Multimodal Technologies and Interaction最新文献

筛选
英文 中文
Optical Rules to Mitigate the Parallax-Related Registration Error in See-Through Head-Mounted Displays for the Guidance of Manual Tasks 在用于指导手动任务的透视头戴式显示器中减少与视差相关的注册误差的光学规则
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2024-01-04 DOI: 10.3390/mti8010004
Vincenzo Ferrari, N. Cattari, S. Condino, F. Cutolo
{"title":"Optical Rules to Mitigate the Parallax-Related Registration Error in See-Through Head-Mounted Displays for the Guidance of Manual Tasks","authors":"Vincenzo Ferrari, N. Cattari, S. Condino, F. Cutolo","doi":"10.3390/mti8010004","DOIUrl":"https://doi.org/10.3390/mti8010004","url":null,"abstract":"Head-mounted displays (HMDs) are hands-free devices particularly useful for guiding near-field tasks such as manual surgical procedures. See-through HMDs do not significantly alter the user’s direct view of the world, but the optical merging of real and virtual information can hinder their coherent and simultaneous perception. In particular, the coherence between the real and virtual content is affected by a viewpoint parallax-related misalignment, which is due to the inaccessibility of the user-perceived reality through the semi-transparent optical combiner of the OST Optical See-Through (OST) display. Recent works demonstrated that a proper selection of the collimation optics of the HMD significantly mitigates the parallax-related registration error without the need for any eye-tracking cameras and/or for any error-prone alignment-based display calibration procedures. These solutions are either based on HMDs that projects the virtual imaging plane directly at arm’s distance, or they require the integration on the HMD of additional lenses to optically move the image of the observed scene to the virtual projection plane of the HMD. This paper describes and evaluates the pros and cons of both the suggested solutions by providing an analytical estimation of the residual registration error achieved with both solutions and discussing the perceptual issues generated by the simultaneous focalization of real and virtual information.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"67 23","pages":""},"PeriodicalIF":2.5,"publicationDate":"2024-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139385512","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
Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity 创伤性脑损伤患者注意力缺陷的虚拟现实评估:有效性和生态有效性
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2024-01-03 DOI: 10.3390/mti8010003
A. Malegiannaki, Evangelia Garefalaki, Nikolaos Pellas, M. Kosmidis
{"title":"Virtual Reality Assessment of Attention Deficits in Traumatic Brain Injury: Effectiveness and Ecological Validity","authors":"A. Malegiannaki, Evangelia Garefalaki, Nikolaos Pellas, M. Kosmidis","doi":"10.3390/mti8010003","DOIUrl":"https://doi.org/10.3390/mti8010003","url":null,"abstract":"Early detection is crucial for addressing attention deficits commonly associated with Traumatic brain injury (TBI), informing effective rehabilitation planning and intervention. While traditional neuropsychological assessments have been conventionally used to evaluate attention deficits, their limited ecological validity presents notable challenges. This study explores the efficacy and validity of a novel virtual reality test, the Computerized Battery for the Assessment of Attention Disorders (CBAAD), among a cohort of TBI survivors (n = 20), in comparison to a healthy control group (n = 20). Participants, ranging in age from 21 to 62 years, were administered a comprehensive neuropsychological assessment, including the CBAAD and the Attention Related Cognitive Errors Scale. While variations in attentional performance were observed across age cohorts, the study found no statistically significant age-related effects within either group. The CBAAD demonstrated sensitivity to attentional dysfunction in the TBI group, establishing its value as a comprehensive test battery for assessing attention in this specific population. Regression analyses demonstrated the CBAAD’s effectiveness in predicting real-life attentional errors reported by TBI patients. In summary, the CBAAD demonstrates sensitivity to attentional dysfunction in TBI patients and the ability to predict real-world attentional errors, establishing its value as a comprehensive test battery for assessing attention in this specific population. Its implementation holds promise for enhancing the early identification of attentional impairments and facilitating tailored rehabilitation strategies for TBI patients.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"14 7","pages":""},"PeriodicalIF":2.5,"publicationDate":"2024-01-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139389196","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
Applying Cognitive Load Theory to eLearning of Crafts 将认知负荷理论应用于工艺电子学习
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-29 DOI: 10.3390/mti8010002
Nikolaos Partarakis, X. Zabulis
{"title":"Applying Cognitive Load Theory to eLearning of Crafts","authors":"Nikolaos Partarakis, X. Zabulis","doi":"10.3390/mti8010002","DOIUrl":"https://doi.org/10.3390/mti8010002","url":null,"abstract":"Craft education and training are important for preserving cultural heritage and fostering artisanal skills. However, the pedagogical challenges in this domain are numerous. This research paper presents a comprehensive framework for applying Cognitive Load Theory to enhance craft education and training via eLearning platforms. In this study, practical guidelines based on CLT principles are provided to optimize the instructional design and content delivery. These guidelines scaffold craft learning experiences within eLearning platforms and encompass strategies to manage cognitive load, promote active learning, and facilitate gradual transition. Subsequently, the paper details the implementation of these guidelines within a popular eLearning platform, Moodle, emphasizing its adaptability and utility for craft education. It discusses the customization of Moodle courses to align with the cognitive load management principles, providing a practical blueprint for educators and instructional designers. The research culminates in a case study, wherein the guidelines are applied to a craft eLearning course using Moodle.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 32","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139142533","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
The Role of Haptics in Training and Games for Hearing-Impaired Individuals: A Systematic Review 触觉技术在听障人士培训和游戏中的作用:系统回顾
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-22 DOI: 10.3390/mti8010001
Francesco Ganis, Andrea Gulli, Federico Fontana, Stefania Serafin
{"title":"The Role of Haptics in Training and Games for Hearing-Impaired Individuals: A Systematic Review","authors":"Francesco Ganis, Andrea Gulli, Federico Fontana, Stefania Serafin","doi":"10.3390/mti8010001","DOIUrl":"https://doi.org/10.3390/mti8010001","url":null,"abstract":"Sensory substitution and augmentation are pivotal concepts in multi-modal perception, particularly when confronting the challenges associated with impaired or missing sense rehabilitation. The present systematic review investigates the role of haptics for the hearing impaired in training or gamified activities. We applied a set of keywords to the Scopus® and PubMed® databases, obtaining a collection of 35 manuscripts spanning 23 years. Each article has been categorized following a documented procedure and thoroughly analyzed. Our findings reveal a rising number of studies in this field in the last five years, mostly testing the effectiveness of the developed rehabilitative method (77.14%). Despite a wide variety in almost every category we analyzed, such as haptic devices, body location, and data collection, we report a constant difficulty in recruitment, reflected in the low number of hearing-impaired participants (mean of 8.31). This review found that in all six papers reporting statistically significant positive results, the vibrotactile device in use generated vibrations starting from a sound, suggesting that some perceptual aspects connected to sound are transmittable through touch. This fact provides evidence that haptics and vibrotactile devices could be viable solutions for hearing-impaired rehabilitation and training.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"21 8","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138947158","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 Safe Space for Sharing Feelings”: Perspectives of Children with Lived Experiences of Anxiety on Social Robots "分享感受的安全空间":有焦虑生活经历的儿童对社交机器人的看法
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-15 DOI: 10.3390/mti7120118
Jill A. Dosso, Jaya N. Kailley, Susanna E. Martin, Julie M. Robillard
{"title":"“A Safe Space for Sharing Feelings”: Perspectives of Children with Lived Experiences of Anxiety on Social Robots","authors":"Jill A. Dosso, Jaya N. Kailley, Susanna E. Martin, Julie M. Robillard","doi":"10.3390/mti7120118","DOIUrl":"https://doi.org/10.3390/mti7120118","url":null,"abstract":"Social robots have the potential to support health and quality of life for children experiencing anxiety. We engaged families with lived experiences of pediatric anxiety in social robot development to explore desired design features, application areas, and emotion functionalities of social robots in anxiety care. We conducted 10 online co-creation workshops with (1) children with anxiety aged 7–13 (n = 24) with their family members (n = 20), and (2) youth with anxiety aged 14–18 (n = 12). Workshop participation included a validated robot expectations scale, anonymous polls, and discussion. Transcripts and text responses were subjected to content analysis. A lived experience expert group provided feedback throughout the research. Participants desired a pet-like robot with a soft texture, expressive eyes, and emotion detection to support activities of daily living. Specific anxiety-related applications included breathing exercises, managing distressing thoughts, and encouragement. Emotional alignment, the design of a robot’s emotional display, and the emotional impacts of an interaction were discussed. Privacy and the replacement of human interaction were concerns. We identify pediatric anxiety-specific design features, applications, and affective considerations for existing and future social robots. Our findings highlight the need for customizability and robust emotional functionality in social robot technologies intended to support the health and care of children living with anxiety.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"294 4","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138996841","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
Authoring Moving Parts of Objects in AR, VR and the Desktop 在 AR、VR 和桌面中制作物体的移动部件
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-13 DOI: 10.3390/mti7120117
Andrés N. Vargas González, Brian Williamson, J. Laviola
{"title":"Authoring Moving Parts of Objects in AR, VR and the Desktop","authors":"Andrés N. Vargas González, Brian Williamson, J. Laviola","doi":"10.3390/mti7120117","DOIUrl":"https://doi.org/10.3390/mti7120117","url":null,"abstract":"Creating digital twins of real objects is becoming more popular, with smartphones providing 3D scanning capabilities. Adding semantics to the reconstructed virtual objects is important to possibly reproduce training scenarios that otherwise could demand significant resources or happen in dangerous scenarios in some cases. The aim of this work is to evaluate the usability of authoring object component behaviors in immersive and non-immersive approaches. Therefore, we present an evaluation of the perceived ease of use to author moving parts of objects under three different conditions: desktop, augmented reality (AR) and virtual reality (VR). This paper provides insights into the perceived benefits and issues that domain experts might encounter when authoring geometrical component behaviors across each interface. A within-subject study is the major contribution of this work, from which is presented an analysis based on the usability, workload and user interface preferences of participants in the study. To reduce confounding variables in the study, we ensured that the virtual objects and the environment used for the evaluation were digital twins of the real objects and the environment that the experiment took place in. Results show that the desktop interface was perceived as more efficient and easier to use based on usability and workload measures. The desktop was preferred for performing component selection but no difference was found in the preference for defining a behavior and visualizing it. Based on these results, a set of recommendations and future directions are provided to achieve a more usable, immersive authoring experience.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"123 3","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139004441","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
Teachers’ Perspectives on Using Augmented-Reality-Enhanced Analytics as a Measure of Student Disengagement 教师对使用增强现实增强分析法衡量学生脱离课堂情况的看法
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-13 DOI: 10.3390/mti7120116
Manjeet Singh, Shaun Bangay, Atul Sajjanhar
{"title":"Teachers’ Perspectives on Using Augmented-Reality-Enhanced Analytics as a Measure of Student Disengagement","authors":"Manjeet Singh, Shaun Bangay, Atul Sajjanhar","doi":"10.3390/mti7120116","DOIUrl":"https://doi.org/10.3390/mti7120116","url":null,"abstract":"There are various ways that teachers manage student disengagement levels during their class lessons, and managing disengagement can be both stressful and challenging, especially since each student is unique. Methods and techniques utilised are specific to teachers’ own experience level, subject knowledge, and teaching styles. We report on the techniques and methods teachers utilise to identify, mitigate, and measure student disengagement during class lessons; the paper presents the results of a mixed-methods, multisession study design comprising gathered qualitative and quantitative data to enable a greater understanding. Eight educators who were full-time educators with varying years of experience from three different schools, who taught or had taught English, maths, and science subjects at the primary school level, participated in this study. The study also observed that teachers used three AR applications and collected valuable feedback on their perspectives by using analytics generated by AR applications to help manage student disengagement. A postsession survey tool was used to gather the perceived importance and ranking of the techniques and methods discussed by the teachers during the previous sessions. The results showed that the majority of teachers deemed spending “Time on Tasks” and giving “Feedback/Reflections” most suited for measuring disengagement, and encouraging “Movement” and use of “Technology” emerged as the most favoured for mitigating disengagement. For utilising AR enhanced analytics in mitigating and measuring student disengagement, the data suggested a difference in perspectives based on teachers’ teaching levels, especially concerning conversations and the use of technology devices. The study did not find conclusive evidence of differences based on teachers’ teaching subjects and there was a notable distinction in building positive relationships among English teachers. This leads to the suggestion that subject-specific pedagogy might influence the perceived effectiveness of using AR-generated analytics in mitigating and measuring student disengagement.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"16 5","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"139005470","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
Sharing Cultural Heritage—The Case of the Lodovico Media Library 共享文化遗产--洛多维克媒体图书馆案例
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-05 DOI: 10.3390/mti7120115
Matteo Al Kalak, Lorenzo Baraldi
{"title":"Sharing Cultural Heritage—The Case of the Lodovico Media Library","authors":"Matteo Al Kalak, Lorenzo Baraldi","doi":"10.3390/mti7120115","DOIUrl":"https://doi.org/10.3390/mti7120115","url":null,"abstract":"The article aims to reflect on the Lodovico media library, a digital repository preserving the digitised cultural heritage of the Emilia-Romagna region. The first part covers the project’s history and the challenges encountered during its setup phase, and we also explore the co-creation approach employed in defining the metadata architecture. The discussion extends by outlining the key features of shared metadata, illustrating their application to diverse digital objects within the Lodovico media library. Following a concise examination of the methodology for collecting/creating data and the initial research findings, the article concludes by highlighting the project’s potential in the realm of automatic handwriting recognition processes.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"3 3","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138598026","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
Enhancing Localization Performance with Extended Funneling Vibrotactile Feedback 利用扩展漏斗式振动反馈提高定位性能
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-05 DOI: 10.3390/mti7120114
Kalliopi Apostolou, Filip Škola, F. Liarokapis
{"title":"Enhancing Localization Performance with Extended Funneling Vibrotactile Feedback","authors":"Kalliopi Apostolou, Filip Škola, F. Liarokapis","doi":"10.3390/mti7120114","DOIUrl":"https://doi.org/10.3390/mti7120114","url":null,"abstract":"This study explores the conventional ‘funneling’ method by introducing two extra locations beyond the virtual reality (VR) controller boundaries, terming it the extended funneling technique. Thirty-two participants engaged in a localization task, with their responses recorded using eye-tracking technology. They were tasked with localizing a virtual ping-pong ball as it bounced both within and outside their virtual hands on a virtual board. Both the experimental and control groups received simultaneous spatial audio and vibrotactile feedback. The experimental group received vibrotactile feedback with extended funneling, while the control group received vibrotactile feedback without funneling for comparison. The results indicate that the experimental group, benefiting from the extended funneling technique, demonstrated a significantly higher accuracy rate (41.79%) in localizing audio–vibrotactile stimuli compared to the control group (28.21%). No significant differences emerged in embodiment or workload scores. These findings highlight the effectiveness of extended funneling for enhancing the localization of sensory stimuli in VR.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":"83 13","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138600324","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
Kids Save Lives by Learning through a Serious Game 儿童通过严肃游戏学习拯救生命
IF 2.5
Multimodal Technologies and Interaction Pub Date : 2023-12-01 DOI: 10.3390/mti7120112
M. Mendoza López, Petronila Mireia Alcaraz Artero, Carlos Truque Díaz, M. Pardo Ríos, J. J. Hernández Morante, Rafael Melendreras Ruíz
{"title":"Kids Save Lives by Learning through a Serious Game","authors":"M. Mendoza López, Petronila Mireia Alcaraz Artero, Carlos Truque Díaz, M. Pardo Ríos, J. J. Hernández Morante, Rafael Melendreras Ruíz","doi":"10.3390/mti7120112","DOIUrl":"https://doi.org/10.3390/mti7120112","url":null,"abstract":"This study focuses on the development and assessment of a serious game for health (SGH) aimed at educating children about cardiopulmonary resuscitation (CPR). A video game was created using the Berkeley Snap platform, which uses block programming. Eye-tracking technology was utilized to validate the graphic design. To assess the tool’s effectiveness, a pre-post analytical study was conducted with primary education children to measure the knowledge acquired. The study involved 52 participants with a mean age of 9 years. The results from a custom questionnaire used to measure their theoretical CPR knowledge showed significant improvements in CPR knowledge after the use of the videogame, and their emotional responses improved as well. The assessment of the knowledge acquired through the video game obtained an average score of 5.25 out of 6. Ten video segments consisting of 500 frames each (20 s of video per segment) were analyzed. Within these segments, specific areas that captured the most relevant interaction elements were selected to measure the child’s attention during game play. The average number of gaze fixations, indicating the points in which the child’s attention was placed within the area of interest, was 361.5 out of 500. In conclusion, the utilization of SGH may be an effective method for educating kids about CPR, to provide them with fundamental knowledge relevant to their age group.","PeriodicalId":52297,"journal":{"name":"Multimodal Technologies and Interaction","volume":" 6","pages":""},"PeriodicalIF":2.5,"publicationDate":"2023-12-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138613066","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
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
相关产品
×
本文献相关产品
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信