首页 > 最新文献

ACM Transactions on Interactive Intelligent Systems最新文献

英文 中文
GO-Finder: A Registration-free Wearable System for Assisting Users in Finding Lost Hand-held Objects GO-Finder:一个无需注册的可穿戴系统,用于帮助用户寻找丢失的手持物品
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-11-04 DOI: 10.1145/3519268
Takuma Yagi, Takumi Nishiyasu, Kunimasa Kawasaki, Moe Matsuki, Yoichi Sato
People spend an enormous amount of time and effort looking for lost objects. To help remind people of the location of lost objects, various computational systems that provide information on their locations have been developed. However, prior systems for assisting people in finding objects require users to register the target objects in advance. This requirement imposes a cumbersome burden on the users, and the system cannot help remind them of unexpectedly lost objects. We propose GO-Finder (“Generic Object Finder”), a registration-free wearable camera-based system for assisting people in finding an arbitrary number of objects based on two key features: automatic discovery of hand-held objects and image-based candidate selection. Given a video taken from a wearable camera, GO-Finder automatically detects and groups hand-held objects to form a visual timeline of the objects. Users can retrieve the last appearance of the object by browsing the timeline through a smartphone app. We conducted user studies to investigate how users benefit from using GO-Finder. In the first study, we asked participants to perform an object retrieval task and confirmed improved accuracy and reduced mental load in the object search task by providing clear visual cues on object locations. In the second study, the system’s usability on a longer and more realistic scenario was verified, accompanied by an additional feature of context-based candidate filtering. Participant feedback suggested the usefulness of GO-Finder also in realistic scenarios where more than one hundred objects appear.
人们花费大量的时间和精力寻找丢失的物品。为了提醒人们丢失物品的位置,各种各样的计算系统已经被开发出来,可以提供物品位置的信息。然而,以前帮助人们寻找物体的系统需要用户提前注册目标物体。这一要求给用户带来了繁琐的负担,系统无法提醒他们意外丢失的物品。我们提出GO-Finder(“通用对象查找器”),这是一个无需注册的基于可穿戴相机的系统,用于帮助人们找到任意数量的对象,该系统基于两个关键功能:自动发现手持对象和基于图像的候选对象选择。根据可穿戴摄像头拍摄的视频,GO-Finder会自动检测和分组手持物体,形成物体的视觉时间轴。用户可以通过智能手机应用程序浏览时间轴来检索物体的最后一次外观。我们进行了用户研究,以调查用户如何从使用GO-Finder中获益。在第一项研究中,我们要求参与者执行一个物体检索任务,并证实通过提供物体位置的清晰视觉线索,提高了物体搜索任务的准确性,减少了心理负荷。在第二项研究中,验证了系统在更长的、更现实的场景中的可用性,并增加了基于上下文的候选筛选功能。参与者的反馈表明,GO-Finder在出现100多个物体的现实场景中也很有用。
{"title":"GO-Finder: A Registration-free Wearable System for Assisting Users in Finding Lost Hand-held Objects","authors":"Takuma Yagi, Takumi Nishiyasu, Kunimasa Kawasaki, Moe Matsuki, Yoichi Sato","doi":"10.1145/3519268","DOIUrl":"https://doi.org/10.1145/3519268","url":null,"abstract":"People spend an enormous amount of time and effort looking for lost objects. To help remind people of the location of lost objects, various computational systems that provide information on their locations have been developed. However, prior systems for assisting people in finding objects require users to register the target objects in advance. This requirement imposes a cumbersome burden on the users, and the system cannot help remind them of unexpectedly lost objects. We propose GO-Finder (“Generic Object Finder”), a registration-free wearable camera-based system for assisting people in finding an arbitrary number of objects based on two key features: automatic discovery of hand-held objects and image-based candidate selection. Given a video taken from a wearable camera, GO-Finder automatically detects and groups hand-held objects to form a visual timeline of the objects. Users can retrieve the last appearance of the object by browsing the timeline through a smartphone app. We conducted user studies to investigate how users benefit from using GO-Finder. In the first study, we asked participants to perform an object retrieval task and confirmed improved accuracy and reduced mental load in the object search task by providing clear visual cues on object locations. In the second study, the system’s usability on a longer and more realistic scenario was verified, accompanied by an additional feature of context-based candidate filtering. Participant feedback suggested the usefulness of GO-Finder also in realistic scenarios where more than one hundred objects appear.","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80466165","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
GO-Finder: A Registration-free Wearable System for Assisting Users in Finding Lost Hand-held Objects GO-Finder:一个无需注册的可穿戴系统,用于帮助用户寻找丢失的手持物品
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-11-04 DOI: https://dl.acm.org/doi/10.1145/3519268
Takuma Yagi, Takumi Nishiyasu, Kunimasa Kawasaki, Moe Matsuki, Yoichi Sato

People spend an enormous amount of time and effort looking for lost objects. To help remind people of the location of lost objects, various computational systems that provide information on their locations have been developed. However, prior systems for assisting people in finding objects require users to register the target objects in advance. This requirement imposes a cumbersome burden on the users, and the system cannot help remind them of unexpectedly lost objects. We propose GO-Finder (“Generic Object Finder”), a registration-free wearable camera-based system for assisting people in finding an arbitrary number of objects based on two key features: automatic discovery of hand-held objects and image-based candidate selection. Given a video taken from a wearable camera, GO-Finder automatically detects and groups hand-held objects to form a visual timeline of the objects. Users can retrieve the last appearance of the object by browsing the timeline through a smartphone app. We conducted user studies to investigate how users benefit from using GO-Finder. In the first study, we asked participants to perform an object retrieval task and confirmed improved accuracy and reduced mental load in the object search task by providing clear visual cues on object locations. In the second study, the system’s usability on a longer and more realistic scenario was verified, accompanied by an additional feature of context-based candidate filtering. Participant feedback suggested the usefulness of GO-Finder also in realistic scenarios where more than one hundred objects appear.

人们花费大量的时间和精力寻找丢失的物品。为了提醒人们丢失物品的位置,各种各样的计算系统已经被开发出来,可以提供物品位置的信息。然而,以前帮助人们寻找物体的系统需要用户提前注册目标物体。这一要求给用户带来了繁琐的负担,系统无法提醒他们意外丢失的物品。我们提出GO-Finder(“通用对象查找器”),这是一个无需注册的基于可穿戴相机的系统,用于帮助人们找到任意数量的对象,该系统基于两个关键功能:自动发现手持对象和基于图像的候选对象选择。根据可穿戴摄像头拍摄的视频,GO-Finder会自动检测和分组手持物体,形成物体的视觉时间轴。用户可以通过智能手机应用程序浏览时间轴来检索物体的最后一次外观。我们进行了用户研究,以调查用户如何从使用GO-Finder中获益。在第一项研究中,我们要求参与者执行一个物体检索任务,并证实通过提供物体位置的清晰视觉线索,提高了物体搜索任务的准确性,减少了心理负荷。在第二项研究中,验证了系统在更长的、更现实的场景中的可用性,并增加了基于上下文的候选筛选功能。参与者的反馈表明,GO-Finder在出现100多个物体的现实场景中也很有用。
{"title":"GO-Finder: A Registration-free Wearable System for Assisting Users in Finding Lost Hand-held Objects","authors":"Takuma Yagi, Takumi Nishiyasu, Kunimasa Kawasaki, Moe Matsuki, Yoichi Sato","doi":"https://dl.acm.org/doi/10.1145/3519268","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3519268","url":null,"abstract":"<p>People spend an enormous amount of time and effort looking for lost objects. To help remind people of the location of lost objects, various computational systems that provide information on their locations have been developed. However, prior systems for assisting people in finding objects require users to register the target objects in advance. This requirement imposes a cumbersome burden on the users, and the system cannot help remind them of unexpectedly lost objects. We propose GO-Finder (“Generic Object Finder”), a registration-free wearable camera-based system for assisting people in finding an arbitrary number of objects based on two key features: automatic discovery of hand-held objects and image-based candidate selection. Given a video taken from a wearable camera, GO-Finder automatically detects and groups hand-held objects to form a visual timeline of the objects. Users can retrieve the last appearance of the object by browsing the timeline through a smartphone app. We conducted user studies to investigate how users benefit from using GO-Finder. In the first study, we asked participants to perform an object retrieval task and confirmed improved accuracy and reduced mental load in the object search task by providing clear visual cues on object locations. In the second study, the system’s usability on a longer and more realistic scenario was verified, accompanied by an additional feature of context-based candidate filtering. Participant feedback suggested the usefulness of GO-Finder also in realistic scenarios where more than one hundred objects appear.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
PEACE: A Model of Key Social and Emotional Qualities of Conversational Chatbots 和平:会话聊天机器人的关键社交和情感品质模型
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-11-04 DOI: https://dl.acm.org/doi/10.1145/3531064
Ekaterina Svikhnushina, Pearl Pu

Open-domain chatbots engage with users in natural conversations to socialize and establish bonds. However, designing and developing an effective open-domain chatbot is challenging. It is unclear what qualities of a chatbot most correspond to users’ expectations and preferences. Even though existing work has considered a wide range of aspects, some key components are still missing. For example, the role of chatbots’ ability to communicate with humans at the emotional level remains an open subject of study. Furthermore, these trait qualities are likely to cover several dimensions. It is crucial to understand how the different qualities relate and interact with each other and what the core aspects would be. For this purpose, we first designed an exploratory user study aimed at gaining a basic understanding of the desired qualities of chatbots with a special focus on their emotional intelligence. Using the findings from the first study, we constructed a model of the desired traits by carefully selecting a set of features. With the help of a large-scale survey and structural equation modeling, we further validated the model using data collected from the survey. The final outcome is called the PEACE model (Politeness, Entertainment, Attentive Curiosity, and Empathy). By analyzing the dependencies between the different PEACE constructs, we shed light on the importance of and interplay between the chatbots’ qualities and the effect of users’ attitudes and concerns on their expectations of the technology. Not only PEACE defines the key ingredients of the social qualities of a chatbot, it also helped us derive a set of design implications useful for the development of socially adequate and emotionally aware open-domain chatbots.

开放域聊天机器人与用户进行自然对话,进行社交并建立联系。然而,设计和开发一个有效的开放域聊天机器人是具有挑战性的。目前还不清楚聊天机器人的哪些品质最符合用户的期望和偏好。尽管现有的工作已经考虑了广泛的方面,但仍然缺少一些关键的组成部分。例如,聊天机器人在情感层面与人类交流的能力所扮演的角色仍然是一个开放的研究课题。此外,这些特质可能涵盖几个方面。理解不同的品质是如何相互联系和互动的,以及核心方面是什么是至关重要的。为此,我们首先设计了一个探索性的用户研究,旨在对聊天机器人的期望品质有一个基本的了解,特别关注他们的情商。利用第一项研究的结果,我们通过仔细选择一组特征,构建了一个所需特征的模型。借助大规模调查和结构方程建模,我们利用调查收集的数据进一步验证了模型。最后的结果被称为PEACE模型(礼貌、娱乐、细心的好奇心和同理心)。通过分析不同PEACE结构之间的依赖关系,我们揭示了聊天机器人的质量与用户对技术期望的态度和关注的影响之间的重要性和相互作用。PEACE不仅定义了聊天机器人社交品质的关键要素,它还帮助我们获得了一组设计暗示,这些暗示对开发社交能力强、情感意识强的开放域聊天机器人很有用。
{"title":"PEACE: A Model of Key Social and Emotional Qualities of Conversational Chatbots","authors":"Ekaterina Svikhnushina, Pearl Pu","doi":"https://dl.acm.org/doi/10.1145/3531064","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3531064","url":null,"abstract":"<p>Open-domain chatbots engage with users in natural conversations to socialize and establish bonds. However, designing and developing an effective open-domain chatbot is challenging. It is unclear what qualities of a chatbot most correspond to users’ expectations and preferences. Even though existing work has considered a wide range of aspects, some key components are still missing. For example, the role of chatbots’ ability to communicate with humans at the emotional level remains an open subject of study. Furthermore, these trait qualities are likely to cover several dimensions. It is crucial to understand how the different qualities relate and interact with each other and what the core aspects would be. For this purpose, we first designed an exploratory user study aimed at gaining a basic understanding of the desired qualities of chatbots with a special focus on their emotional intelligence. Using the findings from the first study, we constructed a model of the desired traits by carefully selecting a set of features. With the help of a large-scale survey and structural equation modeling, we further validated the model using data collected from the survey. The final outcome is called the <b>PEACE model (Politeness, Entertainment, Attentive Curiosity, and Empathy)</b>. By analyzing the dependencies between the different PEACE constructs, we shed light on the importance of and interplay between the chatbots’ qualities and the effect of users’ attitudes and concerns on their expectations of the technology. Not only PEACE defines the key ingredients of the social qualities of a chatbot, it also helped us derive a set of design implications useful for the development of socially adequate and emotionally aware open-domain chatbots.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-11-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531913","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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 Personalized Interaction Mechanism Framework for Micro-moment Recommender Systems 微时刻推荐系统的个性化交互机制框架
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-10-29 DOI: 10.1145/3569586
Yi-ling Lin, Shao-Wei Lee
The emergence of the micro-moment concept highlights the influence of context; recommender system design should reflect this trend. In response to different contexts, a micro-moment recommender system (MMRS) requires an effective interaction mechanism that allows users to easily interact with the system in a way that supports autonomy and promotes the creation and expression of self. We study four types of interaction mechanisms to understand which personalization approach is the most suitable design for MMRSs. We assume that designs that support micro-moment needs well are those that give users more control over the system and constitute a lighter user burden. We test our hypothesis via a two-week between-subject field study in which participants used our system and provided feedback. User-initiated and mix-initiated intention mechanisms show higher perceived active control, and the additional controls do not add to user burdens. Therefore, these two designs suit the MMRS interaction mechanism.
微瞬间概念的出现凸显了语境的影响;推荐系统的设计应该反映这一趋势。针对不同的情境,微时刻推荐系统(MMRS)需要一种有效的交互机制,允许用户以支持自主性和促进自我创造和表达的方式轻松地与系统进行交互。我们研究了四种类型的交互机制,以了解哪种个性化方法最适合MMRSs的设计。我们认为,能够很好地支持微瞬间需求的设计是那些能够让用户更好地控制系统并减轻用户负担的设计。我们通过为期两周的主题间实地研究来检验我们的假设,参与者使用我们的系统并提供反馈。用户发起和混合发起的意图机制表现出更高的感知主动控制,并且额外的控制不会增加用户负担。因此,这两种设计都适合MMRS交互机制。
{"title":"A Personalized Interaction Mechanism Framework for Micro-moment Recommender Systems","authors":"Yi-ling Lin, Shao-Wei Lee","doi":"10.1145/3569586","DOIUrl":"https://doi.org/10.1145/3569586","url":null,"abstract":"The emergence of the micro-moment concept highlights the influence of context; recommender system design should reflect this trend. In response to different contexts, a micro-moment recommender system (MMRS) requires an effective interaction mechanism that allows users to easily interact with the system in a way that supports autonomy and promotes the creation and expression of self. We study four types of interaction mechanisms to understand which personalization approach is the most suitable design for MMRSs. We assume that designs that support micro-moment needs well are those that give users more control over the system and constitute a lighter user burden. We test our hypothesis via a two-week between-subject field study in which participants used our system and provided feedback. User-initiated and mix-initiated intention mechanisms show higher perceived active control, and the additional controls do not add to user burdens. Therefore, these two designs suit the MMRS interaction mechanism.","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-10-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"87349924","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment 在共享虚拟环境中为协作玩法合成游戏关卡
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-08-23 DOI: 10.1145/3558773
Huimin Liu, Minsoo Choi, Dominic Kao, Christos Mousas
We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.
我们开发了一种综合游戏关卡的方法,该方法考虑了两名玩家完成特定游戏关卡所需的合作程度。我们首先要求游戏关卡设计师创造可玩的游戏关卡块。然后,由行为树驱动的两个人工智能(AI)虚拟代理玩每个游戏关卡块。我们记录了AI虚拟代理完成每个游戏关卡块所需的协作程度,并用它来描述每个游戏关卡块。为了合成一个游戏关卡,我们将总成本函数分配给包含协作程度和游戏关卡设计决策的成本项。然后,我们使用马尔可夫链蒙特卡罗优化方法,称为模拟退火,来求解总成本函数,并提出了一个游戏关卡的设计。我们综合了三个游戏关卡(低、中、高合作游戏关卡)来评估我们的执行情况。然后,我们招募了一组参与者来玩游戏关卡,以探索他们是否会体验到一定程度的协作,并验证AI虚拟代理是否提供了足够的数据来描述玩家在每个游戏关卡块中的协作行为。通过收集游戏中的客观测量值和自我报告的主观评分,我们发现这三个游戏关卡确实影响了参与者的合作玩法行为。此外,通过分析我们收集的数据,我们发现参与者与人工智能虚拟代理之间存在适度而强烈的相关性。这些结果表明,游戏开发者可以考虑将人工智能虚拟代理作为评估完成游戏关卡所需的协作程度的替代方法。
{"title":"Synthesizing Game Levels for Collaborative Gameplay in a Shared Virtual Environment","authors":"Huimin Liu, Minsoo Choi, Dominic Kao, Christos Mousas","doi":"10.1145/3558773","DOIUrl":"https://doi.org/10.1145/3558773","url":null,"abstract":"We developed a method to synthesize game levels that accounts for the degree of collaboration required by two players to finish a given game level. We first asked a game level designer to create playable game level chunks. Then, two artificial intelligence (AI) virtual agents driven by behavior trees played each game level chunk. We recorded the degree of collaboration required to accomplish each game level chunk by the AI virtual agents and used it to characterize each game level chunk. To synthesize a game level, we assigned to the total cost function cost terms that encode both the degree of collaboration and game level design decisions. Then, we used a Markov-chain Monte Carlo optimization method, called simulated annealing, to solve the total cost function and proposed a design for a game level. We synthesized three game levels (low, medium, and high degrees of collaboration game levels) to evaluate our implementation. We then recruited groups of participants to play the game levels to explore whether they would experience a certain degree of collaboration and validate whether the AI virtual agents provided sufficient data that described the collaborative behavior of players in each game level chunk. By collecting both in-game objective measurements and self-reported subjective ratings, we found that the three game levels indeed impacted the collaboration gameplay behavior of our participants. Moreover, by analyzing our collected data, we found moderate and strong correlations between the participants and the AI virtual agents. These results show that game developers can consider AI virtual agents as an alternative method for evaluating the degree of collaboration required to finish a game level.","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-08-23","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"75298555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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: 2
Improving Office Workers’ Workspace Using a Self-adjusting Computer Screen 利用自动调节的电脑屏幕改善办公环境
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-08-16 DOI: https://dl.acm.org/doi/10.1145/3545993
Rotem Kronenberg, Tsvi Kuflik, Ilan Shimshoni

With the rapid evolution of technology, computers and their users’ workspaces have become an essential part of our life in general. Today, many people use computers both for work and for personal needs, spending long hours sitting at a desk in front of a computer screen, changing their pose slightly from time to time. This phenomenon impacts people’s health negatively, adversely affecting their musculoskeletal and ocular systems. To mitigate these risks, several different ergonomic solutions have been suggested. This study proposes, demonstrates, and evaluates a technological solution that automatically adjusts the computer screen position and orientation to its user’s current pose, using a simple RGB camera and robotic arm. The automatic adjustment will reduce the physical load on users and better fit their changing poses. The user’s pose is extracted from images continuously acquired by the system’s camera. The most suitable screen position is calculated according to the user’s pose and ergonomic guidelines. Thereafter, the robotic arm adjusts the screen accordingly. The evaluation was done through a user study with 35 users who rated both the idea and the prototype system itself highly.

随着科技的快速发展,计算机及其用户的工作空间已成为我们生活中不可或缺的一部分。如今,许多人使用电脑既用于工作,也用于个人需要,他们长时间坐在电脑屏幕前的桌子前,时不时地稍微改变一下姿势。这种现象对人们的健康产生负面影响,对他们的肌肉骨骼和眼部系统产生不利影响。为了降低这些风险,人们提出了几种不同的人体工程学解决方案。本研究提出、演示并评估了一种技术解决方案,该解决方案使用简单的RGB相机和机械臂,自动调整计算机屏幕的位置和方向以适应用户当前的姿势。自动调整将减少用户的身体负荷,更好地适应他们不断变化的姿势。用户的姿势是从系统相机连续获取的图像中提取出来的。最合适的屏幕位置是根据用户的姿势和人体工程学指南计算出来的。然后,机械臂相应地调整屏幕。评估是通过对35名用户的用户研究完成的,他们对这个想法和原型系统本身都给予了很高的评价。
{"title":"Improving Office Workers’ Workspace Using a Self-adjusting Computer Screen","authors":"Rotem Kronenberg, Tsvi Kuflik, Ilan Shimshoni","doi":"https://dl.acm.org/doi/10.1145/3545993","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3545993","url":null,"abstract":"<p>With the rapid evolution of technology, computers and their users’ workspaces have become an essential part of our life in general. Today, many people use computers both for work and for personal needs, spending long hours sitting at a desk in front of a computer screen, changing their pose slightly from time to time. This phenomenon impacts people’s health negatively, adversely affecting their musculoskeletal and ocular systems. To mitigate these risks, several different ergonomic solutions have been suggested. This study proposes, demonstrates, and evaluates a technological solution that automatically adjusts the computer screen position and orientation to its user’s current pose, using a simple RGB camera and robotic arm. The automatic adjustment will reduce the physical load on users and better fit their changing poses. The user’s pose is extracted from images continuously acquired by the system’s camera. The most suitable screen position is calculated according to the user’s pose and ergonomic guidelines. Thereafter, the robotic arm adjusts the screen accordingly. The evaluation was done through a user study with 35 users who rated both the idea and the prototype system itself highly.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-08-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531887","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability 混合人工智能团队的敏捷新研究框架:信任、透明度和可转移性
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3514257
Sabrina Caldwell, Penny Sweetser, Nicholas O’Donnell, Matthew J. Knight, Matthew Aitchison, Tom Gedeon, Daniel Johnson, Margot Brereton, Marcus Gallagher, David Conroy

We propose a new research framework by which the nascent discipline of human-AI teaming can be explored within experimental environments in preparation for transferal to real-world contexts. We examine the existing literature and unanswered research questions through the lens of an Agile approach to construct our proposed framework. Our framework aims to provide a structure for understanding the macro features of this research landscape, supporting holistic research into the acceptability of human-AI teaming to human team members and the affordances of AI team members. The framework has the potential to enhance decision-making and performance of hybrid human-AI teams. Further, our framework proposes the application of Agile methodology for research management and knowledge discovery. We propose a transferability pathway for hybrid teaming to be initially tested in a safe environment, such as a real-time strategy video game, with elements of lessons learned that can be transferred to real-world situations.

我们提出了一个新的研究框架,通过该框架,可以在实验环境中探索人类-人工智能团队的新兴学科,为转移到现实环境做准备。我们通过敏捷方法的视角来研究现有的文献和未解决的研究问题,以构建我们提出的框架。我们的框架旨在为理解这一研究领域的宏观特征提供一个结构,支持对人类团队成员和人工智能团队成员的可接受性进行整体研究。该框架有可能提高人类-人工智能混合团队的决策和绩效。此外,我们的框架建议将敏捷方法应用于研究管理和知识发现。我们提出了一种混合团队的可转移性途径,首先在安全的环境中进行测试,例如实时战略视频游戏,其中的经验教训元素可以转移到现实世界的情况中。
{"title":"An Agile New Research Framework for Hybrid Human-AI Teaming: Trust, Transparency, and Transferability","authors":"Sabrina Caldwell, Penny Sweetser, Nicholas O’Donnell, Matthew J. Knight, Matthew Aitchison, Tom Gedeon, Daniel Johnson, Margot Brereton, Marcus Gallagher, David Conroy","doi":"https://dl.acm.org/doi/10.1145/3514257","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3514257","url":null,"abstract":"<p>We propose a new research framework by which the nascent discipline of human-AI teaming can be explored within experimental environments in preparation for transferal to real-world contexts. We examine the existing literature and unanswered research questions through the lens of an Agile approach to construct our proposed framework. Our framework aims to provide a structure for understanding the macro features of this research landscape, supporting holistic research into the acceptability of human-AI teaming to human team members and the affordances of AI team members. The framework has the potential to enhance decision-making and performance of hybrid human-AI teams. Further, our framework proposes the application of Agile methodology for research management and knowledge discovery. We propose a transferability pathway for hybrid teaming to be initially tested in a safe environment, such as a real-time strategy video game, with elements of lessons learned that can be transferred to real-world situations.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531881","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Expressive Latent Feature Modelling for Explainable Matrix Factorisation-based Recommender Systems 基于可解释矩阵分解推荐系统的表达性潜在特征建模
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3530299
Abdullah Alhejaili, Shaheen Fatima

The traditional matrix factorisation (MF)-based recommender system methods, despite their success in making the recommendation, lack explainable recommendations as the produced latent features are meaningless and cannot explain the recommendation. This article introduces an MF-based explainable recommender system framework that utilises the user-item rating data and the available item information to model meaningful user and item latent features. These features are exploited to enhance the rating prediction accuracy and the recommendation explainability. Our proposed feature-based explainable recommender system framework utilises these meaningful user and item latent features to explain the recommendation without relying on private or outer data. The recommendations are explained to the user using text message and bar chart. Our proposed model has been evaluated in terms of the rating prediction accuracy and the reasonableness of the explanation using six real-world benchmark datasets for movies, books, video games, and fashion recommendation systems. The results show that the proposed model can produce accurate explainable recommendations.

传统的基于矩阵分解(matrix factorization, MF)的推荐系统方法虽然在推荐方面取得了成功,但由于产生的潜在特征没有意义,无法解释推荐,因此缺乏可解释的推荐。本文介绍了一个基于mf的可解释推荐系统框架,该框架利用用户-物品评级数据和可用的物品信息来建模有意义的用户和物品潜在特征。利用这些特征来提高评级预测的准确性和推荐的可解释性。我们提出的基于特征的可解释推荐系统框架利用这些有意义的用户和项目潜在特征来解释推荐,而不依赖于私人或外部数据。这些建议是通过文本信息和条形图向用户解释的。我们提出的模型已经使用电影、书籍、视频游戏和时尚推荐系统的六个真实世界基准数据集,在评级预测准确性和解释的合理性方面进行了评估。结果表明,该模型能够产生准确的可解释推荐。
{"title":"Expressive Latent Feature Modelling for Explainable Matrix Factorisation-based Recommender Systems","authors":"Abdullah Alhejaili, Shaheen Fatima","doi":"https://dl.acm.org/doi/10.1145/3530299","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3530299","url":null,"abstract":"<p>The traditional matrix factorisation (MF)-based recommender system methods, despite their success in making the recommendation, lack explainable recommendations as the produced latent features are meaningless and cannot explain the recommendation. This article introduces an MF-based explainable recommender system framework that utilises the user-item rating data and the available item information to model meaningful user and item latent features. These features are exploited to enhance the rating prediction accuracy and the recommendation explainability. Our proposed feature-based explainable recommender system framework utilises these meaningful user and item latent features to explain the recommendation without relying on private or outer data. The recommendations are explained to the user using text message and bar chart. Our proposed model has been evaluated in terms of the rating prediction accuracy and the reasonableness of the explanation using six real-world benchmark datasets for movies, books, video games, and fashion recommendation systems. The results show that the proposed model can produce accurate explainable recommendations.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531888","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
Toward Involving End-users in Interactive Human-in-the-loop AI Fairness 让终端用户参与到人机交互的AI公平中
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3514258
Yuri Nakao, Simone Stumpf, Subeida Ahmed, Aisha Naseer, Lorenzo Strappelli

Ensuring fairness in artificial intelligence (AI) is important to counteract bias and discrimination in far-reaching applications. Recent work has started to investigate how humans judge fairness and how to support machine learning experts in making their AI models fairer. Drawing inspiration from an Explainable AI approach called explanatory debugging used in interactive machine learning, our work explores designing interpretable and interactive human-in-the-loop interfaces that allow ordinary end-users without any technical or domain background to identify potential fairness issues and possibly fix them in the context of loan decisions. Through workshops with end-users, we co-designed and implemented a prototype system that allowed end-users to see why predictions were made, and then to change weights on features to “debug” fairness issues. We evaluated the use of this prototype system through an online study. To investigate the implications of diverse human values about fairness around the globe, we also explored how cultural dimensions might play a role in using this prototype. Our results contribute to the design of interfaces to allow end-users to be involved in judging and addressing AI fairness through a human-in-the-loop approach.

确保人工智能(AI)的公平性对于在影响深远的应用中消除偏见和歧视至关重要。最近的工作已经开始研究人类如何判断公平,以及如何支持机器学习专家使他们的人工智能模型更公平。从交互式机器学习中使用的可解释的人工智能方法(称为解释性调试)中获得灵感,我们的工作探索了设计可解释和交互式的人在循环界面,允许没有任何技术或领域背景的普通最终用户识别潜在的公平问题,并可能在贷款决策的背景下修复它们。通过与最终用户的研讨会,我们共同设计并实现了一个原型系统,该系统允许最终用户看到为什么做出预测,然后更改特性的权重以“调试”公平性问题。我们通过在线研究评估了这个原型系统的使用情况。为了研究全球不同人类价值观对公平的影响,我们还探讨了文化维度在使用这一原型时可能发挥的作用。我们的研究结果有助于界面的设计,允许最终用户通过人在循环的方法参与判断和解决人工智能的公平性。
{"title":"Toward Involving End-users in Interactive Human-in-the-loop AI Fairness","authors":"Yuri Nakao, Simone Stumpf, Subeida Ahmed, Aisha Naseer, Lorenzo Strappelli","doi":"https://dl.acm.org/doi/10.1145/3514258","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3514258","url":null,"abstract":"<p>Ensuring fairness in artificial intelligence (AI) is important to counteract bias and discrimination in far-reaching applications. Recent work has started to investigate how humans judge fairness and how to support machine learning experts in making their AI models fairer. Drawing inspiration from an Explainable AI approach called <i>explanatory debugging</i> used in interactive machine learning, our work explores designing interpretable and interactive human-in-the-loop interfaces that allow ordinary end-users without any technical or domain background to identify potential fairness issues and possibly fix them in the context of loan decisions. Through workshops with end-users, we co-designed and implemented a prototype system that allowed end-users to see why predictions were made, and then to change weights on features to “debug” fairness issues. We evaluated the use of this prototype system through an online study. To investigate the implications of diverse human values about fairness around the globe, we also explored how cultural dimensions might play a role in using this prototype. Our results contribute to the design of interfaces to allow end-users to be involved in judging and addressing AI fairness through a human-in-the-loop approach.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531882","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
SketchMaker: Sketch Extraction and Reuse for Interactive Scene Sketch Composition SketchMaker:素描提取和重用交互式场景素描组成
IF 3.4 4区 计算机科学 Q2 Computer Science Pub Date : 2022-07-26 DOI: https://dl.acm.org/doi/10.1145/3543956
Fang Liu, Xiaoming Deng, Jiancheng Song, Yu-Kun Lai, Yong-Jin Liu, Hao Wang, Cuixia Ma, Shengfeng Qin, Hongan Wang

Sketching is an intuitive and simple way to depict sciences with various object form and appearance characteristics. In the past few years, widely available touchscreen devices have increasingly made sketch-based human-AI co-creation applications popular. One key issue of sketch-oriented interaction is to prepare input sketches efficiently by non-professionals because it is usually difficult and time-consuming to draw an ideal sketch with appropriate outlines and rich details, especially for novice users with no sketching skills. Thus, sketching brings great obstacles for sketch applications in daily life. On the other hand, hand-drawn sketches are scarce and hard to collect. Given the fact that there are several large-scale sketch datasets providing sketch data resources, but they usually have a limited number of objects and categories in sketch, and do not support users to collect new sketch materials according to their personal preferences. In addition, few sketch-related applications support the reuse of existing sketch elements. Thus, knowing how to extract sketches from existing drawings and effectively re-use them in interactive scene sketch composition will provide an elegant way for sketch-based image retrieval (SBIR) applications, which are widely used in various touch screen devices. In this study, we first conduct a study on current SBIR to better understand the main requirements and challenges in sketch-oriented applications. Then we develop the SketchMaker as an interactive sketch extraction and composition system to help users generate scene sketches via reusing object sketches in existing scene sketches with minimal manual intervention. Moreover, we demonstrate how SBIR improves from composited scene sketches to verify the performance of our interactive sketch processing system. We also include a sketch-based video localization task as an alternative application of our sketch composition scheme. Our pilot study shows that our system is effective and efficient, and provides a way to promote practical applications of sketches.

速写是一种直观、简单的方式来描绘具有各种物体形式和外观特征的科学。在过去的几年里,广泛使用的触摸屏设备越来越多地使基于草图的人类-人工智能共同创造应用程序流行起来。面向草图的交互的一个关键问题是非专业人员有效地准备输入草图,因为绘制具有适当轮廓和丰富细节的理想草图通常是困难和耗时的,特别是对于没有草图技能的新手用户。因此,素描给素描在日常生活中的应用带来了很大的障碍。另一方面,手绘草图是稀缺的,很难收集。鉴于目前有几个大规模的草图数据集提供草图数据资源,但它们通常在草图中的对象和类别数量有限,并且不支持用户根据个人喜好收集新的草图资料。此外,很少有草图相关的应用程序支持现有草图元素的重用。因此,了解如何从现有图纸中提取草图并有效地在交互式场景草图构图中重用它们,将为基于草图的图像检索(SBIR)应用提供一种优雅的方式,这些应用广泛应用于各种触摸屏设备。在本研究中,我们首先对当前的SBIR进行了研究,以更好地了解面向草图的应用中的主要需求和挑战。然后我们开发了SketchMaker作为一个交互式草图提取和构图系统,以帮助用户通过重用现有场景草图中的对象草图来生成场景草图,并减少人工干预。此外,我们演示了如何从合成场景草图改进SBIR,以验证我们的交互式草图处理系统的性能。我们还包括一个基于草图的视频定位任务,作为我们的草图组合方案的另一个应用。初步研究表明,该系统是有效的、高效的,为促进草图的实际应用提供了一条途径。
{"title":"SketchMaker: Sketch Extraction and Reuse for Interactive Scene Sketch Composition","authors":"Fang Liu, Xiaoming Deng, Jiancheng Song, Yu-Kun Lai, Yong-Jin Liu, Hao Wang, Cuixia Ma, Shengfeng Qin, Hongan Wang","doi":"https://dl.acm.org/doi/10.1145/3543956","DOIUrl":"https://doi.org/https://dl.acm.org/doi/10.1145/3543956","url":null,"abstract":"<p>Sketching is an intuitive and simple way to depict sciences with various object form and appearance characteristics. In the past few years, widely available touchscreen devices have increasingly made sketch-based human-AI co-creation applications popular. One key issue of sketch-oriented interaction is to prepare input sketches efficiently by non-professionals because it is usually difficult and time-consuming to draw an ideal sketch with appropriate outlines and rich details, especially for novice users with no sketching skills. Thus, sketching brings great obstacles for sketch applications in daily life. On the other hand, hand-drawn sketches are scarce and hard to collect. Given the fact that there are several large-scale sketch datasets providing sketch data resources, but they usually have a limited number of objects and categories in sketch, and do not support users to collect new sketch materials according to their personal preferences. In addition, few sketch-related applications support the reuse of existing sketch elements. Thus, knowing how to extract sketches from existing drawings and effectively re-use them in interactive scene sketch composition will provide an elegant way for <b>sketch-based image retrieval (SBIR)</b> applications, which are widely used in various touch screen devices. In this study, we first conduct a study on current SBIR to better understand the main requirements and challenges in sketch-oriented applications. Then we develop the SketchMaker as an interactive sketch extraction and composition system to help users generate scene sketches via reusing object sketches in existing scene sketches with minimal manual intervention. Moreover, we demonstrate how SBIR improves from composited scene sketches to verify the performance of our interactive sketch processing system. We also include a sketch-based video localization task as an alternative application of our sketch composition scheme. Our pilot study shows that our system is effective and efficient, and provides a way to promote practical applications of sketches.</p>","PeriodicalId":48574,"journal":{"name":"ACM Transactions on Interactive Intelligent Systems","volume":null,"pages":null},"PeriodicalIF":3.4,"publicationDate":"2022-07-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"138531883","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":4,"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
期刊
ACM Transactions on Interactive Intelligent Systems
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1