Entertainment Computing最新文献

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Social signals and visibility on digital platforms: interpretable evidence from steam on what drives player activity 数字平台上的社交信号和可见性:steam关于驱动玩家活动的可解释证据
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2026-01-05 DOI: 10.1016/j.entcom.2026.101080
Haoran Sun, Mingxi Bie, Zhaoyu Li, Zhaotong Lian
{"title":"Social signals and visibility on digital platforms: interpretable evidence from steam on what drives player activity","authors":"Haoran Sun,&nbsp;Mingxi Bie,&nbsp;Zhaoyu Li,&nbsp;Zhaotong Lian","doi":"10.1016/j.entcom.2026.101080","DOIUrl":"10.1016/j.entcom.2026.101080","url":null,"abstract":"<div><div>We study how public social signals and platform visibility cues—review volume and sentiment, pricing/discounts, and release recency—are associated with concurrent player activity on a large digital game distribution platform (Steam). Using a fully reproducible pipeline, we quantify standardized associations via logistic-regression odds ratios with confidence intervals and complement them with model-agnostic permutation importance and partial dependence profiles. Evaluation uses 5 × 10 repeated stratified cross-validation with out-of-fold predictions, reporting PR-AUC and calibration alongside ROC-AUC to reflect class imbalance and probability reliability. We also derive precision–recall operating thresholds that clarify targeting trade-offs. Across both endpoints, review volume is the strongest correlate; the early post-release window exhibits the largest marginal lift; and pricing shows a non-linear pattern with diminishing returns. Taken together, these results link social proof and visibility-related signals to measurable engagement patterns and yield actionable, testable hypotheses for discovery and promotion timing that can be validated through platform or publisher experimentation. All data/code, the AppID list, and the exact environment file are provided in the <span><span>supplementary</span></span> package to enable full reproduction.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101080"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925119","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 systematic review for 2019–2025 on deep learning models in the film production industry 2019-2025年电影制作行业深度学习模型系统回顾
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-31 DOI: 10.1016/j.entcom.2025.101076
Behnam Yousefimehr , Mehdi Ghatee , Shervin Ghaffari , Arash Arasteh , Parsa Ahmadi , Amirhossein Ghane , Sina Esnaasharieh
{"title":"A systematic review for 2019–2025 on deep learning models in the film production industry","authors":"Behnam Yousefimehr ,&nbsp;Mehdi Ghatee ,&nbsp;Shervin Ghaffari ,&nbsp;Arash Arasteh ,&nbsp;Parsa Ahmadi ,&nbsp;Amirhossein Ghane ,&nbsp;Sina Esnaasharieh","doi":"10.1016/j.entcom.2025.101076","DOIUrl":"10.1016/j.entcom.2025.101076","url":null,"abstract":"<div><div>The integration of artificial intelligence (AI) into film production is fundamentally reshaping cinematic creation. This survey presents a systematic review of deep learning applications in the film industry from 2019 to 2025, analyzing their impact across four core pillars: Scriptwriting, Video Generation, Video Editing, and Music Generation. To overcome the limitations of subjective qualitative reviews, we introduce the <em>Intelligent Multi-Dimensional Paper Scoring Framework (IMPSF)</em>, a novel methodology for the quantitative and reproducible evaluation of scholarly literature. The IMPSF employs a multi-agent system to assess papers across four key dimensions: Technical Innovation, Empirical Rigor, Cinematic Applicability, and Methodological Soundness. A critical innovation is our empirically grounded weighting scheme for these dimensions, optimized on a targeted subset of the S2ORC corpus to reflect performance in cinematic AI workflows. Applied to a curated corpus of 129 publications, the IMPSF identifies and ranks the most significant contributions. Our analysis reveals that AI serves primarily as a powerful augmentative tool, with substantial advancements in each domain driven by technologies like diffusion models, large language models (LLMs), and generative adversarial networks (GANs). This review not only synthesizes the current state of the art but also provides a structured taxonomy, a research roadmap, and a foundational framework for future innovation at the intersection of computational creativity and cinematic artistry.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101076"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883865","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
Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes AI美工对UX设计师基本技能的影响:适应技术变化
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-02 DOI: 10.1016/j.entcom.2025.101064
Chutisant Kerdvibulvech, Kawin Meksumphun
{"title":"Impact of AI Artists on the essential skills of UX designers: Adapting to technological changes","authors":"Chutisant Kerdvibulvech,&nbsp;Kawin Meksumphun","doi":"10.1016/j.entcom.2025.101064","DOIUrl":"10.1016/j.entcom.2025.101064","url":null,"abstract":"<div><div>This research explores the impact of AI artists on the essential skills of UX designers in Thailand, focusing on students and early-career professionals. As AI advances rapidly, it raises questions about which skills remain vital and which may be replaced by AI artists. The study involved in-depth interviews and card sorting analysis with the target group to assess how AI artists influence UX design skills. Results indicate a high likelihood of craft skills being deskilled, while areas like information architecture and design principles may undergo partial deskilling but are unlikely to be fully replaced by AI. The findings aim to offer valuable insights for students, designers, and organizations to adapt to technological changes and enhance UX design skills in response to the rise of AI artists.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101064"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684466","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 mouse’s effect on performance in “balanced” competitive first-person shooters: case evidence from Halo: The Master Chief Collection 鼠标对“平衡”竞争性第一人称射击游戏表现的影响:来自《光晕:士官长合集》的案例证据
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2026-01-11 DOI: 10.1016/j.entcom.2026.101083
Daniel C. Sivertsen
{"title":"The mouse’s effect on performance in “balanced” competitive first-person shooters: case evidence from Halo: The Master Chief Collection","authors":"Daniel C. Sivertsen","doi":"10.1016/j.entcom.2026.101083","DOIUrl":"10.1016/j.entcom.2026.101083","url":null,"abstract":"<div><div>Studies show that mouse and keyboard (MnK) input controls are superior for aiming tasks in first-person shooter (FPS) games compared to gamepad controls. What remains unclear is whether MnK users demonstrate a performance premium in competitive multiplayer games that use performance balancing mechanics like aim-assistance. This case study approaches this gap with player-level gameplay data from <em>Halo: The Master Chief Collection</em>, a multi-input FPS with aim-assistance mechanics for gamepad users. To account for observed differences between input device groups, propensity scores are estimated to match players across a vector of gameplay characteristics. Performance is assessed with three standard FPS metrics: the kills-to-deaths ratio (K/D), the kills-plus-assists-to-deaths ratio (KDA), and the count of total first-place rankings. The 95% confidence intervals for the MnK users’ expected premium in performance ranges from 0.06 to 0.16 (<em>p</em>-value &lt; 0.01) for K/D, 0.06 to 0.21 (&lt;0.01) for KDA, and 10.99 to 59.73 (&lt;0.05) for first-place rankings. These results provide case evidence that MnK users experience performance advantages despite mechanics like aim-assistance and emphasize the need to refine balance in multi-input or cross-platform FPS game design.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101083"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145975915","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
Becoming someone in Esports: Identity, aspiration, and psychological commitment in a digital entertainment ecosystem 成为电子竞技中的佼佼者:数字娱乐生态系统中的身份、抱负和心理承诺
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-11 DOI: 10.1016/j.entcom.2025.101054
Arianna Boldi, Domenico Sanseverino
{"title":"Becoming someone in Esports: Identity, aspiration, and psychological commitment in a digital entertainment ecosystem","authors":"Arianna Boldi,&nbsp;Domenico Sanseverino","doi":"10.1016/j.entcom.2025.101054","DOIUrl":"10.1016/j.entcom.2025.101054","url":null,"abstract":"<div><div>The classification of esports participants remains conceptually fragmented and empirically inconsistent, particularly in informal ecosystems lacking standardized professional criteria. This study examines how individuals involved in the Italian esports scene define their roles, occupational identities, and career aspirations within the precarious and loosely regulated esports market. Drawing on survey data from 297 gamers, including casual gamers and esports participants, we explore differences in gaming practices, digital skills, employment status, and career orientation. Informed by theories of aspirational labor and boundaryless careers, we propose a role-based taxonomy that recognizes functional roles such as administrators, content creators, and hybrid professionals. Esports participants differ from casual gamers in gaming intensity, platform preferences, and digital collaboration skills, but not in employment status or career values. Crucially, perceived professional commitment is more closely tied to functional roles than to gaming frequency. Most esports participants do not consider their engagement economically viable, underscoring the aspirational and precarious nature of esports labor. By situating player self-perceptions within broader dynamics of gaming platforms and digital entertainment, this study advances a context-sensitive model of esports engagement and contributes to comparative research and policy debates on esports and digital entertainment.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101054"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145533012","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 effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations 电子游戏情境和玩家关系对亲社会行为的影响:互惠期望的中介作用
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-01 DOI: 10.1016/j.entcom.2025.101062
Mingchen Wei , Jie Lin , Xu Wang , Shuai Chen , Yanling Liu
{"title":"The effect of video game context and player relationships on prosocial behavior: The mediating role of reciprocal expectations","authors":"Mingchen Wei ,&nbsp;Jie Lin ,&nbsp;Xu Wang ,&nbsp;Shuai Chen ,&nbsp;Yanling Liu","doi":"10.1016/j.entcom.2025.101062","DOIUrl":"10.1016/j.entcom.2025.101062","url":null,"abstract":"<div><div>Although research suggests cooperative game contexts promote prosociality, key gaps remain regarding underlying mechanisms (i.e., reciprocal expectations), moderators (i.e., player relationships), and the confounding effect of violent content in many studies. To address these issues, we conducted two experiments (N = 274) using a neutral video game to compare cooperative, competitive, and single-player contexts, measuring prosocial behavior via a give-some dilemma task. Results demonstrated that the cooperative context significantly increased prosocial behavior compared to the other two contexts, an effect partially mediated by heightened reciprocal expectations. Conversely, the competitive context did not significantly decrease prosocial behavior, and while friends were more prosocial than strangers overall, player relationship did not moderate the context’s effect. These findings underscore the robust positive impact of cooperative game design and suggest that the negative effects of competition may be contingent on factors like violent content, rather than being inherent to competition itself.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101062"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684465","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
Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students 基于大学生实际情况的游戏诱发幸福量表的编制与验证
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-28 DOI: 10.1016/j.entcom.2025.101063
Masanori Fukui , Wanda Nugroho Yanuarto , Subuh Anggoro , Eng Tek Ong , Khar Thoe Ng
{"title":"Development and validation of a Game-Induced Happiness Scale (GIHS) based on the actual conditions of university students","authors":"Masanori Fukui ,&nbsp;Wanda Nugroho Yanuarto ,&nbsp;Subuh Anggoro ,&nbsp;Eng Tek Ong ,&nbsp;Khar Thoe Ng","doi":"10.1016/j.entcom.2025.101063","DOIUrl":"10.1016/j.entcom.2025.101063","url":null,"abstract":"<div><div>Online games are growing rapidly, but their impact on players’ well-being has not been sufficiently studied due to the lack of specialized measurement tools. This study aimed to address this gap by developing a “Game-Induced Happiness Scale (GIHS)” and verifying its validity. After conducting a preliminary survey with 143 participants to develop the items, we administered a questionnaire survey to 500 college students who regularly play digital games. Exploratory factor analysis (EFA) confirmed the existence of five factors: “Factor I: Social Interaction and Communication,” “Factor II: Strategic Gameplay and Skill Enhancement,” “Factor III: Character Appeal and Personality,” “Factor IV: Long-Term Immersion and Engagement,” and “Factor V: In-Game Economy and Rewards.” These results demonstrated high reliability and validity. These findings provide important insights for game developers to enhance user experience and support practitioners in managing potential negative game effects.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101063"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145790046","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
Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education 独自玩,对抗对手,还是组队?探索游戏化数字教育中的个人、竞争和合作动态
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-04 DOI: 10.1016/j.entcom.2025.101065
Franz Coelho , Belén Rando , Rafael Bernardes , Patrícia Pontífice-Sousa , Daniel Gonçalves , Ana Maria Abreu
{"title":"Playing solo, against rivals, or in a team? Exploring individual, competitive, and cooperative dynamics in gamified digital education","authors":"Franz Coelho ,&nbsp;Belén Rando ,&nbsp;Rafael Bernardes ,&nbsp;Patrícia Pontífice-Sousa ,&nbsp;Daniel Gonçalves ,&nbsp;Ana Maria Abreu","doi":"10.1016/j.entcom.2025.101065","DOIUrl":"10.1016/j.entcom.2025.101065","url":null,"abstract":"<div><div>While gamification is increasingly applied in education, research rarely compares distinct social dynamics and evaluates their cognitive, emotional, and motivational impact in a learning context. This study examines the effects of social gamification in education using a digital learning platform and a randomized controlled trial (RCT). Following research standards (CONSORT, Cochrane Collaboration, EVAT©), we compared individual, competitive, and cooperative gamification modes to assess the impact of social dynamics on nursing undergraduate students (n = 42). We analyzed participant characteristics (sociodemographics, gaming habits, player traits) alongside cognitive (learning, engagement, eye-tracking visual attention), emotional (facial emotion recognition), and motivational (intrinsic motivation) outcomes. Participants in the individual mode showed significantly higher eye-tracking visual attention than those in competition or cooperation modes. Social gamification appeared to reduce attention, likely due to cognitive overload from digital multitasking and distractions. Given the rise of the attention economy, individual gamified sessions may better sustain focus, aligning with trends toward personalized digital learning. Digital social gamification may not mirror the benefits of in-person interaction. The absence of significant differences in outcomes beyond visual attention may stem from contextual factors—such as weak social traits, low gaming interest, and health-related backgrounds—suggesting effective gamified strategies must align with learner profiles and context.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101065"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145736660","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
Exploring the differentiated formation mechanism across diverse populations for the use of e-health 探索不同人群使用电子医疗的差异化形成机制
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2026-01-02 DOI: 10.1016/j.entcom.2026.101079
Jiayao Zhu, Sufen Wang
{"title":"Exploring the differentiated formation mechanism across diverse populations for the use of e-health","authors":"Jiayao Zhu,&nbsp;Sufen Wang","doi":"10.1016/j.entcom.2026.101079","DOIUrl":"10.1016/j.entcom.2026.101079","url":null,"abstract":"<div><h3>Objective</h3><div>This study aims to provide a differentiated formation mechanism of e-health usage across diverse populations.</div></div><div><h3>Method</h3><div>Based on the formation and influence mechanism of the digital divide, the UTAUT (Unified Theory of Acceptance and Use of Technology) model is expanded from exogenous, endogenous, moderating and mediating mechanism. It introduces five moderating variables, namely gender, age, experience, education level, and health status. A total of 477 online questionnaires are collected.</div></div><div><h3>Results</h3><div>The model explains 86.2 % of the variance in behavioral intention, with performance expectancy, social influence, habit, and digital divide identified as key predictors. Habit, digital divide, and behavioral intention account for 80.6 % of the variance in usage behavior. Furthermore, health interest and perceived security are key external factors influencing the formation of the digital divide within internet healthcare. Moderating effects of age, gender, experience, health status, and education level are also evident in both the formation of the digital divide and the system usage behaviors.</div></div><div><h3>Conclusions</h3><div>This research has developed a comprehensive model of Internet medical system use with strong predictability, and provides theoretical guidance for improving patients’ acceptance and use of the Internet medical system (especially according to the characteristics of different populations).</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101079"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925121","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
Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study 加拿大亚裔学生和加拿大白人大学生的游戏动机、心理健康和归属感:一项横断面研究
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-27 DOI: 10.1016/j.entcom.2025.101057
Chris Buchan-Pham, Selbi Kurbanova, Irene Vitoroulis
{"title":"Gaming motives, mental health, and belonging among Asian students in Canada and White Canadian university students: A cross-sectional study","authors":"Chris Buchan-Pham,&nbsp;Selbi Kurbanova,&nbsp;Irene Vitoroulis","doi":"10.1016/j.entcom.2025.101057","DOIUrl":"10.1016/j.entcom.2025.101057","url":null,"abstract":"","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101057"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684463","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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