Entertainment Computing最新文献

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Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge 是否有更好的方法来评估综艺节目的价值?整合数据和知识的双重驱动法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-04 DOI: 10.1016/j.entcom.2025.100951
Yuan Ni , Xiaona Li , Yudong Gao , Jian Zhang , Pengfei Han
{"title":"Is there a better approach to assessing the value of variety shows? A dual-driven method integrating data and knowledge","authors":"Yuan Ni ,&nbsp;Xiaona Li ,&nbsp;Yudong Gao ,&nbsp;Jian Zhang ,&nbsp;Pengfei Han","doi":"10.1016/j.entcom.2025.100951","DOIUrl":"10.1016/j.entcom.2025.100951","url":null,"abstract":"<div><div>Variety shows have achieved significant success in cross-border copyright trading, attracting considerable attention from international investors. There is a need for a method that can effectively integrate data and knowledge to evaluate the diverse values of variety shows, thereby assisting international investors in selecting the most suitable variety shows for investment. In light of this, this study analyzes the formation mechanism of the comprehensive value of variety shows based on media ecosystem theory, and subsequently constructs a three-dimensional value assessment index system covering the “media level, economic level, and social level”. Simultaneously, the study addresses the practical need for data-based assessment, employing a dual-driven approach that integrates data and knowledge. The result is the construction of the LDC-GV model, facilitating a comprehensive evaluation of the value of variety shows. In this study, we systematically gathered data on pop-up comments and derivative evaluations for 20 cross-platform variety shows, totaling 301,994 items. These data were utilized for empirical evaluation, and we conducted a methodological analysis in comparison with the knowledge-driven and data-driven approaches. The empirical results demonstrate that the dual-driven method, combining knowledge and data, can comprehensively and objectively assess the overall value of variety shows more effectively than the other two approaches. This method not only mitigates ambiguity and randomness in the assessment process but also yields a more reliable and accurate ranking of variety shows. The study delves into diverse perspectives and methodologies for evaluating the value of variety shows, with the overarching aim of providing decision support for the international copyright trade of such shows.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100951"},"PeriodicalIF":2.8,"publicationDate":"2025-04-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143815082","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
From pixels to choices: Understanding the influence of video games on decision-making skills 从像素到选择:理解电子游戏对决策技能的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-03 DOI: 10.1016/j.entcom.2025.100953
A. Martínez-Maldonado
{"title":"From pixels to choices: Understanding the influence of video games on decision-making skills","authors":"A. Martínez-Maldonado","doi":"10.1016/j.entcom.2025.100953","DOIUrl":"10.1016/j.entcom.2025.100953","url":null,"abstract":"<div><div>In recent years, the influence of the use of video games on cognition has been studied. However, there is no agreement on the way in which they affect processes such as decision making. Therefore, the aim of this paper is to study the impact of habitual video game use on decision making from a somatic marker perspective. For this study, a total of 46 healthy participants were recruited and grouped according to their frequency of video game use: Frequent Gamers Group (FG; n = 20) and Non-Gamers Group (NG; n = 26). The decision-making from the somatic marker perspective was assessed with the Iowa Gambling Task paradigm. Total task performance (TTP), decisions under conditions of ambiguity (DCA) and decisions under risk conditions (DRC) were analyzed using Student’s <em>t</em>-test for independent samples. After analyzing the results, it was observed that the FG group performed significantly better in the TTP and DCA variables compared to the NG group. The results could be reflecting how the habitual use of video games could be influencing the ability to make decisions. Hence, this seems to be produced by the anticipated establishment of the somatic marker under ambiguity conditions, which favors more advantageous decisions in general.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100953"},"PeriodicalIF":2.8,"publicationDate":"2025-04-03","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143776741","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
The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving 便利与隐私之间的取舍:与智能汽车共享个人数据,换取驾驶便利
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100950
Irina Ervits, Julia Maintz
{"title":"The trade-off between convenience and privacy: Sharing personal data with intelligent vehicles in exchange for convenient driving","authors":"Irina Ervits,&nbsp;Julia Maintz","doi":"10.1016/j.entcom.2025.100950","DOIUrl":"10.1016/j.entcom.2025.100950","url":null,"abstract":"<div><div>This research focuses on the trade-off between data privacy and the convenience of using modern, built-in automobile infotainment systems as a precursor to intelligent vehicles. Our research approach involves a survey with experimental elements. Various dimensions of consumers’ ‘convenience of use’ and ‘openness to sharing data’ were identified via focus groups and incorporated into the survey of a sample of young consumers. The conceptual model was tested using structural equation modelling in SmartPLS 4. The main finding is the positive relationship between ‘convenience of use’ and ‘openness to sharing data’ implying the wiliness of young consumers to forgo privacy concerns in exchange of higher levels of perceived convenience. The warning given to the experimental group about the potential risk to data privacy did not solicit the expected response, as both the experimental and the control groups were equally willing to exchange their personal data for the convenience of using modern infotainment systems. The main contribution of this empirical study is in pursuing a nomological framework to conceptualize and develop an original scale for the ‘convenience of use’ and ‘openness to sharing data’ constructs. To our knowledge, this is the first study to focus on the convenience/data privacy trade-off applied to modern infotainment systems. Modern infotainment systems are the heralds of intelligent vehicles and more automated modes of transportation. Today consumers frequently exchange their data for convenience, so the legal and ethical boundaries of data-sharing in the context of infotainment systems must be discussed.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100950"},"PeriodicalIF":2.8,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143785789","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision 革命性的多媒体游戏即服务(GaaS)语言教育:用于计算机视觉的增强型多接入边缘计算和混合现实技术
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-04-01 DOI: 10.1016/j.entcom.2025.100954
G.A Senthil , R. Prabha
{"title":"A revolutionizing multimedia game as a service (GaaS) language education: Enhanced Multi-Access edge computing and mixed reality for computer vision","authors":"G.A Senthil ,&nbsp;R. Prabha","doi":"10.1016/j.entcom.2025.100954","DOIUrl":"10.1016/j.entcom.2025.100954","url":null,"abstract":"<div><div>The influence of games in today’s world is vast and multifaceted, impacting various aspects of society and individual lives. This proposal presents an innovative language acquisition technique based on a Game-as-a-Service (GaaS) platform. The concept builds on the capabilities of Mixed Reality (MR) and Multi-Access Edge Computing (MEC) to create an interactive and personalized learning environment. Imagine immersing yourself in virtual worlds, conversing with AI-driven characters, and receiving rapid responses via computer vision analysis. This GaaS paradigm has the potential to turn language learning into an engaging and extremely efficient undertaking by enabling tailored learning experiences, increasing accessibility, and creating a collaborative learning environment. Consider a situation in which learners immerse themselves in virtual environments, converse with AI-powered characters, and receive rapid feedback via computer vision analysis. This novel GaaS paradigm has the potential to alter language learning, making it not only engaging but also extremely efficient. The emphasis is on personalizing learning experiences to individual tastes, increasing accessibility, and creating a collaborative learning environment that goes beyond standard language teaching approaches. The combination of MR and MEC technologies creates a dynamic platform that exceeds traditional language learning methods. By combining the immersive nature of virtual worlds with AI-driven interactions and real-time feedback systems, learners may have a more holistic and engaging language acquisition experience. This novel GaaS model envisions a future in which language learning is more than simply a work, but a joyful and social experience tailored to each learner’s specific requirements.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100954"},"PeriodicalIF":2.8,"publicationDate":"2025-04-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143776742","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
Analyzing product design system application children’s toys based on sustainable materials and processes 基于可持续材料和工艺的儿童玩具产品设计系统应用分析
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-29 DOI: 10.1016/j.entcom.2025.100947
Chen Yadou , Rosnah Shamsudin , Intan Syafinaz Mohamed Amin Tawakkal , Rosalam Che Me , Mohd Salahuddin Mohd Basri
{"title":"Analyzing product design system application children’s toys based on sustainable materials and processes","authors":"Chen Yadou ,&nbsp;Rosnah Shamsudin ,&nbsp;Intan Syafinaz Mohamed Amin Tawakkal ,&nbsp;Rosalam Che Me ,&nbsp;Mohd Salahuddin Mohd Basri","doi":"10.1016/j.entcom.2025.100947","DOIUrl":"10.1016/j.entcom.2025.100947","url":null,"abstract":"<div><div>Sustainability is a key factor in social development, aligning with the United Nations Sustainable Development Goals (SDGs), particularly SDG 12 (Responsible Consumption and Production), SDG 9 (Industry, Innovation, and Infrastructure), and SDG 3. Integrating sustainability into toy design supports the industry’s growth while contributing to broader societal progress. As a key aspect of product design, toy design offers emotional value, fosters creativity, and responds to evolving consumer demands. As the emphasis on environmental sustainability continues to grow, the pursuit of sustainable practices across industries, toy design included, continues to rise. This paper reviews the theoretical research and practical applications of sustainable toy design, focusing on both materials and manufacturing processes. It explores the role of sustainability in toy design, emphasizing its impact on product value, longevity, and societal benefits.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100947"},"PeriodicalIF":2.8,"publicationDate":"2025-03-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143799476","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
Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games 用于在面向社交网络的角色扮演游戏中创建智能代理的多代理强化学习
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-28 DOI: 10.1016/j.entcom.2025.100941
Francisco Martinez-Gil, Eduard Gil-Magraner
{"title":"Multi-Agent Reinforcement Learning for creating intelligent agents in social networks-oriented role playing games","authors":"Francisco Martinez-Gil,&nbsp;Eduard Gil-Magraner","doi":"10.1016/j.entcom.2025.100941","DOIUrl":"10.1016/j.entcom.2025.100941","url":null,"abstract":"<div><div>We present a study for building intelligent Non-Playable Characters (NPCs) that act autonomously as main characters in a hand-to-hand combat-themed Role-playing game (RPG). These types of games are very popular in social networking platforms such as Discord, Amino and WhatsApp. Our work aims for creating intelligent characters that learn individual and collaborative game skills behaving as true opponents for human players. We select three reinforcement learning (RL) algorithms (DQN, PPO and QMIX) to be used with different multi-agent approaches: centralized, totally decentralized and centralized training with decentralized execution (CTDE). First, we assess their performance in NPCs against NPCs fighting with a battery of learning tasks varying the configurations of the fighting groups. Secondly, we suggest a learning strategy that separates the fighting learning in two independent processes for each agent: attack and defense, giving better results than learning a single process for the whole combat. Lastly, we present an analysis of human vs. NPC combats and groups of human vs. groups of NPCs based on the number of victories and a Likert scale survey, concluding that our intelligent agents behave better than an average human player.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100941"},"PeriodicalIF":2.8,"publicationDate":"2025-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143747664","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Analyzing cross-platform gaming experiences using topic modeling 使用主题建模分析跨平台游戏体验
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-24 DOI: 10.1016/j.entcom.2025.100946
Youngju Sim , Tae-Sun Chung , Inyoung Park
{"title":"Analyzing cross-platform gaming experiences using topic modeling","authors":"Youngju Sim ,&nbsp;Tae-Sun Chung ,&nbsp;Inyoung Park","doi":"10.1016/j.entcom.2025.100946","DOIUrl":"10.1016/j.entcom.2025.100946","url":null,"abstract":"<div><div>Due to variations in platform characteristics and user preferences, user experience (UX) differs across platforms, and research on the UX of cross-platform games remains in its early stages. Accordingly, cross-platform games should be tailored to each platform’s unique characteristics. However, few studies have adequately considered these differences for cross-platform games. Given the unique concepts and content of cross-platform games, as well as the evolving technologies and user needs specific to each platform, it is essential to explore how each platform influences UX. To address this gap, we employed text-mining techniques to analyze UX from cross-platform reviews of <em>Among Us</em>. We identified 12 topics, four of which overlap between platforms. Our findings revealed that users on different platforms preferred distinct methods of chat and social interaction. PC users favored voice chat more than mobile users and expressed a higher demand for social communication. In purchasing patterns, PC users tend to prioritize additional content, such as expansions or downloadable content (DLC), while mobile users are more interested in character customization options. This suggests that developers should tailor strategies to each platform’s unique user preferences and behaviors to satisfy users across multiple platforms.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100946"},"PeriodicalIF":2.8,"publicationDate":"2025-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143716338","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
Using gamification to enhance learning: A college course case study 利用游戏化促进学习:一个大学课程案例研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100942
Chih-Chien Wang , Shu-Chen Chang , Yu Han Yu
{"title":"Using gamification to enhance learning: A college course case study","authors":"Chih-Chien Wang ,&nbsp;Shu-Chen Chang ,&nbsp;Yu Han Yu","doi":"10.1016/j.entcom.2025.100942","DOIUrl":"10.1016/j.entcom.2025.100942","url":null,"abstract":"<div><div>Gamification means using game design elements, such as rules, structure, voluntary participation, uncertain outcomes, conflict, decision-making, and outcomes, in non-game contexts. The study compares the differences in learning outcomes and engagement between gamified and traditional instruction methods in university classrooms. Two groups of university students were taught by the same teacher, using the same materials and exams but with different teaching designs. The experimental group used the gamified software Classcraft for assignments, which involved points, badges, leaderboards, and social and entertaining game features, while the control group used traditional lectures and assignments. The results showed a significant improvement in the exam scores of the experimental group of gamified instruction compared to the control group of traditional lecture instruction.</div><div>Additionally, the study found that gamified instruction has several positive effects, such as reducing learning stress, increasing course enjoyment, and enhancing both in-class engagement and after-school learning motivation. Gamified instruction enhances learning engagement, which positively influences academic performance and increases the range of improvement. This study provides empirical evidence for using gamified teaching in university education and discusses the design principles and practical applications of gamified teaching. The study concludes that gamification can be used in university classrooms to improve student engagement and learning performance.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100942"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143759880","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 a deeper understanding of localization as a game development process: Game studio studies in Sweden and China 深入理解游戏开发过程中的本土化:对瑞典和中国游戏工作室的研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100944
Marcus Toftedahl
{"title":"Towards a deeper understanding of localization as a game development process: Game studio studies in Sweden and China","authors":"Marcus Toftedahl","doi":"10.1016/j.entcom.2025.100944","DOIUrl":"10.1016/j.entcom.2025.100944","url":null,"abstract":"<div><div>This paper presents field studies conducted at two indie game development companies – one in Sweden and one in China. The study aims to provide a deeper understanding of the complex nature of indie game development and how indie game developers using a self-publishing business model work with game localization as a part of the development process. The research is guided by the research question “ How do indie game developers prioritize and work with game localization as a development process?” explored from three perspectives: the strategic perspective, where the decisions behind the localization are in focus; the development perspective, exploring the development processes; and the product perspective, using a participatory observation method. The results<!--> <!-->indicate that game localization is a task among several important tasks, and by omitting to plan for localization can impact the game developed severely. An organizational model of<!--> <!-->indie game development companies is presented, highlighting the many different development tasks needed to be handled either by using internal or external competences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100944"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143697802","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Assessing player engagement in local indie games: A qualitative study of affective game design elements 评估本地独立游戏的玩家粘性:情感游戏设计元素的定性研究
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-03-22 DOI: 10.1016/j.entcom.2025.100945
Yiing Y’ng Ng , Robert Jeyakumar Nathan , Chee Weng Khong
{"title":"Assessing player engagement in local indie games: A qualitative study of affective game design elements","authors":"Yiing Y’ng Ng ,&nbsp;Robert Jeyakumar Nathan ,&nbsp;Chee Weng Khong","doi":"10.1016/j.entcom.2025.100945","DOIUrl":"10.1016/j.entcom.2025.100945","url":null,"abstract":"<div><div>This paper presents the insights and categories of affective game design elements that are crucial for engaging local independent (indie) games. In recent years, the game industry has grown rapidly with the rising focus on studying emotion in video games, particularly in the indie game sector. Indie game success relies on visibility in elite platforms, driving local indie developers to prioritize high-quality games to compete globally. Thus, creating games that provide an enjoyable and engaging experience for diverse players is crucial. The emotions that player experience during the game is the key to keep them in the state of flow while fostering high immersion and engagement. Affective user-centered design (AUCD) plays a vital role in enhancing the player engagement by influencing player emotional experience and meeting their desires while engaging with the game design components. This study employs an observational approach to explore affective game design elements in indie games within the Malaysian context. The findings provide a clearer understanding of how these games engage local gamers and offer deeper insights into the essential elements for successful local indie game development, including their impact on player engagement, immersion, and gameplay involvement.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"54 ","pages":"Article 100945"},"PeriodicalIF":2.8,"publicationDate":"2025-03-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143716336","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":3,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
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