2020 International Serious Games Symposium (ISGS)最新文献

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Effectiveness of “Maghzineh” Cognitive Games on Response Inhibition of Children with Externalizing Emotional Behavioral Disorders Maghzineh认知游戏对外化情绪行为障碍儿童反应抑制的影响
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375212
Mahshid Ojani, Leila Kashani-Vahid, Hadi Moradi
{"title":"Effectiveness of “Maghzineh” Cognitive Games on Response Inhibition of Children with Externalizing Emotional Behavioral Disorders","authors":"Mahshid Ojani, Leila Kashani-Vahid, Hadi Moradi","doi":"10.1109/isgs51981.2020.9375212","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375212","url":null,"abstract":"Dysfunction of response inhibition is among the most important features of children and adolescents with emotional behavioral disorder. Inhibition is the power essential in preventing many maladaptive behaviors such as substance abuse, high risk decision making and even crime. Response inhibition is very much needed in helping a person in resisting against what is not desirable and instead doing what leads to desirable consequences, which is critical in leading a productive and peaceful life. Game-based interventions to improve response inhibition has been used for children with behavioral disorders. Also, video game-based interventions have attracted many researchers treating other groups of children with special needs, since these games can be used without therapists’ presence, which is especially safer in days of pandemic of Covid-19. This study aimed in evaluating the effectiveness of Maghzineh video game to improve response inhibition of children with externalizing emotional behavioral disorder. Effectiveness of this intervention was evaluated by a quasi-experimental research with pretest-posttest and a control group. The population of this study were 8 to 11 years old boys with externalizing disorders in the city of Tehran. These children were screened by Children’s Behavioral Checklist (CBCL) and those who had high scores in externalizing disorders had been selected. 20 students of the selected participants were assigned randomly to the experimental (10) and the control (10) groups. The experimental group played with cognitive games for 24 sessions while the control group received no intervention and waited in the waiting list. Their response inhibition was analyzed using Stroop Color and Word test (Stroop, 1935) before and after the intervention. The data was analyzed by Multiple Analysis of the Covariance (MANCOVA). The result showed that there was a significant difference in response inhibition of the experimental group, compared to the control group (p<0.05). It is concluded that Maghzineh cognitive video games can be used to improve response inhibition of children with externalizing emotional behavioral disorder.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121360753","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
Can we use serious games to enhance “emotion regulation” capacity in adolescents as a protective strategy against drug abuse? an overview of systematic reviews 我们是否可以利用严肃游戏来增强青少年的“情绪调节”能力,作为防止滥用药物的保护策略?系统综述
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375446
Sahar Khayambashi, Hadi Zarafshan
{"title":"Can we use serious games to enhance “emotion regulation” capacity in adolescents as a protective strategy against drug abuse? an overview of systematic reviews","authors":"Sahar Khayambashi, Hadi Zarafshan","doi":"10.1109/ISGS51981.2020.9375446","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375446","url":null,"abstract":"There are some original and review articles that have investigated the effect of serious games on emotion regulation capacity. In present study, to prepare an evidence-based guide for planning and decision making, we aimed to overview the related systematic reviews to response to this question: can we use serious games to enhance “emotion regulation” capacity in adolescents as a protective strategy against addiction. Using both above mentioned search terms, we found 1979 potential references. After removing duplicates, and screening based on the title, abstract and full text, five systematic reviews met our eligibility criteria. Two of them were more relevant to the first study question (i.e. if we can prevent and treat drug abuse by enhancing emotion regulation capacity and three of them were relevant to the second study question (i.e. if we can enhance emotion regulation capacity using serious games). In sum we can say that serious games potentially can be used to enhance “emotion regulation” capacity in adolescents as a protective strategy against drug abuse. However, given the scarcity of works that directly assessed the effect of serious games on drug abuse, it needs to be studied in future research with high quality methodology.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130383830","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
iParallel: A SmartWatch-based Serious Game for Organizational Learning iParallel:一款基于智能手表的组织学习严肃游戏
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375157
Amir-Reza Asadi
{"title":"iParallel: A SmartWatch-based Serious Game for Organizational Learning","authors":"Amir-Reza Asadi","doi":"10.1109/isgs51981.2020.9375157","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375157","url":null,"abstract":"Transferring knowledge from one part of the organization to another is an essential element of knowledge management and organizational learning activities. This study aims to facilitate knowledge transfer through human-watch interaction using a serious game. Although Smartwatch gaming, as an emerging gaming platform, is restricted by small screen size, it creates noticeable opportunities for game designers because smartwatches are attached to users most of the time. In this study, we describe the design of a smartwatch based serious game called iParallel. In this game, the users can decide on behalf of their parallel selves in the parallel worlds. The proposed solution includes a scenario authoring system that allows knowledge workers to create stories for their organization, and other workers can play these scenarios in iParallel. The study shows that a smartwatch game can facilitate organizational learning by providing knowledge workers the opportunity to experience different decisions’ outcomes.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"100 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134640189","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
The Effectiveness of Pishan Skills Development Game-Assisted Therapy in Promoting the Theory of Mind (ToM) in Children with Autism Spectrum Disorder 皮山技能开发游戏辅助治疗对自闭症谱系障碍儿童心理理论(ToM)的促进作用
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375136
Fereshteh Yaghooti, S. Ghasemzadeh, Z. Ahmadi
{"title":"The Effectiveness of Pishan Skills Development Game-Assisted Therapy in Promoting the Theory of Mind (ToM) in Children with Autism Spectrum Disorder","authors":"Fereshteh Yaghooti, S. Ghasemzadeh, Z. Ahmadi","doi":"10.1109/isgs51981.2020.9375136","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375136","url":null,"abstract":"Background and Objectives: Children with autism spectrum disorder fail to develop the theory of mind (ToM). Not only are they unable to understand the mentality of others, but they are also incapable of understanding that the minds of others may differ. This study was aimed to investigate the effect of Pishan skills development package on improving the levels of theory of mind in children with autism disorder.Method: The methodology was quasi-experimental as pre-test and post-test designs with follow-up. The sample consisted of 20 boys with autism spectrum disorder within the age range of 6 to 12 years living Tehran in 2019 who were selected by convenience sampling, and then, randomly assigned to test and control groups. Then, the children in the test group participated in 35 one-hour sessions, three days a week, and underwent an intervention program. Before and after the intervention, both groups answered the 38-item theory of mind test (Steirnman, 1999, Iranian standard form, 2006). To examine the significance of the difference, repeated measures multivariate analysis of covariance was used.Findings: The results showed that Pishan skills development package has a significant effect on improving the levels of theory of mind (p <0.001) in people with autism spectrum disorder. These findings indicate an increase in the mean value of the theory of mind subscales in the test group after the intervention. This means that the levels of theory of mind have improved in the test group after the intervention. However, the control group showed no significant change in all post-test and follow-up subscales.Conclusion: Given the early states of the theory of mind capability in patients with autism spectrum disorder, some aspects of theory of mind can be remedied by providing the necessary trainings and rehabilitation strategies related to the development of mental and intellectual talents in early childhood and in the early stages of diagnosis.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126928762","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
Lean Gamification Canvas : A New Tool for Innovative Gamification Design Process 精益游戏化画布:创新游戏化设计过程的新工具
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375297
B. Yousefi, Hana Mirkhezri
{"title":"Lean Gamification Canvas : A New Tool for Innovative Gamification Design Process","authors":"B. Yousefi, Hana Mirkhezri","doi":"10.1109/ISGS51981.2020.9375297","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375297","url":null,"abstract":"In the contemporary circumstances where possessing a good and unique idea is not enough to start a successful business, it seems that how to perform and apprehend the idea itself is of great importance; The business model should support the designers/stakeholders to produce accurate information/knowledge about their users to be applied into their business model. The process of designing gamified systems/environment/services is no exception to the mentioned rule that paying attention to the needs of the users can improve the effectiveness of the gamified experience. Emphasizing the need of a user-oriented approach in the gamification process, the present article tries to selectively review the literature on the subject by conducting the interdisciplinary studies [business model and gamification], and in the next step, with the help of an analytical-descriptive approach in the process of the commercialization of gamification, we have introduced a model inspired by “Gamification 3.0”, “Lean Canvas” and focussing on the “Gamification Structure MDE”, entitled “Lean Gamification Canvas” to offer an effective way to accommodate user-related “deep knowledge” and eventually provide the “gamifiers” [gamification designers] with the sufficient knowledge to streamline their design process to increase gamified synergistic engagement and the successful commercialization of gamify-able ideas.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115018965","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
Study of the Serious Games Capacity in Promoting Financial Literacy 金融素养培养中的严肃游戏能力研究
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375426
Shoeib Hoseiny, Abbas Niknafas
{"title":"Study of the Serious Games Capacity in Promoting Financial Literacy","authors":"Shoeib Hoseiny, Abbas Niknafas","doi":"10.1109/isgs51981.2020.9375426","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375426","url":null,"abstract":"The accurate definition of financial literacy can be proposed by distinguishing it from economic literacy. Financial literacy does not essentially include economic literacy. Financial literacy is the subset and a part of economic literacy that is about being aware of financial value and purchase power of money regarding optimal consumption of financial power. In 2011, the Organization for Economic Co-operation and Development (OECD) defined financial literacy as the ability for informed judgment and effective decisions made for money management and use. In addition to financial literacy, videogames are defined as interactional products based on a set of accepted rules and limitations to achieve a goal in a challenging way. These games send feedback to the player’s behavior by giving a score or changing the game world to see what path they choose to reach the designed target. According to the abovementioned definition, serious games are defined as games with a more primary purpose other than entertaining the audience. Entertainment is only a value-added that improves the quality of practice, education, accuracy, and public policy, and goals of the communicational strategy. The lack of a precise and comprehensive definition of financial literacy, uncertainty about its importance, and undetermined proper instruments for its enhancement are among those problems that could be depicted as the problem and purpose of the present study. This study analyzed the existing resources through the thematic analysis method. Consequently, it should be stated that the games affect the learning process in two ways: the effect on cognition and motivation. The interactional nature of games is matched with the opinion of educational psychologists who introduce the active cognition process as an effective and consistent factor for learning. Serious games should receive more attention compared to other games. Researches have proved that serious games are effective information messengers that develop capabilities. In the core of capacities considered for serious games, the cognitive and motivational effects are substantial factors that occur in the critical thinking of the player.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"52 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115531435","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
Identifying Factors Affecting the Immersion and Concentration of Players in Serious Games 确定影响玩家在严肃游戏中的沉浸感和注意力的因素
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375239
Reza Moradi Rahimabad, Mohammad Hossein Rezvani
{"title":"Identifying Factors Affecting the Immersion and Concentration of Players in Serious Games","authors":"Reza Moradi Rahimabad, Mohammad Hossein Rezvani","doi":"10.1109/ISGS51981.2020.9375239","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375239","url":null,"abstract":"Serious games are a type of digital games designed for a purpose other than pure entertainment. These games are used in various fields such as defense, education, scientific exploration, health care, emergency management, city planning, engineering, and politics. Given that some of these games are story-driven, it is necessary to accurately identify the factors that affect the concentration and immersion of players. In this paper, we examine the effect of design of challenges, gameplay, aesthetic factors, the player’s previous attitude towards the game, and enjoyment on the player’s immersion. The study is based on structural analysis using data collection through a questionnaire. Through path analysis and regression, we identify important factors and then prioritize them. Our study also shows that game credibility plays an important role as a mediating variable on concentration and immersion. The results of this research have important implications for serious game designers. The test results show that our proposed model has good reliability, validity and correlation.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126457995","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
Screening Autism by Evaluating Turn Taking Skills using an Agent-Based Video Game 使用基于代理的视频游戏通过评估轮流技能来筛查自闭症
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375283
Sheyda Shabani, Pegah Soleiman, Hadi Moradi, Leila Kashani-Vahid
{"title":"Screening Autism by Evaluating Turn Taking Skills using an Agent-Based Video Game","authors":"Sheyda Shabani, Pegah Soleiman, Hadi Moradi, Leila Kashani-Vahid","doi":"10.1109/isgs51981.2020.9375283","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375283","url":null,"abstract":"Screening of neuro-developmental disorders, such as autism spectrum disorder, can greatly help in early diagnosis and therapy of these disorders. In this study, an agent-based serious game for screening children with autism is presented. The game is based on three important parameters of a turn-taking model, i.e. overlap, free, and grabbing turn. The game is developed using an agent-based architecture and tested on individuals with autism and normally developing children and the game data is collected on a server. The results showed there is significant difference between how these two groups play the game. Thus, it can be used for screening children with autism.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114532732","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
The effect of mobile games on math learning of third graders of elementary schools 手机游戏对小学三年级数学学习的影响
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/ISGS51981.2020.9375439
Ali Shirkarami, Khadijeh Ali Abadi, Saeid Pourroostaei Ardakani, Shadi Azimi
{"title":"The effect of mobile games on math learning of third graders of elementary schools","authors":"Ali Shirkarami, Khadijeh Ali Abadi, Saeid Pourroostaei Ardakani, Shadi Azimi","doi":"10.1109/ISGS51981.2020.9375439","DOIUrl":"https://doi.org/10.1109/ISGS51981.2020.9375439","url":null,"abstract":"The purpose of this study is to investigate the effect of mobile games on the learning of mathematics lessons of third grade elementary students. The statistical sample includes two classes of 20 students from the third graders of elementary school in a public school in Tehran, with a total of 40 sample. To measure the changes, a researcher-made questionnaire in the form of pre-test and post-test was used. An independent-samples t-test was conducted to compare post control group and post digital group conditions. There was a significant difference in the scores for control (M=7.15, SD=0.875) and digital (M=8.10, SD=1.252) conditions; t (38) =3.085, p = 0.008. These results suggest that playing mobile games have an effect on math learning. Specifically, our results suggest that playing digital games (mobile games) increases math learning in students of third-grade. Analysis of variance indicates that the effect of playing games is significant on learning mathematics. Comparing the experimental group that played mobile games with the control group that didn’t play these games shows that the groups are significantly different and it can be said that learning through games in mathematics is higher than Teaching in the usual ways. The results of the tests show that games have a direct effect on learning mathematics. Also, this form of digital play gives students a lot of trial and error space. Due to the world current circumstances school education has shifted to e-learning and distance learning, and almost all students use computer workspace through tablets, mobile phones, and computers while learning. Mobile games can be one of the teaching aids for teachers to be able to provide their classroom exercises or even their own training based on it. Since this research also confirms the increase in learning through digital games, this can be one of the traceable necessities in the educational system.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129595179","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
Kinect-based Virtual Rehabilitation for Upper Extremity Motor Recovery in Chronic Stroke 基于运动学的虚拟康复在慢性脑卒中上肢运动恢复中的应用
2020 International Serious Games Symposium (ISGS) Pub Date : 2020-12-23 DOI: 10.1109/isgs51981.2020.9375290
Sohrab Almasi, L. Shahmoradi, N. N. Ansari, Roshanak Honarpishe, Hossein Ahmadi
{"title":"Kinect-based Virtual Rehabilitation for Upper Extremity Motor Recovery in Chronic Stroke","authors":"Sohrab Almasi, L. Shahmoradi, N. N. Ansari, Roshanak Honarpishe, Hossein Ahmadi","doi":"10.1109/isgs51981.2020.9375290","DOIUrl":"https://doi.org/10.1109/isgs51981.2020.9375290","url":null,"abstract":"Kinect-based virtual rehabilitation improves upper extremity motor function in stroke patients by providing intensive and repetitive exercise. This study evaluated the use of Kinect-based virtual rehabilitation in the upper extremity motor recovery of patients with chronic stroke. In this pre-post study, seven stroke patients performed physiotherapy exercises by using games three times a week for one month. The primary outcome was measuring upper extremity motor function by using the Fugl-Meyer Assessment Scale for upper extremities, and measuring shoulder and elbow range of motion by goniometry. The secondary outcome was measuring the Brunnstrom recovery stages and the Modified Modified Ashworth Scale (MMAS). The data were analyzed in SPSS via the Wilcoxon signed-rank test. The Kinect-based virtual rehabilitation led to motor improvement in terms of the Fugl-Meyer assessment scores (p = .01). The range of motion was also improved in terms of shoulder flexion (p = 0.02) and horizontal shoulder adduction (p = 0.02). All the participants believed that virtual rehabilitation was an enjoyable and motivational method and suggested that the number of games and movements be increased. Therefore, Kinect-based virtual rehabilitation led to motor recovery in the participants. Since the sample size was small, it is recommended that future studies examine larger samples and include a control group.","PeriodicalId":269583,"journal":{"name":"2020 International Serious Games Symposium (ISGS)","volume":"112 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-12-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130812977","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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