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Optimizing experiential learning in science education: The role of two-tier testing in digital game-based learning 优化科学教育中的体验式学习:双层测试在数字游戏学习中的作用
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-08 DOI: 10.1016/j.entcom.2025.100960
Minkai Wang , Jingdong Zhu , Hanjie Gu , Jie Zhang , Dan Wu , Peijuan Wang
{"title":"Optimizing experiential learning in science education: The role of two-tier testing in digital game-based learning","authors":"Minkai Wang ,&nbsp;Jingdong Zhu ,&nbsp;Hanjie Gu ,&nbsp;Jie Zhang ,&nbsp;Dan Wu ,&nbsp;Peijuan Wang","doi":"10.1016/j.entcom.2025.100960","DOIUrl":"10.1016/j.entcom.2025.100960","url":null,"abstract":"<div><div>Science education aims to cultivate students’ scientific literacy, problem-solving abilities, and critical thinking skills through engaging and effective instructional approaches. However, traditional teaching methods often struggle to foster deep conceptual understanding and sustained interest in scientific learning. To address these challenges, digital game-based learning (DGBL) has emerged as a promising approach, providing an enjoyable, interactive, and immersive environment that enables students to experience and apply scientific knowledge in authentic contexts. Building upon this foundation, this study explores the effectiveness of two-tier test-based digital game-based learning (TT-DGBL), which integrates diagnostic assessments within a game environment to identify and correct students’ misconceptions through adaptive feedback. A quasi-experimental design was employed to compare the impact of TT-DGBL and conventional DGBL on academic performance and flow experience among sixth-grade students. Additionally, lag sequential analysis was conducted to examine students’ behavioral patterns in the game-based learning process. The findings indicate that TT-DGBL significantly enhances students’ academic performance and flow experience, while also promoting positive and sustained learning behaviors more effectively than conventional DGBL. These results suggest that incorporating two-tier testing into DGBL can serve as an effective strategy for fostering deeper engagement and conceptual understanding in science education.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100960"},"PeriodicalIF":2.8,"publicationDate":"2025-05-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143928930","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Immediate or delayed? The impact of temporal discounting on the choice of payment schemes in mobile games 立即还是延迟?时间折扣对手机游戏中付费方案选择的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-06 DOI: 10.1016/j.entcom.2025.100965
Chang Ma, Jingbo Shao
{"title":"Immediate or delayed? The impact of temporal discounting on the choice of payment schemes in mobile games","authors":"Chang Ma,&nbsp;Jingbo Shao","doi":"10.1016/j.entcom.2025.100965","DOIUrl":"10.1016/j.entcom.2025.100965","url":null,"abstract":"<div><div>To incentivize in-game payments, mobile game operators frequently offer payment schemes with additional bonuses. Grounded in temporal discounting theory, this study investigates how design features of in-game payment schemes influence users’ payment intentions and preferences for different payment schemes. Focusing on two prevalent incentive formats—immediate versus delayed bonuses—we developed a theoretical framework examining the psychological mechanisms underlying users’ preference formation. Through an online experiment incorporating a temporal discounting task (N = 332), we empirically tested the proposed framework. The results revealed three critical design features significantly affect users’ adoption of payment schemes with delayed bonuses: (1) bonus delay duration, (2) discount magnitude relative to payment schemes with immediate bonuses, and (3) required payment scales. Given the potential advantages of payment schemes with delayed bonuses for enhancing user retention and loyalty, we further proposed and tested two design optimization strategies. The experimental findings demonstrated that both displaying the total amount of delayed bonuses and increasing the initial installment bonus effectively promote users’ preference for payment schemes with delayed bonuses. Furthermore, our analysis reveals that the level of incentives applied to delayed bonus payment schemes can serve as a critical boundary condition, potentially determining the effectiveness of these optimization strategies.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100965"},"PeriodicalIF":2.8,"publicationDate":"2025-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143924496","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Purr-ogrammed love: A narrative review of virtual pets 呼噜声编程的爱:虚拟宠物的叙事回顾
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100958
Michaela Dodd , Allan Fowler , Danielle Lottridge
{"title":"Purr-ogrammed love: A narrative review of virtual pets","authors":"Michaela Dodd ,&nbsp;Allan Fowler ,&nbsp;Danielle Lottridge","doi":"10.1016/j.entcom.2025.100958","DOIUrl":"10.1016/j.entcom.2025.100958","url":null,"abstract":"<div><div>In the ‘90s <em>Tamagotchi</em> (Tamagotchi, 1996) and virtual pets were cultural touchstones of the personal computer and handheld game console revolutions. Despite continued popularity, virtual pets remain under-researched. A narrative review was conducted to identify key themes in the literature surrounding virtual pets. 45 articles were included. Reflexive thematic analysis identified six major themes: life and death, health and habits, capitalism and consumption, gender, toys and play, and ethics. Virtual pets serve purposes beyond entertainment, including managing physical and emotional well-being and aiding in learning. Virtual pet gameplay is also seen to challenge normative notions of productivity and purpose. This review brings together decades of academic interest in virtual pets across disciplines to better understand their enduring cultural significance.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100958"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143924498","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience 游戏化数字治疗减少儿童围手术期焦虑:探索多感官互动体验
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100962
Su Wang , Yuelin Liu , Xiaoxue Mei , Jiangnan Li
{"title":"Gamified digital therapy for reducing perioperative anxiety in children: Exploring multi-sensory interactive experience","authors":"Su Wang ,&nbsp;Yuelin Liu ,&nbsp;Xiaoxue Mei ,&nbsp;Jiangnan Li","doi":"10.1016/j.entcom.2025.100962","DOIUrl":"10.1016/j.entcom.2025.100962","url":null,"abstract":"<div><div>Children often experience high levels of anxiety during the perioperative period, resulting in affecting the treatment outcome. Gamified digital therapy has been as a promising approach, however, many popular tools have not been designed for accurately meet the needs of children. This study uses a combination of qualitative and quantitative user research to clarify the relationship between children’s requirements, multisensory design elements (visual, audio, tactile), and intervention measure, and proposes the game’s intervention mechanics. Based on it, we propose a gamified interventions system based on multisensory interactive experiences intervenes for children. Lastly, prototype implementation and randomized controlled experiments were assessed the usability and validity of proposed system. The result showed that 30 children scheduled for treatment a were randomly divided into either the control or gamification group. According to EEG results (0.67 vs. 0.70; 0.69 vs. 0.42; 0.67 vs. 0.38), children using the system showed significantly lower about reducing 42 % levels of anxiety, compared to children who received regular medical treatment (without gamified intervention). Meanwhile, parent satisfaction (M = 4.27); m-YPAS anxiety scale in gamification group (Cohen’s = 2.809). We confirmed that the system can be considered a new and effective tool for reducing children’s anxiety in perioperative period.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100962"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143924497","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Notion meta-learner: A technique for few-shot learning in music genre recognition 概念元学习者:一种用于音乐体裁识别的小片段学习技术
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100961
Jinhong Shi , Francisco Hernando-Gallego , Diego Martín , Mohammad Khishe
{"title":"Notion meta-learner: A technique for few-shot learning in music genre recognition","authors":"Jinhong Shi ,&nbsp;Francisco Hernando-Gallego ,&nbsp;Diego Martín ,&nbsp;Mohammad Khishe","doi":"10.1016/j.entcom.2025.100961","DOIUrl":"10.1016/j.entcom.2025.100961","url":null,"abstract":"<div><div>This paper presents the notion of <em>meta</em>-learner (NML), an innovative <em>meta</em>-learning methodology designed to enhance the performance of few-shot learning (FSL) regarding the recognition of music genres. Current FSL techniques frequently encounter difficulties due to the absence of organized representations and low capacity for generalization, which impede their efficacy in practical scenarios. The NML <em>meta</em>-learner overcomes these obstacles by acquiring the ability to learn across notion dimensions that humans can understand, thus improving its capacity for generalization and interpretability. Instead of gaining knowledge in a combined and disorganized metric space, the notion <em>meta</em>-learner acquires knowledge by mapping high-level notions into partially organized metric spaces. This technique allows for the efficient integration of several notion learners. We assessed the performance of NMLFSL by utilizing the GTZAN dataset and comparing employing seven different benchmarks. The experimental outcomes show that the NML performs superior to current FSL approaches in tasks that include recognizing music genres with only one or five examples, thereby demonstrating its potential to improve the current state of the art in this field. In addition, ablation experiments assess the influence of essential variables, offering valuable information about the effectiveness of the suggested method. NMLFSL is a notable advancement in using <em>meta</em>-learning to enhance the reliability and precision of music genre recognition (MGR) systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100961"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143928929","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Enhancing auction experiences: Game dynamics and customer experience design 提升拍卖体验:游戏动态与客户体验设计
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-05-05 DOI: 10.1016/j.entcom.2025.100959
Li Siqi , Mohd Nor Akmal Khalid , Hiroyuki Iida
{"title":"Enhancing auction experiences: Game dynamics and customer experience design","authors":"Li Siqi ,&nbsp;Mohd Nor Akmal Khalid ,&nbsp;Hiroyuki Iida","doi":"10.1016/j.entcom.2025.100959","DOIUrl":"10.1016/j.entcom.2025.100959","url":null,"abstract":"<div><div>This study explores the relationship between game dynamics and customer experience (CX) design in auction environments, with a particular focus on non-economic game utility and its impact on bidder behavior. Using data from 36 auction events and more than 700 artworks at Christie’s and Sotheby’s (2021–2023), we apply Game Refinement Theory and the Motion in Mind framework to quantify auction dynamics and examine how psychological and social motivations shape participant engagement in English auctions. While financial stakes increase bidders’ focus on maximizing economic returns, our analysis indicates a significant negative correlation between price deviation and auction velocity across all price segments. This suggests that game engagement continues to influence bidder behavior throughout the auction process. Notably, core auction items (highly sought-after pieces) generate strong gravitational effects, drawing bidders’ attention and leading to the neglect of neighboring auction items. Additionally, we employ game design principles and applied psychology theories, such as the Serial Position Effect and the Peak-End Rule, to analyze how auction sequence design impacts the overall customer experience. By strategically structuring auction sequences — such as positioning high-engagement opening items and crafting peak bidding moments — auction houses can optimize bidder participation, engagement, and overall satisfaction.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100959"},"PeriodicalIF":2.8,"publicationDate":"2025-05-05","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143924495","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
A Cyberpunk 2077 perspective on the prediction and understanding of future technology 从赛博朋克2077的角度对未来技术的预测和理解
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-25 DOI: 10.1016/j.entcom.2025.100952
Miguel Bordallo López, Constantino Álvarez Casado
{"title":"A Cyberpunk 2077 perspective on the prediction and understanding of future technology","authors":"Miguel Bordallo López,&nbsp;Constantino Álvarez Casado","doi":"10.1016/j.entcom.2025.100952","DOIUrl":"10.1016/j.entcom.2025.100952","url":null,"abstract":"<div><div>Science fiction and video games have long served as valuable tools for envisioning and inspiring future technological advancements. This position paper investigates the potential of Cyberpunk 2077, a popular science fiction video game, to shed light on the future of technology, particularly in the areas of artificial intelligence, edge computing, augmented humans, and biotechnology. By analyzing the game’s portrayal of these technologies and their implications, we aim to understand the possibilities and challenges that lie ahead. We discuss key themes such as neural links and brain–computer interfaces, multimodal recording systems, virtual and simulated reality, digital representation of the physical world, augmented and AI-based home appliances, smart clothing, and autonomous vehicles. The paper highlights the importance of designing technologies that can coexist with existing preferences and systems, considering the uneven adoption of new technologies. Through this exploration, we emphasize the potential of science fiction and video games like Cyberpunk 2077 as tools for guiding future technological advancements and shaping public perception of emerging innovations.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100952"},"PeriodicalIF":2.8,"publicationDate":"2025-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143892257","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
Towards an immersive experience in tactical sports: A systematic review and future directions for airsoft and paintball 迈向战术运动的沉浸式体验:气弹和彩弹的系统回顾和未来方向
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-17 DOI: 10.1016/j.entcom.2025.100957
Juan J. Sánchez-Gil
{"title":"Towards an immersive experience in tactical sports: A systematic review and future directions for airsoft and paintball","authors":"Juan J. Sánchez-Gil","doi":"10.1016/j.entcom.2025.100957","DOIUrl":"10.1016/j.entcom.2025.100957","url":null,"abstract":"<div><div>Airsoft and paintball are tactical sports that combine physical activity, strategy, and teamwork, fostering a growing recreational and competitive culture. However, technological integration in these sports remains underexplored. This study systematically reviews technological advancements over the past 25 years, focusing on safety, interactivity, and automation to enhance gameplay and reduce risks. Key technologies identified include IoT-enabled smart vests, GPS tracking systems, autonomous turrets, and player monitoring. Additionally, an international survey of field owners highlights strong interest in interactive maps, automated scoring, and real-time mission updates, while also revealing barriers such as high costs, lack of technical knowledge, and infrastructure limitations. The analysis underscores the potential of technology to improve game dynamics, operational efficiency, and industry sustainability while addressing challenges like technical feasibility and accessibility. Furthermore, it explores the impact on business models and player engagement. The study provides actionable recommendations for creating immersive, safe, and inclusive environments, laying the foundation for future research on AI-driven automation, augmented reality applications, and adaptive gaming experiences in both recreational and competitive settings.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100957"},"PeriodicalIF":2.8,"publicationDate":"2025-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143869386","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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
A user-centered design approach for crafting personalized guided meditation 一个以用户为中心的设计方法,用于制作个性化的引导冥想
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-15 DOI: 10.1016/j.entcom.2025.100949
Romain Collaud , Yoann Douillet , Emily Groves , Andreas Sonderegger , Cédric Duchêne , Nicolas Henchoz
{"title":"A user-centered design approach for crafting personalized guided meditation","authors":"Romain Collaud ,&nbsp;Yoann Douillet ,&nbsp;Emily Groves ,&nbsp;Andreas Sonderegger ,&nbsp;Cédric Duchêne ,&nbsp;Nicolas Henchoz","doi":"10.1016/j.entcom.2025.100949","DOIUrl":"10.1016/j.entcom.2025.100949","url":null,"abstract":"<div><div>Interest in technology supporting meditation continues to grow commercially and academically. Commonly, these approaches look at how audio-visual feedback based on physiological indicators can help induce a state of meditation. Haptic feedback is now seen as a promising alternative to audio-visual stimuli for meditation. However, as yet, little work has investigated how to personalize haptic feedback or how to combine it with other feedback modalities, notably audio-visual stimuli. In collaboration with a cognitive neuroscience laboratory, we investigated interactions between users and a haptic meditation device through three design research studies. Preparatory evaluations with 20 participants showed a preference for digital over analog interfaces for parameterization of the haptic meditation device. Based on these preliminary results, we developed a digital interface based on three scenarios of use. Extensive evaluations with 29 participants revealed high usability and aesthetic scores while highlighting different perceived user experience qualities. The final study with 21 participants found that the hedonic and pragmatic preferences depend on both the experience of a user and their age. The work gives new insights into designing multimodal interfaces for meditation which allow for parameterization of haptic feedback parameters, as well as a variety of options for the parameterization approach.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100949"},"PeriodicalIF":2.8,"publicationDate":"2025-04-15","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143869385","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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 online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions 理解网络色情成瘾:对行为影响、筛选工具和治疗干预的系统回顾
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-11 DOI: 10.1016/j.entcom.2025.100956
Wahyu Sutrisno , Muhardi Saputra
{"title":"Understanding online pornography addiction: A systematic review of behavioral impacts, screening tools, and therapeutic interventions","authors":"Wahyu Sutrisno ,&nbsp;Muhardi Saputra","doi":"10.1016/j.entcom.2025.100956","DOIUrl":"10.1016/j.entcom.2025.100956","url":null,"abstract":"<div><div>The rapid development of internet accessibility has intensified concerns regarding online pornography addiction, which significantly impacts individuals’ cognitive, psychological, and social well-being. This systematic literature review aims to comprehensively analyze the types of problematic behaviors associated with online pornography addiction, its most prevalent negative impacts, the screening tools used to identify addiction and effective therapeutic strategies for addressing it. The study retrieved relevant literature from the Scopus database following the PRISMA guidelines. A total of 857 studies were identified, with 55 studies meeting the inclusion and exclusion criteria. The review spans a decade of research from 2013 to 2023, incorporating multidisciplinary perspectives across psychology, neuroscience, health, and sociology.</div><div>The findings reveal that problematic behaviors include impulse-control disorders, social withdrawal, anxiety, and risky sexual behaviors. At the same time, the negative impacts range from declines in executive brain function and cognitive performance to depression, sexual dysfunction, and relationship disharmony. Widely used screening tools include the Problematic Pornography Use Scale (PPUS) and the Internet Sex Screening Test (ISST), which facilitate early detection and profiling. Effective therapeutic interventions, such as Cognitive Behavioral Therapy (CBT), Acceptance Commitment Therapy (ACT), and emerging neuro-interventional approaches like Transcranial Magnetic Stimulation (TMS), show promise in reducing addiction severity.</div><div>By synthesizing these findings, this review not only highlights the multidimensional nature of online pornography addiction but also identifies critical research gaps, particularly regarding its impact on vulnerable populations and long-term therapeutic outcomes. The study provides a robust foundation for future interdisciplinary research and evidence-based interventions to address the challenges posed by online pornography addiction in the digital age.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100956"},"PeriodicalIF":2.8,"publicationDate":"2025-04-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143829788","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"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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