of Living
25%
Linguistic Attitudes
25%
Loan Conditionalities
25%
Logic Operation
50%
Looming
25%
Manual Instruments
25%
Material Possessions
25%
Mechanical Device
25%
Memory chip
25%
Microcomputer
25%
Microprocessor
50%
Microwave Oven
25%
Middle-income Countries
25%
Minimum Level
25%
Mobile Devices
25%
Modern Computer
50%
Monolithic Integrated Circuits
25%
Moore's Law
25%
MOS Transistor
25%
MOSFET
25%
Network Cluster
25%
Non-governmental Organizations
25%
One Country
25%
Order of Operations
25%
Output Device
50%
Oven Control
25%
Peripheral Devices
50%
Peripheral Equipment
25%
Personal Computer
25%
Personal Needs
25%
Poverty
100%
Poverty Measures
50%
Printer
25%
Processing Element
50%
Product Use
25%
Purchasing Power Parity
25%
Relative Poverty
50%
Remote Control
25%
Robot-aided
25%
Semiconductor Memory
25%
Semiconductors
25%
Silicon-based
25%
Smartphone
25%
Social Economics
25%
Sociolinguistics
25%
Special Purpose
25%
Speed-power
25%
Standard of Living
25%
Tax Avoidance
25%
Transistor
25%
Transistor Count
25%
Video Games
25%
Vocalization
25%
Welfare Economics
25%
World War II
25%
World Wide Web
25%
Social Sciences
Basic Needs
75%
Computer Aided Design
25%
Computer Network
25%
Computer Science
25%
Computer Storage Devices
25%
Computer System
25%
Computers
25%
Consumers
25%
Emotions
100%
Facial Expression
25%
Financial Services
25%
Guides
25%
Health Care
25%
Health Service
25%
Industrial Robot
25%
Industrialization
25%
Integrated Circuits
25%
Living Standard
25%
Microcomputer
25%
Mobile Phones
25%
Nongovernmental Organizations
25%
Personal Computer
25%
Purchasing Power
25%
Revolutions
50%
Rhetoric
25%
Social Economics
25%
Sociolinguistics
25%
Tax Avoidance
25%
Twentieth Century
25%
Video Games
25%
Vocalization
25%
Wealth
25%
Welfare Economics
25%
World War II
25%
INIS
attitudes
6%
avoidance
6%
clothing
6%
comparative evaluations
6%
computer codes
6%
computer networks
6%
computer-aided design
6%
computers
100%
constraints
6%
consumer products
6%
control
6%
control systems
6%
devices
62%
dollars
6%
economics
12%
education
6%
equipment
6%
floors
6%
food
6%
income
31%
increasing
18%
information
12%
input-output
6%
integrated circuits
6%
internet
6%
levels
6%
loans
6%
mice
6%
microcomputers
6%
microprocessors
12%
microwave ovens
6%
monitors
6%
mos transistors
6%
mosfet
6%
operation
37%
output
6%
parity
6%
people
18%
personal computers
6%
planets
6%
power
18%
processing
18%
psychology
6%
range
12%
reduction
6%
remote control
6%
robots
6%
screens
6%
semiconductor materials
12%
shelters
6%
silicon
6%
speed
6%
standard of living
6%
taxes
6%
transistors
12%
units
12%
viruses
100%
Psychology
Control System
100%
Digital Revolution
100%
Facial Expression
100%
Healthcare
100%
Mobile Device
100%
Monitor Screen
100%
Medicine and Dentistry
Attitude
100%
Consumer
100%
Facial Expression
100%
Health Care
100%
Vocalization
100%
Computer Science
Conditionality
50%
Living Standard
50%
Purchasing Power
50%
Economics, Econometrics and Finance
Operating System
100%