Usability and User Experience最新文献

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Usability evaluation of mobile navigation for the elderly 老年人移动导航的可用性评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001714
Xiaodong Gong, Zekun Wang, Qian Gong, Huiran Xie
{"title":"Usability evaluation of mobile navigation for the elderly","authors":"Xiaodong Gong, Zekun Wang, Qian Gong, Huiran Xie","doi":"10.54941/ahfe1001714","DOIUrl":"https://doi.org/10.54941/ahfe1001714","url":null,"abstract":"Mobile navigation has become a necessary tool for people to travel around because it provides functions such as GPS positioning, spot information, route navigation, etc. However, when using mobile navigation, the elderly often encounters problems like complex operation process and difficulties in learning.Focusing on the elderly, the influence factors on usability of mobile navigation are evaluated in this research. As a result, a usability evaluation system of mobile navigation for the elderly was conducted, which is composed of 3 dimensions (effectiveness, efficiency and satisfaction), 7 first-level indicators (learnability, ease of use, memorability, etc.) and 14 second-level indicators (ease of learning, effectiveness of help functions, ease of operation, etc.). Using the usability evaluation system, this research evaluates the usability of some mobile navigation products, and puts forward design suggestions for product optimization.This research applies the usability theory to the evaluation of mobile navigation for the elderly. It is hoped that this research can provide reference for the age-friendly design of related products, so as to make it more convenient for the elderly to use mobile navigation and make their traveling easier.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"16 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130910647","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
Design and Usability Evaluation of Visual Perception Game-Based Training System for Children with Developmental Delays 基于视觉感知游戏的发育迟缓儿童训练系统设计与可用性评价
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003202
Cai-Ying Cheng, Chun-Chun Wei, Yang-Cheng Lin
{"title":"Design and Usability Evaluation of Visual Perception Game-Based Training System for Children with Developmental Delays","authors":"Cai-Ying Cheng, Chun-Chun Wei, Yang-Cheng Lin","doi":"10.54941/ahfe1003202","DOIUrl":"https://doi.org/10.54941/ahfe1003202","url":null,"abstract":"The prevalence of developmental delays is increasing year by year and is common in preschool-aged children with developmental delays, and visual impairment is a common problem in children with developmental delays. Visual development is critical to preschoolers learning. Children with visual problems often have difficulties in picture recognition, image comprehension, and memory, resulting in difficulties in daily living and learning. However, traditional paper-based training is tedious and lacking in interactivity, game training can make up for these problems. Therefore, the objective of this study was to design a visual-perceptual play training system for children with preschool developmental delays, to investigate the usability and perception of the system for children with developmental delays. In this study, the recommendations of the heuristic evaluation were iteratively designed to ensure the functionality of the system. The system will be tested with an eye-tracking device to verify its suitability for use with children with developmental delays and to further suggest considerations and limitations for future research when designing software and interfaces for children with developmental delays. The results of this study showed that the best participants focused on the correct answer and the specified pattern, while the worst participants tended to focus on irrelevant things and had high overall attention on the screen. It was found that for the preferences section of the interface, placing the specified pattern in the center of the interface or closer to the options resulted in better performance of the children's perceptual training, and clearly rewarded feedback kept them motivated to learn and less distracted. The system will continue to be optimized in the future in the hope that it will help pre-schooler’s visual cognitive learning and help parents understand their children's visual ability.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"255 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131683231","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
In Times of Pandemic - How Generation XYZ Looks at Digital Banking 大流行时代——XYZ一代如何看待数字银行
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001742
Luis Filipe Rodrigues, Helena Rodrigues, Abílio Oliveira
{"title":"In Times of Pandemic - How Generation XYZ Looks at Digital Banking","authors":"Luis Filipe Rodrigues, Helena Rodrigues, Abílio Oliveira","doi":"10.54941/ahfe1001742","DOIUrl":"https://doi.org/10.54941/ahfe1001742","url":null,"abstract":"The banking industry since pandemic has shifted servicing dramatically from its traditional branches to become far more digitally flexible. Banks rushed to face-lift the front-end look and feel and enable non-essential digital services without asking users their needs. Thus, this bank attitude as greater impact on building a good digital banking customer experience that leads the users to fully adopt digital. To have a clear vision of how banks can stand out to a successful digital transformation we interview 634 digital bank users from the generation XYZ. To find out about the digital banking perceptions of Generation Z (born 1997-2012) , Generation Y (born 1981-1996), and Generation X (born 1965-1980) we perform a qualitative analysis using Leximancer content analysis software to determine differences and characteristics of users' attitudes toward digital banking. The findings highlighted nineteen concepts (transfers, bank, channels, products, digital, availability, anywhere, services, operations, use, account, savings, speed, costs, information, options, price, complex, and market) grouped in eight key themes perceived by users using digital banking channels, namely: transfers, availability, use, speed, information, price, complex and market. The three tags categories generation XYZ result of the presence of highly connected with concepts or independent variables showing prominence between X-generation and availability and services concept, Y-generation, and market, anywhere, bank and operation concepts, Z-generation, and transfers concepts. These results showed that digital bank users are concerned about price, speed of transfers and product information, the anywhere availability of services and operations in the financial market, with some constraints about the complexity of options used to manage their accounts and savings. More the Y-generation (middle age) take more advantage of digital banking to explore bank/financial market and perform operations anywhere, the X-generation (older age) look digital banking mainly for the availability of services and Z-generation (younger age) simple for transfers. This study contributes to understanding the use and preference of digital banking, allowing us to propose a new conceptual model to explain the digital banking usage, helps to identify what is important for each XYZ generation to increase their adoption of digital banking and alerts to the use complex of multiple options that probably are not the main focus to successfully used by this generations. Highlighting the users' perceptions is important for the bank industry to develop digital banking features that align with users' expectations and to increase the success of digital transformation by shifting servicing dramatically from a brick-and-mortar stalwart to become far more business digitally flexible.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"54 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116474902","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
Identification of Similar Experiences that Affect the Mental Model of Cryptocurrency Wallets 识别影响加密货币钱包心理模型的类似经历
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003187
Beomyoung Jeong, Sung H. Han, Kimin Kwon
{"title":"Identification of Similar Experiences that Affect the Mental Model of Cryptocurrency Wallets","authors":"Beomyoung Jeong, Sung H. Han, Kimin Kwon","doi":"10.54941/ahfe1003187","DOIUrl":"https://doi.org/10.54941/ahfe1003187","url":null,"abstract":"Blockchain services are unfamiliar and provide new or modified functions. Failure to utilize similar past experiences in the process of using unfamiliar services can lead to deterioration in the user experience. In this study, five major tasks were implemented to provide an overall experience of using a cryptocurrency wallet, and interviews were conducted regarding this experience. Thematic analysis was conducted on the participants’ responses to derive the types of experiences that affected each task process. This study will help build a user mental model of cryptocurrency wallets for follow-up studies.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"334 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122097630","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
Graphic Icon and Information Presentation Types of Hover Feedback Designs on the User Interface of Shopping Websites 购物网站用户界面悬浮反馈设计的图形图标和信息呈现类型
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001720
Weimin Zhai, Chien-Hsiung Chen
{"title":"Graphic Icon and Information Presentation Types of Hover Feedback Designs on the User Interface of Shopping Websites","authors":"Weimin Zhai, Chien-Hsiung Chen","doi":"10.54941/ahfe1001720","DOIUrl":"https://doi.org/10.54941/ahfe1001720","url":null,"abstract":"The usability of the user interface for shopping websites is a very important design issue pertinent to the user experience. Graphic icons, as a visual presentation aid, provide an excellent interactive experience to the users while interacting with the user interface. The purpose of this study was to explore the usability of graphic icons and information presentation types in the operation of shopping websites, and propose design suggestions for future improvements. A 2 x 2 mixed factorial design was planned to help explore whether the graphic icons (i.e., presence or absence) and different information presentation types (i.e. plain text information and information visualization) may affect users’ task performance and questionnaire of the System Usability Scale (SUS). The experiment adopted the convenience sampling method. A total of 20 participants were recruited to take part in the experiment. The experimental data were collected regarding the participant’s task performance and questionnaire of the System Usability Scale (SUS), as well as semi-structured interviews. The generated results revealed that: (1) Graphic icons significantly affect users’ task performance. The presence of graphic icons improves users’ task performance more than the absence of graphic icons in plain text information. However, the result is opposite in the condition of information visualization. (2) The analysis of SUS showed a significant interaction effect between the graphic icons and the information presentation types. (3) The presence of graphic icons can significantly provide more efficiency than the absence of graphic icons in plain text information. Nonetheless, the result is opposite in the condition of information visualization. It is hoped that the results generated from this study can be a good design reference for future Website designers.Keywords: Shopping website; Mouse hover; Icon symbol; Information visualization; SUS","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125735283","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
English Pronunciation IPA mobile Application 英语发音国际音标移动应用程序
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001736
César Guevara, Dorys Maribel Cumbe Coraizaca, Mike David Nunez Morales, Vicente Bolívar Guzmán Bárcenes
{"title":"English Pronunciation IPA mobile Application","authors":"César Guevara, Dorys Maribel Cumbe Coraizaca, Mike David Nunez Morales, Vicente Bolívar Guzmán Bárcenes","doi":"10.54941/ahfe1001736","DOIUrl":"https://doi.org/10.54941/ahfe1001736","url":null,"abstract":"Technology has helped learners with their pronunciation at the moment of conveying a message, making it easier for them of English to communicate better. Hence, this research was conducted, with the objective to establish to analyze the relationship between the English Pronunciation mobile app in the pronunciation of the English language of students of third level from CTT de los Andes Language Center. To achievethe objectives, a mixed approach methodology was used, which included thirty students divided into two groups. One group was experimental, in which the strategy was applied and the other was controlled, in which the strategy was not applied. Both groups were evaluated using a rubric from the International English Language Testing System (IELTS) for the pre-test and post-test. After the pre-test, an introductory class to phonemes was given to the students. The next step for the experimental group was to get instructions on how to use the mobile app, which helped users with the recognition, awareness and production of English sounds. The development of this study showed that using the mobile app English pronunciation IPA benefits the improvement of the pronunciation from students of the experimental group. After the time period of the experiment, the segmental features of pronunciation used by students, were reinforced with the use of the mobile app.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129438741","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
Investigating the creative design strategy for H5 news based on the Octalysis 基于八度分析的H5新闻创意设计策略研究
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003212
Jin Bin Liu, Si Ye Chen
{"title":"Investigating the creative design strategy for H5 news based on the Octalysis","authors":"Jin Bin Liu, Si Ye Chen","doi":"10.54941/ahfe1003212","DOIUrl":"https://doi.org/10.54941/ahfe1003212","url":null,"abstract":"This study explores how to enhance H5 news user experience and promote news dissemination by constructing gamified creative design strategies. Through interviews and observations, eight key elements that affect H5 news user experience are summarized, and their weight values are calculated using AHP. Furthermore, the feasibility of gamification in H5 news is verified by comparing the high-weight elements with the eight core intrinsic motivators of gamification. A gamified design framework based on the Octalysisis proposed, and creative design strategies that aim to motivate the experience, set the incentive, and help to spread the news。","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126948294","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 future of shopping - Changing Consumers’ Mindset through Metaverse Immersive Experiences: hibe Case Study 购物的未来——通过虚拟世界沉浸式体验改变消费者的心态:hibe案例研究
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001733
H. Alcántara, C. Alcántara
{"title":"The future of shopping - Changing Consumers’ Mindset through Metaverse Immersive Experiences: hibe Case Study","authors":"H. Alcántara, C. Alcántara","doi":"10.54941/ahfe1001733","DOIUrl":"https://doi.org/10.54941/ahfe1001733","url":null,"abstract":"2021 represents the consolidation for e-commerce growth globally. Started in 2020, driven by COVID19 pandemic, consumers have been forced to drastically change their behaviors and preferences.Due to the disruption caused, people needed to remain at home to be safe, thus, ecommerce platforms represented a life saver as consumers were able to buy online and, either wait for the products to be delivered or decide to pick them up.Several platforms such as Amazon or Mercado Libre, retail ecommerce like Walmart and brand D2C platforms showed huge YoY growth, accelerating the adoption of these technologies as people are getting more comfortable by using them.However, there is one problem that remains unsolved. In countries like Mexico or China, shopping is seen as a leisure activity in which people enjoy by socializing with friends and family while having meaningful in-store experiences.It becomes more relevant when is deeply affecting Gen Z, the largest population cohort with more than 2.5 billion people, especially in two key topics:1.Individuals within this cohort have had to perform in-home most of the typical outdoor activities, such as shopping. 2.Even though Gen Z is digital native, 72% of them consider that the physical interaction and experiences are as, or more, important as digital experiences.Thus, we identified some questions to be answered: How to develop a technological solution to provide consumers a meaningful, yet safe, digital/physical shopping experience? What behaviors need to be changed? Which technologies are now available to do so?To answer these questions, we focused on ways to improve the UX offered by ecommerce platforms, trying to follow a different direction than the “1-click” model. Therefore, we found a solution within the metaverse, which enabled us to provide meaningful and immersive experiences to consumers focused especially on Gen Z, a generation with needs, limitations, and skills different from others. We have called the solution “hibe”.hibe is the first virtual mall in Mexico within a metaverse. It was built including an e-commerce platform as the boutiques’ engine, as well as gaming and advertising capabilities across the mall. In addition, we have followed a phygital model, to organically connect the digital and physical worlds through meaningful and immersive experiences.For our first use case we collaborated with adidas Mexico. Together, we launched 3 different models of sneaker’s collaboration with Jeremy Scott. We developed experiences in hibe to enable more than 1,000 users to win the opportunity to buy them, making it fair and clear for everyone. To close the experience, they had to go to a “Lust” boutique, pay, live an in-store brand experience, and pick their sneakers up.Overall, we conclude that users, are eager to try new-immersive experiences we are offering with our venture. They have highlighted how important is for brands to improve the way they connect and engage their consumers. hibe now represent","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126373123","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
Heuristic Evaluation of Public Service Chatbots 公共服务聊天机器人的启发式评估
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1001712
S. Raimer, Marleen Vanhauer
{"title":"Heuristic Evaluation of Public Service Chatbots","authors":"S. Raimer, Marleen Vanhauer","doi":"10.54941/ahfe1001712","DOIUrl":"https://doi.org/10.54941/ahfe1001712","url":null,"abstract":"In recent years, chatbots have been adopted in business contexts and also for public services at a growing rate. Chatbots provide dialogue interfaces combining visual elements with natural conversation. Good Conversational Design in this context covers the topics of Natural-Language Processing (NLP) and Dialogue Management (DM). Few attention has been paid to the usability evaluation of conversational interfaces (Höhn & Bongard-Blanchy, 2021). The present paper builds upon the work by Höhn & Bongard-Blanchy by applying their framework of conversational heuristics to evaluate a set of public service chatbots operated in the federal state of Schleswig-Holstein. Thus, for each public service chatbot, a usability score is established and typical characteristics of public service chatbots in general are summarized. We discuss results by comparing the overall scores, weaknesses and strengths of each chatbot. In addition, we reflect on our experience in the application of the framework as well as highlight possible optimization potentials. Concludingly, this paper collects UX recommendations for public service chatbots.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114200464","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
Visual variable perception in time series dynamic visualization 时间序列动态可视化中的视觉变量感知
Usability and User Experience Pub Date : 1900-01-01 DOI: 10.54941/ahfe1003193
Chunzhu Mi, Xiaojun Liu
{"title":"Visual variable perception in time series dynamic visualization","authors":"Chunzhu Mi, Xiaojun Liu","doi":"10.54941/ahfe1003193","DOIUrl":"https://doi.org/10.54941/ahfe1003193","url":null,"abstract":"Visualization facilitates understanding by encoding large amounts of complex information into intuitive formats such as graphics and images. In the design of dynamic visualization of time series, visual coding is more important, because a large number of complex and high-dimensional data will follow over time, but users may not be able to process and filter them in time and effectively. The paper evaluates the cognitive load and performance of users under two time pressures of eight different dynamic visual variables through experiments, so as to allocate more significant coding methods to higher priority information and improve the efficiency of information acquisition. The results show that there are significant differences in cognitive load when using different visual variables, and the cognitive load is lower when using angle, symbol number and area coding. However, there is no significant difference in user performance. There was no significant difference in cognitive load between the two time pressure states, but there was significant difference in accuracy. The accuracy under low time pressure is significantly higher than that under high time pressure.","PeriodicalId":409565,"journal":{"name":"Usability and User Experience","volume":"174 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"120913171","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
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