Computer Animation and Virtual Worlds最新文献

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Low Cost 3D Motion Capture of Rapid Maneuvers Using a Single High Speed Camera 使用单个高速摄像机快速机动的低成本3D运动捕捉
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-23 DOI: 10.1002/cav.70070
Wajahat Hussain, Mahum Naveed, Asad Khan, Taimoor Hasan Khan, Muhammad Latif Anjum, Shahzad Rasool, Adnan Maqsood
{"title":"Low Cost 3D Motion Capture of Rapid Maneuvers Using a Single High Speed Camera","authors":"Wajahat Hussain,&nbsp;Mahum Naveed,&nbsp;Asad Khan,&nbsp;Taimoor Hasan Khan,&nbsp;Muhammad Latif Anjum,&nbsp;Shahzad Rasool,&nbsp;Adnan Maqsood","doi":"10.1002/cav.70070","DOIUrl":"https://doi.org/10.1002/cav.70070","url":null,"abstract":"<div>\u0000 \u0000 <p>Motion capture options at a high rate, for example, kinematics of flying organisms, are limited. Inertial sensors or marker-based tracking are infeasible due to the mounting requirement. The advent of high-speed cameras being made available for commercial use has facilitated the discovery of intriguing high-rate behaviors. However, analyzing rapid kinematics in three dimensions necessitates using two or more high-speed cameras, which are specialized equipment and come at a significant expense. In this study, we utilize a conventional methodology of capturing synchronized multiple views using a solitary camera and a planar mirror. We introduce a user-friendly software package that facilitates the calibration of this economical setup, enabling the three-dimensional (3D) analysis of high-rate maneuvers and automatic tracking over long video sequences. Within ∼15 min, a single high-speed camera is calibrated and can be used to acquire 3D data. We accompany the toolbox with a detailed user guide and video tutorial (\u0000https://tinyurl.com/yckm9y6b) for ease of use. We accurately reconstruct dense tracks for multiple high-rate maneuvers, including flying insect species (dragonfly, butterfly, and housefly), spinning coin, and rotating fan blades. We believe that our affordable setup will assist in gathering high-rate natural phenomena, leading to realistic and diverse simulations.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145146316","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Multi-User Virtual Reality Game Based on Gesture Recognition From RGB Information 基于RGB信息手势识别的多用户虚拟现实游戏
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-10 DOI: 10.1002/cav.70063
Stefanos Gkoutzios, Michalis Vrigkas
{"title":"A Multi-User Virtual Reality Game Based on Gesture Recognition From RGB Information","authors":"Stefanos Gkoutzios,&nbsp;Michalis Vrigkas","doi":"10.1002/cav.70063","DOIUrl":"https://doi.org/10.1002/cav.70063","url":null,"abstract":"<p>In the ever-evolving world of gaming, controller-based input is quickly becoming obsolete. Various applications, including virtual reality (VR) and augmented reality (AR) games, have used motion- and gesture-controlled video game consoles. The current state of the art relies on depth images of the hand that do not utilize color information from the RGB spectrum. In this work, we focus on the development of an interactive VR game that utilizes hand pose recognition from the RGB domain to increase user experience, but also simplify the functionality of the game. To address this challenge, a 3D multi-user VR game themed around a “tennis match” was developed using the Unity engine. We also investigate whether we can estimate the coordinates of colored objects connected to the hand movement of the players and track human gestures to navigate through the game functions in real time using an RGB camera. Statistical analysis showed that the user experience increased concerning engagement and satisfaction using a more natural form of control that allows players to focus on the excitement of the game without worrying about button presses or joystick movements. Such hand pose recognition systems can be implemented to replace the traditional controller-based entry systems used today.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70063","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145037719","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Predicting and Optimizing Crowd Evacuations: An Explainable AI Approach 预测和优化人群疏散:一种可解释的AI方法
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-09 DOI: 10.1002/cav.70061
Estêvão Smania Testa, Soraia Raupp Musse
{"title":"Predicting and Optimizing Crowd Evacuations: An Explainable AI Approach","authors":"Estêvão Smania Testa,&nbsp;Soraia Raupp Musse","doi":"10.1002/cav.70061","DOIUrl":"https://doi.org/10.1002/cav.70061","url":null,"abstract":"<p>In this paper, we explore the usability of an explainable Artificial Neural Network (ANN) model to provide recommendations for architectural improvements aimed at enhancing crowd safety and comfort during emergency situations. We trained an ANN to predict the outcomes of crowd simulations without the need for direct simulation, while also generating recommendations for the studied space. Our dataset comprises approximately 36,000 simulations of diverse crowds evacuating rooms of different sizes, capturing data on room characteristics, crowd composition, evacuation densities, times, and velocities. To identify the most influential environmental factors affecting evacuation performance, we employ Shapley values. Based on these insights, we propose modifications to the architectural design of the space. Our results demonstrate that the proposed model effectively predicts crowd dynamics and provides meaningful recommendations for improving evacuation efficiency and safety.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-09","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70061","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145012576","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Skeleton-Based Motion Recognition for Labanotation Generation Based on the Fusion of Neural Networks 基于神经网络融合的骨骼运动识别
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-08 DOI: 10.1002/cav.70073
Jiasheng Du, Jiaji Wang, Jianpo Li
{"title":"Skeleton-Based Motion Recognition for Labanotation Generation Based on the Fusion of Neural Networks","authors":"Jiasheng Du,&nbsp;Jiaji Wang,&nbsp;Jianpo Li","doi":"10.1002/cav.70073","DOIUrl":"https://doi.org/10.1002/cav.70073","url":null,"abstract":"<div>\u0000 \u0000 <p>Labanotation is a scientific method for documenting dance movements that has been widely adopted globally. Existing methods for Labanotation action recognition perform poorly in handling complex movements and integrating spatiotemporal information. To address this, we propose a multi-branch spatiotemporal fusion network with attention mechanisms aimed at accurately recognizing Labanotation actions from motion capture data. Initially, we convert motion capture data into three-dimensional coordinates and extract skeleton vector features. Subsequently, we enhance feature representation by extracting temporal difference features and skeleton angle features from the skeleton vectors. These features are processed using gated recurrent units and residual networks to effectively integrate spatiotemporal information. Finally, attention mechanisms are applied in the model to differentiate the importance of different positions in the features. This method effectively models spatiotemporal relationships, thereby improving the accuracy of Labanotation action recognition. We conducted experiments on two segmented motion capture datasets, demonstrating the effectiveness of each module. Compared to existing methods, our approach shows superior performance and strong generalization ability. Given the relative simplicity of upper limb action recognition, our focus primarily lies on lower limb action recognition. Notably, this marks the first application of skeleton angle features in the field of Labanotation action recognition.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145012127","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
More Than Following: Introducing Reversing Behavior for Irregular-Aware Traffic Simulation by Interactive Editing 更重要的是:通过交互式编辑引入不规则感知交通模拟的倒车行为
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-09-05 DOI: 10.1002/cav.70071
Yi Han, He Wang, Xiaogang Jin
{"title":"More Than Following: Introducing Reversing Behavior for Irregular-Aware Traffic Simulation by Interactive Editing","authors":"Yi Han,&nbsp;He Wang,&nbsp;Xiaogang Jin","doi":"10.1002/cav.70071","DOIUrl":"https://doi.org/10.1002/cav.70071","url":null,"abstract":"<div>\u0000 \u0000 <p>Though current traffic simulation methods can produce impressive results, reversing behavior is always ignored, potentially reducing the diversity and plausibility of simulation data. Furthermore, while common traffic behaviors like following-the-leader and lane changing can be easily simulated, efficiently generating irregular cases in a human-in-the-loop manner with specific motions based on user desires is less discussed. To address the gap, we present a novel interactive traffic editing and simulation framework that enables users to regulate vehicles via simple inputs to introduce reversing and generate desired trajectory data with both car-following and irregular driving behaviors. With key states specified, lane-level navigation, including forward/backward directions, is planned through heuristic search. The customized navigation brings the vehicles' new trajectories with both car-following and reversing, and their surrounding neighbors are also adjusted accordingly. To provide smooth and plausible motions after editing, vehicles are updated via the optimization-based simulation method, which takes vehicle kinematics, self-motivation, path keeping, collision avoidance, and special interaction rules into account. We demonstrate that our framework can generate uncommon traffic cases and validate it through extensive experiments.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 5","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-09-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144999030","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Integration Method for Generating Complete Hierarchical Layouts From Incomplete Virtual Scene Trees 不完整虚拟场景树生成完整分层布局的集成方法
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-08-12 DOI: 10.1002/cav.70069
Emir Cogo, Ehlimana Cogo, Damir Pozderac, Razija Turčinhodžić Mulahasanović, Selma Rizvić
{"title":"Integration Method for Generating Complete Hierarchical Layouts From Incomplete Virtual Scene Trees","authors":"Emir Cogo,&nbsp;Ehlimana Cogo,&nbsp;Damir Pozderac,&nbsp;Razija Turčinhodžić Mulahasanović,&nbsp;Selma Rizvić","doi":"10.1002/cav.70069","DOIUrl":"https://doi.org/10.1002/cav.70069","url":null,"abstract":"<div>\u0000 \u0000 <p>Procedural modeling methods are used to automatically generate virtual scenes. There is a large number of available top-down methods for generating partial content for specific purposes. However, little research was done on enabling the generation of content in the presence of manually modeled elements, from the bottom-up direction, or without significant assistance from the user. No existing approach provides a platform that can combine the results of different methods, which leaves them isolated. This paper presents an integration approach that generates complete virtual space organizations by combining the usage of top-down and bottom-up procedural generation of content, with support for the placement of manually modeled content. The integration is made possible by using shape conversion to match the input and output shape types of different methods. The evaluation of the proposed approach was performed on a 2D polygon dataset by using four different scenarios, validating that it works as intended. Additional testing was performed by using a case study of organizing 3D virtual space around the manually modeled element of virtual heritage Tašlihan to demonstrate all capabilities of the integration approach and the different outputs depending on the level of user interaction and the desired results.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 4","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-08-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144815096","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Enhancing Dragline Operational Area Visualization and Positional Analysis for Its Effective Guidance Through Immersive Virtual Reality Inspection 通过沉浸式虚拟现实检测增强曳绳作业区域可视化和位置分析,实现曳绳作业区域的有效引导
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-08-04 DOI: 10.1002/cav.70067
Piyush Singh, V. M. S. R. Murthy, Dheeraj Kumar, Simit Raval
{"title":"Enhancing Dragline Operational Area Visualization and Positional Analysis for Its Effective Guidance Through Immersive Virtual Reality Inspection","authors":"Piyush Singh,&nbsp;V. M. S. R. Murthy,&nbsp;Dheeraj Kumar,&nbsp;Simit Raval","doi":"10.1002/cav.70067","DOIUrl":"https://doi.org/10.1002/cav.70067","url":null,"abstract":"<div>\u0000 \u0000 <p>This study presents an innovative approach to dragline mine operations using 3D virtual reality technology, specifically developed at the virtual reality mines simulation facility at IIT (ISM), Dhanbad. Focused on Northern Coalfields Limited, Singrauli, this research opens up the use of immersive VR for virtual inspection and analysis of dragline operations, aiding its effective deployment. The methodology involves capturing geo-spatial data using drones and integrating it into a commissioned dragline simulator workbench. The integration process combines drone imagery to accurately reconstruct the physical mine site. Enhanced by the Structure-from-Motion technique, the resulting model is a photorealistic point cloud, offering unprecedented visualization accuracy. The developed system enables complex manipulation of datasets, including functions such as scaling, rotation, and translation. It also includes geometric measurement tools for determining length, area, and volume, essential for precise operational planning of draglines. The application of Structure-from-Motion-MultiView Stereo technology is particularly noteworthy for its role in tracking safety concerns and monitoring dragline progress with respect to the stipulated balance diagram. The proposed approach surpasses traditional mine visualization methods, providing superior tools for onsite planning and comprehensive asset management and significant contributions for establishing a new benchmark for monitoring and visualizing the dragline excavation process in the mining industry.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 4","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-08-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144773698","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An HBIM Framework and Virtual Reconstruction for the Preservation of Confucian Temple Heritage 孔庙遗产保护的HBIM框架与虚拟重构
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-07-30 DOI: 10.1002/cav.70068
Jin Liu
{"title":"An HBIM Framework and Virtual Reconstruction for the Preservation of Confucian Temple Heritage","authors":"Jin Liu","doi":"10.1002/cav.70068","DOIUrl":"https://doi.org/10.1002/cav.70068","url":null,"abstract":"<div>\u0000 \u0000 <p>The current 3D modeling methods for analysis, documentation, and preservation of cultural heritage sites are tedious, and the realistic expression ability of the model is insufficient. It is urgent to break through the bottleneck of professional model creation and architectural layout analysis by non-professional users. Based on the study of architectural regulations of Confucian temples, this paper presents an HBIM (Heritage Building Information Modeling) framework for management and spatial analysis of the historical buildings within the space of Confucian temples. This paper solves the problems of low degree of automation in 3D modeling and lack of detail expression ability in virtual architectural layout analysis for Confucian temples. The framework can be an important tool to analyze the architectural space form. Through case studies of Confucian temples in Qufu and Beijing, the impact of the study on enhancing non-professional users' modeling experience is revealed. The results of the study strengthen the digital presentation of structure and hierarchy of ancient Chinese society, thus become the starting point of further research for Confucian temples all over the world.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 4","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-07-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144740158","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Yolov8-HAC: Safety Helmet Detection Model for Complex Underground Coal Mine Scene Yolov8-HAC:煤矿井下复杂场景安全帽检测模型
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-07-29 DOI: 10.1002/cav.70051
Rui Liu, Fangbo Lu, Wanchuang Luo, Tianjian Cao, Hailian Xue, Meili Wang
{"title":"Yolov8-HAC: Safety Helmet Detection Model for Complex Underground Coal Mine Scene","authors":"Rui Liu,&nbsp;Fangbo Lu,&nbsp;Wanchuang Luo,&nbsp;Tianjian Cao,&nbsp;Hailian Xue,&nbsp;Meili Wang","doi":"10.1002/cav.70051","DOIUrl":"https://doi.org/10.1002/cav.70051","url":null,"abstract":"<div>\u0000 \u0000 <p>The underground coal mine working environment is complicated, and the detection of safety helmet wearing is vital for assuring worker safety. This article proposes an improved YOLOv8n safety helmet detection model, YOLOv8-HAC, to address the issues of coexisting strong light exposure and low illumination, equipment occlusions that result in partial target loss, and the missed detection of small targets due to limited surveillance perspectives in underground coal mines. The model substitutes the suggested HAC-Net for the C2f module in YOLOv8n's backbone network to improve feature extraction and detection performance for targets with motion blur and low-resolution images. To improve detection stability in complicated situations and lessen background interference, the AGC-Block module is also included for dynamic feature selection. Additionally, a tiny target detection layer is included to increase the long-range identification rate of tiny safety helmets. According to experimental data, the enhanced model outperforms existing popular object detection algorithms, with a mAP of 94.8% and a recall rate of 90.4%. This demonstrates how well the suggested approach works to identify safety helmets in situations with complicated lighting and low-resolution photos.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 4","pages":""},"PeriodicalIF":1.7,"publicationDate":"2025-07-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144725587","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A Real-Time Virtual-Real Fusion Rendering Framework in Cloud-Edge Environments 云边缘环境下的实时虚实融合渲染框架
IF 0.9 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2025-07-21 DOI: 10.1002/cav.70049
Yuxi Zhou, Bowen Gao, Hongxin Zhang, Wei Chen, Xiaoliang Luo, Lvchun Wang
{"title":"A Real-Time Virtual-Real Fusion Rendering Framework in Cloud-Edge Environments","authors":"Yuxi Zhou,&nbsp;Bowen Gao,&nbsp;Hongxin Zhang,&nbsp;Wei Chen,&nbsp;Xiaoliang Luo,&nbsp;Lvchun Wang","doi":"10.1002/cav.70049","DOIUrl":"https://doi.org/10.1002/cav.70049","url":null,"abstract":"<div>\u0000 \u0000 <p>This paper introduces a cloud-edge collaborative framework for real-time virtual-real fusion rendering in augmented reality (AR). By integrating Visual Simultaneous Localization and Mapping (VSLAM) with Neural Radiance Fields (NeRF), the proposed method achieves high-fidelity virtual object placement and shadow synthesis in real-world scenes. The cloud server handles computationally intensive tasks, including offline NeRF-based 3D reconstruction and online illumination estimation, while edge devices perform real-time data acquisition, SLAM-based plane detection, and rendering. To enhance realism, the system employs an improved soft shadow generation technique that dynamically adjusts shadow parameters based on light source information. Experimental results across diverse indoor environments demonstrate the system's effectiveness, with consistent real-time performance, accurate illumination estimation, and high-quality shadow rendering. The proposed method reduces the computational burden on edge devices, enabling immersive AR experiences on resource-constrained hardware, such as mobile and wearable devices.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"36 4","pages":""},"PeriodicalIF":0.9,"publicationDate":"2025-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144672936","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","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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