Computers & Education: X Reality最新文献

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Formative evaluation of immersive virtual reality expedition mini-games to facilitate computational thinking 沉浸式虚拟现实探险小游戏的形成性评价促进计算思维
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100016
Amos Sunday Oyelere , Friday Joseph Agbo , Solomon Sunday Oyelere
{"title":"Formative evaluation of immersive virtual reality expedition mini-games to facilitate computational thinking","authors":"Amos Sunday Oyelere ,&nbsp;Friday Joseph Agbo ,&nbsp;Solomon Sunday Oyelere","doi":"10.1016/j.cexr.2023.100016","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100016","url":null,"abstract":"<div><p>Recently, virtual reality (VR) technology has shown great potential in advancing education with many pedagogical benefits for building the 21st-century teaching and learning experience. This study conducted a formative evaluation of an immersive VR expedition application with the aim of understanding users' learning processes and how the application facilitates higher education students' computational thinking skills. Six participants were randomly selected to conduct this evaluation. A mixed research approach consisting of quantitative and qualitative methods was employed. The study quantitatively analyzed users' scores from gameplay to understand how the intervention supported computational thinking skills. Participants were also interviewed to collect data after playing the mini-games to investigate users' experiences. The study showcases players' computational thinking competency, assessed automatically during gameplay. Further, this study used inductive content analysis to demonstrate users' reactions to prototyped VR mini-games. The qualitative findings suggest that users found the VR mini-games interactive and immersive, which provided an opportunity to foster learners' computational thinking skills. The quantitative analysis revealed that student's computational thinking competency can be enhanced through consistent playing of the mini-games. Moreover, the expedition aspect of the VR game stimulated learners' curiosity, which sustained their learning progress. Furthermore, users gained new knowledge and found the mini-games educative. Nevertheless, several aspects of the VR mini-games need improvements, according to users' perceptions. This study contributes to the knowledge in terms of the affordances of VR in education research and provides relevant insights that can shape future studies, for example, the recent hype of metaverse in education.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100016"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49751006","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data 使用主题和专家数据的三维虚拟学习环境中的高阶思维技能评估
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100012
Nuket Nowlan , Ali Arya , Hossain Samar Qorbani , Maryam Abdinejad
{"title":"Higher-order thinking skills assessment in 3D virtual learning environments using motifs and expert data","authors":"Nuket Nowlan ,&nbsp;Ali Arya ,&nbsp;Hossain Samar Qorbani ,&nbsp;Maryam Abdinejad","doi":"10.1016/j.cexr.2023.100012","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100012","url":null,"abstract":"<div><p>The research reported in this paper addresses the problem of assessing higher-order thinking skills, such as reflective and creative thinking, within the context of virtual learning environments. Assessment of these skills requires process-based observations and evaluation, as the output-based methods have been found to be insufficient. Virtual learning environments offer a wealth of data on the process, which makes them good candidates for process-based evaluation, but the existing assessment methods in these environments have shortcomings, such as reliance on large data sets, inability to offer specific feedback on actions, and the lack of consideration for how actions are integrated into bigger tasks. Demonstrating and confirming the ability of three-dimensional virtual learning environments to work with process metrics for assessment, we propose and evaluate the use of motifs as an assessment tool. Motifs are short and meaningful combination of metrics. Combining time-ordered motifs with a similarity analysis between expert and learner data, our proposed approach can potentially offer feedback on specific actions that the learner takes, as opposed to single output-based feedback. It can do so without the use of large training datasets due to reliance on expert data and similarity analysis. Through a user study, we found out that such a motif-based approach can be effective in the assessment of higher-order thinking skills while addressing the identified shortcomings of previous work. We also address the limited research on similarity-based analysis methods, compare their effectiveness, and show that utilizing different similarity measures for different tasks may be a more effective approach. Our proposed method facilitates and encourages the involvement of instructors and course designers through the definition of motifs and expert problem-solving paths.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100012"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49759243","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Effect of an augmented reality app on academic achievement, motivation, and technology acceptance of university students of a chemistry course 增强现实应用对大学生化学课程学习成绩、动机和技术接受度的影响
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100022
Mónica Silva , Karina Bermúdez , Karina Caro
{"title":"Effect of an augmented reality app on academic achievement, motivation, and technology acceptance of university students of a chemistry course","authors":"Mónica Silva ,&nbsp;Karina Bermúdez ,&nbsp;Karina Caro","doi":"10.1016/j.cexr.2023.100022","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100022","url":null,"abstract":"<div><p>The purpose of the current research was to explore the effect of an augmented reality app on the academic level, motivation, and technology acceptance of students of a university-level chemistry course. The study followed a pre/post-test design with a control group. At the end of a lecture on carbon bonds, we requested 95 university students to develop three models using modeling clay. The experimental group used the augmented reality app, while the control group used 2D pictures. The academic achievement increased for the students who used the augmented reality app. Motivation scores were not different between the control and experimental group. Our results indicate that augmented reality technology could be helpful in an academic setting.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100022"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750602","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Designing augmented reality for makerspaces: Guidelines, lessons and mitigation strategies from 5+ years of AR educational projects 为创客空间设计增强现实:5年以上增强现实教育项目的指导方针、经验教训和缓解策略
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100026
Iulian Radu, Bertrand Schneider
{"title":"Designing augmented reality for makerspaces: Guidelines, lessons and mitigation strategies from 5+ years of AR educational projects","authors":"Iulian Radu,&nbsp;Bertrand Schneider","doi":"10.1016/j.cexr.2023.100026","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100026","url":null,"abstract":"<div><p>Makerspaces are a relatively recent type of open-ended environment where users learn through authentic problem solving and interactions with peers. Augmented reality (AR) technology can improve learning and collaboration in such spaces, but it is unclear how one might design AR applications suitable for the physical, social and pedagogical richness of these environments. In this paper we present 5 research projects that explored the use of AR in makerspaces, covering various learning topics, physical configurations, and collaborative activities. We discuss lessons learned and distill these into 14 design guidelines. We conclude with a discussion of tensions to consider when designing AR for open-ended learning environments.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100026"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750933","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Shape distinctness and segmentation benefit learning from realistic visualizations, while dimensionality and perspective play a minor role 形状区分和分割有利于从逼真的可视化中学习,而维度和视角则起次要作用
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100015
Alexander Skulmowski
{"title":"Shape distinctness and segmentation benefit learning from realistic visualizations, while dimensionality and perspective play a minor role","authors":"Alexander Skulmowski","doi":"10.1016/j.cexr.2023.100015","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100015","url":null,"abstract":"<div><p>Research on the design of visualizations has revealed that realistic visualizations can be beneficial for retention and transfer performance despite their tendency towards causing cognitive load. However, it still can be hard to predict whether a more detailed visualization will be more effective for learning than a more abstract one. The purpose of the reported studies is to investigate whether an emphasis on the specific benefits of realism can enhance learning from realistic visualizations. In three experiments, the dimensionality (i.e., whether flat cross-sections or shapes conveying depth and space are presented), perspective, shape distinctness, and segmentation by color are investigated. In Experiment 1, a visualization of a flat section of the kidney elicited a greater cognitive load if this section was presented as a realistic rendering rather than a schematic drawing, while a more dimensional model of the kidney appears to be harder to cognitively process if it is presented as a drawing. Experiment 2 examined whether a perspective emphasizing depth is more compatible with a realistic rather than a schematic visualization, but this effect failed to reach significance. Lastly, Experiment 3 demonstrated that shape distinctness and segmentation using colors enhance retention performance. The main result of this series of studies is that even minor changes in the presentation of realistic visualizations can have an impact on cognitive load. In conclusion, in order to optimize learning, realistic visualizations should make use of depth, emphasize semantic information by increasing the distinctness of shapes, and use segmentation using colors or different surface materials.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100015"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49751005","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
“Breaking the fourth wall”: The effects of cinematic virtual reality film-viewing on adolescent students’ empathic responses “打破第四堵墙”:电影虚拟现实观影对青少年学生共情反应的影响
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100009
Andrea Trudeau, Ying Xie, Olha Ketsman, Fatih Demir
{"title":"“Breaking the fourth wall”: The effects of cinematic virtual reality film-viewing on adolescent students’ empathic responses","authors":"Andrea Trudeau,&nbsp;Ying Xie,&nbsp;Olha Ketsman,&nbsp;Fatih Demir","doi":"10.1016/j.cexr.2023.100009","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100009","url":null,"abstract":"<div><p>This research study investigated the use of cinematic virtual reality (CVR) in a seventh-grade social studies classroom and its effects on adolescents' empathic responses. In this quantitative research study, participants (n ​= ​60) completed the Adolescent Measure of Empathy and Sympathy (AMES, Vossen et al., 2015) as a pretest a week before viewing <em>The Displaced</em>, a film about the lives of three refugee children, in either CVR or two-dimensional (2D), 360-degree format. Promptly after viewing the film, participants repeated the AMES as a posttest. Paired t-tests were conducted to explore the changes in mean scores for the AMES subscale scores between participants viewing the film in CVR and 2D formats as well as the changes in mean subscales between male and female participants viewing the film in CVR. Gain scores were also calculated and analyzed through a two-way MANOVA to examine the possible interaction effect between film format and gender on AMES subscale scores. The results of this study indicated that while the 2D, 360-degree film format affected adolescent students' affective empathy, there was a greater increase in both cognitive and affective empathy scores for those viewing the film in CVR with male adolescent students’ scores demonstrating the most remarkable increase.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100009"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750194","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality affordances for oral communication in English as a second language classroom: A literature review 虚拟现实对英语作为第二语言课堂口语交际的启示:文献综述
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100018
Anastassiya Yudintseva
{"title":"Virtual reality affordances for oral communication in English as a second language classroom: A literature review","authors":"Anastassiya Yudintseva","doi":"10.1016/j.cexr.2023.100018","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100018","url":null,"abstract":"<div><p>This paper reviews 34 studies related to oral communication in English as a Second Language through Virtual Reality published from 2015 to 2022. Overall, Virtual Reality affordances, such as immersion, interaction, feedback, and creation, were perceived positively and found to be effective in terms of anxiety, motivation, confidence, cultural awareness, creativity, and willingness to communicate. However, learning effectiveness was still inconclusive, especially in terms of oral fluency. The insignificant learning outcomes were likely caused by greater cognitive load, equity issues, unpleasant experiences, motion sickness, technology challenges, and lack of instructional activities suited to the Virtual Reality environment. Several strategies to address the challenges of current Virtual Reality platforms identified in the literature review were suggested.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100018"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750748","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Measuring the effectiveness of virtual training: A systematic review 衡量虚拟培训的有效性:一个系统的回顾
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2022.100006
Paweł Strojny , Natalia Dużmańska-Misiarczyk
{"title":"Measuring the effectiveness of virtual training: A systematic review","authors":"Paweł Strojny ,&nbsp;Natalia Dużmańska-Misiarczyk","doi":"10.1016/j.cexr.2022.100006","DOIUrl":"https://doi.org/10.1016/j.cexr.2022.100006","url":null,"abstract":"<div><p>The amount of research on virtual reality learning tools increases with time. Despite the diverse environments and theoretical foundations, enough data have been accumulated in recent years to provide a systematic review of the methods used. We pose ten questions concerning the methodological aspects of these studies. We performed a search in three databases according to the PRISMA guidelines and evaluated several characteristics, with particular emphasis on researchers' methodological decisions. We found an increase over time in the number of studies on the effectiveness of VR-based learning. We also identified shortcomings related to how the duration and number of training sessions are reported. We believe that these two factors could affect the effectiveness of VR-based training. Furthermore, when using the Kirkpatrick model, a significant imbalance can be observed in favor of outcomes from the ‘Reaction’ and ‘Learning’ levels compared to the ‘Behavior’ and ‘Results’ levels. The last of these was not used in any of the 330 reviewed studies. These results highlight the importance of research on the effectiveness of VR training. Taking into account the identified methodological shortcomings will allow for more significant research on this topic in the future.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100006"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750921","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 3
Augmented reality smart glasses use and acceptance: Α literature review 增强现实智能眼镜的使用和接受:Α文献综述
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100028
George Koutromanos , Georgia Kazakou
{"title":"Augmented reality smart glasses use and acceptance: Α literature review","authors":"George Koutromanos ,&nbsp;Georgia Kazakou","doi":"10.1016/j.cexr.2023.100028","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100028","url":null,"abstract":"<div><p>The research interest in the use of augmented reality smart glasses (ARSGs) has increased dramatically in recent years as they are utilised in many fields such as medicine and industry, as well as everyday life. This study aims to review the empirical research activity concerning the acceptance of ARSGs in all applicable fields. In total, 21 studies published from 2015 to 2022 have been reviewed. Their relative field, theoretical framework, methodological design, and the factors that were found to affect the acceptance or use of ARSGs were recorded. It was found that the research focuses more on users acting as consumers of the glasses than on professionals (e.g., doctors, teachers, athletes) using them in a specific field. Also, the majority of the studies base their theoretical framework either entirely or in part on the Technology Acceptance Model (TAM). Moreover, the research models of these studies extend TAM by using various additional variables, such as privacy risk and external influence. Methodologically speaking, most of the studies follow the quantitative approach, without giving the participants the opportunity to interact with the glasses. In addition, the factors which were found to influence the acceptance or use of the glasses are varied and can be categorised as utilitarian, social, personal, risk-related, and technological. This review adds value to the theory of technology acceptance. This is because it is one of the first to address the acceptance or use of ARSGs. Since there is no acceptance model for ARSGs, the findings of this review could lead researchers to propose models for accepting ARSGs in various fields, such as education<em>.</em></p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100028"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750104","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users 面向泛化的编程:面对自闭症用户虚拟现实干预设计中的已知挑战
Computers & Education: X Reality Pub Date : 2023-01-01 DOI: 10.1016/j.cexr.2023.100013
Matthew Schmidt , Noah Glaser , Carla Schmidt , Rachel Kaplan , Heath Palmer , Sue Cobb
{"title":"Programming for generalization: Confronting known challenges in the design of virtual reality interventions for autistic users","authors":"Matthew Schmidt ,&nbsp;Noah Glaser ,&nbsp;Carla Schmidt ,&nbsp;Rachel Kaplan ,&nbsp;Heath Palmer ,&nbsp;Sue Cobb","doi":"10.1016/j.cexr.2023.100013","DOIUrl":"https://doi.org/10.1016/j.cexr.2023.100013","url":null,"abstract":"<div><p>This study explored how to program for generalization using a fully immersive virtual reality (VR) intervention for teaching transportation skills to autistic adults related to using a university shuttle. Using multi-methods, this research sought to identify similarities and differences in behavior between the VR environment and the real-world, participants’ perceptions of telepresence in the VR environment, and how participants characterized similarities and differences between the VR environment and the real-world. Male adult participants (N ​= ​6) completed training and then engaged in two VR-based training sessions of increasing complexity, after which they enacted what was learned in the real-world. Fidelity of implementation was high across VR and real-world sessions and no significant differences were found in behaviors between the VR and real-world sessions, providing evidence for skills generalization from the contrived VR setting to the naturalistic real-world setting. Participants reported high perceptions of telepresence (e.g., being there) and social presence (e.g., being there with others), and qualitative evidence suggests they made connections between the virtual world and real-world. Implications and directions for future research are discussed.</p></div>","PeriodicalId":100320,"journal":{"name":"Computers & Education: X Reality","volume":"2 ","pages":"Article 100013"},"PeriodicalIF":0.0,"publicationDate":"2023-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49750714","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 4
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