Jurnal Nawala Visual最新文献

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PERANCANGAN MEDIA PEMBELAJARAN KETERAMPILAN MEMBACA BAHASA ARAB BERBASIS IQRA UNTUK PENDIDIKAN DINIYAH KABUPATEN BANDUNG
Jurnal Nawala Visual Pub Date : 2020-08-01 DOI: 10.35886/nawalavisual.v4i1.262
H. Fauziah, Bambang Melga, Nisa Eka Nastiti
{"title":"PERANCANGAN MEDIA PEMBELAJARAN KETERAMPILAN MEMBACA BAHASA ARAB BERBASIS IQRA UNTUK PENDIDIKAN DINIYAH KABUPATEN BANDUNG","authors":"H. Fauziah, Bambang Melga, Nisa Eka Nastiti","doi":"10.35886/nawalavisual.v4i1.262","DOIUrl":"https://doi.org/10.35886/nawalavisual.v4i1.262","url":null,"abstract":"Indonesia telah mengalami krisis literasi membaca berdasarkan penilaian dunia di tahun 2019. Dalam bidang bahasa, bahan literasi membaca Bahasa Arab masih kalah berkembang dengan bahasa asing lainnya. Minimnya ketersediaan sarana bahan pendukung literasi dan kurangnya kebiasaan atau budaya membaca menjadi permasalahan yang konkret. Kampung Cisema yang merupakan daerah terisolasi alami adalah kawasan dengan madrasah yang masih tergolong kurang dalam aspek membaca Bahasa Arab. Materi bacaan yang kurang relevan dan sistematika isi bacaan Bahasa Arab yang masih kurang menstimulus penyerapan kandungan literasi secara maksimal. Maka dari itu perlu dirancang media yang mampu mengembangkan keterampilan membaca Bahasa Arab kepada anak-anak madrasah khususnya Kampung Cisema, dengan pendekatan yang mengoptimalkan penyerapan literasi. Metode penelitian yang diterapkan dalam penyusunan tugas akhir ini adalah metode kualitatif dengan pengumpulan data melalui observasi, studi pustaka dan wawancara, dan melakukan analisis dengan analisis Matriks dan SWOT. Pengaplikasian bidang desain komunikasi visual dalam perancangan ini diharapkan dapat menghasilkan media pembelajaran Bahasa Arab yang tidak hanya mengedepankan optimalisasi literasi namun juga menyajikan visual yang efektif dan menarik. Sehingga dengan adanya media pembelajaran ini, siswa dapat berkembang dan meningkatnya kemampuannya dalam membaca bahasa arab sekaligus memahami isi bacaannya.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"110 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2020-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124097079","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
POPULARITAS ANIMASI UPIN IPIN PADA ANAK-ANAK DI BALI 动画在巴厘岛的儿童流行
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.45
Gede Lingga Ananta Kusuma Putra, Gede Pasek Putra Adnyana Yasa
{"title":"POPULARITAS ANIMASI UPIN IPIN PADA ANAK-ANAK DI BALI","authors":"Gede Lingga Ananta Kusuma Putra, Gede Pasek Putra Adnyana Yasa","doi":"10.35886/nawalavisual.v1i2.45","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.45","url":null,"abstract":"Animation is one of the media affected by technological development. As technology develops, animation can now be done through a computerized system. Upin and Ipin is one of the animations created through a computerized system and is favored by children. This animation produced in Malaysia has a simple, easy to digest everyday story and has an attractive three-dimensional visual display. This study aims to analyze what 3-dimensional animation and its opportunities to the audience, especially children. The study data collection was done through observation of several children who are always bound to watch animation. The analysis shows that children especially in Bali are quite interested in 3-dimensional animation, one of which is Upin Ipin animation. Interest in 3-dimensional animation, especially Upin Ipin, is quite influential for children. The most visible influence is in the form of daily behavior, as well as Malay dialect and dialect when talking to his friends, parents, and people around him. In fact, due to the influence of Upin Ipin, the words and sentence structure expressed are not like the sentence structure in Indonesian in general. This phenomenon implies that 3-dimensional animation has a good opportunity to be developed, the indicator is that children are very enthusiastic and interested in 3-dimensional animation.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"84 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126203879","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
FENOMENA IKLAN PADA TAYANGAN SINETRON MASA KINI
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.36
Ngurah Adhi Santosa, Ni Wayan Nandaryani
{"title":"FENOMENA IKLAN PADA TAYANGAN SINETRON MASA KINI","authors":"Ngurah Adhi Santosa, Ni Wayan Nandaryani","doi":"10.35886/nawalavisual.v1i2.36","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.36","url":null,"abstract":"Dunia desain komunikasi visual tentu tidak asing dengan istilah iklan. Sejak dulu iklan merupakan objek yang menarik dan sering menjadi bahan bahasan para desainer komunikasi visual. Kemajuan zaman dan teknologi turut memberikan andil pada perkembangan jenis iklan dan media yang dapat dimanfaatkan sebagai sarana menampilkan iklan. Televisi merupakan salah satu media favorit yang digunakan oleh perusahaan-perusahan untuk menampilkan iklan. Pada 5-10 tahun ke belakang iklan di televisi didominasi oleh jenis iklan spot announcement di jeda tayangan atau iklan jenis kuis sponsorship kuis. Namun dewasa ini banyak bermunculan iklan yang sekaligus tampil di dalam sebuah tayangan sinetron dalam cerita dan dialog, atau muncul sebagai objek visual yang memiliki proporsi yang cukup mendominasi dalam sebuah layout. Adanya kencenderungan perkembangan jenis iklan menjadikan fenomena ini berpeluang untuk dijadikan bahan diskusi desain. Metode yang digunakan yaitu pengumpulan data melalui dokumentasi tayangan sinetron dan dibahas secara deskriptif kualitatif untuk menganalisa perilaku beriklan saat ini khususnya di media televisi. Hasilnya adalah pengiklan saat ini lebih tertarik menempatkan dengan jenis superimposed, dimana iklan langsung menyatu dengan tayangan sinetron sehingga penonton tidak akan melewatkannya.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129435757","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
Penggunaan Model AIDA Sebagai Struktur Komunikasi Pada Media Sosial Instagram 使用AIDA模式作为Instagram社交媒体的交流结构
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.24
Brian Alvin Hananto
{"title":"Penggunaan Model AIDA Sebagai Struktur Komunikasi Pada Media Sosial Instagram","authors":"Brian Alvin Hananto","doi":"10.35886/nawalavisual.v1i2.24","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.24","url":null,"abstract":"AIDA is a model that explains the steps or levels of consumer perception. Seeing how AIDA is often used as a basis for creating marketing strategies, the author would like to see whether AIDA could be used as a structure for visual communication strategy. The research was done by observing the design process of students from Universitas Pelita Harapan’s Visual Communication Design department. The author had asked the students to design their Instagram’s communication media using the AIDA model as their basis. By using narratology as their design approach, the designers divide timelines and the needs of communication to acts, plots and also Instagram panels. From the design that was done, the author concludes that the usage of structure to create a visual communication strategy helps to define what message is to be made and when should the message be posted on Instagram. The author hoped that this paper had shown the possibility of using AIDA as a communication structure, especially for social media.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"162 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116327792","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
PERANCANGAN WEBSITE SEBAGAI MEDIA PROMOSI ONLINE SHOP NANAUNIQUESTORE
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.27
Agung Eko Dhananjaya
{"title":"PERANCANGAN WEBSITE SEBAGAI MEDIA PROMOSI ONLINE SHOP NANAUNIQUESTORE","authors":"Agung Eko Dhananjaya","doi":"10.35886/nawalavisual.v1i2.27","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.27","url":null,"abstract":"Perkembangan teknologi dewasa ini semakin memudahkan manusia dalam berkegiatan sehari harinya. Salah satu perkembangan yang terasa adalah ketersediaan informasi yang dahulu hanya mengandalkan pemberitaan melalui media cetak, televisi ataupun radio sekarang telah beralih menjadi website. Perancangan website membutuhkan sebuah alur yang lebih rumit,  Website di bangun seperti membuat sebuah bangunan fisik dimana semua struktur yang menopangnya harus di perhitungkan dengan matang agar tidak terjadi kesalahan ataupun hal hal lainnya yang tidak di inginkan dikemudian hari. Dalam penciptaan sebuah karya, ada berbagai teori yang bisa digunakan, Mark Boulton dalam bukunya Designing for the Web membagi tahapan perancangan webiste menjadi 5 tahapan yaitu Pengarahan (The Brief/briefing), Analisa  dan Inspirasi  (Research and Insight), Konsep (Idea Generation), Solusi  (Design and  Solution),  dan Produksi  (Production).","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124034820","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
KAJIAN SEMIOTIKA PADA VISUALISASI TOKOH ALL MIGHT DALAM MANGA BOKU NO HERO ACADEMIA SEBAGAI REPRESENTASI SUPERHERO AMERIKA 形象化图形的半数学研究可能以美国超级英雄的身份出现在漫画博库无英雄学术界
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.40
I. Ariesta, Made Vairagya Yogantari, Anak Agung Ngurah Bagus Kesuma Yudha
{"title":"KAJIAN SEMIOTIKA PADA VISUALISASI TOKOH ALL MIGHT DALAM MANGA BOKU NO HERO ACADEMIA SEBAGAI REPRESENTASI SUPERHERO AMERIKA","authors":"I. Ariesta, Made Vairagya Yogantari, Anak Agung Ngurah Bagus Kesuma Yudha","doi":"10.35886/nawalavisual.v1i2.40","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.40","url":null,"abstract":"Delivering a story through visual comic characters can make it easier for readers to understand the contents and distinguish one character from another. Not only as a distinguishing element, but visualization of comic characters can represent areas where the visual is commonly used and found. In the comic titled Boku No Hero Academia (BNHA) found elements and terms that are commonly found in comics and American superhero characters in general, one of them through the All Might character. Through qualitative research methods, with data collection techniques through observation, literature, and internet studies, this paper aims to examine how the characters of All Might represent American superheroes through his visuals.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"30 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122237858","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
PEMANFAATAN MEDIA INSTAGRAM MULTIPLE POST SEBAGAI SARANA EDUKASI BERBASIS VISUAL BAGI WARGANET 利用多帖子媒体作为公民的视觉教育工具
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.42
Komang Angga Maha Putra, Kadek Angga Dwi Astina
{"title":"PEMANFAATAN MEDIA INSTAGRAM MULTIPLE POST SEBAGAI SARANA EDUKASI BERBASIS VISUAL BAGI WARGANET","authors":"Komang Angga Maha Putra, Kadek Angga Dwi Astina","doi":"10.35886/nawalavisual.v1i2.42","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.42","url":null,"abstract":"Media sosial merupakan sarana interakasi yang memuat konten yang berbasiskan teks, gambar, hingga audio visual. Salah satu media sosial yang paling diminati saat ini adalah media sosial Instagram. Media sosial Instagram memiliki pengguna lebih dari 1 Milyar pengguna aktif yang menjadi peluang bagi berbagai akun untuk membagikan informasi. Hal tersebut dimanfaatkan oleh beberapa pihak untuk menciptakan akun untuk membagikakan hal-hal bermanfaat. Instagram pada awalnya merupakan media sosial berbasis ruang tunggal (single post) yang kini berkembang menjadi medium unggah konten ruang berganda (multiple post). Instagram yang merupakan media sosial berbasis gambar, dimanfaatkan sebagai sarana edukasi melalui fitur multiple post dengan menyajikan konten berbasis visual. Penelitian bertujuan untuk menunjukkan peluang serta pemanfaatan media sosial berbasis gambar dengan fitur multiple post dalam menyajikan edukasi yang bermanfaat bagi warganet yang membutuhkan ilmu yang dapat dipelajari dengan mudah secara singkat dan padat.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"41 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117129357","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
EDUCATION GAME IN ENGLISH LEARNING CENTER OF ENGLISH IS EASY 英语学习中心的教育游戏很简单
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.38
Sang Ayu Made Krisna Dewi Natalia, I. G. A. Aditya, I. Putra
{"title":"EDUCATION GAME IN ENGLISH LEARNING CENTER OF ENGLISH IS EASY","authors":"Sang Ayu Made Krisna Dewi Natalia, I. G. A. Aditya, I. Putra","doi":"10.35886/nawalavisual.v1i2.38","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.38","url":null,"abstract":"English is the most used international language in the world for communication. Thus, many private companies take part in teaching English. One of the institutions that facilitate English learning is English Learning Center EC (English is Easy). However, in teaching and learning process, it is necessary to have companion media that suitable with current condition, that is education game application with English materials in English Learning Center EC (English is Easy). Data collection used interview and observation methods. According to testing result, game has been suitable with the concept and plan. Game also gets positive feedback from the students who played it.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"13 9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132317845","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
ADAPTASI CERITA RAKYAT JAYAPRANA DAN LAYONSARI DALAM BENTUK ANIMASI 2D
Jurnal Nawala Visual Pub Date : 2019-10-28 DOI: 10.35886/nawalavisual.v1i2.30
Putu Ayu Lestari, I. Setiawan
{"title":"ADAPTASI CERITA RAKYAT JAYAPRANA DAN LAYONSARI DALAM BENTUK ANIMASI 2D","authors":"Putu Ayu Lestari, I. Setiawan","doi":"10.35886/nawalavisual.v1i2.30","DOIUrl":"https://doi.org/10.35886/nawalavisual.v1i2.30","url":null,"abstract":"Pendidikan karakter diberikan oleh orang tua kepada anak-anaknya melalui cerita rakyat atau dongeng. Namun kian hari cerita rakyat semakin tenggelam ditengah pengaruh globalisasi yang semakin besar. Sehingga perlu adanya sinergi antara cerita rakyat dan teknologi sehingga mereka berdua bisa berjalan Bersamaan. Adaptasi cerita rakyat Jayaprana dan Layonsari dalam bentuk film animasi 2D merupakan bentuk sinergi antara Cerita rakyat dengan teknologi, dimana keduanya mampu berjalan bersamaan dan saling mendukung satu dengan yang lainnya. Dalam kemasan film animasi 2D, cerita Jayaprana dan layonsari lebih dikenal karena memiliki ruang publikasi yang luas meliputi youtube, media social dan smartphone. Hal ini memiliki dampak dimana cerita rakyat akan selalu diingat meskipun derasnya pengaruh globalisasi dan teknologi saat ini.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"33 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-10-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116398947","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
KAJIAN EFEKTIVITAS PUZZLE GAME AKSARA BALI SEBAGAI MEDIA PENDUKUNG PEMBELAJARAN BAGI ANAK SEKOLAH DASAR DI DENPASAR 巴厘岛首字母谜游戏的有效研究作为登巴萨小学生学习的媒介
Jurnal Nawala Visual Pub Date : 2019-05-05 DOI: 10.35886/NAWALAVISUAL.V1I1.16
Ngurah Adhi Santosa, A. A. S. I. Pradnyanita, Made Arini Hanindharputri
{"title":"KAJIAN EFEKTIVITAS PUZZLE GAME AKSARA BALI SEBAGAI MEDIA PENDUKUNG PEMBELAJARAN BAGI ANAK SEKOLAH DASAR DI DENPASAR","authors":"Ngurah Adhi Santosa, A. A. S. I. Pradnyanita, Made Arini Hanindharputri","doi":"10.35886/NAWALAVISUAL.V1I1.16","DOIUrl":"https://doi.org/10.35886/NAWALAVISUAL.V1I1.16","url":null,"abstract":"Literacy is a system of graphical signs or visual symbols of the language that people use to communicate. Balinese script is a mother tongue for Balinese people, which is still used for the benefit of social order and religious ceremonies.For this reason, Balinese script is very important to learn and understand from an early age.But its existence is now increasingly marginalized, along with the times.In its current development, the interest of children to learn Balinese script is decreasing.One of the factors causing a reduction in children's interest in learning Balinese script is a learning system by using conventional media with lectures in class and guided by manuals or student worksheets that contain more text than illustrative illustrations, so that it becomes less interesting and boring. So that learning supporting media is needed, with Balinese Script Puzzle Game that are in accordance with the Balinese Language curriculum for grade 1-3 elementary school children.The purpose of this study was to examine the extent of the effectiveness of the Balinese Script Puzzle Game as a supporter of Balinese script learning and preservation of Balinese script for technology-based grade 1-3 elementary school children.The research method used is qualitative and quantitative methods by going through several stages, among others, beginning with observations by observing the extent to which interest in elementary school children in grades 1-3 on the Balinese Script Puzzle Game,and observe changes that occur after trying to use the Balinese Script Game Puzzle as a supporter of Balinese Script learning. The next stage is doing sampling and measuring the level of effectiveness based on the data obtained and the measurement scale.","PeriodicalId":400121,"journal":{"name":"Jurnal Nawala Visual","volume":"122 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127067238","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
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