Entertainment Computing最新文献

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Revenue effects of Denuvo digital rights management on PC video games Denuvo 数字版权管理对 PC 视频游戏收入的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100885
William M. Volckmann II
{"title":"Revenue effects of Denuvo digital rights management on PC video games","authors":"William M. Volckmann II","doi":"10.1016/j.entcom.2024.100885","DOIUrl":"10.1016/j.entcom.2024.100885","url":null,"abstract":"<div><div>In the personal computer video game market, a digital rights management (DRM) technology called Denuvo has been used since 2014 to restrict software usage to legitimate buyers, thereby preventing piracy. Sometimes Denuvo DRM is bypassed or “cracked”, after which the video game can be pirated. I exploit the randomness with which Denuvo is cracked to estimate the effect Denuvo has on protecting revenue from piracy displacement. When Denuvo is cracked very early on, piracy leads to an estimated 20 percent fall in total revenue on average relative to an uncracked counterfactual, but that effect is weaker the longer it takes for Denuvo to be cracked. When Denuvo survives for at least 12 weeks, piracy leads to nearly zero total revenue loss on average. The results suggest that Denuvo does protect legitimate sales to an estimated mean of 15 percent of total revenue and median of 20 percent, but there is little justification to employ Denuvo long-term (i.e. for more than three months), especially given that Denuvo can have negative technical side effects and is generally disliked by users.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100885"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142247844","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
Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system 基于深度学习和互动体验的娱乐社交媒体在英语电子教学系统中的应用
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100846
Cheng Chen
{"title":"Entertainment social media based on deep learning and interactive experience application in English e-learning teaching system","authors":"Cheng Chen","doi":"10.1016/j.entcom.2024.100846","DOIUrl":"10.1016/j.entcom.2024.100846","url":null,"abstract":"<div><div>With the rapid development of the Internet, e-learning is becoming more and more popular as a convenient and flexible way of learning. This study aims to explore the application of entertainment social media based on deep learning and interactive experience in English e-learning teaching system to improve students’ learning effect and motivation. The interface design of e-learning system incorporates gamification elements, and deep learning algorithms are used to analyze students’ learning habits and progress. The system can provide personalized learning paths and recommended content for each student to ensure that learning resources match students’ needs and abilities. A variety of interactive learning activities are built into the system to encourage students to actively participate in and practice their English speaking and listening skills. With integrated social media capabilities, students can create profiles on the learning platform, join interest groups, communicate with peers and study collaboratively. Through the data analysis of experiments and questionnaires, we found that entertainment social media based on deep learning and interactive experience can effectively improve students’ learning interest and motivation in the English e-learning teaching system. Students showed higher engagement and motivation when using the system and achieved better learning outcomes.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100846"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141881617","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 application of effective tracking model in the design of student knowledge education games 有效跟踪模型在学生知识教育游戏设计中的应用
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100871
Xiandong Liu , Gao Lan
{"title":"The application of effective tracking model in the design of student knowledge education games","authors":"Xiandong Liu ,&nbsp;Gao Lan","doi":"10.1016/j.entcom.2024.100871","DOIUrl":"10.1016/j.entcom.2024.100871","url":null,"abstract":"<div><div>As the boost of the economy and the improvement of residents’ living standards, education issues are receiving increasing attention; In response to the issue of rational design of educational games, this study investigates the application of effective tracking models in the design of student knowledge education games. Firstly, this study constructs a personalized knowledge tracking model in view of multi feature fusion; Then, it builds a contextualized narrative education game model integrated with the Adaptive learning framework. The results show that when 40% training set is selected, the accuracy of the personalized knowledge tracking model in view of multi feature fusion is the highest, 0.98, the lowest root mean square error is 0.25, and the lowest Mean absolute error is 0.21; The accuracy of Bayesian knowledge tracking is the lowest, 0.57 in the best case, and the Mean absolute error and Root-mean-square deviation are the highest; When the hidden unit is 16, the area index under the working characteristic curve of the model’s subjects is the highest, around 0.964; The average attention level of students in contextual narrative games reached 4.2245, with a SD of 0.7511; The average of knowledge transfer reached 4.1082, with a SD of 0.7881; The average score of students for the feedback dimension of the research design game is 4.736, and the average score for the learning content dimension is 4.529. In summary, the model possesses excellent application effects in the design of educational games and possesses a promoting influence on the advancement of the education industry.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100871"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191077","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 concise review of intelligent game agent 智能游戏代理的简明回顾
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100894
Hui Li, Xinyi Pang, Bixia Sun, Kexin Liu
{"title":"A concise review of intelligent game agent","authors":"Hui Li,&nbsp;Xinyi Pang,&nbsp;Bixia Sun,&nbsp;Kexin Liu","doi":"10.1016/j.entcom.2024.100894","DOIUrl":"10.1016/j.entcom.2024.100894","url":null,"abstract":"<div><div>Intelligent game agents are crafted using AI technologies to mimic player behavior and make decisions autonomously. Over the past decades, the scope of intelligent agents has broadened from chess to encompass content generation, player modeling, and result prediction, reflecting the field’s evolving and multifaceted nature. In this paper, we conduct a systematic review of recent literature on intelligent methods and applications of game agents, along with general game agent frameworks. Our findings suggest that creating general intelligent agents remains a significant challenge, yet it is worthwhile to explore methods that better integrate the strengths of different techniques to build more robust and adaptable intelligent game agents.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100894"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171377","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 machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study 使用机器学习识别青少年娱乐互动技术使用的主要预测因素:来自纵向研究的证据
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100912
Mengmeng Zhang , Xiantong Yang
{"title":"Using machine learning to identify the top predictors of adolescent’s interactive technology use for entertainment: Evidence from a longitudinal study","authors":"Mengmeng Zhang ,&nbsp;Xiantong Yang","doi":"10.1016/j.entcom.2024.100912","DOIUrl":"10.1016/j.entcom.2024.100912","url":null,"abstract":"<div><div>Understanding the critical factors that underpin interactive technology use for entertainment is vital, which can provide accurate evidence to reduce the negative effects of excessive interactive technology use for entertainment among adolescents. Capitalizing on the machine learning approach, we aimed to provide a holistic understanding of how multiple personal and social-contextual factors predicted adolescents’ interactive technology use for entertainment across cross-sectional and longitudinal designs. By comparing seven machine learning algorithms, we found that the Random Forest and LightGBM outperformed others in model performance at two-time points. These two algorithms were used to assess the predictive capacity of 28 potential factors, indicating that gender and parental online supervision have been demonstrated the sustained correlates of adolescents’ interactive technology use for entertainment. The accessibility of home computers and internet access, along with peer influence, were significant predictors, particularly for interactive technology use for entertainment at T1. The interactive technology use for entertainment at T1 and teacher-student relationships were predictive factors specifically for interactive technology use for entertainment use at T2. This research underscores the strength of a multi-faceted approach, considering both personal and social factors, to understand adolescents’ technology use for entertainment, highlighting the positive role of supportive relationships.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100912"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143104276","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
Interactive digital narratives for mental resilience: Understanding the player experience of betwixt 关于心理弹性的交互式数字叙述:理解玩家的体验
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100916
Sofia Kitromili , Charlie Hargood , R. Lyle Skains
{"title":"Interactive digital narratives for mental resilience: Understanding the player experience of betwixt","authors":"Sofia Kitromili ,&nbsp;Charlie Hargood ,&nbsp;R. Lyle Skains","doi":"10.1016/j.entcom.2024.100916","DOIUrl":"10.1016/j.entcom.2024.100916","url":null,"abstract":"<div><div>Interactive storytelling has been successfully established in various artistic disciplines, and as the medium matures, we see a variety of forms and applications. Recently the form has been used for production of applications that offer the users various therapeutic elements. Our work exploring the usage and impact of such works presents a user experience (UX) study of a mobile application called Betwixt, designed to support mental resilience. Over a four-week period, recruited participants took part in usability tests and responded to surveys and interviews to answer questions on topics such as: navigation approach and difference in experience, motivation for using an application like Betwixt, and whether they were affected emotionally while using the application. We analysed our results through inductive coding and the retrieval of user analytics. Our key findings, presented in the form of observations, include: reasons why the application’s narrative and interface affected the participants, how the interface can reflect negatively on an otherwise enjoyable narrative, how the interactive element of the application has been the main attraction for most participants no matter their background, and ways in which the application affected the participants emotionally via its conversational style and significant level of user agency in the narrative.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100916"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143171733","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
Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming 释放游戏的可能性:分析多人在线游戏的积极和消极影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100898
Ajit Kumar Pasayat, Mihir Shrestha, Progga Parmita Priya
{"title":"Unleashing the Possibilities of Play: Analyzing the positive and negative consequences of multiplayer online gaming","authors":"Ajit Kumar Pasayat,&nbsp;Mihir Shrestha,&nbsp;Progga Parmita Priya","doi":"10.1016/j.entcom.2024.100898","DOIUrl":"10.1016/j.entcom.2024.100898","url":null,"abstract":"<div><div>In recent years, there has been a notable increase in the popularity of multiplayer online gaming (MOG), attracting significant attention for its potential impact on individuals and communities. While much research has focused on various aspects of MOG, there are gaps in understanding the comprehensive array of both positive and negative consequences associated with it. This research contributes significantly by employing a multi-method approach across three distinct phases. Initially, exploratory factor analysis (EFA) and principal component analysis (PCA) were used to identify four positive and three negative components of multiplayer online gaming effects. In the subsequent phase, diverse regression modeling techniques in machine learning were applied to these components. Notably, both XGBoost and LightGBM algorithms demonstrated the highest accuracy, achieving 75.6% and 77.5% respectively for positive and negative components, surpassing other algorithms used. Finally, an Android-based application was employed for experimental validation, specifically targeting cognitive functions such as reaction time and multitasking. “Results indicated that multiplayer online gamers exhibited quicker visual reflexes (0.393 s) compared to non-gamers (0.525 s) and slightly better multitasking ability (6.033 s vs. 7.067 s). These findings suggest that multiplayer online gaming can positively impact cognitive skills, yet excessive engagement may lead to detrimental effects such as a decline in academic performance. This research aims to analyze the cognitive impacts of multiplayer online gaming by identifying its positive and negative effects, providing valuable insights for future researchers, parents, and gamers to promote informed decision-making and well-being.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100898"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172274","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
Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load 在数字和非数字游戏学习课堂中获取数学知识:内在动机和认知负荷的影响
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100869
Mengtong Xiang , Lu Zhang , Yu Liu , Xiaohua Wang , Junjie Shang
{"title":"Acquisition of math knowledge in digital and non-digital game-based learning classrooms: Impact of intrinsic motivation and cognitive load","authors":"Mengtong Xiang ,&nbsp;Lu Zhang ,&nbsp;Yu Liu ,&nbsp;Xiaohua Wang ,&nbsp;Junjie Shang","doi":"10.1016/j.entcom.2024.100869","DOIUrl":"10.1016/j.entcom.2024.100869","url":null,"abstract":"<div><div>Educational games, spanning a wide spectrum from digital games to non-digital games, have been considered as promising tools to facilitate math learning. However, previous studies focused more on digital game-based learning, few compared the differences between digital and non-digital games. We conducted a quasi-experiment to examine the effects of digital and non-digital games on math knowledge acquisition, intrinsic motivation and cognitive load in Chinese classrooms. Two equivalent versions of games (digital vs non-digital) focusing on coordinate knowledge acquisition were developed, and three groups (digital game, non-digital game and traditional teaching group) were assigned. The results reveal that students in the digital game group reported significantly higher intrinsic motivation and lower intrinsic and extraneous cognitive load than non-digital game group. While non-digital game group had better knowledge acquisition performance and germane cognitive load than digital game group. Our findings suggest that affordance of game technology influences students’ motivation and cognition, causing “false” high motivation and low cognitive engagement among students. Non-digital games could serve as cost-effective alternatives to enhance math learning performance within authentic classrooms, thus providing valuable insights into establishing a resilient and sustainable game-based learning environment.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100869"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"142191078","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
Emotional competences and the interaction with digital games in childhood: Scoping review 情感能力和儿童与数字游戏的互动:范围回顾
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100905
Daniela Karine Ramos , Claúdia Regina Brito , Guilmer Brito Silva , Raphael de Oliveira Freitas , Luciana Augusta Ribeiro do Prado , Taynara Rúbia Campos
{"title":"Emotional competences and the interaction with digital games in childhood: Scoping review","authors":"Daniela Karine Ramos ,&nbsp;Claúdia Regina Brito ,&nbsp;Guilmer Brito Silva ,&nbsp;Raphael de Oliveira Freitas ,&nbsp;Luciana Augusta Ribeiro do Prado ,&nbsp;Taynara Rúbia Campos","doi":"10.1016/j.entcom.2024.100905","DOIUrl":"10.1016/j.entcom.2024.100905","url":null,"abstract":"<div><div>Emotional competences are fundamental to social interactions and influence school learning. This work focuses on using digital games to improve emotional competences. This scoping review analyzed studies that addressed digital games and emotions to identify the methodological designs, map the games used, ascertain the emotional competences and emotions considered, and synthesize the results. The review was conducted on the Web of Science, Scopus, Science Direct, and Psycnet databases. The initial search resulted in 689 papers; from reading titles and abstracts based on inclusion and exclusion criteria, 92 were read in full, and 33 were analyzed. Most of the studies proposed interventions based on the use of games (n = 22), others analyzed the effect of the games without interventions (n = 5), and the rest focused on aspects of the development of games aimed at improving emotional competences (n = 6). The abilities related to identifying and recognizing emotions, empathy, and emotional regulation prove more susceptible to improvements in interventions, and many focus on anxiety and anger. This review offers some indications of how the development of digital games may favor the exercise of emotional competences, directing those interventions to be longer and continuous.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100905"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172275","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
Educational computer games for burn prevention and first aid awareness 有关预防烧伤及急救意识的教育电脑游戏
IF 2.8 3区 计算机科学
Entertainment Computing Pub Date : 2025-01-01 DOI: 10.1016/j.entcom.2024.100902
Henrique Mohallem Paiva , Claudio Fernando Andre , Cristina Pires Camargo , Julia Stateri , André Godoi Chiovato , Juliana Pereira Lisboa M. Paiva , Guilherme Lopes Carvalho
{"title":"Educational computer games for burn prevention and first aid awareness","authors":"Henrique Mohallem Paiva ,&nbsp;Claudio Fernando Andre ,&nbsp;Cristina Pires Camargo ,&nbsp;Julia Stateri ,&nbsp;André Godoi Chiovato ,&nbsp;Juliana Pereira Lisboa M. Paiva ,&nbsp;Guilherme Lopes Carvalho","doi":"10.1016/j.entcom.2024.100902","DOIUrl":"10.1016/j.entcom.2024.100902","url":null,"abstract":"<div><h3>Contribution:</h3><div>This paper discusses the development of a series of educational computer games aimed at raising awareness of burn prevention and first aid techniques. The project involved a collaboration between a computing faculty and a medical school, exploiting the expertise of both fields.</div></div><div><h3>Background:</h3><div>Burns represent a significant public health concern, with a disproportionate impact on low-income populations. Adequate knowledge of burn prevention and first aid is important in reducing their incidence and severity. Nevertheless, misconceptions and inadequate practices persist, highlighting the need for innovative educational approaches.</div></div><div><h3>Research Question:</h3><div>How can educational games effectively contribute to burn prevention and first aid awareness among adolescents and young adults?</div></div><div><h3>Methodology:</h3><div>The project engaged a group of 33 first-year computing students who were divided into five teams, each tasked with developing a game focusing on different aspects of burn prevention and first aid. The students received guidance from faculty members with expertise in various areas of computing and were supported by medical experts specializing in burns.</div></div><div><h3>Findings:</h3><div>Through iterative development, the teams successfully created a series of educational games targeting burn prevention and first aid. The games provide interactive learning experiences tailored to the adolescent and young adult audience, promoting accurate information and reducing myths surrounding burns. The collaboration between computer science and medical disciplines facilitated a comprehensive approach to game development, ensuring technical quality and medical accuracy combined with educational value.</div></div>","PeriodicalId":55997,"journal":{"name":"Entertainment Computing","volume":"52 ","pages":"Article 100902"},"PeriodicalIF":2.8,"publicationDate":"2025-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"143172293","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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