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Comparing game enjoyment, competitive anxiety and performance of sit-up exercise via a team competition app 通过团队竞赛应用程序比较游戏乐趣、竞争焦虑和仰卧起坐锻炼的表现
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-18 DOI: 10.1016/j.entcom.2025.101059
Wei-Chen Hung , Jon-Chao Hong , Yu-Feng Wu
{"title":"Comparing game enjoyment, competitive anxiety and performance of sit-up exercise via a team competition app","authors":"Wei-Chen Hung ,&nbsp;Jon-Chao Hong ,&nbsp;Yu-Feng Wu","doi":"10.1016/j.entcom.2025.101059","DOIUrl":"10.1016/j.entcom.2025.101059","url":null,"abstract":"<div><div>Exergames are used to achieve some types of outcomes in addition to offering entertainment. To examine the practice effect of exergaming, this study had 6th grade students compete collaboratively in a sit-up competition using the Fit-Fun exergame app. Each participant performed sit-ups for 1 min, and five participants’ sit-ups were accumulated to calculate the group’s score. Applying achievement emotion theory, this study examined the change in the students’ game enjoyment, competition anxiety, and exercise performance over six trials. A single-group quasi-experimental design was conducted, and students were encouraged to take part via the purposive sampling method. Questionnaires were completed at the end of each of the six trials. A total of 208 valid samples were collected for statistical analysis. Results showed a noteworthy improvement in exergaming performance, but a decrease in game enjoyment, while game competition anxiety stayed relatively stable. The findings contribute to the literature by applying achievement emotion theory to a collaborative exergaming context, and showing how constant competitive gameplay can increase performance while potentially weakening enjoyment. The findings may be a future exergame and physical education design reference.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101059"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145618298","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
Optimizing transmedia storytelling strategies across platforms for Maximum audience engagement 优化跨平台跨媒体叙事策略,最大化用户粘性
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-19 DOI: 10.1016/j.entcom.2025.101061
Hamed Nozari
{"title":"Optimizing transmedia storytelling strategies across platforms for Maximum audience engagement","authors":"Hamed Nozari","doi":"10.1016/j.entcom.2025.101061","DOIUrl":"10.1016/j.entcom.2025.101061","url":null,"abstract":"<div><div>In the present era, transmedia narratives have gained an important place in marketing, education, and entertainment as a new tool for conveying messages in various media platforms. The main challenge in utilizing this approach is how to optimally allocate content to different platforms while considering conflicting goals such as maximizing audience engagement and minimizing distribution cost. By designing a multi-objective optimization model, this study provides an intelligent framework for making decisions about the content distribution mix in various media. The proposed model considers constraints such as media capacity, technical compatibility, total budget, and minimum level of engagement. To solve the model, genetic algorithms and particle swarm optimization algorithms are used and their performance is compared with the exact solution of the model in the GAMS environment. The results show that in different scenarios, the model has been able to reduce distribution cost by 23% and increase audience engagement by 19%. Also, the optimal content mix has been significantly consistent with changes in input parameters. This framework is a decision-making tool for transmedia campaign designers and has the ability to be generalized to real projects.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101061"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145579895","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 computational approach to screenplay structure via multi-agent systems 基于多智能体系统的剧本结构计算方法
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 DOI: 10.1016/j.entcom.2025.101077
Mei-Hua Hsu , Yi-Fan Wang , Max Yue-Feng Wang , Wei-Zhi Su
{"title":"A computational approach to screenplay structure via multi-agent systems","authors":"Mei-Hua Hsu ,&nbsp;Yi-Fan Wang ,&nbsp;Max Yue-Feng Wang ,&nbsp;Wei-Zhi Su","doi":"10.1016/j.entcom.2025.101077","DOIUrl":"10.1016/j.entcom.2025.101077","url":null,"abstract":"<div><div>Evaluating screenplay structure is challenging because manual reviews are subjective and costly, while automated methods often focus on surface features rather than the deeper architecture of storytelling. This study introduces a multi-agent analytical framework grounded explicitly in screenplay structure theory, operationalizing Syd Field’s three-act structure and Blake Snyder’s fifteen-beat model. By converting structural principles into computable rules and assigning specialized analytical roles to agents, the framework identifies acts, detects beats, assesses structural coherence, and resolves interpretive conflicts.</div><div>Tested on multiple screenplays, the framework outperformed a single-LLM baseline, achieving higher beat detection accuracy (87.2 % vs. 72.4 %), stronger semantic alignment, and greater interpretability. Agent disagreements highlighted structurally ambiguous segments, such as Midpoints and thematic beats, providing valuable diagnostic insights.</div><div>Theoretically, the study advances computational narratology by transforming narrative theory into explainable, rule-based collaboration. Practically, it offers a transparent, AI-assisted diagnostic tool for screenwriters and producers, complementing current industry systems. While limited by corpus size and non-traditional scripts, the framework establishes a foundation for integrating multimodal cues, adaptive learning, and professional validation in future research.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101077"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883866","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
Current serious game genres for stroke neurorehabilitation: A scoping review of randomized controlled trials 当前中风神经康复的严肃游戏类型:随机对照试验的范围审查
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.2025.101068
Juan J. Sánchez-Gil , Aurora Sáez , Laura Muñoz-Millán , David Cáceres-Gómez , Eduardo Cañete-Carmona
{"title":"Current serious game genres for stroke neurorehabilitation: A scoping review of randomized controlled trials","authors":"Juan J. Sánchez-Gil ,&nbsp;Aurora Sáez ,&nbsp;Laura Muñoz-Millán ,&nbsp;David Cáceres-Gómez ,&nbsp;Eduardo Cañete-Carmona","doi":"10.1016/j.entcom.2025.101068","DOIUrl":"10.1016/j.entcom.2025.101068","url":null,"abstract":"<div><div>Stroke rehabilitation increasingly leverages serious games to enhance patient motivation and recovery, yet the diversity of genres applied in neurorehabilitation remains poorly systematized. This scoping review, aligned with PRISMA-ScR guidelines, analyzed 87 randomized controlled trials (2019–2025) published in Q1–Q2 journals to map the genres and subgenres of serious games used in post-stroke therapy. Both commercial systems (71%) and custom-made prototypes (29%) were examined, finding that action, puzzle, and simulation were the most prevalent Tier 1 (main) genres. Arcade-style mechanics and instruction-focused contexts were the most common, while cognitive and socio-affective domains were underrepresented. Popular entertainment genres such as Match-3, Tower Defense, and Turn-Based Tactical were absent, underscoring design gaps and opportunities for innovation. A multilayer labeling map was developed to classify narrative and mechanical dimensions, offering a structured lens to align game choice with therapeutic objectives. This review highlights the importance of genre diversity, personalization, and clearer reporting of game mechanics to advance gamified rehabilitation. Future research should explore neglected genres, incorporate multidomain outcomes, and establish standardized descriptors to more effectively connect gameplay features with clinical outcomes.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101068"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883868","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
Application of fuzzy decision support system in flipped classroom teaching mode of physical training theoretical 模糊决策支持系统在体育理论翻转课堂教学模式中的应用
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-20 DOI: 10.1016/j.entcom.2025.101071
Guiling Yan
{"title":"Application of fuzzy decision support system in flipped classroom teaching mode of physical training theoretical","authors":"Guiling Yan","doi":"10.1016/j.entcom.2025.101071","DOIUrl":"10.1016/j.entcom.2025.101071","url":null,"abstract":"<div><div>Flipped classroom approaches in physical education training (PET) enhance student engagement by integrating theoretical and practical instruction through diverse teaching modes. To effectively evaluate and optimize these hybrid methods, this study introduces a fuzzy-based decision support system that assesses engagement levels across instructional modules. The system analyzes participation patterns before and after instructional blending, incorporating attendance and activity records to identify the most effective strategies. Through fuzzy inference and defuzzification, the model refines less effective methods and reinforces successful ones. Ultimately, this approach enables instructors to make data-driven adjustments that enhance overall learning effectiveness and sustain higher student participation in future PET sessions.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101071"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145883867","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
Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model 开发一个严肃的游戏来提高学生解决问题的能力:一个三层效率模型
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-21 DOI: 10.1016/j.entcom.2025.101072
Razieh Mohaqeqian Yaqoubi , Morteza Rezaei-Zadeh , Mojtaba Vahidi-Asl , Darya Ramezani , Sarvin Mohammadi , Erfan Rafiei Oskouei
{"title":"Developing a serious game for enhancing student problem-solving: a three-layers effectiveness model","authors":"Razieh Mohaqeqian Yaqoubi ,&nbsp;Morteza Rezaei-Zadeh ,&nbsp;Mojtaba Vahidi-Asl ,&nbsp;Darya Ramezani ,&nbsp;Sarvin Mohammadi ,&nbsp;Erfan Rafiei Oskouei","doi":"10.1016/j.entcom.2025.101072","DOIUrl":"10.1016/j.entcom.2025.101072","url":null,"abstract":"<div><div>In recent years, serious games have gained popularity among diverse audiences. These games offer an interactive platform for entertainment while also enhancing soft or subject-matter skills. Recognising the importance of problem-solving skills as well as serious games, especially for undergraduate students, this research paper outlines a three-phased study. Phase I involved semi-structured interviews with psychologists, educational scientists, and soft skills trainers to identify strategies for improving students’ problem-solving abilities. In Phase II, a narrative serious game was designed and developed based on Mezirow’s transformational learning theory. Finally, Phase III evaluated the game’s effectiveness and usability among a sample of undergraduate students. High satisfactory scores received both on “Game Experience Questionnaire” and the “System Usability Scale”. Reflecting on those high scores and the design and development process of this game, a three-layers model is developed, highlighting the three main factors affecting the effectiveness of serious games. The study’s findings have both theoretical and practical implications.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101072"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145839657","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
Examining the influence of target–distractor similarity on difficulty in a working memory game 研究目标-干扰物相似性对工作记忆游戏难度的影响
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-11-15 DOI: 10.1016/j.entcom.2025.101060
Madeleine Frister , Fiona McNab , Maximilian Croissant , Paul Cairns
{"title":"Examining the influence of target–distractor similarity on difficulty in a working memory game","authors":"Madeleine Frister ,&nbsp;Fiona McNab ,&nbsp;Maximilian Croissant ,&nbsp;Paul Cairns","doi":"10.1016/j.entcom.2025.101060","DOIUrl":"10.1016/j.entcom.2025.101060","url":null,"abstract":"<div><div>Video games often feature complex game environments, with many elements irrelevant to the current task, which may distract from goal-relevant information. From a game design perspective, this increased difficulty factor may either be desired or lead to unwanted consequences and accessibility concerns. Evidence from cognitive science suggests that information processing is more susceptible to distracting items similar to the target. The current study therefore investigated the effects of target–distractor similarity on difficulty in a Working Memory (WM) game that requires participants to memorise a target path on a grid. Distractors with varying similarity to the path were presented either simultaneously with the path (encoding period), or after the path has disappeared (delay period). Results revealed that distractors generally led to poorer performance, and further that performance gradually declined with increasing target–distractor similarity during memory encoding. Exploratory analyses between performance and player experience suggest that higher success rates may be related to higher ratings of enjoyment. The present findings highlight the importance of considering the visual design of goal-relevant and task-irrelevant surrounding elements to provide an optimal challenge level and ensure positive player experiences in video games that place demand on WM capabilities.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101060"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145579894","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
Watching to win: When watching others play improves performance 观看胜利:观看他人比赛可以提高表现
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-05 DOI: 10.1016/j.entcom.2025.101067
Colby Johanson , Hannah Wessels , Maximilian A. Friehs
{"title":"Watching to win: When watching others play improves performance","authors":"Colby Johanson ,&nbsp;Hannah Wessels ,&nbsp;Maximilian A. Friehs","doi":"10.1016/j.entcom.2025.101067","DOIUrl":"10.1016/j.entcom.2025.101067","url":null,"abstract":"<div><div>Despite gamers’ widespread use of observation as a learning strategy, the overall effects of observational learning on in-game performance and conditions for effectiveness are underexplored. We investigated whether and how observation improves gaming performance through two controlled studies using a Super Hexagon clone. Study 1 (n = 23) examined player-observer pairs; Study 2 (n = 69) systematically varied observation content (same vs. randomized obstacle sequences vs. playing instead of observing). Results showed that observers significantly outperformed players when comparing performance after equal play time, in-person and via video, but only when observing the same obstacle sequence. When comparing final performance, playing yielded greater overall improvement than observing. These results provide empirical validation for observational learning in games while identifying sequence-specific observation as an important factor in digital contexts, offering insights into how players and designers can incorporate observation into learning strategies and game design.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101067"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145684464","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
Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction 利用虚拟现实技术加强啦啦队教学的探讨
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-21 DOI: 10.1016/j.entcom.2025.101074
Zhang Nan , Wang Zidi , Zhu Chaoyang
{"title":"Investigation into the Utilization of virtual reality technology for enhancing cheerleading instruction","authors":"Zhang Nan ,&nbsp;Wang Zidi ,&nbsp;Zhu Chaoyang","doi":"10.1016/j.entcom.2025.101074","DOIUrl":"10.1016/j.entcom.2025.101074","url":null,"abstract":"<div><div>Virtual reality (VR) technology employs specialized software and coding to create interactive 3D environments, accessed through VR glasses and handled with computer-aided devices. In China, industries such as education are actively integrating VR to enhance learning experiences. In cheerleading education, traditional methods like face-to-face instruction, video tutorials, and posters often lack sufficient interactivity and practical engagement. To address this, VR technology offers an immersive alternative that can simulate real-life practice scenarios. A central challenge in this integration is incorporating motion capture (MoCap) systems, which can record and analyze body movements in real time. These systems help visualize posture and movement dynamics within VR settings. This study explores the use of VR and MoCap in cheerleading to enhance teaching effectiveness. By building a human motion model database and applying feature similarity plane matching, instructors can identify and correct student movements with greater accuracy. Feature vectors (FVs) are used to guide posture adjustments, making training more precise and responsive. Results demonstrate that the combined use of VR and MoCap significantly improves the learning experience, making it more engaging, interactive, and technically accurate. This approach holds promise for transforming traditional cheerleading instruction into a more dynamic and effective teaching method.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101074"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925120","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
Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood 游戏:比较mowell严肃游戏和电脑接龙游戏在初成年期的减压效果
IF 2.4 3区 计算机科学
Entertainment Computing Pub Date : 2026-01-01 Epub Date: 2025-12-30 DOI: 10.1016/j.entcom.2025.101075
S. Velert-Jiménez PhD , H.A. Sánchez-Sánchez MsC (PhD Researcher) , S. Valero-Moreno PhD (Associate Professor) , I. Blasko-Ochoa MsC (Psychologist) , J.A. Gil-Gómez PhD (Professor) , I. Montoya-Castilla PhD (Full Professor)
{"title":"Game on: comparing stress reduction effects between emoWELL serious game and computer solitaire in emerging adulthood","authors":"S. Velert-Jiménez PhD ,&nbsp;H.A. Sánchez-Sánchez MsC (PhD Researcher) ,&nbsp;S. Valero-Moreno PhD (Associate Professor) ,&nbsp;I. Blasko-Ochoa MsC (Psychologist) ,&nbsp;J.A. Gil-Gómez PhD (Professor) ,&nbsp;I. Montoya-Castilla PhD (Full Professor)","doi":"10.1016/j.entcom.2025.101075","DOIUrl":"10.1016/j.entcom.2025.101075","url":null,"abstract":"<div><div>Emerging adulthood is often characterized by high stress levels due to instability in various life roles. The present study compares outcomes between a serious game area specifically designed for stress management and a conservative commercial off-the-shelf (COTS) approach, assessing both objective (heart coherence) and subjective (perceived stress) measures. Findings indicate that participants in the serious game group experienced significant improvements in heart coherence, with 43.3% showing reliable increases compared to 24% in the COTS group. Additionally, 36.7% of participants in the serious game group reported reductions in perceived stress, while only 8% in the COTS group did so. The moderation analysis revealed that individuals with higher emotion dysregulation experienced more pronounced benefits from the serious game. Feedback from participants highlighted various psychological benefits associated with the serious game, while COTS games were primarily viewed as tools for distraction and training executive functions. These results underscore the potential of serious games to enhance stress management strategies, especially for those struggling with emotion dysregulation. Both serious and COTS games can play complementary roles in stress management.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"56 ","pages":"Article 101075"},"PeriodicalIF":2.4,"publicationDate":"2026-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145925122","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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