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Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes 在参与式建筑设计过程中使用 Metaverse 工具的挑战与机遇
Virtual Worlds Pub Date : 2024-07-10 DOI: 10.3390/virtualworlds3030015
Provides Ng, Sara Eloy, Micaela Raposo, Alberto Fernández González, Nuno Pereira da Silva, Marcos Figueiredo, Hira Zuberi
{"title":"Challenges and Opportunities of Using Metaverse Tools for Participatory Architectural Design Processes","authors":"Provides Ng, Sara Eloy, Micaela Raposo, Alberto Fernández González, Nuno Pereira da Silva, Marcos Figueiredo, Hira Zuberi","doi":"10.3390/virtualworlds3030015","DOIUrl":"https://doi.org/10.3390/virtualworlds3030015","url":null,"abstract":"Participatory design emerges as a proactive approach involving different stakeholders in design and decision-making processes, addressing diverse values and ensuring outcomes align with users’ needs. However, the inadequacy of engaging stakeholders with a spatial experience can result in uninformed and, consequently, unsuccessful design solutions in a built environment. This paper explores how metaverse tools can help enhance participatory design by providing new collaborative opportunities via networked 3D environments. A hybrid format (online and in situ) co-creation process was documented and analysed, targeting public space design in London, Hong Kong, and Lisbon. The participants collaborated to address a set of design requirements via a tailored metaverse space, following a six-step methodology (Tour, Discuss, Rate, Define, Action, and Show and Tell). The preliminary results indicated that non-immersive metaverse tools help strengthen spatial collaboration through user perspective simulations, introducing novel interaction possibilities within design processes. The technology’s still-existing technical limitations may be tackled with careful engagement design, iterative reviews, and participants’ feedback. The experience documented prompts a reflection on the role of architects in process design and mediating multi-stakeholder collaboration, contributing to more inclusive, intuitive, and informed co-creation.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"33 36","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141659416","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
Geometric Fidelity Requirements for Meshes in Automotive Lidar Simulation 汽车激光雷达仿真对网格几何保真度的要求
Virtual Worlds Pub Date : 2024-07-03 DOI: 10.3390/virtualworlds3030014
Christopher Goodin, Marc N. Moore, Daniel W. Carruth, Zachary Aspin, John Kaniarz
{"title":"Geometric Fidelity Requirements for Meshes in Automotive Lidar Simulation","authors":"Christopher Goodin, Marc N. Moore, Daniel W. Carruth, Zachary Aspin, John Kaniarz","doi":"10.3390/virtualworlds3030014","DOIUrl":"https://doi.org/10.3390/virtualworlds3030014","url":null,"abstract":"The perception of vegetation is a critical aspect of off-road autonomous navigation, and consequentially a critical aspect of the simulation of autonomous ground vehicles (AGVs). Representing vegetation with triangular meshes requires detailed geometric modeling that captures the intricacies of small branches and leaves. In this work, we propose to answer the question, “What degree of geometric fidelity is required to realistically simulate lidar in AGV simulations?” To answer this question, in this work we present an analysis that determines the required geometric fidelity of digital scenes and assets used in the simulation of AGVs. Focusing on vegetation, we use a comparison of the real and simulated perceived distribution of leaf orientation angles in lidar point clouds to determine the number of triangles required to reliably reproduce realistic results. By comparing real lidar scans of vegetation to simulated lidar scans of vegetation with a variety of geometric fidelities, we find that digital tree models (meshes) need to have a minimum triangle density of >1600 triangles per cubic meter in order to accurately reproduce the geometric properties of lidar scans of real vegetation, with a recommended triangle density of 11,000 triangles per cubic meter for best performance. Furthermore, by comparing these experiments to past work investigating the same question for cameras, we develop a general “rule-of-thumb” for vegetation mesh fidelity in AGV sensor simulation.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"69 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141683291","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
A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF) 基于虚拟现实游戏的干预措施,以提高新加坡民防部队(SCDF)消防受训人员的压力心态和工作表现
Virtual Worlds Pub Date : 2024-07-01 DOI: 10.3390/virtualworlds3030013
Muhammad Akid Durrani Bin Imran, Cherie Shu Yun Goh, N. V, Meyammai Shanmugham, Hasan Kuddoos, Chen Huei Leo, Bina Rai
{"title":"A Virtual Reality Game-Based Intervention to Enhance Stress Mindset and Performance among Firefighting Trainees from the Singapore Civil Defence Force (SCDF)","authors":"Muhammad Akid Durrani Bin Imran, Cherie Shu Yun Goh, N. V, Meyammai Shanmugham, Hasan Kuddoos, Chen Huei Leo, Bina Rai","doi":"10.3390/virtualworlds3030013","DOIUrl":"https://doi.org/10.3390/virtualworlds3030013","url":null,"abstract":"This research paper investigates the effectiveness of a virtual reality (VR) game-based intervention using real-time biofeedback for stress management and performance among fire-fighting trainees from the Singapore Civil Defence Force (SCDF). Forty-seven trainees were enrolled in this study and randomly assigned into three groups: control, placebo, and intervention. The participants’ physiological responses, psychological responses, and training performances were evaluated during specific times over the standard 22-week training regimen. Participants from the control and placebo groups showed a similar overall perceived stress profile, with an initial increase in the early stages that was subsequently maintained over the remaining training period. Participants from the intervention group had a significantly lower level of perceived stress compared to the control and placebo groups, and their stress-is-enhancing mindset was significantly increased before the game in week 12 compared to week 3. Cortisol levels remained comparable between pre-game and post-game for the placebo group at week 12, but there was a significant reduction in cortisol levels post-game in comparison to pre-game for the intervention group. The biofeedback data as a measurement of root mean square of successive differences (RMSSD) during the gameplay were also significantly increased at week 12 when compared to week 3. Notably, the intervention group had a significant improvement in the final exercise assessment when compared to the control based on the participants’ role as duty officers. In conclusion, a VR game-based intervention with real-time biofeedback shows promise as an engaging and effective way of training firefighting trainees to enhance their stress mindset and reduce their perceived stress, which may enable them to perform better in the daily emergencies that they respond to.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"142 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141708263","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
Exploring Dynamic Difficulty Adjustment Methods for Video Games 探索电子游戏的动态难度调整方法
Virtual Worlds Pub Date : 2024-06-07 DOI: 10.3390/virtualworlds3020012
Nicholas P. Fisher, Arun K. Kulshreshth
{"title":"Exploring Dynamic Difficulty Adjustment Methods for Video Games","authors":"Nicholas P. Fisher, Arun K. Kulshreshth","doi":"10.3390/virtualworlds3020012","DOIUrl":"https://doi.org/10.3390/virtualworlds3020012","url":null,"abstract":"Maintaining player engagement is pivotal for video game success, yet achieving the optimal difficulty level that adapts to diverse player skills remains a significant challenge. Initial difficulty settings in games often fail to accommodate the evolving abilities of players, necessitating adaptive difficulty mechanisms to keep the gaming experience engaging. This study introduces a custom first-person-shooter (FPS) game to explore Dynamic Difficulty Adjustment (DDA) techniques, leveraging both performance metrics and emotional responses gathered from physiological sensors. Through a within-subjects experiment involving casual and experienced gamers, we scrutinized the effects of various DDA methods on player performance and self-reported game perceptions. Contrary to expectations, our research did not identify a singular, most effective DDA strategy. Instead, findings suggest a complex landscape where no one approach—be it performance-based, emotion-based, or a hybrid—demonstrably surpasses static difficulty settings in enhancing player engagement or game experience. Noteworthy is the data’s alignment with Flow Theory, suggesting potential for the Emotion DDA technique to foster engagement by matching challenges to player skill levels. However, the overall modest impact of DDA on performance metrics and emotional responses highlights the intricate challenge of designing adaptive difficulty that resonates with both the mechanical and emotional facets of gameplay. Our investigation contributes to the broader dialogue on adaptive game design, emphasizing the need for further research to refine DDA approaches. By advancing our understanding and methodologies, especially in emotion recognition, we aim to develop more sophisticated DDA strategies. These strategies aspire to dynamically align game challenges with individual player states, making games more accessible, engaging, and enjoyable for a wider audience.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":" 29","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141373690","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
An Augmented Reality Application for Wound Management: Enhancing Nurses’ Autonomy, Competence and Connectedness 伤口管理的增强现实应用:提高护士的自主性、能力和联系性
Virtual Worlds Pub Date : 2024-06-03 DOI: 10.3390/virtualworlds3020011
Carina Albrecht-Gansohr, Lara Timm, S. Eimler, Stefan Geisler
{"title":"An Augmented Reality Application for Wound Management: Enhancing Nurses’ Autonomy, Competence and Connectedness","authors":"Carina Albrecht-Gansohr, Lara Timm, S. Eimler, Stefan Geisler","doi":"10.3390/virtualworlds3020011","DOIUrl":"https://doi.org/10.3390/virtualworlds3020011","url":null,"abstract":"The use of Augmented Reality glasses opens up many possibilities in hospital care, as they facilitate treatments and their documentation. In this paper, we present a prototype for the HoloLens 2 supporting wound care and documentation. It was developed in a participatory process with nurses using the positive computing paradigm, with a focus on the improvement of the working conditions of nursing staff. In a qualitative study with 14 participants, the factors of autonomy, competence and connectedness were examined in particular. It was shown that good individual adaptability and flexibility of the system with respect to the work task and personal preferences lead to a high degree of autonomy. The availability of the right information at the right time strengthens the feeling of competence. On the one hand, the connection to patients is increased by the additional information in the glasses, but on the other hand, it is hindered by the unusual appearance of the device and the lack of eye contact. In summary, the potential of Augmented Reality glasses in care was confirmed, and approaches for a well-being-centered system design were identified but, at the same time, a number of future research questions, including the effects on patients, were also identified.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"42 43","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-06-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141270385","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
Tactile Speech Communication: Reception of Words and Two-Way Messages through a Phoneme-Based Display 触觉语言交流:通过电话显示屏接收词语和双向信息
Virtual Worlds Pub Date : 2024-05-07 DOI: 10.3390/virtualworlds3020010
Jaehong Jung, Charlotte M. Reed, J. S. Martínez, Hong Z. Tan
{"title":"Tactile Speech Communication: Reception of Words and Two-Way Messages through a Phoneme-Based Display","authors":"Jaehong Jung, Charlotte M. Reed, J. S. Martínez, Hong Z. Tan","doi":"10.3390/virtualworlds3020010","DOIUrl":"https://doi.org/10.3390/virtualworlds3020010","url":null,"abstract":"The long-term goal of this research is the development of a stand-alone tactile device for the communication of speech for persons with profound sensory deficits as well as for applications for persons with intact hearing and vision. Studies were conducted with a phoneme-based tactile display of speech consisting of a 4-by-6 array of tactors worn on the dorsal and ventral surfaces of the forearm. Unique tactile signals were assigned to the 39 English phonemes. Study I consisted of training and testing on the identification of 4-phoneme words. Performance on a trained set of 100 words averaged 87% across the three participants and generalized well to a novel set of words (77%). Study II consisted of two-way messaging between two users of TAPS (TActile Phonemic Sleeve) for 13 h over 45 days. The participants conversed with each other by inputting text that was translated into tactile phonemes sent over the device. Messages were identified with an accuracy of 73% correct in conjunction with 82% of the words. Although rates of communication were slow (roughly 1 message per minute), the results obtained with this ecologically valid procedure represent progress toward the goal of a stand-alone tactile device for speech communication.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"70 5","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141003367","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
Story Starter: A Tool for Controlling Multiple Virtual Reality Headsets with No Active Internet Connection 故事启动器:在无活动互联网连接的情况下控制多个虚拟现实头显的工具
Virtual Worlds Pub Date : 2024-04-08 DOI: 10.3390/virtualworlds3020009
Andy T. Woods, Laryssa Whittaker, Neil Smith, Robert Ispas, Jackson Moore, Roderick D. Morgan, James Bennett
{"title":"Story Starter: A Tool for Controlling Multiple Virtual Reality Headsets with No Active Internet Connection","authors":"Andy T. Woods, Laryssa Whittaker, Neil Smith, Robert Ispas, Jackson Moore, Roderick D. Morgan, James Bennett","doi":"10.3390/virtualworlds3020009","DOIUrl":"https://doi.org/10.3390/virtualworlds3020009","url":null,"abstract":"Immersive events are becoming increasingly popular, allowing multiple people to experience a range of VR content simultaneously. Onboarders help people do VR experiences in these situations. Controlling VR headsets for others without physically having to put them on first is an important requirement here, as it streamlines the onboarding process and maximizes the number of viewers. Current off-the-shelf solutions require headsets to be connected to a cloud-based app via an active internet connection, which can be problematic in some locations. To address this challenge, we present Story Starter, a solution that enables the control of VR headsets without an active internet connection. Story Starter can start, stop, and install VR experiences, adjust device volume, and display information such as remaining battery life. We developed Story Starter in response to the UK-wide StoryTrails tour in the summer of 2022, which was held across 15 locations and attracted thousands of attendees who experienced a range of immersive content, including six VR experiences. Story Starter helped streamline the onboarding process by allowing onboarders to avoid putting the headset on themselves to complete routine tasks such as selecting and starting experiences, thereby minimizing COVID risks. Another benefit of not needing an active internet connection was that our headsets did not automatically update at inconvenient times, which we have found sometimes to break experiences. Converging evidence suggests that Story Starter was well-received and reliable. However, we also acknowledge some limitations of the solution and discuss several next steps we are considering.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"133 S230","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140731366","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
APIs in the Metaverse—A Systematic Evaluation 元宇宙中的应用程序接口--系统性评估
Virtual Worlds Pub Date : 2024-04-08 DOI: 10.3390/virtualworlds3020008
Marius Traub, Markus Weinberger
{"title":"APIs in the Metaverse—A Systematic Evaluation","authors":"Marius Traub, Markus Weinberger","doi":"10.3390/virtualworlds3020008","DOIUrl":"https://doi.org/10.3390/virtualworlds3020008","url":null,"abstract":"One of the most critical challenges for the success of the Metaverse is interoperability amongst its virtual platforms and worlds. In this context, application programming interfaces (APIs) are essential. This study analyzes a sample of 15 Metaverse platforms. In the first step, the availability of publicly accessible APIs was examined. For those platforms offering an API, i.e., Decentraland, Second Life, Voxels, Roblox, Axie Infinity, Upland, and VRChat, the available API contents were collected, analyzed, and presented in the paper. The results show that only a few Metaverse platforms offer APIs at all. In addition, the available APIs are very diverse and heterogeneous. Information is somewhat fragmented, requiring access to several APIs to compile a comprehensive data set. Thus, standardized APIs will enable better interoperability and foster a more seamless and immersive user experience in the Metaverse.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"49 2","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-04-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140730268","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
Motion Capture in Mixed-Reality Applications: A Deep Denoising Approach 混合现实应用中的动作捕捉:深度去噪方法
Virtual Worlds Pub Date : 2024-03-11 DOI: 10.3390/virtualworlds3010007
André Correia Gonçalves, Rui Jesus, Pedro Jorge
{"title":"Motion Capture in Mixed-Reality Applications: A Deep Denoising Approach","authors":"André Correia Gonçalves, Rui Jesus, Pedro Jorge","doi":"10.3390/virtualworlds3010007","DOIUrl":"https://doi.org/10.3390/virtualworlds3010007","url":null,"abstract":"Motion capture is a fundamental technique in the development of video games and in film production to animate a virtual character based on the movements of an actor, creating more realistic animations in a short amount of time. One of the ways to obtain this movement from an actor is to capture the motion of the player through an optical sensor to interact with the virtual world. However, during movement some parts of the human body can be occluded by others and there can be noise caused by difficulties in sensor capture, reducing the user experience. This work presents a solution to correct the motion capture errors from the Microsoft Kinect sensor or similar through a deep neural network (DNN) trained with a pre-processed dataset of poses offered by Carnegie Mellon University (CMU) Graphics Lab. A temporal filter is implemented to smooth the movement, given by a set of poses returned by the deep neural network. This system is implemented in Python with the TensorFlow application programming interface (API), which supports the machine learning techniques and the Unity game engine to visualize and interact with the obtained skeletons. The results are evaluated using the mean absolute error (MAE) metric where ground truth is available and with the feedback of 12 participants through a questionnaire for the Kinect data.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"14 S1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140253216","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
Real-Time Diminished Reality Application Specifying Target Based on 3D Region 基于 3D 区域指定目标的实时弱现实应用
Virtual Worlds Pub Date : 2024-03-04 DOI: 10.3390/virtualworlds3010006
Kaito Kobayashi, Masanobu Takahashi
{"title":"Real-Time Diminished Reality Application Specifying Target Based on 3D Region","authors":"Kaito Kobayashi, Masanobu Takahashi","doi":"10.3390/virtualworlds3010006","DOIUrl":"https://doi.org/10.3390/virtualworlds3010006","url":null,"abstract":"Diminished reality (DR) is a technology in which a background image is overwritten on a real object to make it appear as if the object has been removed from real space. This paper presents a real-time DR application that employs deep learning. A DR application can remove objects inside a 3D region defined by a user in images captured using a smartphone. By specifying the 3D region containing the target object to be removed, DR can be realized for targets with various shapes and sizes, and the specified target can be removed even if the viewpoint changes. To achieve fast and accurate DR, a suitable network was employed based on the experimental results. Additionally, the loss function during the training process was improved to enhance completion accuracy. Then, the operation of the DR application at 10 fps was verified using a smartphone and a laptop computer.","PeriodicalId":510662,"journal":{"name":"Virtual Worlds","volume":"79 20","pages":""},"PeriodicalIF":0.0,"publicationDate":"2024-03-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140080186","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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