2019 International Conference on Virtual Rehabilitation (ICVR)最新文献

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Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients 游戏模式对脑卒中患者多用户严肃游戏参与和社会参与的影响
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994505
Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão
{"title":"Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients","authors":"Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão","doi":"10.1109/ICVR46560.2019.8994505","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994505","url":null,"abstract":"The use of novel technologies for rehabilitation has been intensely researched in the last decades. As technology evolved, it has become usual to exploit virtual reality and serious games as tools for motor and cognitive rehabilitation. However, despite the increasing use of games in rehabilitation, evidence of the impact of their use in multi user settings remains scarce. To our knowledge, there are no comparative studies on stroke patients assessing the specific benefits of Competitive, Cooperative and Collaborative gaming modes for motor rehabilitation. In this study we propose to use a multiplayer motor rehabilitation gaming system, and evaluate the impact that these different game modes can have on patient’s engagement and social involvement, and also to research the influence that different motor and cognitive skill levels can produce in those three different multiplayer settings. To that end, we developed a multiplayer setup – using tangible objects and a large screen interactive table – for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played on the three different multiplayer modes (Competitive, Cooperative and Collaborative). We performed a preliminary study with 11 stroke patients, and results show that behavioral involvement and positive affect is promoted more effectively with the Collaborative mode, specifically with participants with less motor and cognitive difficulties.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126662129","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: 11
The Impact of a Hand Training Programme in Chronic Stroke Survivors: A Qualitative Analysis of Participant Perceived Benefits 手部训练计划对慢性中风幸存者的影响:参与者感知益处的定性分析
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/icvr46560.2019.8994396
Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson
{"title":"The Impact of a Hand Training Programme in Chronic Stroke Survivors: A Qualitative Analysis of Participant Perceived Benefits","authors":"Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson","doi":"10.1109/icvr46560.2019.8994396","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994396","url":null,"abstract":"Stroke is a leading cause of death and disability in Canada. Community-based training programs are a frequently used means of rehabilitation in stroke. Eight participants were recruited (three female) aged between 55 and 82 (M=69.38, SD=9.75), with a length of time post stroke between 5 and 120 months (M=27.67). All participants completed a 6-week hand training program using a novel haptic indirect-feedback hand function device. Individual interviews with the participants were conducted following the completion of the program. A qualitative analysis of individual interviews determined that there are several components of participants’ perceived benefits. These components include a sense of community, companionship, functional improvements, and motivation. This is reflective of past research in the area of community training programs, and the results from this study support this approach.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132589978","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
Is the Downs and Black scale a better tool to appraise the quality of the studies using virtual rehabilitation for post-stroke upper limb rehabilitation? Downs和Black量表是评估中风后上肢虚拟康复研究质量的更好工具吗?
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994724
Sandeep K Subramanian, Sheena M Caramba
{"title":"Is the Downs and Black scale a better tool to appraise the quality of the studies using virtual rehabilitation for post-stroke upper limb rehabilitation?","authors":"Sandeep K Subramanian, Sheena M Caramba","doi":"10.1109/ICVR46560.2019.8994724","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994724","url":null,"abstract":"We appraised the quality of the Randomized Controlled Trials using virtual reality technology for post-stroke upper limb rehabilitation. We used the Downs and Black scale and PEDRo scales used for study quality appraisal. Correlation analyses revealed that the total scores of the two scales were moderately correlated. When only the items that were similar between two scales were considered, the correlation was high. Preliminary results suggest that the Downs and Black checklist may be a better option to assess quality of studies that use virtual reality technology for post-stroke upper limb rehabilitation.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133617345","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: 7
Virtual Self-Training of a Sensory Substitution Device for Blind Individuals 盲人感官替代装置的虚拟自我训练
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994662
Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi
{"title":"Virtual Self-Training of a Sensory Substitution Device for Blind Individuals","authors":"Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi","doi":"10.1109/ICVR46560.2019.8994662","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994662","url":null,"abstract":"One of the main bottlenecks to the adoption of Sensory Substitution Devices (SSDs) in everyday life by blind users is the difficulty in learning to interpret their algorithms and the consequent dependency on sighted instructors throughout the learning-process. Here we test the efficacy of a virtual online self-training program we developed for learning the basics of the EyeMusic, a visual-to-auditory SSD. Furthermore, to better understand the properties of self-training we tested the intuitiveness of the device, based on performance after a brief explanation but no exposure, and tested several variations on feedback during self-training.We tested the performance of two groups of sighted participants via pre-post identical exams, with intermediate training lessons. These groups were offered different feedback after experiencing the auditory stimuli – either a visual version of the stimuli or a textual description.After a brief explanation of the EyeMusic algorithm, and before training, participants scored 41±10.6% in the exam, significantly above chance. Self-training led to a highly significant improvement with a 59±12% score in the post-exam. No significant difference was found between the post-exam results of the two different feedback groups.These results demonstrate the possibility to self-train on the basics of a whole-scene visual-to-auditory SSD. Furthermore, visual access to the images during training did not seem to improve the final score, demonstrating the potential efficacy of such self-training method also for blind users.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130893515","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
Processing words in the real world: A protocol for investigating the dual-task costs of making lexicality judgements while walking in young and older adults 在现实世界中处理单词:研究年轻人和老年人在走路时做出词汇判断的双重任务成本的协议
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994478
N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung
{"title":"Processing words in the real world: A protocol for investigating the dual-task costs of making lexicality judgements while walking in young and older adults","authors":"N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung","doi":"10.1109/ICVR46560.2019.8994478","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994478","url":null,"abstract":"This novel study explores language processing in a real-world context, namely walking in a street. It combines performing lexicality judgments while walking on a self-paced treadmill in a virtual environment that simulates the real world to create a dual-task paradigm to evaluate cognitive-motor interference in older adults and healthy young individuals.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116128497","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
Use of virtual reality in musculoskeletal conditions – Examining the evidence 在肌肉骨骼条件下使用虚拟现实-检验证据
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994562
S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian
{"title":"Use of virtual reality in musculoskeletal conditions – Examining the evidence","authors":"S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian","doi":"10.1109/ICVR46560.2019.8994562","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994562","url":null,"abstract":"We examined the effectiveness of virtual reality (VR) platforms in the rehabilitation of common musculoskeletal conditions such as arthritis, shoulder pain, low back pain, ankle and wrist injuries. A systematic review was conducted using standard methodology. The Downs and Black Questionnaire helped assess study quality. Effect sizes helped quantify intervention effectiveness. Seven studies met the inclusion criteria. The studies described VR interventions in a variety of conditions such as low back pain, ankle sprains, post total knee replacement, carpal tunnel syndrome and shoulder pain. The quality of retrieved studies ranged from poor to good. Effect sizes ranged from 0.15 to 0.9. Despite limited evidence, use of VR in musculoskeletal conditions looks promising.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124910294","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
Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities 玩自定节奏的电子游戏需要消耗同样的能量,但比标准的护理活动更有趣,更省力
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994646
Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch
{"title":"Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities","authors":"Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch","doi":"10.1109/ICVR46560.2019.8994646","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994646","url":null,"abstract":"The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130347557","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
Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game 中风后人们玩的自定义游戏节奏视频游戏与现成的游戏相比,具有相当的运动强度,但准确性更高,更享受,更省力
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994418
J. Deutsch, B. Hoehlein, Marisa Priolo, Joshua Pacifico, H. Damodaran, U. Puh
{"title":"Custom game paced video games played by persons post-stroke have comparable exercise intensity but higher accuracy, greater enjoyment and less effort than off-the-shelf game","authors":"J. Deutsch, B. Hoehlein, Marisa Priolo, Joshua Pacifico, H. Damodaran, U. Puh","doi":"10.1109/ICVR46560.2019.8994418","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994418","url":null,"abstract":"Use of active video games in stroke rehabilitation is supported with efficacy studies of balance and mobility for persons in acute, sub-acute and chronic phases post-stroke. They have been characterized as well for their potential promotion of physical activity (PA). Games may be designed specifically for rehabilitation, or adapted from their intended recreational use for serious application such as rehabilitation or promotion of PA. A major limitation of the commercially available games is their lack of customization of movement parameters and inability to record performance metrics that are useful for practice. They are however, considered engaging and may promote high intensity of therapy (repetitions and physiologic correlates). This study compared the performance of persons in the chronic phase post-stroke playing a custom rehabilitation game to a comparable recreational active video game. The goal of the study was to determine, which game promoted greater exercise intensity and which was more enjoyable and less effortful. Fifteen participants in the chronic phase post-stroke were studied. The recreational game was played at a significantly higher intensity, both for repetitions, and energy expenditure while the experience of playing the custom game was reported as more enjoyable and less effortful. Further, movement accuracy was greater during custom game play. While intensity for metabolic equivalents (METs) and % of maximum heart rate were significantly greater when the recreational game was played, both games were played in the same intensity band to promote moderate activity. The custom game was comparable in intensity but superior in performance, enjoyment and perception of effort. The findings support efforts to develop custom games to promote physical activity for persons poststroke.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132299898","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
Two case studies of virtual reality therapy effect on CRPS patients in Occupational Therapy outpatient clinic 职业治疗门诊虚拟现实治疗对CRPS患者效果的两例研究
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994534
Uty H. Ostrei, Revital Uzan, Omer Weissberger
{"title":"Two case studies of virtual reality therapy effect on CRPS patients in Occupational Therapy outpatient clinic","authors":"Uty H. Ostrei, Revital Uzan, Omer Weissberger","doi":"10.1109/ICVR46560.2019.8994534","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994534","url":null,"abstract":"CRPS diagnosis is treated by qualified Occupational Therapist in Soroka medical center for decades. In this case study report, we will suggest short term protocol based on innovative rehabilitation VR technology, and conservative treatment in ADL apartment. The fundamental approach in Occupational Therapy for chronic pain includes playfulness, mirror therapy, conservation and improvement of the upper extremity functional abilities. We will focus on two case studies of short-term intervention, including innovative VR rehabilitation technology, and functional treatment in ADL Occupational therapy department.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125606189","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
Spatial Memory Rehabilitation in Virtual Reality – Extending findings from Epilepsy Patients to the General Population 虚拟现实中的空间记忆康复——将研究结果从癫痫患者扩展到一般人群
2019 International Conference on Virtual Rehabilitation (ICVR) Pub Date : 2019-07-01 DOI: 10.1109/ICVR46560.2019.8994573
S. Maidenbaum, Ansh Patel, Elisabeth Stein, J. Jacobs
{"title":"Spatial Memory Rehabilitation in Virtual Reality – Extending findings from Epilepsy Patients to the General Population","authors":"S. Maidenbaum, Ansh Patel, Elisabeth Stein, J. Jacobs","doi":"10.1109/ICVR46560.2019.8994573","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994573","url":null,"abstract":"Spatial memory is a critical function. Without it, we cannot understand our environment, situate ourselves within it, or remember where items are located. Most research on the neural basis of spatial memory is conducted either with invasive brain recordings from animals or with non-invasive imaging in humans. An emerging way to link these areas is by studying rare invasive recordings from the human brain, which can be obtained from epilepsy patients who have electrodes surgically implanted for seizure mapping. In recent years this invasive method has expanded our understanding of how the human brain represents space and has also suggested methods for modulating and potentially rehabilitating memory. However, it is unclear whether these results from epilepsy patients generalize to the non-epileptic population, and from testing in hospital rooms to more immersive and comfortable setups. Here, groups of epilepsy patients (n=69) and healthy participants (n=17) performed the same virtual spatial memory task, enabling us to compare their spatial memory performance. Moreover, we compared spatial memory performance between a standard computer screen versus a head-mounted display. We found that the spatial memory performance of epilepsy patients performing our task in a hospital was similar to that of matched healthy participants performing the task in the lab. Furthermore, actual spatial memory performance was similar on the group level irrespective of the interface used, despite the fact that subjects reported higher immersion with the head mounted display. By showing consistent spatial memory performance with a single paradigm across epilepsy patients and healthy participants, as well as with the use of different display modalities, our results provide a baseline for evaluating findings regarding the neural basis of spatial memory and neuromodulation for rehabilitation. More broadly, these results demonstrate that findings from neurosurgical patients are comparable to the wider population.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128474112","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: 7
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