Frontiers in virtual reality最新文献

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Transforming graph data visualisations from 2D displays into augmented reality 3D space: A quantitative study 将图形数据可视化从2D显示转换为增强现实3D空间:一项定量研究
Frontiers in virtual reality Pub Date : 2023-03-28 DOI: 10.3389/frvir.2023.1155628
Daniel Schwajda, Judith Friedl, Fabian Pointecker, Hans-Christian Jetter, C. Anthes
{"title":"Transforming graph data visualisations from 2D displays into augmented reality 3D space: A quantitative study","authors":"Daniel Schwajda, Judith Friedl, Fabian Pointecker, Hans-Christian Jetter, C. Anthes","doi":"10.3389/frvir.2023.1155628","DOIUrl":"https://doi.org/10.3389/frvir.2023.1155628","url":null,"abstract":"Modern video-based head-mounted displays allow users to operate along Milgram’s entire reality-virtuality continuum. This opens up the field for novel cross-reality applications that distribute data analytics tasks along this continuum to combine benefits of established 2D information visualisation in the real environment with immersive analytics. In this publication, we explore this potential by transforming 2D graph data from a planar, large-scale display in the real environment into a spherical layout in augmented reality 3D space, letting it appear as if the graph is moving out of the display. We focus on design aspects of this transformation that potentially help users to form a joint mental model of both visualisations and to continue their tasks seamlessly in augmented reality. For this purpose, we implemented a framework of transformation parameters that can be categorised as follows: transformation methods, node transformation order (groupings) and different ways of visual interconnection. Variants in each of these areas were investigated in three quantitative user studies in which users had to solve a simple cluster search task. We confirmed that a visual transformation from 2D to 3D helps users to continue their tasks in augmented reality with less interruptions, and that node transformation order should be adjusted to data and task context. We further identified that users can perform tasks more efficiently when a user-controlled transformation is used, while a constant transformation with fixed duration can contribute to lower error rates.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-28","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45928774","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
Exploring the role of virtual reality in military decision training 探讨虚拟现实在军事决策训练中的作用
Frontiers in virtual reality Pub Date : 2023-03-27 DOI: 10.3389/frvir.2023.1165030
D. Harris, T. Arthur, J. Kearse, M. Olonilua, E. K. Hassan, T. de Burgh, M. Wilson, S. Vine
{"title":"Exploring the role of virtual reality in military decision training","authors":"D. Harris, T. Arthur, J. Kearse, M. Olonilua, E. K. Hassan, T. de Burgh, M. Wilson, S. Vine","doi":"10.3389/frvir.2023.1165030","DOIUrl":"https://doi.org/10.3389/frvir.2023.1165030","url":null,"abstract":"Introduction: Simulation methods, including physical synthetic environments, already play a substantial role in human skills training in many industries. One example is their application to developing situational awareness and judgemental skills in defence and security personnel. The rapid development of virtual reality technologies has provided a new opportunity for performing this type of training, but before VR can be adopted as part of mandatory training it should be subjected to rigorous tests of its suitability and effectiveness. Methods: In this work, we adopted established methods for testing the fidelity and validity of simulated environments to compare three different methods of training use-of-force decision making. Thirty-nine dismounted close combat troops from the UK’s Royal Air Force completed shoot/don’t-shoot judgemental tasks in: i) live fire; ii) virtual reality; and iii) 2D video simulation conditions. A range of shooting accuracy and decision-making metrics were recorded from all three environments. Results: The results showed that 2D video simulation posed little decision-making challenge during training. Decision-making performance across live fire and virtual reality simulations was comparable but the two may offer slightly different, and perhaps complementary, methods of training judgemental skills. Discussion: Different types of simulation should, therefore, be selected carefully to address the exact training need.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"48975354","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: 0
Softness presentation by combining electro-tactile stimulation and force feedback 电触觉刺激与力反馈相结合的柔软表现
Frontiers in virtual reality Pub Date : 2023-03-24 DOI: 10.3389/frvir.2023.1133146
Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto
{"title":"Softness presentation by combining electro-tactile stimulation and force feedback","authors":"Yui Suga, Masahiro Takeuchi, Satoshi Tanaka, H. Kajimoto","doi":"10.3389/frvir.2023.1133146","DOIUrl":"https://doi.org/10.3389/frvir.2023.1133146","url":null,"abstract":"To provide realistic tactile sensations in a virtual environment, it is necessary to stimulate both the cutaneous and proprioceptive senses. This study focuses on a realistic method of presenting softness through the use of electro-tactile stimulation. Our system combines a force-feedback device with an electric stimulator to create a soft sensation by applying a reaction force and spreading cutaneous sensation based on the amount of indentation. We measured the change in the contact area of gel samples and used electric stimulation to reproduce the increase in the contact area of the sample. We conducted a psychophysical experiment to evaluate the effectiveness of the combination of cutaneous and force sensations and confirmed that the sensation of softness was enhanced by the simultaneous presentation.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"44959901","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: 0
Immersive competence and immersive literacy: Exploring how users learn about immersive experiences 沉浸式能力和沉浸式素养:探索用户如何学习沉浸式体验
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1129242
A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman
{"title":"Immersive competence and immersive literacy: Exploring how users learn about immersive experiences","authors":"A. Steed, Daniel Archer, Lisa Izzouzi, Nels Numan, Kalila Shapiro, David Swapp, Dinah Lammiman, R. Lindeman","doi":"10.3389/frvir.2023.1129242","DOIUrl":"https://doi.org/10.3389/frvir.2023.1129242","url":null,"abstract":"While immersive experiences mediated through near-eye displays are still a relatively immature medium, there are millions of consumer devices in use. The level of awareness of the forms of the interface and media will vary enormously across the potential audience. Users might own personal devices or might encounter immersive systems in various venues. We introduce the term immersive competence to refer to the general practical knowledge and skills that users accumulate about how typical immersive interfaces work—the ways in which buttons are used, main locomotion techniques, etc. We then introduce the term immersive literacy to refer to awareness of how immersive interfaces are unique, when they might be appropriate, typical forms of media, etc. We sketch out how users develop competence and literacy with immersive media, and then highlight various open questions that are raised.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45978881","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: 3
Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders 编辑:目前使用虚拟现实和电子疗法治疗创伤和压力相关疾病
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1158427
G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero
{"title":"Editorial: Current use of virtual reality and e-therapy for the treatment of trauma and stress-related disorders","authors":"G. Cárdenas-López, Raúl Durón-Figueroa, S. Quero","doi":"10.3389/frvir.2023.1158427","DOIUrl":"https://doi.org/10.3389/frvir.2023.1158427","url":null,"abstract":"Recently, the use of virtual reality and technological innovations based on e-therapy have had a great impact on trauma and stress-related disorders, such as PTSD, allowing evidencebased interventions for these mental disorders. Given the technological advancements and the scope that these systems have shown in recent years, it is important to have updated treatment protocols based on new proven and effective technologies. Furthermore, given the high demand for mental health services due to COVID-19, it is especially important to have specialized treatments for trauma and stress-related disorders in the current context. The main objective of this issue is to present the latest advances in the incorporation of virtual reality in treatment protocols and e-therapy based intervention for trauma and stress-related disorders, as well as to identify the current state of prevalence and treatment programs based on new technologies for specialized care for trauma and stress-related disorders derived from COVID-19. Several studies have been conducted for many years on the use of technology to treat trauma and stress-related disorders, specifically utilizing virtual reality for prolonged exposure therapy. This approach has proven to be highly effective (Rothbaum et al., 2010; Kothgassner et al., 2019). Despite the evidence supporting technology-supported programs in trauma and stress-related disorders, some authors suggest that there are still limitations in terms of the dissemination and implementation of these programs for certain populations. In recent years, some alternatives have been proposed, such as combining technologies, for example, using VR-based therapy through online programs. This approach could be more accessible and acceptable, as users could benefit from these programs fromhome, considering that VR-based programs are typically carried out in the office (Wiederhold & Riva, 2019; Linder, 2021). Although the use of VR through online programs has gained relevance, more research is needed as it has only been studied in some disorders, and it seems that trauma-related disorders could benefit from these type of programs. One of the articles presented in this Research Topic, discusses e-therapy and virtual reality exposure therapy, Freedman et al. describes the development and evaluation of an internet based Virtual Reality early treatment aimed at preventing chronic PTSD. The study uses a five-session treatment protocol, presenting all content in multiple formats, including therapist verbal OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41580259","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: 0
Influence of surgical masks on the avoidance of virtual pedestrians 外科口罩对虚拟行人避让的影响
Frontiers in virtual reality Pub Date : 2023-03-23 DOI: 10.3389/frvir.2023.1081003
M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne
{"title":"Influence of surgical masks on the avoidance of virtual pedestrians","authors":"M. Bühler, S. Lynch, Trineta M. Bhojwani, Ahlam Zidan, Félix Fiset, B. McFadyen, A. Lamontagne","doi":"10.3389/frvir.2023.1081003","DOIUrl":"https://doi.org/10.3389/frvir.2023.1081003","url":null,"abstract":"To combat the COVID-19 pandemic, governments around the world have proposed a series of mitigation strategies. While responses varied across different governing bodies, recommendations such as social distancing and the use of surgical masks were nearly universal. These recommendations, as well as the social anxiety that emerged during the pandemic, are likely to have influenced pedestrian interactions. In this study, we have examined the effect of surgical masks on locomotor circumvention strategies in response to virtual pedestrians. We further explored the relationship between measures of obstacle clearance and feelings of anxiety related to community ambulation in the context of the pandemic. Using virtual reality, locomotor circumvention strategies in response to approaching pedestrians with and without surgical masks were measured in a sample of 11 healthy young individuals. Additionally, a questionnaire was developed and used to gain insights into participants’ behaviours during and after a strict period of restrictions that were in effect before the summer of 2020. Results showed that participants maintained a larger clearance when virtual pedestrians wore a surgical mask. Furthermore, clearance was positively associated with anxiety toward community ambulation in the context of the pandemic. Our findings provide evidence that mask-wearing elicits an increase in physical distancing during pedestrian interactions. Furthermore, results indicate that social context and mental health status influence locomotor outcomes measured in the context of a pedestrian interaction task and highlight the potential of virtual reality simulations to study locomotion in the community setting.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43150694","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: 0
Editorial: Metaverse in co-virtual city design 编辑:协同虚拟城市设计中的虚拟空间
Frontiers in virtual reality Pub Date : 2023-03-21 DOI: 10.3389/frvir.2023.1166107
Shuva Chowdhury, M. Schnabel, T. Lo
{"title":"Editorial: Metaverse in co-virtual city design","authors":"Shuva Chowdhury, M. Schnabel, T. Lo","doi":"10.3389/frvir.2023.1166107","DOIUrl":"https://doi.org/10.3389/frvir.2023.1166107","url":null,"abstract":"The Metaverse is a concept that has gained significant popularity in recent years, particularly in the field of technology and design. It is not just a mere Research Topic of virtual environments but a shared space where individuals can engage in various activities, such as socialising, gaming, and commerce. The rise of improved Virtualand Augmented Reality technologies has reopened research avenues in the broader digital co-design realm. One of the critical areas of research in this field is the design of co-virtual cities, where users can interact with each other in a virtual environment. We have been researching this area for quite some time. Hence this Research Topic of ‘Frontiers in Virtual Reality’ brings together colleagues who share the same research interests. We now present a carefully selected set of undertakings that delve into the various aspects of co-virtual city design and how this realm can be leveraged to create new and innovative experiences. Co-design refers to designing a product or service with the active participation of the users who will ultimately use it. Akin to our own research approaches, co-design has been widely adopted in urban planning, architecture, and product design. However, we realised that Research Topic of ‘co-design of virtual cities in the Metaverse’ is still in its infancy. The unique nature of the Metaverse presents several opportunities and challenges for the co-design of virtual cities. One of the benefits of co-designing virtual cities in theMetaverse is increased user engagement: by involving users in the design process, they become more invested in the outcome and more likely to participate in the virtual environment. The process can lead to a more vibrant and active community, as users feel a sense of ownership and belonging to “their” virtual city. The engagement of users gathers valuable insights into user preferences and requirements and designers can gain a deeper understanding of their needs, desires, and limitations. This information can then create virtual cities that better meet the users’ needs, leading to increased satisfaction and engagement. It also has the potential for increased creativity and innovation. By involving a diverse group of users in the design process, designers can tap into a wealth of ideas and perspectives they may not have considered otherwise. It can create unique and innovative virtual cities that offer users a new and exciting experience. However, co-designing virtual cities in theMetaverse also presents significant challenges. One of the biggest challenges is ensuring the participation of a diverse group of users. It is essential to involve a broad range of users with different backgrounds, experiences, and OPEN ACCESS","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46369571","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: 0
Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment 勘误:在屏幕观看唤醒评估时动态瞳孔光反应的衰减
Frontiers in virtual reality Pub Date : 2023-03-16 DOI: 10.3389/frvir.2023.1178182
Frontiers Production Office
{"title":"Erratum: Attenuation of the dynamic pupil light response during screen viewing for arousal assessment","authors":"Frontiers Production Office","doi":"10.3389/frvir.2023.1178182","DOIUrl":"https://doi.org/10.3389/frvir.2023.1178182","url":null,"abstract":"","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":"4 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41573354","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: 0
Virtual nature makes knowledge beautiful 虚拟的自然使知识变得美丽
Frontiers in virtual reality Pub Date : 2023-03-13 DOI: 10.3389/frvir.2023.1100540
Maria C. R. Harrington
{"title":"Virtual nature makes knowledge beautiful","authors":"Maria C. R. Harrington","doi":"10.3389/frvir.2023.1100540","DOIUrl":"https://doi.org/10.3389/frvir.2023.1100540","url":null,"abstract":"This is a perspective that presents a viewpoint on immersive informal learning applications built as digital twins of the natural world. Such applications provide multimodal, interactive, immersive, embodied, and sensory experiences unique and different from typical game art environments because they are geospatial visualizations of data and information derived from ecological field plot studies, geographical information systems, drone images, and botanically correct 3D plant models visualized in real-time interactive game engines. Since they are constructed from geometric objects, they can programmatically self-express semantic data and connect to knowledge stores on the Internet to create a web of knowledge for both exploration of a virtual environment as a natural landscape and for exploration of connected knowledge stores for informal learning at the moment of curiosity. This design is exceptionally powerful for informal learning as it supports the innate human desire to understand the world. This paper summarizes the construction methods used for creating three digital twins of natural environments and the informal learning applications created and distributed, namely, augmented reality (AR), virtual reality (VR), and virtual field trips. Informal learning outcomes and emotional reactions are evaluated using mixed-methods research studies to understand the impact of design factors. Visual fidelity and navigational freedom are combined to increase learning outcomes and many effective and emotional outcomes as well. Access to facts and story increase learning outcomes, and applications evaluated as beautiful are correlated with emotional reactions of awe and wonder, and awe and wonder are correlated with higher learning gains. Beauty is correlated with other system-wide subjective evaluations largely accepted as important to create a context conducive to support learning outcomes, such as calmness, excitement, and curiosity, a desire to share, and a desire to create. This paper summarizes the highlights of the author’s prior work to give the reader a perspective on the body of work.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-13","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"42276633","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: 0
Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality 社会环境对吸烟线索反应的调节——对虚拟现实中暴露疗法的启示
Frontiers in virtual reality Pub Date : 2023-03-08 DOI: 10.3389/frvir.2023.926679
Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger
{"title":"Modulation of smoking cue reactivity by social context—Implications for exposure therapy in virtual reality","authors":"Markus H. Winkler, Yonghui Li, P. Pauli, A. Mühlberger","doi":"10.3389/frvir.2023.926679","DOIUrl":"https://doi.org/10.3389/frvir.2023.926679","url":null,"abstract":"Rationale: Social factors are considered important for the initiation and maintenance of drug abuse. Virtual reality (VR) research on cue reactivity and exposure frequently incorporates social stimuli as part of complex drug-intake scenarios. Attempts are rarely made to dissect the impact of the different components and their interactive effects. The present study critically extends this line of research by investigating the modulatory effects of social context on the reactivity evoked by proximal smoking cues. Methods: Thirty-two smokers and 33 never-smokers were presented in VR with proximal cues and neutral stimuli, embedded in a social context or a neutral context. A virtual hand model was used to translate real hand movements into VR. Each trial started with the presentation of the different stimulus–context combinations. Discrete stimuli were presented on the table in front of the participants, and contextual stimuli were presented at the end of the table. Afterward, participants were instructed to grasp the target stimulus (a cigarette vs. a pencil) in front of them. After successful contact, the stimulus appeared in the virtual hand. Modulation of cue reactivity by social context was assessed by self-report, physiological measures, and overt approach behavior. Results: The results revealed modulatory effects of social context on the responses to proximal smoking cues in smokers. In contrast to never-smokers, smoking cues evoked craving in smokers, which was attenuated in a social context. Furthermore, social context increased the latency to approach and contact the cigarette in the group of smokers but did not affect behavioral approach responses in never-smokers. Other data provided indications for interactive, but also main effects of cues and contexts. Interestingly, cue-evoked craving was increased after contact with the virtual cigarette. Conclusion: The present study critically extends previous research by providing evidence for the modulation of cue reactivity by social context. The results are particularly important given the well-established role of drug-associated environmental contexts in the stimulus control of addictive behaviors. Our results emphasize the need to address social context effects on cue reactivity in basic research and treatment and further suggest that changes in the perceived availability of smoking might enhance or inhibit cue-evoked reactivity.","PeriodicalId":73116,"journal":{"name":"Frontiers in virtual reality","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2023-03-08","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46002185","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: 0
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