2022 IEEE Games, Entertainment, Media Conference (GEM)最新文献

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3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data 3D六边形地图:一种将Hexbin地图与时空立方体相结合的沉浸式分析技术,用于可视化电子竞技数据
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017944
R. Horst, Lukas Wehenkel, R. Dörner
{"title":"3D Hexglyph Maps: An Immersive Analytics Technique Combining Hexbin Maps with Space-Time Cubes for Visualizing eSports Data","authors":"R. Horst, Lukas Wehenkel, R. Dörner","doi":"10.1109/GEM56474.2022.10017944","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017944","url":null,"abstract":"Displaying multivariate tempo-spatial data such as from competitive strategy games can support people in the challenging task of analyzing them. Within the Immersive An-alytics discipline, technologies such as Virtual Reality (VR) and Augmented Reality are utilized for rendering such complex data and extending the tool set of analysts. In this paper, we introduce 3D Hexglyph Maps - a visualization technique drawing from both the Space-Time Cube and the Hexbin Map techniques for use in VR. We illustrate how we applied our glyph-based technique for analyzing trajectorial match data of the prominent Electronic Sports game League of Legends and discuss identified potential and limitations. The results of our user study show that our technique performed well concerning the completion rates, that our participants needed a short period before efficiently understanding the visualization by means of the completion times, and that an increase of the players whose data are visualized leads to a slight deceleration of the analysis process.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"62 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126604972","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
A Gamification Approach For Residential Electricity Demand Decarbonization 住宅用电需求脱碳的游戏化方法
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017938
L. Ciabattoni, G. Comodi, E. Marchegiani, Antonio Sabatelli
{"title":"A Gamification Approach For Residential Electricity Demand Decarbonization","authors":"L. Ciabattoni, G. Comodi, E. Marchegiani, Antonio Sabatelli","doi":"10.1109/GEM56474.2022.10017938","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017938","url":null,"abstract":"Reduction and decarbonization of residential elec-tricity consumption has become a major goal for EU. The use of ICT applications is one of the main drivers to reach this target. In this paper authors introduce a hardware and software solution able to monitor residential electricity consumption, sug-gest energy management/efficiency actions and products, guide and monitor user progresses towards a virtuous energy behavior. Gamification features (charts, badges, achievements) have been then added to the platform in order to enhance the engagement of users.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116627072","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
Prototyping a Spatial Skills AR Authoring Tool for Partially Sighted, Blind, and Sighted Individuals 原型空间技能AR创作工具为部分视力,盲人和有视力的人
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017454
Erin Lee, Mitali Kamat, Lucas Temor, Christopher M. Schiafone, Lillian Fan, Jessie Liu, P. Coppin, A. Uribe-Quevedo, Robert Ingino, Ali Raza Syed, David Rojas, Teresa Lee, Sharman Perera, A. Dubrowski, M. Sukhai
{"title":"Prototyping a Spatial Skills AR Authoring Tool for Partially Sighted, Blind, and Sighted Individuals","authors":"Erin Lee, Mitali Kamat, Lucas Temor, Christopher M. Schiafone, Lillian Fan, Jessie Liu, P. Coppin, A. Uribe-Quevedo, Robert Ingino, Ali Raza Syed, David Rojas, Teresa Lee, Sharman Perera, A. Dubrowski, M. Sukhai","doi":"10.1109/GEM56474.2022.10017454","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017454","url":null,"abstract":"Spatial skills are critical for understanding the relations among objects and people, playing an important role in how we interact with the world. Spatial relationships are built through interactions with physical objects; however, in computational/online environments, these change to bi-dimensional media and computer-assisted design comprised of 3D representations viewable through a flat screen. Due to spatial immersion and interaction limitations, a traditional 2D and 3D approach presents challenges to partially sighted, blind, and sighted individuals. This paper presents the prototyping of a co-design Augmented Reality (AR) authoring tool by recruiting inclusive emerging affordances of consumer-level AR technologies within the context of current e-learning provisions in subject matters, including inclusive design, engineering design, game hardware design, and health sciences. This work has been inspired by the COVID-19 pandemic that has shown the need to level the field in inclusive design for teaching a subject typically oriented to the sighted. Our prototype allows users to create e-learning content for visualization, interaction, collaboration, and inclusive learning. Future work will investigate our tool's impact on skills development and content creation.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"50 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133888931","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
Design Aspects of Dynamic Label Placement in Interactive 3D Information-Rich Virtual Environments Using Meta-Heuristics: Grey Wolf Optimizer and Simulated Annealing 在交互式三维信息丰富的虚拟环境中使用元启发式的动态标签放置设计方面:灰狼优化器和模拟退火
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017799
R. Horst, Yannick Jašica, R. Dörner
{"title":"Design Aspects of Dynamic Label Placement in Interactive 3D Information-Rich Virtual Environments Using Meta-Heuristics: Grey Wolf Optimizer and Simulated Annealing","authors":"R. Horst, Yannick Jašica, R. Dörner","doi":"10.1109/GEM56474.2022.10017799","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017799","url":null,"abstract":"Callout annotations are crucial elements in information-rich virtual environments such as Serious Games. However, their arrangement within the view management is challenging and can lead to occlusions of the annotated objects or overall visual clutter, also depending on the user's perspective and position in the virtual scene (e.g., in the medium of a Virtual Re-ality). Such issues can impair the overall quality of experience for users. In this paper, we introduce 20 design criteria for defining callout arrangements in interactive 3D information-rich virtual environments. We investigate the use of two meta-heuristics (the grey wolf optimizer (GWO) and simulated annealing (SA)) for handling the arrangement challenges by incorporating a sub-set of our criteria. Based on the results of our study, we conclude that SA's output was significantly preferred by our participants compared to two GWO versions, a heuristically altered SA, and also a random solution.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129724918","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
An Analysis of Mobile Gaming Apps' Privacy Policies 手机游戏应用隐私政策分析
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017750
Tian Wang, C. Hayes, Chen Chen, Masooda N. Bashir
{"title":"An Analysis of Mobile Gaming Apps' Privacy Policies","authors":"Tian Wang, C. Hayes, Chen Chen, Masooda N. Bashir","doi":"10.1109/GEM56474.2022.10017750","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017750","url":null,"abstract":"In the past decade, the gaming industry has seen a sharp rise in popularity, particularly in mobile gaming, and these numbers have only increased with the recent COVID-19 pandemic. Given the amount of user information being collected and shared by these gaming apps as well as the demographics of its users such as minors, it is critical to examine these apps' privacy vulnerabilities. In this study, we reviewed and analyzed 20 popular gaming apps' privacy policies and evaluated their explicit privacy protections or lack thereof. In particular, we examined if any specific privacy protections are provided to vulnerable groups like children and teenagers. Results found that although these gaming apps have privacy protections listed in their policies, only a few of them explicitly identify individual's consent and choice. Also, most of the privacy protections on minors like children and teenagers provided by these gaming apps are only at a basic level. Results from this study can provide guidance to both app users and app developers on the measures that each app is already taking on privacy protections, as well as identifying the vulnerabilities and potential privacy risks that currently exist. Furthermore, it can provide guidance for implementing appropriate privacy policies to protect users' personal data.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"106 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127661488","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
An Adaptive Hint System for Puzzle Games: A Multimodal-based Approach 解谜游戏的自适应提示系统:基于多模态的方法
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017301
Hao He, Yulin Zhu, Wei Cai
{"title":"An Adaptive Hint System for Puzzle Games: A Multimodal-based Approach","authors":"Hao He, Yulin Zhu, Wei Cai","doi":"10.1109/GEM56474.2022.10017301","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017301","url":null,"abstract":"For a puzzle game, the embedded hint system is a vital medium to improve the quality of the gameplay. A well-designed hint system can help balance the difficulty of the puzzle game and offer the player a better game experience. However, according to the questionnaire-based survey and the industrial investigation we made for puzzle games, two significant problems with the current hint systems are discovered: a) Most hint systems are rule-based. Many players consider that the timing of the hints cannot match the actual states of their game flows. b) In addition, the presentation modes of the hints are sometimes too abstract or too straightforward to follow and even leak the upcoming puzzles. Hence, to improve the game experience for the players when involved in puzzle games, we design and develop a multimodal-based adaptive hint system to help players get through the puzzles more smoothly with timely hints that are presented in proper modes. To test the system's effectiveness and usefulness, we conducted a control experiment based on three puzzle games, with a control group playing the original games and an experimental group playing the games with the multimodal-based adaptive hint system. The experimental results showed that our system has a significant effect in helping players improve their game experience and balance the difficulty of the game.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"588 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116271516","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
Cricothyroidotomy Simulator: A Makerspace and Augmented Reality Approach 环甲状软骨切开术模拟器:创客空间和增强现实方法
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017563
S. Alves, Mithusa Sivanathan, Julia Micallef, Bruno Gino, Marvin Mnaymneh, A. Dubrowski, A. Uribe-Quevedo
{"title":"Cricothyroidotomy Simulator: A Makerspace and Augmented Reality Approach","authors":"S. Alves, Mithusa Sivanathan, Julia Micallef, Bruno Gino, Marvin Mnaymneh, A. Dubrowski, A. Uribe-Quevedo","doi":"10.1109/GEM56474.2022.10017563","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017563","url":null,"abstract":"A cricothyroidotomy is an incision made on the cricothyroid membrane at its midline to create an airway for oxygenation and ventilation. Cricothyroidotomy is a complex procedure involving motor, psychological, and decision-making skills, amply used during the COVID-19 pandemic. This procedure requires extensive training, and simulators facilitate teaching advanced airway management techniques to health care professionals. However, upper airway simulators are expensive and limited to specialized facilities inaccessible during the COVID-19 pandemic when in-laboratory practices shifted to online synchronous and asynchronous teaching. Such a scenario sparked interest in makerspace technologies for creating cost-effective simulators. This paper presents the prototyping of a cricothyroidotomy simulator through a Design Thinking approach to ideate a cost-effective solution that contains all 3D printed structures properly representing the real anatomical parts needed for the procedure. Additionally, we propose an augmentation of the 3D printed model employing Augmented Reality (AR) to enhance how information about the procedure can be accessed without relying on traditional instruction materials. Our preliminary results have led to a makerspace cricothyrotomy simulator used in training sessions in conferences and workshops and the prototyping of an AR complementary tool.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"310 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127019535","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
Evaluating the performance of object-oriented and data-oriented design with multi-threading in game development 基于多线程的面向对象和面向数据设计在游戏开发中的性能评估
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017610
David Wingqvist, Filip Wickström, Suejb Memeti
{"title":"Evaluating the performance of object-oriented and data-oriented design with multi-threading in game development","authors":"David Wingqvist, Filip Wickström, Suejb Memeti","doi":"10.1109/GEM56474.2022.10017610","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017610","url":null,"abstract":"The frame rate of a game is important for both the end-user and the developer, and for a game to be considered playable, the minimum requirement of 60 FPS should be main-tained. With respect to the programming design pattern, the current industry standard is to use Object-Oriented Design (OOD). While the demand for efficient game applications is increasing, applications developed using OOD are struggling to efficiently utilize the available computing resources and consequently meet the minimum frame-rate requirements. A design pattern that may be able to cope with the current and future requirements of resource-intensive game applications is the Data-Oriented Design (DOD), which focuses on the efficient CPU memory utilization. The main difference between OOD and DOD is related to the way data is organized and accessed. While DOD is able to efficiently utilize the cache memory, programming using the data-oriented design is perceived as much more complex compared to proagamming applications using object-oriented design. In this paper, we will first develop a simple game application using both programming design patterns. Thereafter, we evaluate the performance of both implementations with respect to the overall execution time, CPU and memory utilization. Furthermore, we will develop the corresponding multi-threading versions to explore how the memory is utilized when multiple cores access data from shared cache memory. The results of the empirical evaluation show that the code sections that use DOD perform significantly faster than the corresponding parts implemented using OOD for both single-threaded and multi-threaded applications. The maximum observed speedup of 13.25 times demonstrates that games and applications developed using DOD can utilize the available resources more efficiently.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"35 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133658794","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
Developing a VR Socially Assistive Robot Simulator Employing Game Development Tools 利用游戏开发工具开发VR社交辅助机器人模拟器
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017982
S. Alves, A. Uribe-Quevedo, Delun Chen, Jon Morris
{"title":"Developing a VR Socially Assistive Robot Simulator Employing Game Development Tools","authors":"S. Alves, A. Uribe-Quevedo, Delun Chen, Jon Morris","doi":"10.1109/GEM56474.2022.10017982","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017982","url":null,"abstract":"Long-term care facilities (LTCFs) face challenges due to the personalized care required by people with developmental disabilities. The COVID-19 pandemic exacerbated the issues associated with limited staff who are overworked. Such a scenario also disrupted the research and development of socially assistive robots (SARs) as access to care facilities and the elderly was restricted. The restriction sparked creative thinking and innovation aimed at addressing the challenges introduced by the pandemic. Such is the case for developing Aether™, a SAR designed to monitor falls and engage in playful activities with users. This paper presents the use of game technologies to develop a Virtual reality digital twin simulator for overcoming the lack of access to LTCFs and the elderly by creating synthetic data that simulates the robot's behavior, interactions with the environment, and virtual avatars, before its deployment. Our approach additionally allows overcoming the limitation with traditional datasets for training machine learning where depicted people and actions are not representative of the elderly population. Our preliminary results indicate that combining DTs and VR expedites robot development. We tested and compared the robot navigation, person detection, and inspection behavior while observing COVID-19 restrictions.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116242152","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
An Assistance System Framework for Virtual Reality Self-Service E-Learning Kiosks 虚拟现实自助电子学习亭辅助系统框架
2022 IEEE Games, Entertainment, Media Conference (GEM) Pub Date : 2022-11-27 DOI: 10.1109/GEM56474.2022.10017801
R. Horst, Ramtin Naraghi-Taghi-Off, R. Dörner
{"title":"An Assistance System Framework for Virtual Reality Self-Service E-Learning Kiosks","authors":"R. Horst, Ramtin Naraghi-Taghi-Off, R. Dörner","doi":"10.1109/GEM56474.2022.10017801","DOIUrl":"https://doi.org/10.1109/GEM56474.2022.10017801","url":null,"abstract":"Digital self-service kiosks are an essential element in various customer-oriented application areas such as self-check-ins at the airport, or self-ordering at fast-food restaurants. Be-sides, self-service kiosks are also used frequently for educational purposes, for example, to inform visitors at certain exhibits in museums. Furthermore, Virtual Reality (VR) technology has proven to be able to support learning experiences in such cases. However, being used unsupervised and by visitors novel to VR, the experience of these VR self-service E-learning kiosks can suffer greatly besides health- and safety-related challenges. In this paper, we explore the use of assistance systems to support users in the mentioned use-case. We propose a component-based assistance system design for VR. We divide the assistance functions within our system into direct and indirect assistance functions, depending on whether a user may actively trigger them or the functions trigger automatically based on given pre-conditions. We demonstrate the feasibility of our concepts by a reference implementation and discuss the limitations and possibilities of our resulted system. We show that our system meets the users' needs and can proactively support them before potential challenges occur.","PeriodicalId":200252,"journal":{"name":"2022 IEEE Games, Entertainment, Media Conference (GEM)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-11-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132687357","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
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