ACM Symposium on Applied Perception 2019最新文献

筛选
英文 中文
Do We Have to Look at the Mirror All the Time? Effect of Partial Visuomotor Feedback on Body Ownership of a Virtual Human Tail 我们必须一直对着镜子吗?部分视觉运动反馈对虚拟人尾身体归属的影响
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343139
Ryota Ito, Nami Ogawa, Takuji Narumi, M. Hirose
{"title":"Do We Have to Look at the Mirror All the Time? Effect of Partial Visuomotor Feedback on Body Ownership of a Virtual Human Tail","authors":"Ryota Ito, Nami Ogawa, Takuji Narumi, M. Hirose","doi":"10.1145/3343036.3343139","DOIUrl":"https://doi.org/10.1145/3343036.3343139","url":null,"abstract":"Studies have shown that the sense of body ownership towards virtual humanoid avatars with additional body parts can be successfully elicited when synchronous visuomotor and/or visuotactile feedback is given. In an interactive virtual reality (VR) application, however, it is difficult for users to uninterruptedly observe the added body parts, especially when they are attached to the backs of the avatars. Thus, the embodiment of such body parts needs to be achieved using limited synchronous visuomotor feedback. Commonly, it is specifically done by looking at a virtual mirror reflection of the avatar’s movement. However, the methodology of eliciting the sense of body ownership in such conditions remains to be studied. In this paper, we investigate whether it is possible to elicit a sense of body ownership using an avatar with a tail attached to its coccyx, even when the synchronous visuomotor feedback from a mirror is partial (i.e., interrupted or reduced, not a complete asynchrony). In the experiment, participants performed a task under the following three conditions regarding visuomotor synchrony provision: where the feedback is constantly given, given until halfway through the trial (reduction), and interruptedly given (interruption). Results suggest that the interruption or the reduction of the synchronous visuomotor feedback does not significantly disturb the elicitation of body ownership of the virtual tail. Thus, ownership in this fashion can be elicited in a manner insignificantly inferior to that of when synchronous visuomotor feedback is constantly given. Our findings create opportunities for researchers and engineers to more freely design interactive VR applications involving the embodiment of virtual avatars with extra body parts attached.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131532487","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: 6
Virtual Grasping Feedback and Virtual Hand Ownership 虚拟抓取反馈和虚拟手所有权
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343132
Ryan Canales, Aline Normoyle, Yu Sun, Yuting Ye, Massimiliano Di Luca, S. Jörg
{"title":"Virtual Grasping Feedback and Virtual Hand Ownership","authors":"Ryan Canales, Aline Normoyle, Yu Sun, Yuting Ye, Massimiliano Di Luca, S. Jörg","doi":"10.1145/3343036.3343132","DOIUrl":"https://doi.org/10.1145/3343036.3343132","url":null,"abstract":"In this work, we investigate the influence of different visualizations on a manipulation task in virtual reality (VR). Without the haptic feedback of the real world, grasping in VR might result in intersections with virtual objects. As people are highly sensitive when it comes to perceiving collisions, it might look more appealing to avoid intersections and visualize non-colliding hand motions. However, correcting the position of the hand or fingers results in a visual-proprioceptive discrepancy and must be used with caution. Furthermore, the lack of haptic feedback in the virtual world might result in slower actions as a user might not know exactly when a grasp has occurred. This reduced performance could be remediated with adequate visual feedback. In this study, we analyze the performance, level of ownership, and user preference of eight different visual feedback techniques for virtual grasping. Three techniques show the tracked hand (with or without grasping feedback), even if it intersects with the grasped object. Another three techniques display a hand without intersections with the object, called outer hand, simulating the look of a real world interaction. One visualization is a compromise between the two groups, showing both a primary outer hand and a secondary tracked hand. Finally, in the last visualization the hand disappears during the grasping activity. In an experiment, users perform a pick-and-place task for each feedback technique. We use high fidelity marker-based hand tracking to control the virtual hands in real time. We found that the tracked hand visualizations result in better performance, however, the outer hand visualizations were preferred. We also find indications that ownership is higher with the outer hand visualizations.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133980794","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: 27
Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering 在注视条件下,快速读者的阅读速度降低
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343128
Rachel A. Albert, A. Godinez, D. Luebke
{"title":"Reading Speed Decreases for Fast Readers Under Gaze-Contingent Rendering","authors":"Rachel A. Albert, A. Godinez, D. Luebke","doi":"10.1145/3343036.3343128","DOIUrl":"https://doi.org/10.1145/3343036.3343128","url":null,"abstract":"Gaze-contingent rendering and display could help meet the increasing resolution and frame rate demands of modern displays while reducing the required latency, bandwidth, and power. However, it is still unclear how degradation of the peripheral image impacts behavior, particularly for the important task of reading. We examined changes in reading speed with different levels of peripheral degradation, varying the size of the text, foveal region, and sub-sampling kernel. We found a wide spread of responses across subjects, with the average change in reading speed ranging from -123 words per minute (WPM) to +67 WPM. We did not find significant effects across types of peripheral degradation, but the change in reading speed was significantly inversely correlated with baseline reading speed (r=-0.513, n=17, p=0.0352), indicating that faster readers were more negatively impacted.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"17 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120893314","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: 5
Comparison of subjective methods, with and without explicit reference, for quality assessment of 3D graphics 有和没有明确参考的主观方法对三维图形质量评价的比较
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3352493
Y. Nehmé, Jean-Philippe Farrugia, F. Dupont, P. Callet, G. Lavoué
{"title":"Comparison of subjective methods, with and without explicit reference, for quality assessment of 3D graphics","authors":"Y. Nehmé, Jean-Philippe Farrugia, F. Dupont, P. Callet, G. Lavoué","doi":"10.1145/3343036.3352493","DOIUrl":"https://doi.org/10.1145/3343036.3352493","url":null,"abstract":"Numerous methodologies for subjective quality assessment exist in the field of image processing. In particular, the Absolute Category Rating with Hidden Reference (ACR-HR) and the Double Stimulus Impairment Scale (DSIS) are considered two of the most prominent methods for assessing the visual quality of 2D images and videos. Are these methods valid/accurate to evaluate the perceived quality of 3D graphics data? Is the presence of an explicit reference necessary, due to the lack of human prior knowledge on 3D graphics data compared to natural images/videos? To answer these questions, we compare these two subjective methods (ACR-HR and DSIS) on a dataset of high-quality colored 3D models, impaired with various distortions. These subjective experiments were conducted in a virtual reality (VR) environment. Our results show differences in the performance of the methods depending on the 3D contents and the types of distortions. We show that DSIS outperforms ACR-HR in term of accuracy and points out a stable performance. Results also yield interesting conclusions on the importance of a reference for judging the quality of 3D graphics. We finally provide recommendations regarding the influence of the number of observers on the accuracy.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"60 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121746665","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: 15
An Analysis of User Perception Regarding Body-Worn 360° Camera Placements and Heights for Telepresence 用户对身披360°摄像机位置和高度的感知分析
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343120
Kevin P. Pfeil, P. Wisniewski, J. Laviola
{"title":"An Analysis of User Perception Regarding Body-Worn 360° Camera Placements and Heights for Telepresence","authors":"Kevin P. Pfeil, P. Wisniewski, J. Laviola","doi":"10.1145/3343036.3343120","DOIUrl":"https://doi.org/10.1145/3343036.3343120","url":null,"abstract":"Our work investigates body-worn 360° camera placements for telepresence, to balance height and clarity of view. We conducted a user study in a Virtual Reality (VR) simulation, using a 3x3 within-subjects experimental design varying placement and height, with 26 participants. We found that shoulder mounted cameras were significantly less preferable than our other conditions due to the occlusions caused by the wearer’s head. Our results did not show a significant effect of camera height within a range of +/- 12 inches from the user’s natural height. As such, in the context of body-worn 360° cameras, there is leeway for camera height, whereas strategic bodily placements are more important. Based on these results, we provide design recommendations for content creators using wearable cameras for immersive telepresence.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"140 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122419761","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: 8
The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality 沉浸式虚拟现实中视觉视角对人体尺寸估计的影响
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343134
A. Thaler, S. Pujades, Jeanine K. Stefanucci, Sarah H. Creem-Regehr, J. Tesch, Michael J. Black, B. Mohler
{"title":"The Influence of Visual Perspective on Body Size Estimation in Immersive Virtual Reality","authors":"A. Thaler, S. Pujades, Jeanine K. Stefanucci, Sarah H. Creem-Regehr, J. Tesch, Michael J. Black, B. Mohler","doi":"10.1145/3343036.3343134","DOIUrl":"https://doi.org/10.1145/3343036.3343134","url":null,"abstract":"The creation of realistic self-avatars that users identify with is important for many virtual reality applications. However, current approaches for creating biometrically plausible avatars that represent a particular individual require expertise and are time-consuming. We investigated the visual perception of an avatar’s body dimensions by asking males and females to estimate their own body weight and shape on a virtual body using a virtual reality avatar creation tool. In a method of adjustment task, the virtual body was presented in an HTC Vive head-mounted display either co-located with (first-person perspective) or facing (third-person perspective) the participants. Participants adjusted the body weight and dimensions of various body parts to match their own body shape and size. Both males and females underestimated their weight by 10-20% in the virtual body, but the estimates of the other body dimensions were relatively accurate and within a range of ± 6%. There was a stronger influence of visual perspective on the estimates for males, but this effect was dependent on the amount of control over the shape of the virtual body, indicating that the results might be caused by where in the body the weight changes expressed themselves. These results suggest that this avatar creation tool could be used to allow participants to make a relatively accurate self-avatar in terms of adjusting body part dimensions, but not weight, and that the influence of visual perspective and amount of control needed over the body shape are likely gender-specific.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"74 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126160633","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: 12
Am I Floating or Not? : Sensitivity to Eye Height Manipulations in HMD-based Immersive Virtual Environments 我是否在漂浮?:在基于hmd的沉浸式虚拟环境中对眼睛高度操纵的敏感性
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343135
Zhihang Deng, V. Interrante
{"title":"Am I Floating or Not? : Sensitivity to Eye Height Manipulations in HMD-based Immersive Virtual Environments","authors":"Zhihang Deng, V. Interrante","doi":"10.1145/3343036.3343135","DOIUrl":"https://doi.org/10.1145/3343036.3343135","url":null,"abstract":"Eye height manipulations have previously been found to affect judgments of object size and egocentric distance in both real and immersive virtual environments. In this short paper we report the results of an experiment that explores people’s sensitivity to various offsets of their eye height in VR using a forced-choice task in a wide variety of different architectural models. Our goal is to better understand the range of eye height manipulations that can be surreptitiously employed under different environmental conditions. We exposed each of 10 standing participants to a total of 121 randomly-ordered trials, spanning 11 different eye height offsets between –80cm to +80cm, in 11 different highly detailed virtual indoor environments, and asked them to report whether they felt that their (invisible) feet were floating above or sunken below the virtual floor. We fit psychometric functions to the pooled data and to the data from each virtual environment and each participant individually. In the pooled data, we found a point-of-subjective-equality (PSE) very close to zero (–3.8cm), and 25% and 75% detection thresholds of –16.1cm and +8.6cm respectively, for an uncertainty interval of 24.7cm. We also observed some interesting variations in the results between individual rooms, which we discuss in more detail in the paper. Our findings can help to inform VR developers about users’ sensitivity to incorrect eye height placement, to elucidate the potential impact of various features of interior spaces on people’s tolerance of eye height manipulations, and to inform future work seeking to employ eye height manipulations to mitigate distance underestimation in VR.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"135 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127027518","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: 6
Perception of Spatial Relationships in Impossible Spaces 在不可能的空间中感知空间关系
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343126
Andrew C. Robb, Catherine Barwulor
{"title":"Perception of Spatial Relationships in Impossible Spaces","authors":"Andrew C. Robb, Catherine Barwulor","doi":"10.1145/3343036.3343126","DOIUrl":"https://doi.org/10.1145/3343036.3343126","url":null,"abstract":"Impossible spaces have been used to increase the amount of virtual space available for real walking within a constrained physical space. In this technique, multiple virtual rooms are allowed to occupy overlapping portions of the physical space, in a way which is not possible in real euclidean space. Prior work has explored detection thresholds for impossible spaces, however very little work has considered other aspects of how impossible spaces alter participants’ perception of spatial relationships within virtual environments. In this paper, we present a within-subjects study (n = 30) investigating how impossible spaces altered participants perceptions of the location of objects placed in different rooms. Participants explored three layouts with varying amounts of overlap between rooms and then pointed in the direction of various objects they had been tasked to locate. Significantly more error was observed when pointing at objects in overlapping spaces as compared to the non-overlapping layout. Further analysis suggests that participants pointed towards where objects would be located in the non-overlapping layout, regardless of how much overlap was present. This suggests that, when participants are not aware that any manipulation is present, they automatically adapt their representation of the spaces based on judgments of relative size and visible constraints on the size of the whole system.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133030876","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
Measurements of contrast sensitivity for peripheral vision 周边视觉对比灵敏度的测量
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343123
Michal Chwesiuk, R. Mantiuk
{"title":"Measurements of contrast sensitivity for peripheral vision","authors":"Michal Chwesiuk, R. Mantiuk","doi":"10.1145/3343036.3343123","DOIUrl":"https://doi.org/10.1145/3343036.3343123","url":null,"abstract":"Contrast detection thresholds were measured for the eccentricities from 0° to 27° and a range of stimuli frequencies from 0.125cpd to 16cpd. The measurements were motivated by the need to collect visual performance data for the gaze-contingent rendering system. For this application, the mixed chromatic and achromatic stimuli are even more important than purely chromatic cases. Therefore, the detection of sine-gratings with Gaussian patches was measured for four mixed chromatic/achromatic with a varying share of the achromatic components. To verify that our experimental setup generates the results consistent with the previous work, we also measured the contrast thresholds for achromatic (black to white) stimulus. Five observers participated in the experiments and they individually determined the detection threshold for each stimulus using the QUEST method. The results plotted as the contrast sensitivity function (CSF) follow the state-of-the-art CSF models. However, we report lower sensitivity to contrast for achromatic stimuli caused by the small size of the stimulus. The color directions closer to the chromatic green-to-red axis show higher contrast sensitivity in comparison to achromatic stimuli, while for the yellow-to-blue axis the sensitivity is lower. The higher achromatic component in the mixed stimuli approaches contrast sensitivity to the achromatic CSF.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121281403","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: 9
A psychophysical model to control the brightness and key-to-fill ratio in CG cartoon character lighting 一个控制CG卡通人物照明亮度和关键-填充比的心理物理模型
ACM Symposium on Applied Perception 2019 Pub Date : 2019-09-19 DOI: 10.1145/3343036.3343127
Pisut Wisessing, Katja Zibrek, D. Cunningham, R. Mcdonnell
{"title":"A psychophysical model to control the brightness and key-to-fill ratio in CG cartoon character lighting","authors":"Pisut Wisessing, Katja Zibrek, D. Cunningham, R. Mcdonnell","doi":"10.1145/3343036.3343127","DOIUrl":"https://doi.org/10.1145/3343036.3343127","url":null,"abstract":"Lighting is a commonly used tool to manipulate the appearance of virtual characters in a range of applications. However, there are few studies which systematically examine the effect of lighting changes on complex dynamic stimuli. Our study presents several perceptual experiments, designed to investigate the ability of participants to discriminate lighting levels and the ratio of light intensity projected on the two sides of a cartoon character’s face (key-to-fill ratio) in portrait lighting design. We used a standard psychophysical method for measuring discrimination, typical in low-level perceptual studies but not frequently considered for evaluating complex stimuli. We found that people can easily differentiate lighting intensities, and distinguish between shadow strength and scene brightness under bright conditions but not under dark conditions. We provide a model of the results, and empirically validate the predictions of the model. We discuss the practical implications of our results and how they can be exploited to make the process of portrait lighting for CG cartoon characters more consistent, such as a tool for manipulating shadow while maintaining the level of perceived brightness.","PeriodicalId":228010,"journal":{"name":"ACM Symposium on Applied Perception 2019","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-09-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133556555","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信