International Journal of Human-Computer Studies最新文献

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Modeling how menu search strategies develop with experience 模拟菜单搜索策略是如何随着经验发展的
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-31 DOI: 10.1016/j.ijhcs.2025.103615
Gilles Bailly , Daniel Duarte , Antti Oulasvirta , Luis A. Leiva
{"title":"Modeling how menu search strategies develop with experience","authors":"Gilles Bailly ,&nbsp;Daniel Duarte ,&nbsp;Antti Oulasvirta ,&nbsp;Luis A. Leiva","doi":"10.1016/j.ijhcs.2025.103615","DOIUrl":"10.1016/j.ijhcs.2025.103615","url":null,"abstract":"<div><div>To find an item in a menu, users can follow different visual search strategies, such as scanning items one by one (serial search) or trying to remember where the item was (recall search). However, building predictive models of search behavior has turned out to be challenging, because these strategies evolve with practice. To address this challenge, we study theory-inspired models of visual search in linear menus and propose a novel arbitration mechanism to coordinate the adoption of such visual search strategies. Given a menu design and the user’s previous experience with it, our approach predicts <em>when</em> different search strategies (serial, recall, random) will be adopted and <em>which</em> menu item will be fixated next. Our results (1) describe empirical data plausibly with psychologically valid and interpretable models, (2) provide new insights about how search strategies evolve with practice, and (3) show how to infer search strategy from eye tracking data. To sum up, the models provide a foundation to better understand how users learn to scan linear menus.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"205 ","pages":"Article 103615"},"PeriodicalIF":5.1,"publicationDate":"2025-08-31","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145027866","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
Designing child-centric AI learning environments: Insights from an LLM-powered creative project-based learning study 设计以儿童为中心的人工智能学习环境:来自法学硕士支持的创造性项目学习研究的见解
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-28 DOI: 10.1016/j.ijhcs.2025.103602
Siyu Zha , Yuehan Qiao , Qingyu Hu , Zhongsheng Li , Jiangtao Gong , Yingqing Xu
{"title":"Designing child-centric AI learning environments: Insights from an LLM-powered creative project-based learning study","authors":"Siyu Zha ,&nbsp;Yuehan Qiao ,&nbsp;Qingyu Hu ,&nbsp;Zhongsheng Li ,&nbsp;Jiangtao Gong ,&nbsp;Yingqing Xu","doi":"10.1016/j.ijhcs.2025.103602","DOIUrl":"10.1016/j.ijhcs.2025.103602","url":null,"abstract":"<div><div>Creative PBL is Project-Based Learning (PBL) focused on developing creative solutions to real-world challenges, enhancing students’ creative performance. Large language models (LLMs) have been proven to assist in creative tasks, yet much controversy exists regarding their role in empowering children’s creative PBL. This paper explores the potential of LLMs in creative PBL settings, with a special focus on fostering creative learning. To get a context-enriched perspective from both students and mentors, we designed and conducted an LLM-powered creative PBL study and collected real learning process data as well as post-learning interview data. We began with a exploratory observation involving 12 middle school students and identified five design considerations for LLM applications in PBL. Building on this, we developed an LLM-powered, 48-hour PBL program and conducted a study with 31 middle school students. The findings of the multi-stakeholders’ interview indicated that LLMs can enhance every stage of PBL. Additionally, we also discovered ambivalent perspectives among students and mentors toward LLM usage. Furthermore, we explored the challenges and design implications of integrating LLMs into PBL and reflected on the program. By bridging AI advancements into educational practice, our work aims to inspire further discourse and investigation into harnessing AI’s potential in child-centric educational settings.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103602"},"PeriodicalIF":5.1,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144917868","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
Modeling persistence behavior in serious games: A human-centered approach using in-game and text replays 模拟严肃游戏中的持久行为:使用游戏内和文本回放的以人为本的方法
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-28 DOI: 10.1016/j.ijhcs.2025.103601
Manuel J. Gomez, Mariano Albaladejo-González, Félix J. García Clemente, José A. Ruipérez-Valiente
{"title":"Modeling persistence behavior in serious games: A human-centered approach using in-game and text replays","authors":"Manuel J. Gomez,&nbsp;Mariano Albaladejo-González,&nbsp;Félix J. García Clemente,&nbsp;José A. Ruipérez-Valiente","doi":"10.1016/j.ijhcs.2025.103601","DOIUrl":"10.1016/j.ijhcs.2025.103601","url":null,"abstract":"<div><div>Serious Games (SGs) have gained attention as powerful educational tools because of their potential to provide reliable assessments and evaluate hard-to-measure constructs and competencies that are difficult to capture using traditional forms of assessment. Specifically, this study presents a human-centered approach to model and detect persistence — a key component of successful learning outcomes — in the context of SGs. With this purpose in mind, we developed a comprehensive rubric to characterize persistence behaviors in SGs. To design the rubric, we identified a set of persistence profiles and characteristics from previous literature and elaborated a general rubric for identifying persistence behaviors at the level of individual attempts. These characteristics were then mapped onto measurable features within Shadowspect, the SG used for data collection. Following this rubric, two annotators manually labeled 1,374 level attempts from 64 students using two visualization methods: in-game and text replays. With a comprehensive dataset of 2,748 labeled attempts, we trained and evaluated Machine Learning (ML) models for each type of replay to classify persistence behaviors across four categories: <em>Persistence</em>, <em>Non-persistence</em>, <em>Unproductive persistence</em>, and <em>No behavior</em>. Our results indicate that while text-based replays enable efficient annotation with promising performance, in-game replays may provide finer detail for certain complex behaviors, highlighting the strengths and limitations of each visualization method. This work contributes the use of SGs for assessment, illustrating a transparent and adaptable AI-driven approach that enhances reliability and user-centered insights, highlighting the complementary role of human input in optimizing AI-based models to achieve meaningful, user-centered assessments in education.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103601"},"PeriodicalIF":5.1,"publicationDate":"2025-08-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144913791","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
Designing for social impact: Understanding the social dynamics of interactive projections for public well-being 为社会影响而设计:了解公共福祉的互动预测的社会动态
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-27 DOI: 10.1016/j.ijhcs.2025.103596
David Struzek, Hala Elshawa, Lars Müller, Dave Randall, Peter Tolmie, Claudia Müller
{"title":"Designing for social impact: Understanding the social dynamics of interactive projections for public well-being","authors":"David Struzek,&nbsp;Hala Elshawa,&nbsp;Lars Müller,&nbsp;Dave Randall,&nbsp;Peter Tolmie,&nbsp;Claudia Müller","doi":"10.1016/j.ijhcs.2025.103596","DOIUrl":"10.1016/j.ijhcs.2025.103596","url":null,"abstract":"<div><div>Our research, part of a larger study on exercise and well-being, focuses on the use of interactive artefacts in public spaces. Our findings suggest that many people have concerns about exercising in public due to inhibitions, insecurities, and social anxiety, which can affect behaviour in this context. Both well-being and physical mobility — the desired outcome — can be improved by new opportunities for activity, especially after the COVID-19 pandemic. The implementation of technological innovations, especially interactive ones, seems to be promising when it comes to encouraging active lifestyles and mobility in public places. Through its exploration of physical activity, this research unveils the social aspects inherent in the use of interactive projection in urban public spaces. We took an “in-the-wild” approach and conducted public studies using a research through design methodology. We found that while interactive projections can stimulate physical activity, effectiveness and acceptance are significantly influenced by interpersonal behaviours. Thus, changes in social interactions among different stakeholder groups could be observed both inside and outside the interaction space. This work highlights the need for future studies to consider visible and invisible social dynamics in the design and use of interactive public systems.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"205 ","pages":"Article 103596"},"PeriodicalIF":5.1,"publicationDate":"2025-08-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145027838","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
Using Augmented Reality on the go: Understanding the effects of mobility on user performance and subjective workload across eye, head, and hand ray pointing 在旅途中使用增强现实:了解移动性对用户性能的影响以及眼睛、头部和手部光线指向的主观工作量
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-26 DOI: 10.1016/j.ijhcs.2025.103597
Yonghwan Shin , Augusto Esteves , Ian Oakley
{"title":"Using Augmented Reality on the go: Understanding the effects of mobility on user performance and subjective workload across eye, head, and hand ray pointing","authors":"Yonghwan Shin ,&nbsp;Augusto Esteves ,&nbsp;Ian Oakley","doi":"10.1016/j.ijhcs.2025.103597","DOIUrl":"10.1016/j.ijhcs.2025.103597","url":null,"abstract":"<div><div>Augmented Reality (AR) HMDs are the latest iteration in wearable computing, and the lightweight and portable form factors currently emerging are particularly suited for mobile use — they offer the potential for seamless, discreet, and contextual information to users on the go. Despite this potential, studies of input on HMDs rarely consider mobility issues. This paper seeks to rectify this omission in the context of ray pointing, one of the most essential and general-purpose input modalities in this space. We present the first study (N=24) contrasting user performance on HMDs across <em>eye</em>, <em>head</em>, and <em>hand</em> ray pointing while standing and walking, for both dwell and pinch gesture activations. Our results indicate walking is highly disruptive to interactions with conventional HMD UIs — in general, success rates fall precipitously while selection times rise steeply while users walk. Variations in performance between modalities and activation techniques shed light on how input techniques that are more resilient to motion could be constructed. Building on these findings, we discuss design considerations for ray pointing and interface and interaction technique designs for HMDs that may be better suited to mobile scenarios.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103597"},"PeriodicalIF":5.1,"publicationDate":"2025-08-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144913857","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
KneeEcho Box: A real-time sonification interface for improving temporal precision in ballet training 膝回声盒:一个实时超声接口,用于提高芭蕾训练的时间精度
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-25 DOI: 10.1016/j.ijhcs.2025.103603
Yanitza Stambor, Concepción Valdez, Monica Tentori
{"title":"KneeEcho Box: A real-time sonification interface for improving temporal precision in ballet training","authors":"Yanitza Stambor,&nbsp;Concepción Valdez,&nbsp;Monica Tentori","doi":"10.1016/j.ijhcs.2025.103603","DOIUrl":"10.1016/j.ijhcs.2025.103603","url":null,"abstract":"<div><div>In ballet, synchronizing movement with music is essential for both technical precision and expressive performance. However, younger dancers often struggle with abstract concepts such as timing due to the lack of continuous, personalized feedback in traditional instruction. This paper introduces KneeEcho Box, an interactive sonification interface for ballet training that uses real-time computer vision to track knee movements during the plié and translates them into MIDI-based xylophone tones, reminiscent of a music box. KneeEcho Box was evaluated in a between-subjects study with 22 young ballet dancers. Results show that sonification enhanced movement precision, spatiotemporal awareness, and user engagement, particularly among younger participants. These findings suggest that integrating interactive auditory feedback into ballet practice can enrich traditional instruction and open new avenues for research at the intersection of human–computer interaction and the performing arts.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103603"},"PeriodicalIF":5.1,"publicationDate":"2025-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144904594","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
Effects of interaction modalities and emotional states on user’s perceived empathy with an LLM-based embodied conversational agent 基于llm的具身会话代理交互方式和情绪状态对用户共情感知的影响
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-25 DOI: 10.1016/j.ijhcs.2025.103585
Yang Gao , Yangbin Dai , Guangtao Zhang , Honglei Guo , Aimin Hao , Shuai Li
{"title":"Effects of interaction modalities and emotional states on user’s perceived empathy with an LLM-based embodied conversational agent","authors":"Yang Gao ,&nbsp;Yangbin Dai ,&nbsp;Guangtao Zhang ,&nbsp;Honglei Guo ,&nbsp;Aimin Hao ,&nbsp;Shuai Li","doi":"10.1016/j.ijhcs.2025.103585","DOIUrl":"10.1016/j.ijhcs.2025.103585","url":null,"abstract":"<div><div>The rise of multimodal interaction and virtual human technologies has diversified the forms of interaction between humans and conversational agents (CAs). Recent advances in Artificial Intelligence (AI) technologies, particularly Large Language Models (LLMs), have significantly enhanced the ability of CAs to empathize with humans. However, there remains a gap in understanding how the user experiences in human–agent interaction are impacted by advanced virtual humans, multimodal AI-generated techniques and user’s initial emotional states. Particularly, how the advanced techniques influence users’ perceived empathy and subsequent emotional states. Thus, we focus on investigating the effects of interaction modalities and users’ initial emotional states on users’ perceived empathy and subsequent emotional states. We created an Embodied Conversational Agent (ECA) MetaChatBot by integrating the advanced LLMs and multimodal AI-generated techniques (e.g. text, voice, gestures, and facial expressions) with MetaHuman. We conducted a within-subjects 3 × 3 experiment with 36 participants. The experimental results with subject and objective measures revealed that MetaChatBot has achieved higher levels of users’ perceived empathy and more intense emotional impacts compared to text-based interaction. Additionally, differences in initial emotional states (happy, neutral, sad) significantly influence users’ perceived affective empathy, with higher levels observed in the happy and sad states. These two initial emotional states also lead to participants maintaining or increasing the social distance between humans and ECAs. This study advances the theoretical understanding of empathy in human–agent interaction by offering empirical evidence specifically within the context of LLM-based ECA in VR. Our findings contribute valuable insights into enhancing users’ perceived empathy in the human-ECA interaction and offer practical suggestions for ECA designers.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103585"},"PeriodicalIF":5.1,"publicationDate":"2025-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144896470","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
Qualitative insights into cognitive, affective and behavioral coping responses to corporate surveillance 对公司监控的认知、情感和行为应对反应的定性见解
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-23 DOI: 10.1016/j.ijhcs.2025.103614
Claire M. Segijn , Joanna Strycharz
{"title":"Qualitative insights into cognitive, affective and behavioral coping responses to corporate surveillance","authors":"Claire M. Segijn ,&nbsp;Joanna Strycharz","doi":"10.1016/j.ijhcs.2025.103614","DOIUrl":"10.1016/j.ijhcs.2025.103614","url":null,"abstract":"<div><div>Technological developments have changed information and communication in society by extending the possibilities to collect, process, and share internet user data to optimize communication. This widespread data collection results in companies being one of the main sources of surveillance. The current study explores internet user experiences and coping with corporate surveillance on the cognitive, affective, and behavioral level. Semi-structured interviews were conducted with 22 U.S. adults. The results show that corporate surveillance is mostly understood as the data collection by corporations/advertisers online. Online behavioral advertising is the most commonly given example of an instance of surveillance, followed by devices listening (i.e., conversation-related advertising). Regarding affective coping, we observed a ‘surveillance paradox’ as internet users are positive, negative or indifferent about corporate surveillance. Internet users employ different privacy protection measures as well as chilling effects in the form of limiting media ownership, minimizing use, information search, and information sharing. The latter is an ethical consequence of corporate surveillance and might have negative consequences for the autonomy of internet users and subsequently impact the companies that rely on internet user data.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"205 ","pages":"Article 103614"},"PeriodicalIF":5.1,"publicationDate":"2025-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145050629","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
Understanding the inference and design of haptic experiences 理解触觉体验的推理和设计
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-20 DOI: 10.1016/j.ijhcs.2025.103598
Tor-Salve Dalsgaard, Joanna Bergström, Kasper Hornbæk
{"title":"Understanding the inference and design of haptic experiences","authors":"Tor-Salve Dalsgaard,&nbsp;Joanna Bergström,&nbsp;Kasper Hornbæk","doi":"10.1016/j.ijhcs.2025.103598","DOIUrl":"10.1016/j.ijhcs.2025.103598","url":null,"abstract":"<div><div>Haptic experiences – technology-mediated experiences of touch – are complex and enigmatic; they are intertwined with the user’s motivations, context, and past experiences and are deeply interwoven with other sensory modalities. To better understand such experiences, we develop the Inference-Design Model for Haptic Experience. The model separates stimulus, sensation, and experience and identifies two diametrical processes: inference and design. Inference is the cognitive process through which humans interpret a sensory environment, while design involves the creation of such a sensory environment. Grounded in philosophical, neuroscientific, and psychological literature, we discuss the formation of haptic experiences facilitated through the structure and components of the Inference-Design Model. We use the model to present six key observations about the inference of haptic experiences and the design processes that enable them. The observations and their implications for researchers contribute to a fundamental understanding of haptic experiences in a model-centric research paradigm.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103598"},"PeriodicalIF":5.1,"publicationDate":"2025-08-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144893197","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
Multifractality in typing as a marker of fatigue 作为疲劳标志的打字多重分形
IF 5.1 2区 计算机科学
International Journal of Human-Computer Studies Pub Date : 2025-08-16 DOI: 10.1016/j.ijhcs.2025.103595
Dan Bennett, Anne Roudaut, Oussama Metatla
{"title":"Multifractality in typing as a marker of fatigue","authors":"Dan Bennett,&nbsp;Anne Roudaut,&nbsp;Oussama Metatla","doi":"10.1016/j.ijhcs.2025.103595","DOIUrl":"10.1016/j.ijhcs.2025.103595","url":null,"abstract":"<div><div>Multifractality is a property of biological signals that is informative about the effectiveness of behavioural coordination. Since fatigue is known to undermine the ability to coordinate behavioural resources, we hypothesise that multifractal signatures may function as effective markers of fatigue. To further this line of research we conduct a study to investigate the association between fatigue and multifractal signatures during typing. We observe that multifractality in keystroke timings is significantly lower after exposure to a mentally fatiguing task, and that multifractal properties correlate with the degree of self-reported fatigue. We discuss the implications of this research for the development of unobtrusive, low cost fatigue monitoring and interventions, noting that multifractal analysis requires only the capture of input behaviour for the task, and that multifractality has been observed in a range of task-directed behaviours, not only typing. This points to the potential to infer fatigue via existing commodity input hardware, in a range of tasks.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"204 ","pages":"Article 103595"},"PeriodicalIF":5.1,"publicationDate":"2025-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144878970","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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