Computer Animation and Virtual Worlds最新文献

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A Multimodal Neuro-Adaptive Tutoring Agent for Children's Classical Chinese Poetry Learning in VR 虚拟现实环境下儿童古诗词学习的多模态神经适应辅导代理
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-07-02 DOI: 10.1002/cav.70163
Hui Liang, Xue Wang
{"title":"A Multimodal Neuro-Adaptive Tutoring Agent for Children's Classical Chinese Poetry Learning in VR","authors":"Hui Liang,&nbsp;Xue Wang","doi":"10.1002/cav.70163","DOIUrl":"https://doi.org/10.1002/cav.70163","url":null,"abstract":"<div>\u0000 \u0000 <p>This work offers a dual-loop neural-adaptive VR teaching agent to mitigate cognitive load fluctuations, enhance abstract semantic comprehension, and counteract declining motivation in children's classical Chinese poetry learning. The system amalgamates multimodal inputs, such as EEG and eye tracking, to incessantly deduce learners' cognitive states and synchronize instructional feedback across micro- and macro-level loops. An inference engine based on random forests was developed, employing a heuristic pseudo-labeling method to address label scarcity. Offline assessments validated consistent classification across various cognitive states. In the micro loop, inferred states prompt immediate task-specific interventions; in the macro loop, they govern the rate of learning and the timing of reviews, establishing a dual-loop system that connects momentary learning with long-term memory organization. A controlled experiment with a between-subjects design assessed system-level impacts in genuine poetry learning contexts. In comparison to a nonadaptive VR baseline, the neural-adaptive system markedly improved children's comprehension of poetic imagery and semantics, augmented memory retention, diminished perceived cognitive load, and heightened learning desire. The findings indicate that integrating real-time cognitive state awareness with dual-loop adaptive training provides an efficient and pragmatic framework for immersive classical poetry education in youngsters.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148386142","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
Blueprint2Motion: Two-Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint Blueprint2Motion:通过肢体-物体蓝图的两阶段人-物体操纵运动合成
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-07-02 DOI: 10.1002/cav.70160
Lin Li, Zhen Liu, Tingting Liu, Xuyao Dai, YanJie Chai
{"title":"Blueprint2Motion: Two-Stage Human–Object Manipulation Motion Synthesis via Limb–Object Blueprint","authors":"Lin Li,&nbsp;Zhen Liu,&nbsp;Tingting Liu,&nbsp;Xuyao Dai,&nbsp;YanJie Chai","doi":"10.1002/cav.70160","DOIUrl":"https://doi.org/10.1002/cav.70160","url":null,"abstract":"<div>\u0000 \u0000 <p>Generating human–object interaction (HOI) from text remains challenging because it must preserve both semantic alignment and human–object motion consistency. In practical animation synthesis and editing, partial motion observations are often available at the beginning and end of an interaction, making it more meaningful to synthesize the intermediate process under text guidance than to generate the entire sequence solely from text. We propose Blueprint2Motion, a two-stage generative framework for HOI motion synthesis conditioned on text, object geometry, and spatiotemporal motion context. In the first stage, Text2Blueprint predicts an intermediate limb–object blueprint, including temporally coherent object motion and limb trajectories, from text, object geometry, and historical/future motion observations. In the second stage, Blueprint2Motion uses the generated blueprint as an explicit control signal to synthesize full-body responsive human motion under the same text prompt. We further introduce an interaction loss to improve spatial alignment and motion coherence between key body joints and the manipulated object. Experiments on FullBodyManipulation and BEHAVE show improved overall motion quality and human–object coordination on most metrics, especially for manipulation-oriented interactions. These results suggest that structured limb–object blueprints are an effective intermediate representation for text-guided HOI synthesis under partial motion conditions.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-07-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148386157","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
Three-Dimensional Forest Stand Spatiotemporal Evolution Simulation Based on Multiple Environmental Factors 基于多环境因子的林分三维时空演化模拟
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-30 DOI: 10.1002/cav.70104
Rui Zhang, Qingkuo Meng, Yongjian Huai, Xiaoying Nie
{"title":"Three-Dimensional Forest Stand Spatiotemporal Evolution Simulation Based on Multiple Environmental Factors","authors":"Rui Zhang,&nbsp;Qingkuo Meng,&nbsp;Yongjian Huai,&nbsp;Xiaoying Nie","doi":"10.1002/cav.70104","DOIUrl":"https://doi.org/10.1002/cav.70104","url":null,"abstract":"<div>\u0000 \u0000 <p>Forests are crucial terrestrial ecosystems. To understand long-term forest community evolution driven by multiple environmental factors, we constructed a 3D forest stand spatiotemporal evolution framework featuring synchronous bidirectional coupling between terrain, hydrology, radiation, and vegetation. First, we simulated topographical evolution using a physics-based procedural erosion method and introduced a multi-layer soil moisture model and individual tree growth response mechanisms to reflect-topography interactions, thereby establishing a realistic environmental basis for forest stand evolution. Second, leveraging real environmental data, we simulated growth responses and biomass changes of forest stands under different precipitation and radiation conditions, elucidated response mechanisms of individual tree attributes to environmental changes, and achieved intuitive evolution of 3D forest stands. The framework advances beyond unidirectional environmental forcing models by integrating hydraulic erosion, soil moisture dynamics, and slope-aware radiation within a unified monthly timestep, enabling co-evolutionary simulation of forest stands under dynamic landscapes. Finally, the computer-based model incorporated natural disaster events such as fires and droughts, with real-time interaction and visualization capabilities, supporting immersive and responsive forest landscape simulation and detailed spatiotemporal evolution analysis, enabling assessment of the dynamic recovery processes of forest stands under multiple disturbance scenarios.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148386913","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
FOSP: Feature Orientated Sand Painting Generation FOSP:特征导向沙画生成
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-30 DOI: 10.1002/cav.70147
Meng Yang, Mengting Zhu, Jianglang Kang, Weiliang Meng, Ping Li
{"title":"FOSP: Feature Orientated Sand Painting Generation","authors":"Meng Yang,&nbsp;Mengting Zhu,&nbsp;Jianglang Kang,&nbsp;Weiliang Meng,&nbsp;Ping Li","doi":"10.1002/cav.70147","DOIUrl":"https://doi.org/10.1002/cav.70147","url":null,"abstract":"<div>\u0000 \u0000 <p>Sand painting is a visually distinctive art form characterized by granular textures and diverse expressive techniques, where sand grains are manipulated through various hand movements such as waving, seeping, sweeping, and stroking. However, traditional stylized methods often fail to capture the fine textures and diverse techniques unique to sand painting. In this paper, we propose a Feature-Oriented Sand Painting (FOSP) inspired by real sand painting techniques, aiming to produce sand paintings with authentic sandy textures and diverse techniques. Our FOSP comprises three main modules: overall sand waving generation, extraction and drawing of sand reduction regions, and simulation of sand grain accumulation with multiple techniques. The first module generates fine sand-grain textures, whereas the latter two focus on contour rendering to enrich detail expression. Experiments validate that our FOSP can generate high-quality sand paintings rapidly, outperforming existing methods in sand painting generation tasks.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148386851","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
Risk-Aware Motorcycle Interaction in Mixed Traffic Flow via Deep Reinforcement Learning 基于深度强化学习的混合交通流风险感知摩托车交互
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-30 DOI: 10.1002/cav.70161
Yu-Tsen Wei, Kuo-Wei Ma, Guan-Hao Chen, Sai-Keung Wong
{"title":"Risk-Aware Motorcycle Interaction in Mixed Traffic Flow via Deep Reinforcement Learning","authors":"Yu-Tsen Wei,&nbsp;Kuo-Wei Ma,&nbsp;Guan-Hao Chen,&nbsp;Sai-Keung Wong","doi":"10.1002/cav.70161","DOIUrl":"https://doi.org/10.1002/cav.70161","url":null,"abstract":"<div>\u0000 \u0000 <p>This paper introduces a reinforcement learning framework for simulating ego-motorcycle behavior in mixed traffic for animation-oriented applications. A local path planner uses ray-based perception to guide navigation, while a tailored reward structure promotes safe interactions and penalizes hazardous maneuvers. To support action selection, the planner also constructs a risk-probability map that captures nearby vehicles' speeds and distances. Curriculum learning gradually increases traffic complexity during training, enabling the policy to adapt to a wide range of scenarios. Experimental results show that the trained policy produces collision-free trajectories, responsive deceleration, and well-regulated maneuvering. It also occasionally exhibits assertive or borderline-risky interactions that enhance behavioral naturalness. These findings demonstrate that the framework can generate structured yet varied motorcycle motion. Potential applications include entertainment media, educational visualizations, and driver-training simulations, enriching animated content for learning and engagement.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-30","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148386852","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
Parameter-Preserving Real-time BIM Rendering via Direct GPU Ray Tracing 通过直接GPU光线追踪保持参数的实时BIM渲染
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-28 DOI: 10.1002/cav.70159
Jaehyuk Lim, Donggyu Lee, Junghyun Han, Seung-wook Kim
{"title":"Parameter-Preserving Real-time BIM Rendering via Direct GPU Ray Tracing","authors":"Jaehyuk Lim,&nbsp;Donggyu Lee,&nbsp;Junghyun Han,&nbsp;Seung-wook Kim","doi":"10.1002/cav.70159","DOIUrl":"https://doi.org/10.1002/cav.70159","url":null,"abstract":"<p>Current BIM visualization systems tessellate parametric geometry into triangle meshes before rendering, which increases memory usage, introduces faceting on curved surfaces, and adds significant export-time overhead. We present an end-to-end system that preserves parametric shape definitions from BIM models through to GPU ray tracing, bypassing mesh conversion for supported parametric shapes. Our exporter extracts parametric shapes from a BIM authoring tool and encodes them into a compact binary format with two-tier caching to avoid redundant extraction. Our renderer maps preserved BIM primitives to an instanced GPU scene layout and performs direct ray-primitive intersections, with mixed-precision parameter encoding and ray advancement improving memory efficiency and numerical robustness. Evaluation on architectural projects shows that our system achieves a lower GPU memory footprint, produces mathematically exact curved surfaces free of tessellation artifacts, and exports models faster than standard workflows.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 4","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70159","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148343208","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
TM-Edit: Text Guided Diffusion-Transformer Based Motion Editing With Temporal Soft Masks Learning 文本引导扩散变压器为基础的运动编辑与时间软蒙版学习
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-10 DOI: 10.1002/cav.70138
Yu Zheng, Xuesi Qiu, Nan Xiang, Yulin Zhou, Zhao Wang
{"title":"TM-Edit: Text Guided Diffusion-Transformer Based Motion Editing With Temporal Soft Masks Learning","authors":"Yu Zheng,&nbsp;Xuesi Qiu,&nbsp;Nan Xiang,&nbsp;Yulin Zhou,&nbsp;Zhao Wang","doi":"10.1002/cav.70138","DOIUrl":"https://doi.org/10.1002/cav.70138","url":null,"abstract":"<div>\u0000 \u0000 <p>Text-driven 3D human motion editing aims to modify an existing motion sequence following natural language instructions, which is a crucial task for character animation, virtual agents, and motion authoring. Recent diffusion-based methods have shown remarkable success in text-to-motion generation. Editing existing motions requires precise spatiotemporal control to localize modifications while preserving context. Current diffusion-based motion editing methods lack explicit fine-grained control over when and how strongly to edit. To address this, we propose TM-Edit, a text guided Diffusion-Transformer based motion editing framework which introduces learned temporal soft masks to provide explicit frame-wise editing guidance. The proposed model predicts an editing intensity mask to encode high-level intent from both the source motion and the text instruction. This mask is then used to modulate source motion features within a conditional diffusion process via an uncertainty-aware gating mechanism, ensuring robust training and inference. Additionally, a feature semantic alignment loss is employed by using a pre-trained motion retrieval model to enhance cross-modal consistency. Extensive experiments on the MotionFix benchmark dataset demonstrate that our approach achieves state-of-the-art performance. Code will be made publicly available.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":1.7,"publicationDate":"2026-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148237907","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
Neural Fluid Simulator With Hybrid Physical-Visual Constraints 具有混合物理视觉约束的神经流体模拟器
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-01 DOI: 10.1002/cav.70115
Feilong Du, Xiaojuan Ban, Yuhang Xu, Angelos Chatzimparmpas, Yalan Zhang
{"title":"Neural Fluid Simulator With Hybrid Physical-Visual Constraints","authors":"Feilong Du,&nbsp;Xiaojuan Ban,&nbsp;Yuhang Xu,&nbsp;Angelos Chatzimparmpas,&nbsp;Yalan Zhang","doi":"10.1002/cav.70115","DOIUrl":"https://doi.org/10.1002/cav.70115","url":null,"abstract":"<div>\u0000 \u0000 <p>Traditional physics-based fluid simulations typically rely on manual modeling and incremental adjustments to achieve desired effects, which can limit objectivity and generalizability to new scenarios. To address these challenges, we propose a novel neural fluid simulator that integrates visual priors from 2D image sequences with physically constrained continuous convolution. Specifically, we extract and refine point clouds from image sequences, then infer the kinetic properties of the fluid. We introduce an energy-based physical constraint and incorporate it into a continuous convolution solver. By iteratively optimizing these inputs to enforce physical laws—particularly incompressibility—the solver produces accurate fluid motion predictions. Our approach uniquely combines visual data and physical constraints, enhancing the realism and accuracy while providing stronger generalization of fluid simulations.</p>\u0000 </div>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148324078","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
Controlling Dendritic Ice and Frost Crystal Growth Along User-Drawn Trajectories 控制树枝状冰和霜晶体沿用户绘制的轨迹生长
IF 1.7 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-01 DOI: 10.1002/cav.70148
Yudai Ichimura, Syuhei Sato
{"title":"Controlling Dendritic Ice and Frost Crystal Growth Along User-Drawn Trajectories","authors":"Yudai Ichimura,&nbsp;Syuhei Sato","doi":"10.1002/cav.70148","DOIUrl":"https://doi.org/10.1002/cav.70148","url":null,"abstract":"<p>This paper proposes a method to control the growth of dendritic crystals, such as ice and frost, along trajectories specified by the user. The growth of dendritic crystals involves numerous parameters, requiring extensive trial and error to achieve the shapes intended by artists. To address this problem, we generate target shapes and external forces that follow the user-specified shape and use these to control the behavior of the temperature field and particles representing the water molecules. The external forces consist of a guiding force that generates a reverse flow along the user-drawn trajectory to facilitate particle arrival at the reaction front and a driving force that attracts particles toward the target shape. Furthermore, to prevent the crystal from growing beyond the target shape, a field representing the freezing temperature of ice and frost is set according to the target shape. The experimental results demonstrated that it is possible to generate ice and frost animations that grow along user-specified shapes, such as character-like forms.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":1.7,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70148","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148173756","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
Virtual Human for Police Training in Virtual Reality: A Dynamic Model of a Suspect With Modulated Resistance and Means 虚拟现实中用于警察训练的虚拟人:具有调制阻力和手段的犯罪嫌疑人动态模型
IF 3.4 4区 计算机科学
Computer Animation and Virtual Worlds Pub Date : 2026-06-01 DOI: 10.1002/cav.70129
Yvain Tisserand, Séolane Bouchoucha, Ben Meuleman, David Sander
{"title":"Virtual Human for Police Training in Virtual Reality: A Dynamic Model of a Suspect With Modulated Resistance and Means","authors":"Yvain Tisserand,&nbsp;Séolane Bouchoucha,&nbsp;Ben Meuleman,&nbsp;David Sander","doi":"10.1002/cav.70129","DOIUrl":"https://doi.org/10.1002/cav.70129","url":null,"abstract":"<p>Effective simulation-based police training requires exposure to realistic human behavior under uncertainty, particularly in situations involving escalation and use-of-force decisions. Virtual Reality (VR) enables immersive and repeatable training scenarios, where behaviorally credible virtual humans (VHs)are important to produce realistic and operationally relevant simulated scenarios. This paper presents a VH acting as a suspect during police interventions, whose behavior is governed by two parameters: resistance and means. Resistance models compliance or aggression, while means represents the potential to inflict harm using a weapon or object. These parameters drive a multimodal behavioral system integrating facial expression, posture and gesture, gaze, locomotion, and voice interaction. Behavior selection is controlled by a state-machine architecture enabling escalation and de-escalation in response to police actions, grounded in law-enforcement literature on proportional use of force. We evaluated the model in immersive VR with police officers across scenarios combining resistance and means. Resistance primarily affected perceived danger and intent, whereas means more strongly affected perceived capacity and opportunity. These findings validate the framework and show that interpretable rule-based VHs can elicit differentiated threat appraisals in controlled and repeatable VR scenarios, supporting their use for training and behavioral research in police contexts.</p>","PeriodicalId":50645,"journal":{"name":"Computer Animation and Virtual Worlds","volume":"37 3","pages":""},"PeriodicalIF":3.4,"publicationDate":"2026-06-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://onlinelibrary.wiley.com/doi/epdf/10.1002/cav.70129","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"148324077","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
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