2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)最新文献

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Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming 建模游戏QoE:探讨帧率和比特率对云游戏的影响
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463416
Saman Zadtootaghaj, Steven Schmidt, S. Möller
{"title":"Modeling Gaming QoE: Towards the Impact of Frame Rate and Bit Rate on Cloud Gaming","authors":"Saman Zadtootaghaj, Steven Schmidt, S. Möller","doi":"10.1109/QoMEX.2018.8463416","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463416","url":null,"abstract":"Recent advances of streaming services and the upcoming new generation of mobile networks, 5G, offering low end-to-end delay as well as high bandwidths, promise a bright future for cloud gaming applications. Cloud gaming, in the contrary to traditional gaming services, suffers not only from system factors on the client, but is also affected significantly by the network, server specification and encoding parameters. In this paper, we present the results of a subjective experiment aiming to investigate the impact of two influencing factors, frame rate and bit rate, on the gaming Quality of Experience. The results reveal that a trade-off between an acceptable video quality and interaction quality exists. In case of very low bit rates, lowering the frame rate can improve the video quality while at some point, jerkiness becomes visible which affects the video quality negatively and the control over the game will be strongly reduced. Furthermore, even though in the gaming community a frame rate of 60 fps is desired, no significant difference for quality ratings, as well as performance ratings, was found between 60 fps and 25 fps. Therefore, it would be highly valuable for service providers to find an ideal strategy for this issue. In addition, we investigate the impact of video encoding on gaming experience dimensions. Finally, a first attempt to model the impact of two influencing factors on overall quality will be presented.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"26 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"78700630","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 29
Expertise screening in crowdsourcing image quality 众包图像质量的专家筛选
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463427
Vlad Hosu, Hanhe Lin, D. Saupe
{"title":"Expertise screening in crowdsourcing image quality","authors":"Vlad Hosu, Hanhe Lin, D. Saupe","doi":"10.1109/QoMEX.2018.8463427","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463427","url":null,"abstract":"We propose a screening approach to find reliable and effectively expert crowd workers in image quality assessment (IQA). Our method measures the users' ability to identify image degradations by using test questions, together with several relaxed reliability checks. We conduct multiple experiments, obtaining reproducible results with a high agreement between the expertise-screened crowd and the freelance experts of 0.95 Spearman rank order correlation (SROCC), with one restriction on the image type. Our contributions include a reliability screening method for uninformative users, a new type of test questions that rely on our proposed database1of pristine and artificially distorted images, a group agreement extrapolation method and an analysis of the crowdsourcing experiments.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"66 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"76968877","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 18
Estimating Quality Ratings from Touch Interactions in Mobile Games 从手机游戏的触摸互动中评估质量评级
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463419
Carola Trahms, S. Möller, Jan-Niklas Voigt-Antons
{"title":"Estimating Quality Ratings from Touch Interactions in Mobile Games","authors":"Carola Trahms, S. Möller, Jan-Niklas Voigt-Antons","doi":"10.1109/QoMEX.2018.8463419","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463419","url":null,"abstract":"Obtaining reliable quality ratings for applications is a time-consuming and expensive process. Touch interaction data, however, can be recorded without additional effort when using mobile applications. It could be used to assess usability without having to conduct dedicated tests. This work investigates the possibility to estimate quality ratings for two mobile games solely from touch interactions without relying on performance or game logic measures. To capture pragmatic as well as hedonic quality aspects of usability as ground truth, the AttrakDiff Mini questionnaire was chosen. Two different simple mobile games were used to capture a variety of touch interactions (taps and swipes). To influence the user ratings, three versions of the games were presented: one in original quality, the two others with manipulated interaction quality. Touch interaction features were extracted from the recorded interaction data and used for training models using linear regression and multivariate adaptive regression splines (MARS). The models were built with three times 10-fold cross-validation on each game data set separately. The results indicate that the ratings for pragmatic quality are estimated significantly better than for hedonic quality and attractiveness. Furthermore, the transferability of the models from one game to the other was examined and the touch features that were most important for estimating quality ratings in this study were identified. Touch interactions seem to carry some information on usability, especially pragmatic quality, and it seems to be possible to estimate a broad direction of the user's usability perception. Just a few touch features carry the most information and can be used for simple but fast and powerful models. This could be applied as an automatic analytic tool for mobile applications as well as in adaptive applications that optimize themselves in terms of usability perceived by individual users.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"16 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82636906","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Timber: An SDN based emulation platform for QoE Management Experimental Research 基于SDN的QoE管理仿真平台实验研究
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463387
Arslan Ahmad, Alessandro Floris, L. Atzori
{"title":"Timber: An SDN based emulation platform for QoE Management Experimental Research","authors":"Arslan Ahmad, Alessandro Floris, L. Atzori","doi":"10.1109/QoMEX.2018.8463387","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463387","url":null,"abstract":"In this paper, we present an open source Software-Defined Networking (SDN) based emulation platform called Timber. It is aimed at providing the research community with a tool for experimenting new Quality of Experience (QoE) management procedures and tools in multimedia service delivery. Timber is developed on the top of Mininet SDN emulator and Ryu SDN controller, which provides the major functionalities of the traffic engineering abstractions in SDN environment. Moreover, the platform provides an actual complete video streaming application including the implementation of the server side and client side probes for QoE measurements which have functionalities to store the quality measurements into the cloud database accessible to the SDN controller application. In this paper, we first discuss the general architecture and framework of Timber. Secondly, we provide the implementation details and major functionalities of the platform. Thirdly, we provide experimental results to highlight the major functionalities of Timber by 4 different scenarios which include traffic shaping through DiffServ and dynamic resource allocation by queuing strategies.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"1 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89512846","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
A Neurophysiological Sensor-Equipped Head-Mounted Display for Instrumental QoE Assessment of Immersive Multimedia 一种配备神经生理传感器的头戴式显示器,用于沉浸式多媒体的仪器QoE评估
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463422
Raymundo Cassani, Marc-Antoine Moinnereau, T. Falk
{"title":"A Neurophysiological Sensor-Equipped Head-Mounted Display for Instrumental QoE Assessment of Immersive Multimedia","authors":"Raymundo Cassani, Marc-Antoine Moinnereau, T. Falk","doi":"10.1109/QoMEX.2018.8463422","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463422","url":null,"abstract":"The last few years have seen a drastic increase in the consumption of virtual- and augmented-reality (VR and AR, respectively) applications. Ultimately, the success of any emerging technology will rely on the experience it provides the end user, and not on the technology itself. Subjective methods for quality-of-experience (QoE) assessment have as main disadvantage that converting such human factors into a quality rating is difficult, particularly for everyday users. To overcome this limitation, recent research has explored the use of objective methods to monitor neurophysiological correlates of relevant perception processes. In this paper, we describe the development of a neurophysiological sensor-equipped head-mounted display that combines a consumer off-the-shelf VR headset, a modified low-cost portable device for electroencephalogram (EEG) acquisition repurposed to simultaneously acquire EEG, electrocardiogram (ECG), and electrooculogram (EOG) signals with high-quality dry electrodes. The device was evaluated under three different scenarios, each one designed to test the different ExG modalities. Initial tests showed promising results and allowed for (1) steady-state visually evoked potentials to be accurately measured from EEG, (2) heart rate variability measurements to discriminate between different affective videos, and (3) EOG measurements to monitor gaze direction and eye blinks, all while users were mobile. Being able to accurately monitor signals from the autonomic and central nervous systems in an unobtrusive and portable manner is an important step for instrumental QoE assessment of emerging VR/AR applications.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"124 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74471756","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Validation of a Repeatable Pair Comparison Method 一种可重复配对比较方法的验证
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463407
Yasuko Sugito, Shinya Iwasaki, Kazuhiro Chida, Kazuhisa Iguchi, Kikufumi Kanda, Xuying Lei, H. Miyoshi, Kimihiko Kazui
{"title":"Validation of a Repeatable Pair Comparison Method","authors":"Yasuko Sugito, Shinya Iwasaki, Kazuhiro Chida, Kazuhisa Iguchi, Kikufumi Kanda, Xuying Lei, H. Miyoshi, Kimihiko Kazui","doi":"10.1109/QoMEX.2018.8463407","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463407","url":null,"abstract":"In this study, we verify a pair comparison method in which videos being evaluated can be repeated by the evaluators as many times as desired. We use the method to conduct a subjective evaluation of 8K 119.88 Hz (120 Hz) and 59.94 Hz (60 Hz) videos that were compressed using software that emulates an 8K 120 Hz encoder. The experimental results confirm that (1) this method can detect small differences between video qualities, (2) all video pairs must be evaluated because the order effect is not negligible, and (3) the appropriate number of repeats is between four and nine.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"249 1","pages":"1-3"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"74502783","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents 虚拟现实疾病预测器:视觉前庭冲突与VR内容分析
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463413
Jaekyung Kim, Woojae Kim, Sewoong Ahn, Jinwoo Kim, Sanghoon Lee
{"title":"Virtual Reality Sickness Predictor: Analysis of visual-vestibular conflict and VR contents","authors":"Jaekyung Kim, Woojae Kim, Sewoong Ahn, Jinwoo Kim, Sanghoon Lee","doi":"10.1109/QoMEX.2018.8463413","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463413","url":null,"abstract":"Predicting the degree of sickness is an imperative goal to guarantee viewing safety when watching virtual reality (VR) contents. Ideally, such predictive models should be explained in terms of the human visual system (HVS). When viewing VR contents using a head mounted display (HMD), there is a conflict between user's actual motion and visually perceived motion. This results in an unnatural visual-vestibular sensory mismatch that causes side effects such as onset of nausea, oculomotor, disorientation, asthenopia (eyestrain). In this paper, we propose a framework called VR sickness predictor (VRSP) using the interaction model between user's motion and the vestibular system. VRSP extracts two types of features: a) perceptual motion feature through a visual-vestibular interaction model, and b) statistical content feature that affects user motion perception. Furthermore, we build a VR sickness database including 36 virtual scenes to evaluate the performance of VRSP. Through rigorous experiments, we demonstrate that the correlation between the proposed model and the subjective sickness score yields ~72 %.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"17 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81645965","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 41
Evaluation of Focus Metrics in Extended Depth-of-field Reconstruction 扩展景深重建中焦点度量的评价
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463366
Jose N. Filipe, Luis M. N. Tavora, P. Assunção, R. Fonseca-Pinto, S. Faria
{"title":"Evaluation of Focus Metrics in Extended Depth-of-field Reconstruction","authors":"Jose N. Filipe, Luis M. N. Tavora, P. Assunção, R. Fonseca-Pinto, S. Faria","doi":"10.1109/QoMEX.2018.8463366","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463366","url":null,"abstract":"The performance of focus metrics in the evaluation of refocused images from light fields is investigated in this paper. To this aim, the paper presents a comprehensive study on the performance of a large set of different focus metrics (34 in total) in the evaluation of patch-based extended depth-of-field reconstructed images (e.g., all-in-focus). The new findings of this work demonstrate that optimal reconstruction of extended depth-of-field images, from light fields captured with focused plenoptic cameras, is not consistent with the focus level figures computed by available focus metrics. The results show that a higher focus level, as given by such computational methods, does not actually correspond to better all-in-focus images, thus indicating that currently available focus metrics are not suitable for evaluating the quality of extended depth-of-field reconstruction. The results obtained through subjective evaluation confirm that objective focus metrics fail to indicate the best focused images. Finally, the paper presents recommendations to adapt existing metrics to extended depth-of-field reconstruction in plenoptic imaging.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"33 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"86241763","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit 玩延迟:时机不好,表现就会很差,经验也会如此
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463382
Ragnhild Eg, K. Raaen, M. Claypool
{"title":"Playing with Delay: With Poor Timing Comes Poor Performance, and Experience Follows Suit","authors":"Ragnhild Eg, K. Raaen, M. Claypool","doi":"10.1109/QoMEX.2018.8463382","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463382","url":null,"abstract":"Delays are ever-present in interactive tasks, such as controlling a cursor with a mouse. Unfortunately, perceptible delays are likely to affect both quality of experience and task performance, and even imperceptible delays can potentially be harmful to performance. This paper presents a controlled behavioural experiment that explores the impact of delay on interactions with motor inputs and visual outputs. Because system and network delays interact and overlap, we address total interface delay, focusing on the effect rather than the cause. In the experiment, 51 participants played a simple game of chase-and -catch, using the mouse to intercept a bouncing target. The game includes three levels of difficulty, defined by the speed of the target, with controlled interface delay added between the mouse and the corresponding cursor. The delay values ranged from the system's minimum processing time of 40 ms up to a total of 440 ms. We evaluated participants' game performance, as well as perceived game responsiveness. In line with predictions, our analyses show a negative relation between delay and quality of experience, along with deteriorating performance. In contrast, performance does not co-vary with self-reported game skill. Moreover, an individual's experience with other time-dependent activities has no significant effect on neither performance nor experience, with one exception - musical practice appears to benefit performance for this type of interaction.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"25 1","pages":"1-6"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"89812953","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 17
A High-angular-resolution Turntable Data-set for Experiments on Light Field Visualization Quality 用于光场可视化质量实验的高角分辨率转台数据集
2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX) Pub Date : 2018-05-01 DOI: 10.1109/QoMEX.2018.8463402
R. R. Tamboli, M. S. Reddy, P. A. Kara, M. Martini, Sumohana S. Channappayya, S. Jana
{"title":"A High-angular-resolution Turntable Data-set for Experiments on Light Field Visualization Quality","authors":"R. R. Tamboli, M. S. Reddy, P. A. Kara, M. Martini, Sumohana S. Channappayya, S. Jana","doi":"10.1109/QoMEX.2018.8463402","DOIUrl":"https://doi.org/10.1109/QoMEX.2018.8463402","url":null,"abstract":"In this paper, we present a high-angular-resolution data-set created using a turntable arrangement. Seven distinct objects, positioned on an automated turntable, were captured from three camera positions for every half degree of rotation, generating 720 images for each camera position. For each object, the camera positions were registered to the coordinate system of the middle camera. Intrinsic parameters of the camera were also estimated. A data-set of this kind is instrumental for research in a variety of areas, such as light field visualization, manifold learning, visual quality assessment, evaluation of preferred object orientation etc. Due to the availability of three-view stereo, this data-set could be useful for studying view interpolation techniques.","PeriodicalId":6618,"journal":{"name":"2018 Tenth International Conference on Quality of Multimedia Experience (QoMEX)","volume":"10 7","pages":"1-3"},"PeriodicalIF":0.0,"publicationDate":"2018-05-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"91496202","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 8
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