Wimba : Jurnal Komunikasi Visual最新文献

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BAHASA RUPA DAN KEMUNGKINAN MUNCULNYA SENIRUPA INDONESIA KONTEMPORER YANG BARU 视觉语言以及当代印尼艺术家可能出现的可能性
Wimba : Jurnal Komunikasi Visual Pub Date : 2017-09-25 DOI: 10.5614/jkvw.2017.8.1.1
Primadi Tabrani
{"title":"BAHASA RUPA DAN KEMUNGKINAN MUNCULNYA SENIRUPA INDONESIA KONTEMPORER YANG BARU","authors":"Primadi Tabrani","doi":"10.5614/jkvw.2017.8.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2017.8.1.1","url":null,"abstract":"\"Ilmu\" Bahasa Rupa lahir di Indonesia (1991) di Fakultas Seni Rupa dan Desain (FSRD) Institut Teknologi Bandung (ITB), dalam disertasi Primadi Tabrani, yang merupakan hasil studi perbandingan berbagai bahasa rupa: gambar anak, gambar gua prasejarah, gambar primitip, gambar Wayang Beber Jaka Kembang Kuning, relief cerita Lalitavistara candi Borobudur dan seni rupa modern. Disertasi ini tebalnya 'satu peti' (58x33x27 cm). Masih ditahun 1991 American Library of Congress dari Amerika Serikat memesan 7 peti yang di bagikan pada berbagai perguruan tinggi seni rupa di Amerika. Mereka berpendapat bahwa apa yang ditemukan disertasi tsb merupakan sesuatu yang baru dan belum ada dalam literatur barat. Ketika saya katakan, \"Kan ini dalam bahasa Indonesia\", mereka menjawab \"Tak masalah, banyak ahli kita yang mampu menerjemahkannya\". Hati saya terkesiap, jangan jangan temuan disertasi tsb akan segera disosialisasikan, dan dipraktekkan di Amerika, sedang di Indonesia sendiri belum bergema.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-09-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130828380","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
Transformasi Pola Visual pada Kemasan Rokok Kretek Produksi PT. Nojorono Tobacco International Kudus 视觉模式的转变在香烟包装生产Kretek PT . Nojorono烟草国际圣洁
Wimba : Jurnal Komunikasi Visual Pub Date : 2016-12-03 DOI: 10.5614/jkvw.2015.7.1.4
Kristia Lani Diana, Naomi Haswanto, Achmad Syarief
{"title":"Transformasi Pola Visual pada Kemasan Rokok Kretek Produksi PT. Nojorono Tobacco International Kudus","authors":"Kristia Lani Diana, Naomi Haswanto, Achmad Syarief","doi":"10.5614/jkvw.2015.7.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2015.7.1.4","url":null,"abstract":" \"Kretek\" has been a heritage of Indonesian culture that id inherited for over a hundred years. It serves not only as a cultural aspects, but also as an Indonesia economical boosters; it serves 83% of the Indonesia's' gross income. In the other hand, \"Kretek\" is also seen as a health threat, many of government regulations are created to limit its market spread by limiting its promotion. From here, the packaging of the products become the connecting link between the producers and the consumers. Content analysis method is chosen to study the aspects that affect transformation of visual patterns in packaging of kretek. In this paper, the alteration of the visual  aspects (such such color choice, illustration, logo, and layout composition) from one periods over another is shown and explained. The object on this research is the kretek packagings that is produced by PT. Nojorono Tobacco International from when it was established in the year of 1932 untill  2013. The packagings are classified into 6 periods of developments.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116549101","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
Mengajak Masyarakat Ikut Aktif dalam Kampanye Friendly Bandung Melalui Instalasi Interaktif 通过互动设施邀请社区积极参与友好万隆运动
Wimba : Jurnal Komunikasi Visual Pub Date : 2016-12-03 DOI: 10.5614/jkvw.2015.7.1.5
M. Setiawan, Alfonzo R. Kopaha
{"title":"Mengajak Masyarakat Ikut Aktif dalam Kampanye Friendly Bandung Melalui Instalasi Interaktif","authors":"M. Setiawan, Alfonzo R. Kopaha","doi":"10.5614/jkvw.2015.7.1.5","DOIUrl":"https://doi.org/10.5614/jkvw.2015.7.1.5","url":null,"abstract":"Friendly Bandung is an international city branding campaign which developed within different aspect and promoted by creative community in Bandung city. This campaign was initiated because the government's facility has not used effectively by many of pedestrian yet. The increased use of crossing bridge was one alternative way to support the convenience for both pedestrian and the rest of road users. Interactive installation has a potency to persuade pedestrian in using crossing government facilitation as it fits the open minded and friendly characters of Bandung's people. This study collected data through literature study, observation and interview. Moreover, this study also connected the phenomena with several theories such as fun theory and the concept of interaction. The interactive installation could become a pioneer of the safety, security and smooth traffic flow by persuade pedestrian to use crossing bridge.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-12-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134371718","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
Perancangan Webcomic Interaktif "Horror Stories Of Indonesia" Perancangan网络漫画Interaktif“印度尼西亚的恐怖故事”
Wimba : Jurnal Komunikasi Visual Pub Date : 2016-11-11 DOI: 10.5614/jkvw.2015.7.1.3
Anggie Putiamary, A. Z. Mansoor
{"title":"Perancangan Webcomic Interaktif \"Horror Stories Of Indonesia\"","authors":"Anggie Putiamary, A. Z. Mansoor","doi":"10.5614/jkvw.2015.7.1.3","DOIUrl":"https://doi.org/10.5614/jkvw.2015.7.1.3","url":null,"abstract":"In Indonesian culture, fear is one concept that can be found in traditional folklore which can be seen from various mystical stories from all around the archipelago with implicit moral message. In popular culture, ghost themed folklore then adapted in various media. At the presentation, folklore adaptation medium is closely related with ways to tell tales, or storytelling. One of the effective way in delivering content of a story is by including reader’s interest in a storyline. For example, by using such storyline, or even adding elements that can attract reader’s attention, so the readers may gain different experience in story reading, especially those including visual element. \u0000In further development, horror‐themed popular media faces sour response from audience as they fail to present interesting horror content despite the richness of local culture. Meanwhile, as one of the product of media digitalization, webcomic is a form of comic published in a website that can be accesed online. Some Indonesian webcomic sites has enough attention from the readers, but in the content, the comics are still using printed comic visualization standards, which is accessing page by page, and still not using website format content that is more flexible in visualization design and more interactive for readers. Seeing the condition, experiment of using webcomic in translating the sensation we get from horror genre has potential to lift supernatural‐themed folklore culture in Indonesia. Horror stories can be presented as an immersing reading experience using website as a wideworld accesible platform. Mulltimedia’s role, such in webcomic is hoped to give novelty in visual narration and also adding insights through the unique side of Indonesian culture. \u0000Keywords: folklore, horror, storytelling, webcomic","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122760692","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
Pendidikan Seni, Hubungannya dengan Ambang Sadar, Imajinasi dan Kreativitas serta Manfaatnya untuk Proses Belajar yang Bermutu 艺术教育,与意识的边缘、想象力和创造力的关系,以及良好学习过程的好处
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-12-31 DOI: 10.5614/jkvw.2015.7.1.1
Primadi Tabrani
{"title":"Pendidikan Seni, Hubungannya dengan Ambang Sadar, Imajinasi dan Kreativitas serta Manfaatnya untuk Proses Belajar yang Bermutu","authors":"Primadi Tabrani","doi":"10.5614/jkvw.2015.7.1.1","DOIUrl":"https://doi.org/10.5614/jkvw.2015.7.1.1","url":null,"abstract":"It seems obvious that all theories of learning, teaching, training, and curriculum are borrowed from developed countries. However, from past and present experience, all of those theories will be less suitable for Indonesia. Therefore, we need the courage to study what happened in the West and compare the results with our own traditional education. Based on our own researches, then we can generate what is the present-day modern education of Indonesia.This article discusses about \"inner-communication\" \"“ \"image-communication\" within our nerve system, where the awareness, imagination and creativity works. It is also a form of appeal to conduct research on education, especially on visual art education, so it will be suitable for Indonesian environment and society. Art education has the ability to increase the quality in other education fields, because the learning process transform into creation process.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128437610","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
Social Campaign Media Design of Books for Papua 巴布亚书的社会运动媒体设计
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-12-31 DOI: 10.5614/jkvw.2015.7.1.2
Oktavian Eka Wahyuning Tyas, D. Soewardikoen
{"title":"Social Campaign Media Design of Books for Papua","authors":"Oktavian Eka Wahyuning Tyas, D. Soewardikoen","doi":"10.5614/jkvw.2015.7.1.2","DOIUrl":"https://doi.org/10.5614/jkvw.2015.7.1.2","url":null,"abstract":"Education facilities in Papua is insufficient, so the amount of illeteracy is still high in that region. Later, there is a community that named as \"@bukuntukpapua\", an independent movement which cares about the education issues in Papua. The main purpose of that community is collecting books and donation, that will be managed into a small library in Papua. Those efforts are hoped to improve the education of people in Papua, especially for the children in early age. Reading and writing are one of the efforts to decrease the illeteracy in Papua. Unfortunately, \"@bukuntukpapua\" doesn't have the actual visual medias for its activities. This problem causes only a few people who know about this movement. In order to solve that problem, the design of promotion medias for this social campaign program should be made. Various data was obtained through observation, interviews, research from the books, and also by spreading the questionnaires to any respondent who are representative for the target audience. The results from that analysis showed customers' will for the social campaign media. By the results of that, the concept of social campaign media is persuading people to get involve in this campaign. The medias which will be used are website, social media, infographic, brochure, poster, digital poster, book drop box, packaging box, and merchandise. Hopefully this design will help \"@bukuntukpapua\" in implementation of the social campaign, so people will know about this program and participate to make it success.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115313250","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
Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur dalam Permainan Digital "Amukti Palapa"
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-04-27 DOI: 10.5614/jkvw.2013.5.2.1
Khamadi Khamadi, Riama Maslan Sihombing, H. Ahmad
{"title":"Perancangan Konsep Adaptasi Permainan Tradisional Bas-Basan Sepur dalam Permainan Digital \"Amukti Palapa\"","authors":"Khamadi Khamadi, Riama Maslan Sihombing, H. Ahmad","doi":"10.5614/jkvw.2013.5.2.1","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.1","url":null,"abstract":"Bas-basan Sepur is a traditional board game, commonly played by teenagers that challenge the strategy skills of two players. Like the other traditional games, the existence of bas-basan Sepur is forgotten due to disconnection of cultural inheritance from parents to their children and also the loss of children’s playground and play time. Children nowadays are more interested in modern digital games such as video games and mobile games. Accordingly, the effort to reintroduce bas-basan Sepur into a digital game design is quite effective to attract children. The game design includes the process of data collecting, data analyzing, and game designing. With ATUMICS methode (Artefact, Technology, Utility, Material, Icon, Concept, Shape), data on bas-basan Sepur were analyzed to obtain the components of traditional culture, which can be transformed into a digital game. In the process of designing digital games, bas-basan Sepur will be combined with historical narrative, Amukti Palapa - the events of Nusantara unification under the influence of the Majapahit kingdom - to provide the motivation of playing which is more attractive to players. Data on Amukti Palapa were analyzed based on chronological events, places, and characters as the basic level design and visualization of the characters and the game environment assets. As a result, an adventure-board digital game of bas-basan Sepur that brought the chronological story of Amukti Palapa.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114949313","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
Iklan Layanan Masyarakat Festival Agribisnis 2014 Provinsi Bali 2014巴厘岛农业综合企业公益广告
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-04-27 DOI: 10.5614/jkvw.2014.6.2.4
Ida Bagus Surya Ardhana, Mohamad Tohir
{"title":"Iklan Layanan Masyarakat Festival Agribisnis 2014 Provinsi Bali","authors":"Ida Bagus Surya Ardhana, Mohamad Tohir","doi":"10.5614/jkvw.2014.6.2.4","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.2.4","url":null,"abstract":"Bali is a province in Indonesia that has Hindus people as a majority. Many Hindus in Bali make Bali become a province that so consumptive of fruit because every offerings that made for the ceremony were made by fruit.Fruit that sold in Bali were not only local fruit but also imported. Unfortunately many peoples in Bali still using and consuming the imported fruit for their dailly routine.After seeing this problem, Dinas Pertanian Tanaman Pangan in Bali made a festival to bring information about the usage and excess of holticultura in. But still many farmer as the participant in this festival and Baliness people didn't know because the promotion media about this festival was still not too much to inform all of them.By using interview, observation, and literature writer get the data and analysis to make the concept and the scenario design for public service ad film.Using Television Commercial as the media that can reach every circle from Baliness people to farmer in Bali, expecting the information about Festival Agribisnis can be informed correctly and also using economical approach can changes people paradigm about local fruit that was healty, cheap, and can help economic matters in Bali.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114069719","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
Video Promotion Prehistoric Sites Archaeology Museum Sangiran 视频宣传史前遗址考古博物馆桑吉兰
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-04-27 DOI: 10.5614/jkvw.2014.6.1.4
Harisna Wahyudihati, Twin Agus Pramonojati
{"title":"Video Promotion Prehistoric Sites Archaeology Museum Sangiran","authors":"Harisna Wahyudihati, Twin Agus Pramonojati","doi":"10.5614/jkvw.2014.6.1.4","DOIUrl":"https://doi.org/10.5614/jkvw.2014.6.1.4","url":null,"abstract":"This design aims to promote the World Prehistoric Archaeological Museum Sangiran to Indonesian and foreign people through audio-visual media is videography, contains information about Sangiran as National Heritage and included in the World Heritage Site which has been initiated by UNESCO. Besides, as an instrument for the Preservation Hall Ancient Man Sangiran site that can be used directly for educational purposes. Object of this study is the people of Indonesia and Abroad. Methods of data collection are done through literature review, observation, interviews, and questionnaires. Based on the research results, there are still many Indonesian people who do not know about the existence of Sangiran, even people who come from Central Java. This is of course influenced by several factors, one of which is the absence of instruments that functioned to promote to the public Sangiran with audio and visual media.With creative design and innovative video in terms of the concept and the content of a video that is an embodiment of the instrument can be a multimedia audiovisual media campaign appealing to the public.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116643842","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
Perancangan Ensiklopedia Digital Interaktif Tokoh Wayang Kulit Cirebon pada Mobile Device
Wimba : Jurnal Komunikasi Visual Pub Date : 2015-04-27 DOI: 10.5614/jkvw.2013.5.2.2
Bima Nurin Aulan, I. Irfansyah, A. Z. Mansoor
{"title":"Perancangan Ensiklopedia Digital Interaktif Tokoh Wayang Kulit Cirebon pada Mobile Device","authors":"Bima Nurin Aulan, I. Irfansyah, A. Z. Mansoor","doi":"10.5614/jkvw.2013.5.2.2","DOIUrl":"https://doi.org/10.5614/jkvw.2013.5.2.2","url":null,"abstract":"Cirebonese shadow puppet (wayang kulit) is one of the traditional Indonesian wayang cultures. Located in the north beach of Java, the city of Cirebon once functioned as a trading port for foreign merchants from all over China, Arabia and India. While selling their local goodies, the activities triggered an exchange of cultures between the foreign traders and the Indonesians. One of the results from the acculturation is Cirebonese shadow puppet. It combines the root story of Ramayana-Mahabharata from India, Islamic stories from Arabia, and unique color schemes from China. The accelerating technological development today can affect the existence of traditional literature like Cirebonese shadow puppets. The idea is, if we could convert the traditional literature into digital format, we could extend their lives for further development.The main objective of the research is the characters of the Cirebonese shadow puppet. First, they will be classified into several groups based on the story and type of wayang. The research will utilize the typological method and the analysis will be categorized based on the class/rank of wayang, e.g. characters of satria, raksasa (giant), god and goddess. And then we will break-down to the semiotic values from their visual attributes, such as ornaments. The data will be used as the basis in designing interactive application for popular digital media devices. Visual styles, layouts and compositions will be adjusted according to popular design styles of the present day. As a forecast, the design could be constantly modified also further developed within 2 to 5 years ahead. We hope the outcome of the project can enliven the Cirebonese shadow puppet to the next level and inspire other designers and researchers for further development, creating a sustainable future for Indonesian wayang culture.","PeriodicalId":334900,"journal":{"name":"Wimba : Jurnal Komunikasi Visual","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124813418","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
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