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Lessons learned from experiments with four pedal-based exergames 从四个踏板运动游戏中获得的经验教训
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101018
Alf Inge Wang, Emil Petter Schrøder, Øystein Hammersland, Christian Magnus Rand, Sander Kaalaas Østvik, Aschmirthan Sivaranjan, Sondre Strand Haltbakk, Sigrid Greiff Elnan, Vilde Voss Stabell
{"title":"Lessons learned from experiments with four pedal-based exergames","authors":"Alf Inge Wang,&nbsp;Emil Petter Schrøder,&nbsp;Øystein Hammersland,&nbsp;Christian Magnus Rand,&nbsp;Sander Kaalaas Østvik,&nbsp;Aschmirthan Sivaranjan,&nbsp;Sondre Strand Haltbakk,&nbsp;Sigrid Greiff Elnan,&nbsp;Vilde Voss Stabell","doi":"10.1016/j.entcom.2025.101018","DOIUrl":"10.1016/j.entcom.2025.101018","url":null,"abstract":"<div><div>The rise in sedentary lifestyles is a growing concern, contributing to health issues such as premature mortality, cardiovascular diseases, and type 2 diabetes. A key factor in this trend is a lack of motivation to exercise. Exergames – video games designed to promote physical activity – offer a potential solution by making exercise more engaging. This study explores four pedal-based exergames, each differing in genre, concept, and controls, to assess their impact on gameflow, enjoyment, motivation, replayability, and exercise intensity. The results indicate that these games generally support positive gameflow, enjoyment, and high-intensity exercise while motivating some individuals to be more active. The study also highlights key differences between the games and presents seven design recommendations for future pedal-based exergames.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101018"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145048799","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
Play, watch, create: Unpacking community views on esports, game-related content creation, & gameplay careers 游戏、观看、创造:剖析社区对电子竞技、游戏相关内容创作和游戏职业的看法
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101022
Louise H. Trudgett-Klose , Sarven S. McLinton , Susannah Emery , David H. Gleaves
{"title":"Play, watch, create: Unpacking community views on esports, game-related content creation, & gameplay careers","authors":"Louise H. Trudgett-Klose ,&nbsp;Sarven S. McLinton ,&nbsp;Susannah Emery ,&nbsp;David H. Gleaves","doi":"10.1016/j.entcom.2025.101022","DOIUrl":"10.1016/j.entcom.2025.101022","url":null,"abstract":"<div><div>Despite the growing popularity of gaming content creators, esports, and professional videogaming in research, there is no clear, unified understanding of these concepts. Using a mixed-methods approach, we analysed how members of the gaming community (recreational players, esports players, content creators, and content consumers) defined game-related content, esports, and gameplaying careers. Participants (<em>N</em> = 85) from 18 countries completed an online questionnaire including Likert items and long-response options. We found “game-related content” was an umbrella term comprising <em>information dissemination</em>, <em>vicarious gaming</em>, and <em>competitive content</em> (e.g., esports). We developed the theme <em>season-bound events</em> as key in defining esports. Furthermore, most participants agreed that playing videogames could be a valid career, listing <em>income</em> and <em>exchange of goods and services</em> as their main justifications. This work is a fundamental first step to understanding the nature of gameplay careers, and establishing foundations for organisational classifications, worker rights, and safety policies for this emerging workforce.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101022"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145094859","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
Prevalence of Instagram addiction among Iranians: A countrywide online survey 伊朗人对Instagram上瘾的普遍程度:一项全国范围的在线调查
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101010
Sayed Ali Sharifi Fard , Mark D. Griffiths , Majid Jafari Abesh Ahmad Loo , Afshin Afzali , Golnaz Ali Babaei , Mojtaba Aflaki , Arefeh Bagher Pour
{"title":"Prevalence of Instagram addiction among Iranians: A countrywide online survey","authors":"Sayed Ali Sharifi Fard ,&nbsp;Mark D. Griffiths ,&nbsp;Majid Jafari Abesh Ahmad Loo ,&nbsp;Afshin Afzali ,&nbsp;Golnaz Ali Babaei ,&nbsp;Mojtaba Aflaki ,&nbsp;Arefeh Bagher Pour","doi":"10.1016/j.entcom.2025.101010","DOIUrl":"10.1016/j.entcom.2025.101010","url":null,"abstract":"<div><div>Instagram is the most popular social network platform among Iranians, especially young people. This popularity is due to several factors, including the features and attractiveness of this platform. However, recent research has indicated that for some individuals, excessive use of Instagram can be problematic and has been termed ‘Instagram addiction’ by some scholars. However, most previous studies (including those in Iran) have been small-scale. Therefore, a cross-sectional online survey examined the prevalence of Instagram addiction (using the Persian version of the Instagram Addiction Scale [IAS]) among Iranians (aged 18 to 50 years old) selected by multi-stage cluster sampling (by lottery) in five provincial capitals. The final sample comprised 1854 participants. The results indicated that 23.6 % were classed as having ‘severe’ addiction. The results also showed that IAS scores based on gender (being female) (<em>p</em> &lt; 0.01), age (being younger) (<em>p</em> &lt; 0.01), marital status (being single) (<em>p</em> &lt; 0.01), and occupational status (being a student) (<em>p</em> &lt; 0.01) were significantly different. However, there was no significant difference in IAS scores based on education and economic status (<em>p</em> &gt; 0.05). Regression analysis showed that age (being younger) and marital status (being single) were significant predictors of Instagram addiction. Given the high levels of problematic Instagram use among Iranian adults, education and prevention programs need to be implemented at a national level.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101010"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145026475","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
Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction 儿童、青少年和青少年的智能手机成瘾:绘制新兴趋势和未来方向
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101025
Muhammad Ashraf Fauzi
{"title":"Smartphone addiction among children, adolescents and teenagers: mapping emerging and future direction","authors":"Muhammad Ashraf Fauzi","doi":"10.1016/j.entcom.2025.101025","DOIUrl":"10.1016/j.entcom.2025.101025","url":null,"abstract":"<div><div>This study explores the fundamental knowledge structure of smartphone addiction among young consumers. Smartphone use has been ubiquitous and a norm in today’s society. This phenomenon led to smartphone addiction among users, particularly youngsters, as it imparts negative consequences to their growth, development, and social life. Employing a novel state-of-the-art science mapping approach through bibliometric analysis, the current and future trends of smartphone addiction among young consumers were analyzed. 665 documents were retrieved from the Web of Science (WoS) database and were analyzed using bibliographic coupling and co-word analysis. Four emerging research streams produced: 1) Negative consequences of smartphone addiction among youngsters, 2) Parental phubbing and its impact on adolescent smartphone addiction, 3) Smartphone and social media addiction, and 4) Smartphone addiction scale. At the same time, future trends are related to the risk and impact of smartphone addiction among young consumers.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101025"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145157427","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
Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo 揭示消费者内心——情感诉求对电影营销的影响:来自微博营销内容的证据
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101026
Zhien Piao , Saerom Lee , Hyunmi Baek
{"title":"Revealing consumer hearts − the impact of emotional appeals in movie marketing: evidence from marketer-generated content on Weibo","authors":"Zhien Piao ,&nbsp;Saerom Lee ,&nbsp;Hyunmi Baek","doi":"10.1016/j.entcom.2025.101026","DOIUrl":"10.1016/j.entcom.2025.101026","url":null,"abstract":"<div><div>This study aims to investigate the effectiveness of emotional appeals in driving user engagement with marketer-generated content (MGC), specifically analyzing variations across the pre- and post-release phases of a movie. The study analyzed 23,998 marketing messages from Sina Weibo related to 356 movies released in China. The findings show that emotional appeals in MGC significantly enhance user engagement, with a stronger impact before a movie’s release, especially when audiences lack prior knowledge about the movie. This study contributes to the marketing and film literature by empirically demonstrating the strategic importance of emotional appeals in MGC strategies, particularly during the pre-release period, in effectively capturing audience attention and fostering engagement.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101026"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265876","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
Imputation of missing pixel art character poses with differentiable palette quantization 基于可微调色板量化的缺失像素艺术特征位姿的插值
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101021
Flávio Coutinho , Lucas G.S. Chaves , Luiz Chaimowicz
{"title":"Imputation of missing pixel art character poses with differentiable palette quantization","authors":"Flávio Coutinho ,&nbsp;Lucas G.S. Chaves ,&nbsp;Luiz Chaimowicz","doi":"10.1016/j.entcom.2025.101021","DOIUrl":"10.1016/j.entcom.2025.101021","url":null,"abstract":"<div><div>Designing pixel art character sprites with numerous animation frames is a labor-intensive process that often involves repetitive work. To streamline this task, we propose a method that automates sprite generation, allowing artists to focus on the creative aspects. Our work addresses the challenge of synthesizing a character sprite in a target pose using reference images from other viewing angles. We formulate this as a missing data imputation problem and introduce a generative adversarial network that reconstructs the desired pose from those already available among the back, left, front, and right directions. Unlike baseline models, our proposed generator utilizes all available poses of a character to enhance the quality of the generated image. Additionally, it does not introduce small variations of the same colors and instead produces images that strictly follow a predefined color palette. Crucially, our model ensures adherence to the palette by incorporating a novel operation of differentiable quantization of pixel values, making it suitable for end-to-end training. Compared to baseline models proposed for generating a new pose from a single one, our approach produces images with better FID (34.09% lower) and <span><math><msub><mrow><mi>L</mi></mrow><mrow><mn>1</mn></mrow></msub></math></span> distance to the ground truth (22.66% lower). It also shows superior quality through visual inspection. Additionally, as the generator selects colors from a desired palette, similar to how human artists create pixel art, the generated images are more readily useful, eliminating the need for a post-processing step to restrict the color.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101021"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145157428","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
MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis MUSYNERGY:一个基于神经网络和图形分析的音乐协作发现框架
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-09-01 DOI: 10.1016/j.entcom.2025.101033
Alejandro Fernandez-Sanchez, Pedro J. Navarro, Fernando Terroso-Saenz
{"title":"MUSYNERGY: A framework for music collaboration discovery based on neural networks and graph analysis","authors":"Alejandro Fernandez-Sanchez,&nbsp;Pedro J. Navarro,&nbsp;Fernando Terroso-Saenz","doi":"10.1016/j.entcom.2025.101033","DOIUrl":"10.1016/j.entcom.2025.101033","url":null,"abstract":"<div><div>The music industry has been reshaped by the rise of artist collaborations, driven by digital technologies, streaming platforms, and the globalization of music. While existing research has examined the cultural and commercial impact of collaborations, few efforts have focused on recommendation systems to assist musicians in discovering potential creative partners. Moreover, most approaches rely on proprietary data, limiting scalability and reproducibility. This paper presents MUSYNERGY, a novel framework for music collaboration discovery based on neural networks and graph analysis. MUSYNERGY builds a Heterogeneous Knowledge Graph (HKG) using open data from MusicBrainz, representing relationships among artists, tracks, and musical attributes over five decades. By formulating collaboration discovery as a link prediction task, the system identifies new, plausible collaborations between artists with no prior joint work. This open, scalable framework addresses current limitations in data accessibility and supports innovation, transparency, and cultural exchange in the global music landscape through data-driven collaboration discovery.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101033"},"PeriodicalIF":2.4,"publicationDate":"2025-09-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145265942","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
Verbal harassment detection in online games using machine learning methods 利用机器学习方法检测网络游戏中的言语骚扰
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-08-25 DOI: 10.1016/j.entcom.2025.101009
Helmi Hibatullah , Tuğçe Ballı , E. Fatih Yetkin
{"title":"Verbal harassment detection in online games using machine learning methods","authors":"Helmi Hibatullah ,&nbsp;Tuğçe Ballı ,&nbsp;E. Fatih Yetkin","doi":"10.1016/j.entcom.2025.101009","DOIUrl":"10.1016/j.entcom.2025.101009","url":null,"abstract":"<div><div>Video games have been an inseparable aspect for many throughout their upbringing. The widespread adoption of the internet in the early 2000s has brought video games from the traditional offline media to the online environment. Consequently, people from different parts of the world can play together and communicate in-game with each other. Nowadays, most massively multiplayer online games (MMOs) incorporate voice communication features. Playing video games online with a certain degree of anonymity, along with the ability to verbally communicate with each other, has proven to be a dangerous combination that can breed toxic and abusive behaviors if left unmoderated. This paper proposes a new approach to integrating Whisper, a pre-trained automatic speech recognition (ASR) model, with the well-researched topic of text-based abusive behavior detection. Our proposed verbal harassment detection pipelines yielded an average F-score of 0.899 for all variants tested.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101009"},"PeriodicalIF":2.4,"publicationDate":"2025-08-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144913241","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
Brain-computer interface controlled robotic choreography based on motor imagery EEG 基于运动图像脑电图的脑机接口控制机器人舞蹈
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-08-23 DOI: 10.1016/j.entcom.2025.101016
Jing Li , Xinyi Min , Tian-jian Luo , Haoyang Peng , Huosheng Hu , Shen-rui Wu , Xin-jie Lu , Hua Peng
{"title":"Brain-computer interface controlled robotic choreography based on motor imagery EEG","authors":"Jing Li ,&nbsp;Xinyi Min ,&nbsp;Tian-jian Luo ,&nbsp;Haoyang Peng ,&nbsp;Huosheng Hu ,&nbsp;Shen-rui Wu ,&nbsp;Xin-jie Lu ,&nbsp;Hua Peng","doi":"10.1016/j.entcom.2025.101016","DOIUrl":"10.1016/j.entcom.2025.101016","url":null,"abstract":"<div><div>Brain-computer interface (BCI) provides the ability of the human brain to control external devices directly, and human-robot interaction (HRI) can develop a robot’s autonomous, cognitive, and social abilities. Based on BCI and HRI, this study proposes a brain-controlled robotic choreography approach based on motor imagery, and it belongs to the category of cooperative human-robot dance. Moreover, the whole system includes two parts: offline training and online calibrating. In offline training, a robot-guided experimental paradigm of motor imagery (MI) was first constructed, and electroencephalogram (EEG) samples of MI were collected for training a convolutional neural network (CNN) model. During online calibration, to achieve the robotic choreography, we used a biped humanoid robot named “Yanshee” as the carrier of robotic dance, and the corresponding dance motion library and mapping rules were designed. Based on the well-trained CNN model, a majority voting strategy was used to keep robust recognition, and the recognized MI command was used to drive robotic choreography based on such library and rules. Experimental results have shown an average accuracy of 74.71% for offline classification among seven subjects. Three online controlling strategies have been applied to seven subjects, and an average of 75.40% classification accuracy has been achieved. To measure the brain-controlled robotic choreography, four invited experts gave an overall average score of 7.67 on 21 robotic dance works using a 10-point scale. The constructed framework gives a novel view to integrate science and art, further developing a new entertainment application of social robots.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101016"},"PeriodicalIF":2.4,"publicationDate":"2025-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144895546","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
Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers Twitch vs YouTube:探索同步性如何与游戏视频观众的社交互动和积极情绪相关联
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-08-21 DOI: 10.1016/j.entcom.2025.101014
Seung Woo Chae , Mark Alberta , Sung Hyun Lee
{"title":"Twitch vs YouTube: Exploring how synchronicity is associated with social interaction and positive emotion among gaming video viewers","authors":"Seung Woo Chae ,&nbsp;Mark Alberta ,&nbsp;Sung Hyun Lee","doi":"10.1016/j.entcom.2025.101014","DOIUrl":"10.1016/j.entcom.2025.101014","url":null,"abstract":"<div><div>This study explores how synchronicity is associated with users’ social interaction and positive emotion when watching gaming content on video-based social media platforms. YouTube and Twitch were selected as comparable venues wherein asynchronous and synchronous communication can be observed, respectively. To control the effect of video content, we found a gaming video on YouTube, the content of which had originally been streamed on Twitch. From the identical videos on the two platforms, the asynchronous comments on YouTube and the synchronous chat messages on Twitch were collected. We analyzed the two datasets using the text analysis program LIWC. The results showed that users are more likely to use social words in the asynchronous setting than in the synchronous setting. Meanwhile, positive emotion was more frequently observed in Twitch’s synchronous texts compared to YouTube’s asynchronous texts. These findings suggest the possibility that Twitch users are more like eSports spectators than chatters.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101014"},"PeriodicalIF":2.4,"publicationDate":"2025-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144888792","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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