ACM Transactions on Computer-Human Interaction最新文献

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‘We’re not that Gullible!’ Revealing Dark Pattern Mental Models of 11-12 Year-Old Scottish Children 我们没那么好骗!"(We're not that Gullible!揭示 11-12 岁苏格兰儿童的黑暗模式心智模型
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-23 DOI: 10.1145/3660342
Karen Renaud, Cigdem Sengul, Kovila P. L. Coopamootoo, Bryan C Clift, Jacqui Taylor, Mark Springett, Ben Morrison
{"title":"‘We’re not that Gullible!’\u0000 Revealing Dark Pattern Mental Models of 11-12 Year-Old Scottish Children","authors":"Karen Renaud, Cigdem Sengul, Kovila P. L. Coopamootoo, Bryan C Clift, Jacqui Taylor, Mark Springett, Ben Morrison","doi":"10.1145/3660342","DOIUrl":"https://doi.org/10.1145/3660342","url":null,"abstract":"Deceptive techniques known as dark patterns specifically target online users. Children are particularly vulnerable as they might lack the skills to recognise and resist these deceptive attempts. To be effective, interventions to forewarn and forearm should build on a comprehensive understanding of children’s existing mental models. To this end, we carried out a study with 11-12 year old Scottish children to reveal their mental models of dark patterns. They were acutely aware of online deception, referring to deployers as being ‘up to no good’. Yet, they were overly vigilant and construed worst-case outcomes, with even a benign warning triggering suspicion. We recommend that rather than focusing on specific instances of dark patterns in awareness raising, interventions should prioritise improving children’s understanding of the characteristics of, and the motivations behind, deceptive online techniques. By so doing, we can help them to develop a more robust defence against these deceptive practices.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140667685","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Flexible minimalist self-tracking to support individual reflection 灵活简约的自我跟踪,支持个人反思
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-23 DOI: 10.1145/3660339
Matthew Barker-Canler, Daniel Gooch, Janet van der Linden, Marian Petre
{"title":"Flexible minimalist self-tracking to support individual reflection","authors":"Matthew Barker-Canler, Daniel Gooch, Janet van der Linden, Marian Petre","doi":"10.1145/3660339","DOIUrl":"https://doi.org/10.1145/3660339","url":null,"abstract":"<p>Self-tracking technology can help users develop new knowledge about themselves, supporting their health and general wellbeing. Most of these devices inform users about their lives by autonomously generating data about highly constrained topics. Recent research has started to explore more flexible, manual self-tracking systems, which allow users to express themselves through their data and learn by engaging with their experiences in-the-moment. This paper describes a field trial using the Chromatize app, designed to explore the value of minimalism and flexibility – including in data histories – in personal tracking systems. Our data indicates that low-burden experience logging systems which focus on the creation of symbolically-rich, self-defined data can support self-awareness, reflection and regulation at opportune moments. The analysis also contributes a formulation of reflection in the context of self-tracking technologies that is more meaningful than the loose use of ‘reflection’ used in much of the literature.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-04-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140799649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Theorizing Self Visibility on Social Media: A Visibility Objects Lens 社交媒体上的自我可见性理论化:可见性对象透镜
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-22 DOI: 10.1145/3660337
Kristen Barta, Nazanin Andalibi
{"title":"Theorizing Self Visibility on Social Media: A Visibility Objects Lens","authors":"Kristen Barta, Nazanin Andalibi","doi":"10.1145/3660337","DOIUrl":"https://doi.org/10.1145/3660337","url":null,"abstract":"\u0000 Self-presentation undergirds social interaction on social media. HCI and social computing scholarship draw on visibility to theorize self-presentation management; while research addresses how social media users leverage (in)visibility for self-presentation goals, how\u0000 users\u0000 perceive and assess the visibility of themselves and others merits investigation. We conducted interviews (\u0000 n\u0000 =20) to explore how United States-based social media users perceive and assess self visibility. Findings indicate that self visibility comprises a set of related objects’ visibility—content, persons, and identity—associated with distinct, but related, visibility attributes. We develop the\u0000 visibility objects lens\u0000 to examine self-presentation, contributing a unified social media visibility framework. We show how users perceive themselves as visible\u0000 to\u0000 platforms and algorithms, which act as visibility agents. We introduce\u0000 reflected algorithmic visibility\u0000 to describe awareness of visibility to platforms and algorithms informed by algorithmic feedback. We conclude with design implications of a visibility objects lens.\u0000","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140676537","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design 是什么让 XR 变得黑暗?通过专家协同设计研究增强现实和虚拟现实中新出现的黑暗模式
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-22 DOI: 10.1145/3660340
Veronika Krauss, Pejman Saeghe, Alexander Boden, Mohamed Khamis, Mark McGill, Jan Gugenheimer, Michael Nebeling
{"title":"What Makes XR Dark? Examining Emerging Dark Patterns in Augmented and Virtual Reality through Expert Co-Design","authors":"Veronika Krauss, Pejman Saeghe, Alexander Boden, Mohamed Khamis, Mark McGill, Jan Gugenheimer, Michael Nebeling","doi":"10.1145/3660340","DOIUrl":"https://doi.org/10.1145/3660340","url":null,"abstract":"Dark Patterns are deceptive designs that influence a user's interactions with an interface to benefit someone other than the user. Prior work has identified dark patterns in WIMP interfaces and ubicomp environments, but how dark patterns can manifest in Augmented and Virtual Reality (collectively XR) requires more attention. We therefore conducted ten co-design workshops with 20 experts in XR and deceptive design. Our participants co-designed 42 scenarios containing dark patterns, based on application archetypes presented in recent HCI/XR literature. In the co-designed scenarios, we identified ten novel dark patterns in addition to 39 existing ones, as well as ten examples in which specific characteristics associated with XR potentially amplified the effect dark patterns could have on users. Based on our findings and prior work, we present a classification of XR-specific properties that facilitate dark patterns: perception, spatiality, physical/virtual barriers, and XR device sensing. We also present the experts’ assessments of the likelihood and severity of the co-designed scenarios and highlight key aspects they considered for this evaluation, for example, technological feasibility, ease of upscaling and distributing malicious implementations, and the application's context of use. Finally, we discuss means to mitigate XR dark patterns and support regulatory bodies to reduce potential harms.","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-04-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140673792","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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: 1
Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback 解码虚拟对象的逼真度:探索行为和视觉对不准确交互反馈的反应
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-04-18 DOI: 10.1145/3660345
Leonie Terfurth, Klaus Gramann, Lukas Gehrke
{"title":"Decoding Realism of Virtual Objects: Exploring Behavioral and Ocular Reactions to Inaccurate Interaction Feedback","authors":"Leonie Terfurth, Klaus Gramann, Lukas Gehrke","doi":"10.1145/3660345","DOIUrl":"https://doi.org/10.1145/3660345","url":null,"abstract":"<p>Achieving temporal synchrony between sensory modalities is crucial for natural perception of object interaction in virtual reality. While subjective questionnaires are currently used to evaluate users’ VR experiences, leveraging behavior and psychophysiological responses can provide additional insights.</p><p>We investigated motion and ocular behavior as discriminators between realistic and unrealistic object interactions. Participants grasped and placed a virtual object while experiencing sensory feedback that either matched their expectations or occurred too early. We also explored visual-only feedback vs. combined visual and haptic feedback. Due to technological limitations, a condition with delayed feedback was added post-hoc.</p><p>Gaze-based metrics revealed discrimination between high and low feedback realism. Increased interaction uncertainty was associated with longer fixations on the avatar hand and temporal shifts in the gaze-action relationship. Our findings enable real-time evaluation of users’ perception of realism in interactions. They facilitate the optimization of interaction realism in virtual environments and beyond.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140626125","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
“I really need your help with this work..”: A System for Navigating the Tricky Terrain of Managing Up by Leveraging One’s Motivation to Get Things Done "我真的需要你帮我完成这项工作......":利用自身动力完成工作,驾驭 "向上管理 "这一棘手领域的系统
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-03-13 DOI: 10.1145/3652603
Soya Park, Stuti Vishwabhan, Michael Muller, David R. Karger
{"title":"“I really need your help with this work..”: A System for Navigating the Tricky Terrain of Managing Up by Leveraging One’s Motivation to Get Things Done","authors":"Soya Park, Stuti Vishwabhan, Michael Muller, David R. Karger","doi":"10.1145/3652603","DOIUrl":"https://doi.org/10.1145/3652603","url":null,"abstract":"<p>When people need help from their supervisors or peers, they often have to manage up to get things done. However, unlike managing subordinates (managing down), managing people of equal or higher status (managing up) are not obligated to help. These requests often involve collaborative tasks between requesters and performers. Through interviews, we found that these collaborative tasks require coordination work that is not materialized in existing management tools. We also found that requesters are willing to take on this coordination work to see their requests fulfilled. To address this issue, we propose a system called <span>TaskLight</span>, which allows requesters to handle coordination work themselves. For example, requesters can collect useful context and information for their performers. We conducted two deployment studies and found that <span>TaskLight</span> leads to better outcomes because requesters are able to assist performers more effectively. Our findings demonstrate a new way to reduce the social burdens of managing up and improve collaboration.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140129381","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Pushed by Sound: Effects of Sound and Movement Direction on Body Perception, Experience Quality, and Exercise Support 声音推动:声音和运动方向对身体感知、体验质量和运动支持的影响
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-03-07 DOI: 10.1145/3648616
Aneesha Singh, Marusa Hrobat, Suxin Gui, Nadia Bianchi-Berthouze, Judith Ley-Flores, Frederic Bevilacqua, Joaquin R. Diaz Duran, Elena Márquez Segura, Ana Tajadura-Jiménez
{"title":"Pushed by Sound: Effects of Sound and Movement Direction on Body Perception, Experience Quality, and Exercise Support","authors":"Aneesha Singh, Marusa Hrobat, Suxin Gui, Nadia Bianchi-Berthouze, Judith Ley-Flores, Frederic Bevilacqua, Joaquin R. Diaz Duran, Elena Márquez Segura, Ana Tajadura-Jiménez","doi":"10.1145/3648616","DOIUrl":"https://doi.org/10.1145/3648616","url":null,"abstract":"<p>Wearables integrating movement sonification can support body-perception changes and relatedly physical activity; yet, we lack design principles for such sonifications. Through two mixed-methods studies, we investigate sound pitch and movement direction interaction effects on self-perception during squats exercises. We measured effects on body-perception, affective quality of the experience, actual and perceived movement, and compared them to two control conditions: no-sound and vibrotactile feedback. Results show that regardless of movement direction, ascending pitch enhances several body feelings and overall experience quality, while descending pitch increases movement acceleration. These effects were moderated by exercise physical demand. Sound and vibrotactile feedback enhanced flexibility and strength feelings respectively and contributed to exercise completion in different ways. Sound was perceived as an internal-to-body force while vibrotactile feedback as an external-to-body force. Feedback effects were stronger in people with lower fitness levels. We discuss results in terms of malleability of body-perceptions and highlight opportunities to support demanding physical activity through wearable devices.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-03-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140056768","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Achieving Symmetry in Synchronous Interaction in Hybrid Work is Impossible 在混合工作中实现同步互动的对称性是不可能的
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-02-20 DOI: 10.1145/3648617
Pernille Bjørn, Juliane Busboom, Melanie Duckert, Susanne Bødker, Irina Shklovski, Eve Hoggan, Kellie Dunn, Qianqian Mu, Louise Barkhuus, Nina Boulus-Rødje
{"title":"Achieving Symmetry in Synchronous Interaction in Hybrid Work is Impossible","authors":"Pernille Bjørn, Juliane Busboom, Melanie Duckert, Susanne Bødker, Irina Shklovski, Eve Hoggan, Kellie Dunn, Qianqian Mu, Louise Barkhuus, Nina Boulus-Rødje","doi":"10.1145/3648617","DOIUrl":"https://doi.org/10.1145/3648617","url":null,"abstract":"<p>Designing new technologies to support synchronous interaction across distance has for many years focused on creating symmetry for participation between geographically distributed actors. Symmetry in synchronous interaction has, to some extent, been achieved technologically (while multiple social, historical, political, and hierarchical concerns continue to exist) and proven empirically in the increased use of remote-work technologies that were used during the pandemic. However, synchronous interaction in hybrid work is achieved differently, since the asymmetry produced by some participants being collocated while others geographically distributed introduces increased complexities for such interactions. Focusing on this challenge, we ask: <i>To what extent can symmetry in cooperative work engagements be achieved in hybrid work contexts?</i> We explore this question by interrogating multiple different empirical examples of synchronous hybrid interaction collected across different organizations, activities, and events. We found that the effort required to accomplish hybrid work includes additional articulation work necessary for bounding multiple intertwined artefacts across sites, devices, and applications. Further, the multiple artefacts setup across sites, combined with asymmetric collocation across participants, produce incongruence in technological frames of reference for each participant. All participants in hybrid work have only partial access to the hybrid setup, and no single person has access to the complete setup. The incongruence in technological frames produces insurmountable gaps in collaboration, causing all hybrid work situations to be characterized fundamentally by asymmetric relationships. We argue that symmetry in hybrid synchronous interaction is impossible to attain in attempts to solve this problem through design. Instead, we propose that designers of cooperative technologies for hybrid work shift towards developing artefact-ecologies supporting hybrid work, focusing on asymmetry as a necessary feature. Fundamentally, the design strategy should explore novel ways of taking advantage of the multiple different artefact-ecologies which serve as the foundation for the hybrid collaboration. Instead of striving for symmetry, we propose to feature asymmetric conditions in future technology designs for hybrid interaction.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139928146","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Exploiting Physical Referent Features as Input for Multidimensional Data Selection in Augmented Reality 利用物理参照物特征作为增强现实中多维数据选择的输入
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-02-20 DOI: 10.1145/3648613
Gary Perelman, Marcos Serrano, Emmanuel Dubois
{"title":"Exploiting Physical Referent Features as Input for Multidimensional Data Selection in Augmented Reality","authors":"Gary Perelman, Marcos Serrano, Emmanuel Dubois","doi":"10.1145/3648613","DOIUrl":"https://doi.org/10.1145/3648613","url":null,"abstract":"<p>Embedding data into the physical environment using augmented reality (AR) is a practical approach for data visualization as it offers a large and flexible display space on or around the physical referent, i.e. the physical object to which the data is related. Yet current interaction in such context is often performed using cumbersome dedicated devices, tiring mid-air gestures or awkward on-body input. In this paper, we investigate the use of the physical referent itself as a support for input interaction with an embedded space-time cube (STC) representation. Hence, we first identify the most promising mappings between the physical features of the referent (edges, faces, corners) and the STC dimensions. Then, we design three data selection techniques using the physical referent and compare them to mid-air gestures when performing selection tasks on the STC. Overall, our work demonstrates that using the physical referent to support input interaction with embedded data representations is an efficient and comfortable approach for data selection in standing and sitting situations.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-02-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139925692","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-Schematic Metaphors? 指导包容性互动系统的设计:年轻人和老年人使用相同的图像-示意图隐喻吗?
IF 3.7 2区 计算机科学
ACM Transactions on Computer-Human Interaction Pub Date : 2024-02-17 DOI: 10.1145/3648618
Jingyi Li, Nathan Crilly, Per Ola Kristensson
{"title":"Guiding the Design of Inclusive Interactive Systems: Do Younger and Older Adults Use the Same Image-Schematic Metaphors?","authors":"Jingyi Li, Nathan Crilly, Per Ola Kristensson","doi":"10.1145/3648618","DOIUrl":"https://doi.org/10.1145/3648618","url":null,"abstract":"<p>The use of image-schematic metaphors is often promoted for being near-universal across user groups, suggesting that these metaphors have the potential to make novel interactive systems easy to use by both younger and older adults. This study empirically investigates this by eliciting image-schematic metaphors from the spoken language and interaction behaviors of 12 younger adults and 12 older adults undertaking tasks in a technology learning domain. For the first time, we reveal an almost-perfect overlap between image-schematic metaphors used by the younger and older groups, despite the two groups showing significant differences in prior technological knowledge. This finding provides empirical evidence for the near-universality of image-schematic metaphor use across age groups. The study also identifies 37 image-schematic metaphors shared between the two age groups in the technology learning domain to support future design of age-inclusive interactive systems.</p>","PeriodicalId":50917,"journal":{"name":"ACM Transactions on Computer-Human Interaction","volume":null,"pages":null},"PeriodicalIF":3.7,"publicationDate":"2024-02-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139756023","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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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