Lontar Komputer最新文献

筛选
英文 中文
Deteksi Batik Parang Menggunakan Fitur Co-Occurence Matrix Dan Geometric Moment Invariant Dengan Klasifikasi KNN 基于共现矩阵特征和几何矩不变量的KNN分类Parang Batic检测
Lontar Komputer Pub Date : 2016-04-26 DOI: 10.24843/LKJITI.7.1.19704
Ni Luh Wiwik Sri Rahayu Ginantra
{"title":"Deteksi Batik Parang Menggunakan Fitur Co-Occurence Matrix Dan Geometric Moment Invariant Dengan Klasifikasi KNN","authors":"Ni Luh Wiwik Sri Rahayu Ginantra","doi":"10.24843/LKJITI.7.1.19704","DOIUrl":"https://doi.org/10.24843/LKJITI.7.1.19704","url":null,"abstract":"Motif batik merupakan suatu dasar atau pokok suatu pola gambar yang merupakan pusat suatu rancangan gambar sehingga makna dari tanda, simbol atau lambang dibalik motif batik tersebut dapat diungkapkan. Identifikasi secara visual memerlukan skill penglihatan dan pengetahuan dalam mengklasifikasikan pola yang terbentuk dari citra batik.  Kurangnya media informasi yang dibuat  tentang motif batik menjadikan masyarakat luas kurang mendapatkan informasi tentang motif batik. Berdasarkan hal tersebut penelitian ini dilakukan guna mengimplementasikan identifikasi secara visual kedalam komputer yang dapat membantu dan memudahkan dalam mengidentifikasi jenis batik.  Pengenalan citra batik dengan menggunakan metode Co-occurrence Matrix sebagai ekstraksi ciri tekstur dan Geometric Moment Invariant dan pengklasifikasian citra batik dengan menggunakan K Nearest Neighbor.menghasilkan nilai akurasi yang diperoleh dengan metode Geometric Moment Invariant lebih baik dalam mengenali pola batik Parang yang termasuk jenis batik geometric yaitu 80% dibandingkan dengan hasil pada metode Co-occurence Matrix yaitu 70%.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"1 1","pages":"40-50"},"PeriodicalIF":0.0,"publicationDate":"2016-04-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900736","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: 16
Sistem Informasi Manajemen Sebagai Alat Pengelolaan Penelitian Dosen 管理信息系统作为讲师的研究管理工具
Lontar Komputer Pub Date : 2016-04-23 DOI: 10.24843/LKJITI.2016.V07.I01.P06
I. Joni, I. Sandika
{"title":"Sistem Informasi Manajemen Sebagai Alat Pengelolaan Penelitian Dosen","authors":"I. Joni, I. Sandika","doi":"10.24843/LKJITI.2016.V07.I01.P06","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I01.P06","url":null,"abstract":"A lecturer at a university has the obligation to perform tri dharma college. One of the tri dharma is research. Research activities is a very important thing to be managed properly. Good management can improve the quality of the lecturer career that will have an impact on the quality of STMIK STIKOM Indonesia (STIKI) as an educational institution. This research has been through various stages, ranging from business process analysis, design until the implementation of the system. Based on the analysis of business processes in the current system found various problems. The main problem is on the process of research recapitulation. The running of manual system could be caused human error and generated inaccurate information and not real time. The system is designed using a structured design models starting from document flow diagrams, system flow diagrams, data flow diagrams until the entity relationship diagram. The bulit system has ranging features from master data management, management of research proposals until the management of the research report. All of these management processes have been designed to run systematically that could be minimized the error rate due to human error.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"51-60"},"PeriodicalIF":0.0,"publicationDate":"2016-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I01.P06","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899507","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
Deteksi Sepsis pada Bayi Menggunakan Metode Dempster-Shafer 使用dempter - shafer检测婴儿的败血症
Lontar Komputer Pub Date : 2016-04-23 DOI: 10.24843/LKJITI.7.1.19649
I. W. R. Waryanta, I. Putra, I. Purnawan
{"title":"Deteksi Sepsis pada Bayi Menggunakan Metode Dempster-Shafer","authors":"I. W. R. Waryanta, I. Putra, I. Purnawan","doi":"10.24843/LKJITI.7.1.19649","DOIUrl":"https://doi.org/10.24843/LKJITI.7.1.19649","url":null,"abstract":"Sepsis menjadi masalah kesehatan yang diperhatikan pada bayi di negara berkembang maupun negara industri. Hal tersebut dikarenakan sepsis memiliki angka kematian yang cukup tinggi pada bayi. Kurangnya pengetahuan orang tua terhadap penyakit sepsis menyebabkan penanganan yang terlambat. Penelitian ini berusaha menunjukkan bagaimana Metode Dempster-Shafer dapat dimanfaatkan untuk mendeteksi Penyakit Sepsis pada Bayi. Metode Dempster-Shafer mengkombinasikan Nilai Kepercayaan gejala satu demi satu. Metode ini merupakan model ketidakpastian dengan range probabilities. Penelitian menggunakan 6 gejala pada 5 macam kondisi Nilai Kepercayaan yang berbeda dari setiap gejala. Uji coba penelitian diaplikasikan menggunakan Bahasa Pemrograman PHP dan HTML. Hasil Dempster-Shafer untuk Sepsis pada Bayi yaitu Kondisi 1 adalah 0.66977, Kondisi 2 adalah 0.60435, Kondisi 3 adalah 0.69249, Kondisi 4 adalah 0.66132, dan Kondisi 5 adalah 0.76756.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"13-21"},"PeriodicalIF":0.0,"publicationDate":"2016-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68900364","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
Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan 设计一个基于Android的巴厘岛现实博物馆应用程序,研究检疫大楼和塔巴南大楼的案例
Lontar Komputer Pub Date : 2016-01-07 DOI: 10.24843/LKJITI.2016.V07.I02.P03
I Gede Aditya Nugraha, I. Putra, I. M. Sukarsa
{"title":"Rancang Bangun Aplikasi Augmented Reality Museum Bali Berbasis Android Studi Kasus Gedung Karangasem dan Gedung Tabanan","authors":"I Gede Aditya Nugraha, I. Putra, I. M. Sukarsa","doi":"10.24843/LKJITI.2016.V07.I02.P03","DOIUrl":"https://doi.org/10.24843/LKJITI.2016.V07.I02.P03","url":null,"abstract":"Museum Bali merupakan salah satu museum yang terletak di Kota Denpasar yang berdiri sejak tahun 1910. Koleksi museum terdiri dari benda-benda seperti peralatan dan perlengkapan hidup, kesenian, keagamaan, bahasa tulisan dan lain-lain yang mencerminkan kehidupan dan perkembangan kebudayaan Bali. Augmented Reality adalah teknologi yang menggabungkan benda maya dua dimensi atau tiga dimensi ke dalam sebuah lingkungan nyata tiga dimensi lalu memproyeksikan objek-objek virtual tersebut ke dalam waktu nyata. Museum Bali mengalami penurunan pengunjung beberapa tahun terakhir dan memerlukan sebuah inovasi untuk mempromosikan Museum Bali. Salah satu inovasi yang diharapkan membantu mempromosikan Museum Bali adalah dengan membuat aplikasi Augmented Reality Museum Bali pada platform Android. Memanfaatkan teknologi augmented reality yang bekerja dengan mendeteksi marker kemudian memunculkan objek 3D dan informasi dari salah satu benda di Museum Bali. Metode markerless digunakan dalam pendeteksian marker, membuat aplikasi Augmented Reality Museum Bali lebih menarik dan diharapkan menjadi pengalaman baru bagi masyarakat yang ingin lebih tahu tentang Museum Bali.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"7 1","pages":"93-103"},"PeriodicalIF":0.0,"publicationDate":"2016-01-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2016.V07.I02.P03","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899210","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: 14
Pedoman Tata Kelola Teknologi Informasi Menggunakan IT Governance Design Frame Work (Cobit) Pada PT. X 信息技术治理指导方针在PT. X上使用它治理帧设计(Cobit)
Lontar Komputer Pub Date : 2015-12-29 DOI: 10.24843/LKJITI.6.3.17207
I. Purnawan
{"title":"Pedoman Tata Kelola Teknologi Informasi Menggunakan IT Governance Design Frame Work (Cobit) Pada PT. X","authors":"I. Purnawan","doi":"10.24843/LKJITI.6.3.17207","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.17207","url":null,"abstract":"Implementation of  Information Technology (IT) in an organization require significant costs with high risk  of  failure [3]. Managing data is  a matter that must be done continuously by the organization and accompanied by monitoring and measurement of achievement that has been done as to meet the aspect of integrity, availablility. In this study using COBIT as a frame work in preparing the guidelines for information technology governance at PT.  X  on  DS11,  which  focuses  on  management of  data  about  the  level  of  concern  for management (management awareness) and  maturity level (maturity level).  The study and analysis indicates that the level of concern for management (management awareness) PT. X already on a fairly level and maturity level for the current maturity level (as is) at level 3 (defined process) and to the expected level of maturity located at level 5 (optimized). From the overall study results showed that PT. X has recognized that the data is an important organizational asset.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"233 1","pages":"202-207"},"PeriodicalIF":0.0,"publicationDate":"2015-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899859","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
Game “Wayang Fighter” pada Platform Android menggunakan Algoritma Basic Probability 游戏《Wayang Fighter》pad平台Android蒙古纳坎基本概率算法
Lontar Komputer Pub Date : 2015-12-17 DOI: 10.24843/LKJITI.2015.V06.I03.P06
N. Muliawan, A. A. C. Wiranatha, K. S. Wibawa
{"title":"Game “Wayang Fighter” pada Platform Android menggunakan Algoritma Basic Probability","authors":"N. Muliawan, A. A. C. Wiranatha, K. S. Wibawa","doi":"10.24843/LKJITI.2015.V06.I03.P06","DOIUrl":"https://doi.org/10.24843/LKJITI.2015.V06.I03.P06","url":null,"abstract":"Budaya merupakan suatu kebiasaan yang mengandung nilai-nilai penting dan fundamental yang diwariskan dari generasi ke generasi. Wayang merupakan salah satu Kebudayaan Indonesia yang ditetapkan oleh UNESCO sebagai warisan dunia pada Tanggal 7 November 2003. Warisan tersebut harus dijaga agar tidak luntur atau hilang sehingga dapat dipelajari dan dilestarikan oleh generasi berikutnya. Mengatasi masalah tersebut maka dibuatlah Game “Wayang Fighter” yang dapat mengangkat dan melestarikan kebudayaan Indonesia melalui media yang lebih modern dan menghibur. Game Wayang Fighter adalah game ber-genre fighting yang ceritanya diadaptasi dari Cerita Pewayangan Mahabharata. Game dibuat dengan menerapkan Algoritma Basic Probability, yaitu sebuah algoritma yang menilai semua kemungkinan yang komputer lakukan, sebelum player mengambil keputusan. Game Wayang Fighter dibangun menggunakan Corona SDK dengan Bahasa Pemrograman Lua yang diaplikasikan pada Smartphone Android. Hasil yang didapat berdasarkan kuesioner terhadap game ini adalah 66% pengguna mengatakan pengetahuan mereka tentang Cerita Mahabharata bertambah dan 55% pengguna mengatakan tertarik terhadap Budaya Wayang","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"6 1","pages":"192-199"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2015.V06.I03.P06","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899187","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
Perancangan Sistem Informasi Manajemen Modul Layanan Pada Rumah Sakit 医院信息管理模块设计服务
Lontar Komputer Pub Date : 2015-12-17 DOI: 10.24843/LKJITI.6.3.16974
I. B. P. Gamaswara, A. O. Sudana, Ni Made Ika Marini Mandenni
{"title":"Perancangan Sistem Informasi Manajemen Modul Layanan Pada Rumah Sakit","authors":"I. B. P. Gamaswara, A. O. Sudana, Ni Made Ika Marini Mandenni","doi":"10.24843/LKJITI.6.3.16974","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.16974","url":null,"abstract":"Management System Information is needed by an organization or a large company such as hospital to provide information for support several function of operation, management, and problem solver immediately and appropriately. Management System Information had designed for hospital necessary is formed by several modules in accordance with their respective functions, such as the Service Module. The Service Module is expected to reduce hospital employees for working which several services still going manually paperbased, such as recording a patient's medical record. A method is used for this project called TAS Method who had five stages of design. Design of Management System Information of Hospital Service Module has been connected to six others module through exchanged data between module so that produce a integrated. Some process can be explained from this Service Module is Master Data Management, Treatment, Emergency Unit, Medical support, Medical Record, Scheduling, and Report. The result from designing this system is Exchanged Data Between Module Design, Context Diagram, Data Flow Diagram, Hierarchy Chart, Physical Data Model, and Graphical User Interface.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"6 1","pages":"162-174"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899759","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
Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android 游戏教育知道片假名和安卓(Hiragana)
Lontar Komputer Pub Date : 2015-12-17 DOI: 10.24843/LKJITI.6.3.16973
Agus Gede Adi Prayoga, I. P. A. Bayupati
{"title":"Game Edukasi Mengenal Huruf Katakana dan Hiragana Berbasis Android","authors":"Agus Gede Adi Prayoga, I. P. A. Bayupati","doi":"10.24843/LKJITI.6.3.16973","DOIUrl":"https://doi.org/10.24843/LKJITI.6.3.16973","url":null,"abstract":"Japanese language is different from other language in general, because in its writing is using Katakana and Hiragana letter. The use of Japanese is in various need, especially in communication for example entertaining tourists. Japanese language learning in Indonesia facing several problems among other are lack of infrastructure in practicing and also boring atmosphere which make students having difficulty in learning. Educational game application for mobile device is a new learning method is considered as a tool to attract one’s interest to learn. Educational Games to Indentify Katakana and Hiragana Letter is created in order to help to overcome  the  difficulty  in  learning  Japanese  Language  relate  to  mastery  Katakana  and Hiragana letter. Learning material which is implied in the game came from Ni Hon Go 1 and Ni Hon Go No Kyoukasho curriculum. Game have three learning features such as table, letter writing and guessing, there are also entertaining addition features. Based on questionnaire data result on 30 students having difficulty in learning Japanese language, as much as 60% of respondents say that the game was easily understood as a Japanese language learning media.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"12 1","pages":"150-161"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899706","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
Implementasi Metode Clustering DBSCAN pada Proses Pengambilan Keputusan 对决策过程进行db扫描的方法的实施
Lontar Komputer Pub Date : 2015-12-17 DOI: 10.24843/LKJITI.2015.v06.i03.p05
Ni Made Erlinta Devi, I. Putra, I. M. Sukarsa
{"title":"Implementasi Metode Clustering DBSCAN pada Proses Pengambilan Keputusan","authors":"Ni Made Erlinta Devi, I. Putra, I. M. Sukarsa","doi":"10.24843/LKJITI.2015.v06.i03.p05","DOIUrl":"https://doi.org/10.24843/LKJITI.2015.v06.i03.p05","url":null,"abstract":"Spatial Data Clustering merupakan salah satu teknik penting pada data mining yang digunakan untuk mendapatkan informasi atau pengetahuan pada data spasial dalam jumlah yang besar dari berbagai aplikasi. Salah satu teknik yang menjadi pelopor perkembangan algoritma clustering pada data spasial adalah DBSCAN. Teknik ini dapat menentukan cluster dari bentuk data yang tidak beraturan dan dapat menangani noise secara efektif. Penelitian ini berfokus pada pengimplementasian Metode DBSCAN pada proses pengambilan keputusan untuk membantu perusahaan menentukan pelanggan potensialnya. Hasil uji coba pada penelitian ini menunjukkan bahwa Metode DBSCAN telah berhasil melakukan proses clustering untuk membantu proses pengambilan keputusan dalam penentuan pelanggan potensial dengan membentuk sejumlah cluster .","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"6 1","pages":"185-191"},"PeriodicalIF":0.0,"publicationDate":"2015-12-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2015.v06.i03.p05","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68899141","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
Penerapan Fuzzy C-Means Untuk Penentuan Besar Uang Kuliah Tunggal Mahasiswa Baru 对一名大一新生的学费的巨额决定意味着使用模糊的c -意味着意味着采取行动
Lontar Komputer Pub Date : 2015-11-17 DOI: 10.24843/LKJITI.2015.V06.I03.P04
Ariyady Kurniawan Muchsin, M. Sudarma
{"title":"Penerapan Fuzzy C-Means Untuk Penentuan Besar Uang Kuliah Tunggal Mahasiswa Baru","authors":"Ariyady Kurniawan Muchsin, M. Sudarma","doi":"10.24843/LKJITI.2015.V06.I03.P04","DOIUrl":"https://doi.org/10.24843/LKJITI.2015.V06.I03.P04","url":null,"abstract":"Sesuai dengan amanat UUD 1945 pasal 31 tentang pendidikan pemerintah telah mengeluarkan berbagai kebijakan untuk mewujudkan biaya pendidikan yang semakin murah dan terjangkau oleh semua kalangan masyarakat, salah satunya ialah dengan sistem UKT (Uang Kuliah Tunggal) yaitu  merupakan sebagian Biaya Kuliah Tunggal (BKT) yang ditanggungkan kepada setiap mahasiswa berdasarkan kemampuan ekonominya. Mekanisme penentuan golongan UKT saat ini masih dilakukan secara manual oleh Universitas Udayana yang mengakibatkan nilai keadilan bagi calon mahasiswa baru terhadap kemampuan ekonomi mereka masih dirasakan kurang. Oleh karena itu dibutuhkan suatu mekanisme pengisian dan penentuan UKT yang dapat dilakukan secara online , sehingga dapat meningkatkan efisiensi dan efektivitas. Solusi selanjutnya yang dapat dilakukan ialah dengan menggunakan teknik klasifikasi menggunakan Fuzzy C-Means (FCM) dan Index Xie Beni untuk menentukan  cluster optimum dalam proses penentuan golongan UKT sehingga dapat memenuhi nilai keadilan bagi calon mahasiswa baru.","PeriodicalId":31196,"journal":{"name":"Lontar Komputer","volume":"6 1","pages":"175"},"PeriodicalIF":0.0,"publicationDate":"2015-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://sci-hub-pdf.com/10.24843/LKJITI.2015.V06.I03.P04","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"68898983","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
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:604180095
Book学术官方微信