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Developing an advanced machine learning model for identifying virtual montages in digital media 开发先进的机器学习模型,用于识别数字媒体中的虚拟蒙太奇
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-22 DOI: 10.1016/j.entcom.2025.101002
Yuxuan Liu
{"title":"Developing an advanced machine learning model for identifying virtual montages in digital media","authors":"Yuxuan Liu","doi":"10.1016/j.entcom.2025.101002","DOIUrl":"10.1016/j.entcom.2025.101002","url":null,"abstract":"<div><div>Virtual montages are compositions that blend several digital materials to produce a new, visually appealing narrative and are becoming increasingly popular, as a result of the quick development of digital media. Virtual montages have emerged as a potent technique for improving visual storytelling and content presentation across platforms in the digital age. However, the quick expansion of digital content has made advanced methods for effectively recognizing and classifying these montages necessary. This work suggests a novel method for virtual montage identification across a broad range of visual themes, content types, and media resolutions, and resolutions utilizing an Adaptive Flower Pollination Optimized Mutual Information with Naïve Bayes (AFPO-MI-NB) model. The research’s dataset comprises a variety of content from virtual montage detection dataset which enables the model to generalize effectively to data from the real world. To improve the model’s capacity to handle various image and video qualities, pre-processing methods, including data augmentation and pixel value normalization are used. Convolutional neural networks (CNN) are used for feature extraction to capture spatial patterns. The model uses AFPO-MI-NB classification to enhance classification accuracy and computational efficiency. AFPO allows for more adaptable feature weights, MI evaluates the relationship between visual features and the classification task, and NB classifier processes feature matrices for binary classification. The hybrid approach strengthens feature selection through global and local searches, resulting in a model that enhances classification accuracy and improves computational efficiency. According to the experimental data, this model provides a reliable solution for virtual montage identification across a variety of media formats, outperforming current techniques in terms of F1-score of 0.95, recall of 0.92, and precision of 0.97. This work has significant applications in automated digital media analysis, copyright enforcement, and content control.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101002"},"PeriodicalIF":2.4,"publicationDate":"2025-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144723154","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 game-based psychological empowerment and its motivational and wellbeing effects 探索基于游戏的心理授权及其动机和健康影响
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-22 DOI: 10.1016/j.entcom.2025.100970
Jukka Vahlo , Suvi K. Holm , Johanna K. Kaakinen , Aki Koponen
{"title":"Exploring game-based psychological empowerment and its motivational and wellbeing effects","authors":"Jukka Vahlo ,&nbsp;Suvi K. Holm ,&nbsp;Johanna K. Kaakinen ,&nbsp;Aki Koponen","doi":"10.1016/j.entcom.2025.100970","DOIUrl":"10.1016/j.entcom.2025.100970","url":null,"abstract":"<div><div>This study empirically investigates how individuals experience psychological empowerment through gaming compared to their daily life interactions. Drawing on a survey of 2,594 participants from Finland and Denmark, we examine the prevalence, predictors, and implications of psychological empowerment in gaming. Our findings show that 29 percent of respondents from the nationally representative subsamples in both countries report experiencing greater psychological empowerment in gaming than in life in general. Further analysis using Partial Least Squares Structural Equation Modeling (PLS-SEM) reveals that gameplay preferences, positive affect, and playtime predict game-based psychological empowerment. Moreover, the meaningfulness component of game-based empowerment significantly influences gaming motivation — particularly immersion, achievement, relaxation, and challenge motives — as well as subjective vitality in daily life, suggesting potential transfer effects. Adapting Spreitzer’s (1995) model of psychological empowerment, this study contextualizes these findings within gaming experiences. The results contribute to a deeper understanding of psychological empowerment in games and offer insights for game design, emphasizing the value of creating meaningful and empowering play experiences.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100970"},"PeriodicalIF":2.4,"publicationDate":"2025-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144723155","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
Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games 社交欺骗游戏中的情绪动态:基于狼人游戏中皮肤电活动对职业和非职业玩家的分析
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-22 DOI: 10.1016/j.entcom.2025.100986
Sho Mitarai , Chang Liu , Goshiro Yamamoto , Nagisa Munekata
{"title":"Emotion dynamics in social deception games: Analysis of professional and nonprofessional players through electrodermal activity in werewolf games","authors":"Sho Mitarai ,&nbsp;Chang Liu ,&nbsp;Goshiro Yamamoto ,&nbsp;Nagisa Munekata","doi":"10.1016/j.entcom.2025.100986","DOIUrl":"10.1016/j.entcom.2025.100986","url":null,"abstract":"<div><div>The development of AI systems capable of emotionally resonant communication remains a significant challenge. This study examines how humans influence emotions in social deception games by comparing professional and non-professional players. We measured electrodermal activity during gameplay to capture physiological emotional responses and analyzed communication patterns during periods of high emotional arousal. Our results revealed distinct communication strategies: professional players maintained persuasion-based approaches under high arousal, while nonprofessional players shifted toward information-focused communication. Statistical analysis confirmed significant differences in expression patterns between expertise levels. Professional players exhibited more stable emotional states during gameplay, indicating better emotional regulation. These findings inform the design of AI systems that can adapt their communication strategies based on recipient characteristics, advancing the development of emotionally intelligent artificial agents.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100986"},"PeriodicalIF":2.4,"publicationDate":"2025-07-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144739409","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
An optimized deep learning approach for detection and classification of player actions in football game 一种用于足球比赛中球员动作检测和分类的优化深度学习方法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-21 DOI: 10.1016/j.entcom.2025.101003
K. Kausalya , Kanaga Suba Raja S , S. Sudha
{"title":"An optimized deep learning approach for detection and classification of player actions in football game","authors":"K. Kausalya ,&nbsp;Kanaga Suba Raja S ,&nbsp;S. Sudha","doi":"10.1016/j.entcom.2025.101003","DOIUrl":"10.1016/j.entcom.2025.101003","url":null,"abstract":"<div><div>Player position detection and movement prediction is a hot research topic in sports. In this research work, the detection of players and classification of actions are performed using deep learning algorithms You Only Look Once (YOLO-V5) and Mayfly optimized deep neural network. The major contribution of this work is YOLO-V5, MixNet Convolutional Neural Network (MixNetCNN), and the mayfly optimization algorithm is applied for new domains like player actions in football games to show these techniques’ innovative performance. Here, the YOLOv5 (version 6.1) is used to accurately detect and classify the actions in football games. MixNet CNN is utilized to resolve the overfitting issue while classifying the actions of the football players. The mayfly optimization algorithm is utilized for optimizing the Boltzmann machine weights and parameters of classifiers helps to resolve the local optima issues. Experimentations on our dataset provide better prediction performance for recall, precision, f1-score, and mean average precision (mAP) metrics. The precision obtained by the proposed model is the maximum for all classes when the confidence score is 0.911. Comparative analysis with the existing approaches validates the better performance of the proposed detection and classification model.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 101003"},"PeriodicalIF":2.8,"publicationDate":"2025-07-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144703463","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
Dynamic notification placement based on gaze concentration in HMD-VR HMD-VR中基于注视集中的动态通知放置
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-19 DOI: 10.1016/j.entcom.2025.100993
Kuma Kawakubo, Haruki Takahashi, Kohei Matsumura
{"title":"Dynamic notification placement based on gaze concentration in HMD-VR","authors":"Kuma Kawakubo,&nbsp;Haruki Takahashi,&nbsp;Kohei Matsumura","doi":"10.1016/j.entcom.2025.100993","DOIUrl":"10.1016/j.entcom.2025.100993","url":null,"abstract":"<div><div>Virtual Reality (VR) offers users immersive experiences, but it has been shown that users often need messages and notifications from the outside world even during VR activities. However, inappropriate notification placement can lead to unnecessary task interruptions and information overload when notifications obstruct important visual areas or are positioned outside users’ attention zones. To address this issue, this study proposes a system that dynamically arranges notifications at different gaze concentration levels to evaluate optimal placement strategies in VR. This system utilizes eye-tracking technology to generate a 360-degree heatmap, identifying where users focus their attention. Notifications are then placed at three different gaze concentration levels (20th, 55th, and 85th percentiles) to examine the effects of placement proximity to attention areas. An experiment was conducted to evaluate the impact of notification placement on user experience. Results indicate that in environments with limited gaze movement, positioning notifications in high-gaze areas enhances visibility and recognition. Additionally, varying notification positions across different gaze concentration areas did not significantly affect perceived intrusiveness, urgency, immersion reduction, or comprehension. These findings suggest that gaze-adaptive notification placement can improve visibility without negatively impacting user experience, contributing to more effective VR notification systems.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100993"},"PeriodicalIF":2.4,"publicationDate":"2025-07-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144739410","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
Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information 数据新闻可以被嗤之以鼻吗?探索嗅觉接口用于数据新闻信息表示的可能性
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-17 DOI: 10.1016/j.entcom.2025.100996
Winston Wenchen GUO , Zhirui CHEN , Caro Menghan SHI , Guoyu SUN , Hailiang WANG
{"title":"Can data journalism be sniffed? Exploring the possibilities of olfactory interfaces for the presentation of data journalism information","authors":"Winston Wenchen GUO ,&nbsp;Zhirui CHEN ,&nbsp;Caro Menghan SHI ,&nbsp;Guoyu SUN ,&nbsp;Hailiang WANG","doi":"10.1016/j.entcom.2025.100996","DOIUrl":"10.1016/j.entcom.2025.100996","url":null,"abstract":"<div><div>In recent years, data journalism has seen significant global growth, yet its presentation remains visual. With the advancement of sensory journalism and immersive technologies, olfaction has the potential to bring a unique experience and value to users as an interface for data journalism. In this study, we innovatively used olfactory interaction technology and developed a prototype olfactory device for data journalism. Then, a pilot study (<em>N</em> = 36) was conducted to evaluate the impact of the olfaction interface on users’ perception, experience, and memory. Preliminary results suggest that the olfactory interface is effective in several ways, including aiding storytelling, enhancing users’ long-term memory of news content (especially qualitative data), and increasing user engagement and immersion. We further shared our experiences, design insights, and lessons learned regarding the olfactory mapping method, the olfactory interface’s value in data journalism, the challenges faced, and the scope for future applications. While still in its nascent stages, olfactory interfaces show considerable promise for enriching the data journalism experience.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100996"},"PeriodicalIF":2.8,"publicationDate":"2025-07-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144695286","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
Dynamic and personalized video summarization towards sports entertainment 面向体育娱乐的动态个性化视频总结
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-16 DOI: 10.1016/j.entcom.2025.100999
Pulkit Narwal, Neelam Duhan, Komal Kumar Bhatia
{"title":"Dynamic and personalized video summarization towards sports entertainment","authors":"Pulkit Narwal,&nbsp;Neelam Duhan,&nbsp;Komal Kumar Bhatia","doi":"10.1016/j.entcom.2025.100999","DOIUrl":"10.1016/j.entcom.2025.100999","url":null,"abstract":"<div><div>Personalized video summarization involves creation of a compact yet representative version (video summary) of an input video based on individual user preferences. There exists some research gaps in existing works concerning multi-modal system, domain knowledge, effective mapping of video content and user preference. This paper covers the existing research gaps for personalized video summarization and better user entertainment experience. This paper presents a Multi-Modal Multi-module approach for dynamic and personalized video summarization of Cricket sport videos. The Multi-module architecture exploits multiple modalities of the video to select representative content according to user preferences. The proposed approach includes dynamic video segmentation strategy based on Cricket domain knowledge, and key segment selection strategy based on Umpire Detection-Umpire Pose Recognition and Score Board Optical Character Recognition. The proposed approach is quantitatively and qualitatively evaluated to observe the performance of the models and to analyse the quality of generated dynamic and personalized video summary. The performance evaluation (both quantitative and qualitative) reveals the exceptional results and promises to present this work as a standard towards video segmentation, dynamic and personalized video summarization and sports entertainment.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100999"},"PeriodicalIF":2.8,"publicationDate":"2025-07-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144655835","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 game-theoretic analysis of traditional song selection rules in rhythm game tournaments 节奏游戏比赛中传统歌曲选择规则的博弈论分析
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-14 DOI: 10.1016/j.entcom.2025.100988
Hikaru Ikuta , Yudai Tsujino , Ryosuke Yamanishi
{"title":"A game-theoretic analysis of traditional song selection rules in rhythm game tournaments","authors":"Hikaru Ikuta ,&nbsp;Yudai Tsujino ,&nbsp;Ryosuke Yamanishi","doi":"10.1016/j.entcom.2025.100988","DOIUrl":"10.1016/j.entcom.2025.100988","url":null,"abstract":"<div><div>In competitive rhythm gaming, the selection of songs (or “charts”) to be played is a crucial factor that can significantly influence the outcome of the match. Building on this importance, rhythm game tournaments often incorporate strategic elements into the song selection process. Instead of predefined selections, match songs are determined through player interactions in a mini-game, enhancing the tournament’s entertainment value. This selection process must balance various factors, including fairness and entertainment value, making its rule design essential for improving the overall tournament experience. Reflecting these diverse requirements, a variety of selection methods are actively used in both fan-driven and official tournaments. In this paper, we mathematically analyze the fairness of these selection processes using game theory, for the purpose of providing insights into the design of rhythm game tournament rules. Focusing on three song selection methods confirmed to be used in real tournaments, we conduct a comparative analysis with an emphasis on fairness and entertainment value.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100988"},"PeriodicalIF":2.8,"publicationDate":"2025-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144672562","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
Rehabilite Game+: Pose estimation-based serious games for forearm and hand movement rehabilitation 康复游戏+:基于姿势估计的前臂和手部运动康复严肃游戏
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-14 DOI: 10.1016/j.entcom.2025.100992
José Everton Fontenele , Silmar Teixeira , Daniel Lima Sousa , Rayele Moreira , Maria Gislene Silva , Samaritana Nascimento , Leynilson Pereira , Ariel Soares Teles
{"title":"Rehabilite Game+: Pose estimation-based serious games for forearm and hand movement rehabilitation","authors":"José Everton Fontenele ,&nbsp;Silmar Teixeira ,&nbsp;Daniel Lima Sousa ,&nbsp;Rayele Moreira ,&nbsp;Maria Gislene Silva ,&nbsp;Samaritana Nascimento ,&nbsp;Leynilson Pereira ,&nbsp;Ariel Soares Teles","doi":"10.1016/j.entcom.2025.100992","DOIUrl":"10.1016/j.entcom.2025.100992","url":null,"abstract":"<div><div>Motor sequelae in the hand and forearm can result from various diseases or injuries. As a result, the patient has limitations or inability to perform movements. Serious games for motor rehabilitation can motivate patients in the exercise sessions needed to recover the compromised limb. This study aimed to extend a game platform, developing and evaluating serious games focused on the rehabilitation of hand and forearm movements, then creating the Rehabilite Game+. To develop it, a co-design methodology was used with 21 health professionals (16 physiotherapists and 5 psychologists). The result was a list of requirements, which were implemented in two games based on human hand pose estimation. After that, the Rehabilite Game+ was first evaluated with 21 physiotherapists in a usability and user experience study applying the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). Also, movement recognition techniques employed in the games had performance evaluated with 36 healthy participants. The average score of SUS was 92.5 on a 100-point scale and UEQ results varied between 1.46 and 1.98 for six factors within its benchmark, which varies on a scale from -3 to +3, so representing good/excellent results. Movement recognition techniques demonstrated high performance (F1-score of 0.98 and 0.99 for forearm pronation and supination, respectively, and 1.00 for finger flexion and extension). We conclude that the proposed games can be experimented in clinical trials with patients.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100992"},"PeriodicalIF":2.8,"publicationDate":"2025-07-14","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144632285","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
Fighting to the beat: Multi-instrumental adaptive background music approach 战斗的节奏:多乐器自适应背景音乐的方法
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-07-10 DOI: 10.1016/j.entcom.2025.100985
Ibrahim Khan , Thai Van Nguyen , Ruck Thawonmas
{"title":"Fighting to the beat: Multi-instrumental adaptive background music approach","authors":"Ibrahim Khan ,&nbsp;Thai Van Nguyen ,&nbsp;Ruck Thawonmas","doi":"10.1016/j.entcom.2025.100985","DOIUrl":"10.1016/j.entcom.2025.100985","url":null,"abstract":"<div><div>This paper presents our approach to enhance the background music (BGM) in DareFightingICE, a fighting game research platform, by adding a rule-based adaptive BGM. The adaptive BGM consists of three different groups of instruments playing the BGM provided in the DareFightingICE platform. The BGM adapts by changing the volume of the groups of instruments. Each group is connected to a different element of the game. We then run experiments to evaluate the adaptive BGM by using a deep reinforcement learning AI that only uses audio as input (Blind DL AI). The results show that the performance of Blind DL AI improves while playing with the adaptive BGM as compared to playing with a baseline non-adaptive BGM. We also conduct two user studies, a perception study, and a playing study. The results from these studies show that not only human players can recognize the adaptation of the BGM, they also perform better with adaptive BGM as compared to non-adaptive BGM. Lastly, the adaptive BGM scores higher than the non-adaptive on audio aesthetics and enjoyment factors making it overall a better BGM.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"55 ","pages":"Article 100985"},"PeriodicalIF":2.8,"publicationDate":"2025-07-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"144672561","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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