首页 > 最新文献

International Journal of Human-Computer Studies最新文献

英文 中文
Ensuring provider fairness in recommender systems across coarse- and fine-grained groups 确保跨粗粒度和细粒度组的推荐系统中的提供者公平性
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-29 DOI: 10.1016/j.ijhcs.2025.103688
Elizabeth Gómez , David Contreras , Ludovico Boratto , Maria Salamó
The goal of provider fairness in recommender systems is to ensure equity by suggesting products from diverse providers or provider groups. When group fairness is among the goals of a system, coarse groups are frequently used, since there are typically few provider groups (e.g., two genders, or three/four age groups) and the number of items per group is large. Practically speaking, having fewer groups makes it easier for a platform to oversee how equity is distributed among them. Nevertheless, there are sensitive attributes, such as the age or the geographic provenance of the providers, that can be characterized at a fine granularity (e.g., one might group providers at the country level, instead of the continent one), which increases the number of groups and decreases the number of items per group. This study reveals that state-of-the-art models often fail to adequately recommend fine-grained provider groups when only coarse-grained groups are considered. This oversight can result in a fairness approach that, while adequate for broader demographic groups, neglects the needs of smaller subgroups. To address this disparity, we introduce CONFIGRE (COarse aNd FIne GRained Equity), an approach designed to balance equity across both coarse and fine-grained provider groups. Our methodology ensures that fairness is not only maintained at a broad demographic level but is also extended to more precisely defined groups, offering a more nuanced and comprehensive equity management in recommender systems.
推荐系统中供应商公平性的目标是通过推荐来自不同供应商或供应商群体的产品来确保公平。当群体公平是系统的目标之一时,通常使用粗糙的群体,因为通常很少有提供者群体(例如,两个性别,或三个/四个年龄组),每个群体的项目数量很大。实际上,拥有更少的群体使平台更容易监督公平是如何在他们之间分配的。然而,有些敏感属性,例如提供者的年龄或地理来源,可以以细粒度进行特征描述(例如,可以在国家一级对提供者进行分组,而不是在大陆一级),这会增加组的数量并减少每组的项目数量。这项研究表明,当只考虑粗粒度组时,最先进的模型往往不能充分推荐细粒度的提供者组。这种疏忽可能导致一种公平的方法,虽然适合于更广泛的人口群体,但忽视了较小的子群体的需求。为了解决这种差异,我们引入了CONFIGRE(粗粒度和细粒度公平性),这是一种旨在平衡粗粒度和细粒度提供者组之间公平性的方法。我们的方法确保公平不仅在广泛的人口层面上保持,而且还扩展到更精确定义的群体,在推荐系统中提供更细致和全面的公平管理。
{"title":"Ensuring provider fairness in recommender systems across coarse- and fine-grained groups","authors":"Elizabeth Gómez ,&nbsp;David Contreras ,&nbsp;Ludovico Boratto ,&nbsp;Maria Salamó","doi":"10.1016/j.ijhcs.2025.103688","DOIUrl":"10.1016/j.ijhcs.2025.103688","url":null,"abstract":"<div><div>The goal of provider fairness in recommender systems is to ensure equity by suggesting products from diverse providers or provider groups. When group fairness is among the goals of a system, coarse groups are frequently used, since there are typically few provider groups (e.g., two genders, or three/four age groups) and the number of items per group is large. Practically speaking, having fewer groups makes it easier for a platform to oversee how equity is distributed among them. Nevertheless, there are sensitive attributes, such as the age or the geographic provenance of the providers, that can be characterized at a fine granularity (e.g., one might group providers at the country level, instead of the continent one), which increases the number of groups and decreases the number of items per group. This study reveals that state-of-the-art models often fail to adequately recommend fine-grained provider groups when only coarse-grained groups are considered. This oversight can result in a fairness approach that, while adequate for broader demographic groups, neglects the needs of smaller subgroups. To address this disparity, we introduce CONFIGRE (COarse aNd FIne GRained Equity), an approach designed to balance equity across both coarse and fine-grained provider groups. Our methodology ensures that fairness is not only maintained at a broad demographic level but is also extended to more precisely defined groups, offering a more nuanced and comprehensive equity management in recommender systems.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103688"},"PeriodicalIF":5.1,"publicationDate":"2025-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145693557","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Why and how to act through multiple avatars in virtual reality 为什么以及如何在虚拟现实中通过多个化身行动
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-29 DOI: 10.1016/j.ijhcs.2025.103676
Andreea Muresan, Kasper Hornbæk, Teresa Hirzle
In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of why users want to interact with multiple avatars and do not explain how users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions for acting through multiple avatars in VR: Appearance, Context, User-Avatar Mapping, and Motion Control. Researchers can use the design space to generate novel interaction opportunities involving multiple avatars or analyze existing work. We then run a usability study with 17 participants to understand the practicalities of an interface that integrates parts of the design space, which reveals conceptual and technical challenges that we address through design recommendations.
在虚拟现实(VR)中,用户通常控制一个虚拟身体——他们的化身。以前的作品允许用户同时通过多个化身进行操作。然而,这些作品缺乏对用户为什么想要与多个虚拟形象互动的系统解释,也没有解释用户如何操纵和生成虚拟形象。为了解决这个问题,我们与12位VR专家一起举办了六个研讨会,并开发了一个设计空间,该空间捕获了通过VR中的多个化身进行行动的四个基本维度:外观,上下文,用户-化身映射和运动控制。研究人员可以使用设计空间来产生涉及多个角色的新颖交互机会或分析现有工作。然后,我们与17名参与者一起进行可用性研究,以了解集成设计空间部分的界面的实用性,这揭示了我们通过设计建议解决的概念和技术挑战。
{"title":"Why and how to act through multiple avatars in virtual reality","authors":"Andreea Muresan,&nbsp;Kasper Hornbæk,&nbsp;Teresa Hirzle","doi":"10.1016/j.ijhcs.2025.103676","DOIUrl":"10.1016/j.ijhcs.2025.103676","url":null,"abstract":"<div><div>In virtual reality (VR), users typically control one virtual body — their avatar. Previous works enable users to act through multiple avatars simultaneously. These works, though, lack a systematic account of <em>why</em> users want to interact with multiple avatars and do not explain <em>how</em> users can manipulate and generate avatars. To address this, we run six workshops with 12 VR experts and develop a design space that captures four fundamental dimensions for acting through multiple avatars in VR: <em>Appearance</em>, <em>Context</em>, <em>User-Avatar Mapping</em>, and <em>Motion Control</em>. Researchers can use the design space to generate novel interaction opportunities involving multiple avatars or analyze existing work. We then run a usability study with 17 participants to understand the practicalities of an interface that integrates parts of the design space, which reveals conceptual and technical challenges that we address through design recommendations.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103676"},"PeriodicalIF":5.1,"publicationDate":"2025-11-29","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145747784","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Feed-O-Meter: Investigating AI-generated mentee personas as interactive agents for scaffolding design feedback practice Feed-O-Meter:调查ai生成的学员角色作为脚手架设计反馈实践的交互代理
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-26 DOI: 10.1016/j.ijhcs.2025.103687
Hyunseung Lim , Dasom Choi , DaEun Choi , Sooyohn Nam , Hwajung Hong
Effective feedback, including critique and evaluation, helps designers develop design concepts and refine their ideas, supporting informed decision-making throughout the iterative design process. However, in studio-based design courses, students often struggle to provide feedback due to a lack of confidence and fear of being judged, which limits their ability to develop essential feedback-giving skills. Recent advances in large language models (LLMs) suggest that role-playing with AI agents can allow learners to engage in multi-turn feedback without the anxiety of external judgment or the time constraints of real-world settings. Yet prior studies have raised concerns that LLMs struggle to behave like real people in role-play scenarios, diminishing the educational benefits of these interactions. Therefore, designing AI-based agents that effectively support learners in practicing and developing intellectual reasoning skills requires more than merely assigning the target persona’s personality and role to the agent. By addressing these issues, we present Feed-O-Meter, a novel system that employs carefully designed LLM-based agents to create an environment in which students can practice giving design feedback. The system enables users to role-play as mentors, providing feedback to an AI mentee and allowing them to reflect on how that feedback impacts the AI mentee’s idea development process. A user study (N=24) indicated that Feed-O-Meter increased participants’ engagement and motivation through role-switching and helped them adjust feedback to be more comprehensible for an AI mentee. Based on these findings, we discuss future directions for designing systems to foster feedback skills in design education.
有效的反馈,包括批评和评估,可以帮助设计师发展设计概念和完善他们的想法,在整个迭代设计过程中支持明智的决策。然而,在基于工作室的设计课程中,由于缺乏自信和害怕被评判,学生往往很难提供反馈,这限制了他们发展基本反馈技能的能力。大型语言模型(llm)的最新进展表明,与人工智能代理的角色扮演可以让学习者参与多回合反馈,而无需担心外部判断或现实世界设置的时间限制。然而,先前的研究已经引起了人们的关注,法学硕士在角色扮演场景中很难表现得像真人一样,这削弱了这些互动的教育效益。因此,设计基于人工智能的代理,有效地支持学习者练习和发展智力推理技能,需要的不仅仅是为代理分配目标人物的个性和角色。通过解决这些问题,我们提出了Feed-O-Meter,这是一个新颖的系统,采用精心设计的基于法学硕士的代理来创造一个学生可以练习给出设计反馈的环境。该系统允许用户扮演导师的角色,向人工智能学员提供反馈,并允许他们反思这些反馈如何影响人工智能学员的想法发展过程。一项用户研究(N=24)表明,Feed-O-Meter通过角色转换提高了参与者的参与度和积极性,并帮助他们调整反馈,使其更容易被AI学员理解。基于这些发现,我们讨论了设计系统在设计教育中培养反馈技能的未来方向。
{"title":"Feed-O-Meter: Investigating AI-generated mentee personas as interactive agents for scaffolding design feedback practice","authors":"Hyunseung Lim ,&nbsp;Dasom Choi ,&nbsp;DaEun Choi ,&nbsp;Sooyohn Nam ,&nbsp;Hwajung Hong","doi":"10.1016/j.ijhcs.2025.103687","DOIUrl":"10.1016/j.ijhcs.2025.103687","url":null,"abstract":"<div><div>Effective feedback, including critique and evaluation, helps designers develop design concepts and refine their ideas, supporting informed decision-making throughout the iterative design process. However, in studio-based design courses, students often struggle to provide feedback due to a lack of confidence and fear of being judged, which limits their ability to develop essential feedback-giving skills. Recent advances in large language models (LLMs) suggest that role-playing with AI agents can allow learners to engage in multi-turn feedback without the anxiety of external judgment or the time constraints of real-world settings. Yet prior studies have raised concerns that LLMs struggle to behave like real people in role-play scenarios, diminishing the educational benefits of these interactions. Therefore, designing AI-based agents that effectively support learners in practicing and developing intellectual reasoning skills requires more than merely assigning the target persona’s personality and role to the agent. By addressing these issues, we present Feed-O-Meter, a novel system that employs carefully designed LLM-based agents to create an environment in which students can practice giving design feedback. The system enables users to role-play as mentors, providing feedback to an AI mentee and allowing them to reflect on how that feedback impacts the AI mentee’s idea development process. A user study (N=24) indicated that Feed-O-Meter increased participants’ engagement and motivation through role-switching and helped them adjust feedback to be more comprehensible for an AI mentee. Based on these findings, we discuss future directions for designing systems to foster feedback skills in design education.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103687"},"PeriodicalIF":5.1,"publicationDate":"2025-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145693555","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
MorphGUI: Real-time GUIs customization with large language models MorphGUI:使用大型语言模型的实时gui定制
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-26 DOI: 10.1016/j.ijhcs.2025.103695
Tommaso Calò, Andrea Sillano, Luigi De Russis
Graphical user interface (GUI) customization relies on predefined configuration options and settings, constraining diverse individual needs and preferences within predetermined boundaries and often requiring technical expertise. To address these limitations, this work introduces MorphGUI, a framework leveraging Large Language Models (LLMs) to enable interface customization through natural language. By allowing users to express desired changes using their own words and harnessing the generative capabilities of LLMs, MorphGUI mitigates the limitations of predefined options and reduces the need for technical expertise. The framework translates functional and stylistic requests into either modifications of existing application components or generation of new ones. Through a use case implementation with a calendar application and a user study (n=18), where participants were tasked with modifying interfaces towards a target goal, we investigate whether MorphGUI can enable effective natural language-driven interface customization for non-expert users through both functional and visual modifications. Results show that participants successfully customized interfaces using natural language. Users found the system intuitive and achieved good performance regardless of technical background. We report analysis of optimal prompt length, challenges in separating functional and visual instructions in structured templates, correlation between LLM experience and success, and learning effects. The study revealed opportunities for enhanced guidance, examples, and scaffolding to help users structure their customization requests more effectively.
图形用户界面(GUI)定制依赖于预定义的配置选项和设置,将不同的个人需求和偏好限制在预定的范围内,并且通常需要技术专长。为了解决这些限制,这项工作引入了MorphGUI,这是一个利用大型语言模型(llm)的框架,可以通过自然语言实现界面定制。通过允许用户使用自己的语言表达所需的更改,并利用llm的生成功能,MorphGUI减轻了预定义选项的限制,减少了对技术专业知识的需求。框架将功能和风格请求转换为对现有应用程序组件的修改或新组件的生成。通过日历应用程序的用例实现和用户研究(n=18),参与者的任务是修改界面以实现目标目标,我们调查了MorphGUI是否可以通过功能和视觉修改为非专业用户实现有效的自然语言驱动的界面定制。结果表明,参与者成功地使用自然语言定制了界面。无论技术背景如何,用户都认为系统直观,性能良好。我们报告了最佳提示长度的分析,在结构化模板中分离功能和视觉指令的挑战,LLM经验与成功之间的相关性以及学习效果。该研究揭示了增强指导、示例和脚手架的机会,以帮助用户更有效地构建他们的定制请求。
{"title":"MorphGUI: Real-time GUIs customization with large language models","authors":"Tommaso Calò,&nbsp;Andrea Sillano,&nbsp;Luigi De Russis","doi":"10.1016/j.ijhcs.2025.103695","DOIUrl":"10.1016/j.ijhcs.2025.103695","url":null,"abstract":"<div><div>Graphical user interface (GUI) customization relies on predefined configuration options and settings, constraining diverse individual needs and preferences within predetermined boundaries and often requiring technical expertise. To address these limitations, this work introduces MorphGUI, a framework leveraging Large Language Models (LLMs) to enable interface customization through natural language. By allowing users to express desired changes using their own words and harnessing the generative capabilities of LLMs, MorphGUI mitigates the limitations of predefined options and reduces the need for technical expertise. The framework translates functional and stylistic requests into either modifications of existing application components or generation of new ones. Through a use case implementation with a calendar application and a user study (n=18), where participants were tasked with modifying interfaces towards a target goal, we investigate whether MorphGUI can enable effective natural language-driven interface customization for non-expert users through both functional and visual modifications. Results show that participants successfully customized interfaces using natural language. Users found the system intuitive and achieved good performance regardless of technical background. We report analysis of optimal prompt length, challenges in separating functional and visual instructions in structured templates, correlation between LLM experience and success, and learning effects. The study revealed opportunities for enhanced guidance, examples, and scaffolding to help users structure their customization requests more effectively.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103695"},"PeriodicalIF":5.1,"publicationDate":"2025-11-26","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145693556","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Human-centered AI for inclusive tourism: enhancing travel planning for adults with autism spectrum disorder 以人为本的全包旅游人工智能:加强自闭症谱系障碍成人的旅行规划
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-25 DOI: 10.1016/j.ijhcs.2025.103696
Noemi Mauro, Fabio Ferrero, Liliana Ardissono, Federica Cena
Travel experiences can challenge individuals with Autism Spectrum Disorder (ASD) before embarking on a trip, because of the complexity of planning, but also during the trip, due to sensory overstimulation while visiting places. Artificial Intelligence (AI) could help overcome some obstacles. However, it might represent a barrier for people with mid-functioning autism if their needs for assistance are not considered when designing tourism applications. Moreover, most trip planners fully control the generation of solutions, undermining users’ decision autonomy.
To address these challenges, we explored the development of itinerary planning technologies through a human-centered approach. We aimed to balance guiding users in their decision-making with empowering them to plan tours independently. The result is CARES, an Artificial Intelligence-driven trip planner designed for autistic adults, which we present in this article. CARES applies a collaborative approach to developing itineraries, based on the exploitation of (i) AI technologies for information filtering and interactive itinerary planning that are robust to the data scarcity characterizing the autism domain; (ii) a user interface that reduces information overload and decision fatigue in information exploration.
We tested CARES with 14 autistic adults, gathering insights to guide future design and improve the usability of Artificial Intelligence for neurodivergent users. The results indicate that our approach provides an accessible solution for enhancing the travel experiences of mid- to high-functioning autistic adults. In doing so, it contributes to more inclusive tourism.
旅行经历会给自闭症谱系障碍(ASD)患者带来挑战,不仅因为计划的复杂性,而且在旅行过程中,由于游览地点时的感官过度刺激。人工智能(AI)可以帮助克服一些障碍。然而,如果在设计旅游应用程序时没有考虑到中度功能自闭症患者的帮助需求,这可能会成为他们的障碍。此外,大多数出行规划者完全控制了解决方案的生成,削弱了用户的决策自主权。为了应对这些挑战,我们通过以人为本的方法探索了行程规划技术的发展。我们的目标是平衡引导用户在他们的决策和授权他们独立规划旅游。结果就是CARES,这是一款为自闭症成年人设计的人工智能驱动的旅行计划软件,我们在这篇文章中介绍了它。CARES采用协作方法来开发行程,基于(i)人工智能技术进行信息过滤和交互式行程规划,这些技术对自闭症领域的数据稀缺性具有鲁强性;(ii)在信息探索中减少信息过载和决策疲劳的用户界面。我们对14名自闭症成年人进行了CARES测试,以收集指导未来设计的见解,并为神经分化型用户提高人工智能的可用性。结果表明,我们的方法为提高中高功能自闭症成年人的旅行体验提供了一种可行的解决方案。这样做有助于提高旅游业的包容性。
{"title":"Human-centered AI for inclusive tourism: enhancing travel planning for adults with autism spectrum disorder","authors":"Noemi Mauro,&nbsp;Fabio Ferrero,&nbsp;Liliana Ardissono,&nbsp;Federica Cena","doi":"10.1016/j.ijhcs.2025.103696","DOIUrl":"10.1016/j.ijhcs.2025.103696","url":null,"abstract":"<div><div>Travel experiences can challenge individuals with Autism Spectrum Disorder (ASD) before embarking on a trip, because of the complexity of planning, but also during the trip, due to sensory overstimulation while visiting places. Artificial Intelligence (AI) could help overcome some obstacles. However, it might represent a barrier for people with mid-functioning autism if their needs for assistance are not considered when designing tourism applications. Moreover, most trip planners fully control the generation of solutions, undermining users’ decision autonomy.</div><div>To address these challenges, we explored the development of itinerary planning technologies through a human-centered approach. We aimed to balance guiding users in their decision-making with empowering them to plan tours independently. The result is CARES, an Artificial Intelligence-driven trip planner designed for autistic adults, which we present in this article. CARES applies a collaborative approach to developing itineraries, based on the exploitation of (i) AI technologies for information filtering and interactive itinerary planning that are robust to the data scarcity characterizing the autism domain; (ii) a user interface that reduces information overload and decision fatigue in information exploration.</div><div>We tested CARES with 14 autistic adults, gathering insights to guide future design and improve the usability of Artificial Intelligence for neurodivergent users. The results indicate that our approach provides an accessible solution for enhancing the travel experiences of mid- to high-functioning autistic adults. In doing so, it contributes to more inclusive tourism.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103696"},"PeriodicalIF":5.1,"publicationDate":"2025-11-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145624453","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Creating text-based AI clones of myself: Exploring perceptions, development strategies, and challenges 创造基于文本的我的AI克隆体:探索认知、发展策略和挑战
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-24 DOI: 10.1016/j.ijhcs.2025.103692
Donggun Lee , Suyoun Lee , Hyunseung Lim, Hwajung Hong
AI clones are evolving to include digital representations of real world individuals as chatbots. While often used to replicate famous figures, as the technology becomes more accessible, it is crucial to understand whether everyday users would create their own clones and how they interact with them. In this study, within the scope of AI-generated personas and their role in representing users’ needs and identities, we focus on personas that directly reflect the qualities of real humans. We define this as AI self clones—conversational AI representations that reflect their human creators—and examine how creators construct and engage with them. We conducted a 7-day study in which participants (N=12) created and interacted with their text based AI self clones using CloneBuilder, a web-based authoring interface for configuring and tuning AI self clones. The system enables individuals to create AI representations that encapsulate their unique personality, values, and interaction style. Our findings reveal that each participant developed a clone tailored to their personal circumstances. As the participants iteratively refined and tested their clone, their direction and expectations of AI clones evolved from performing specific roles to becoming entities that facilitated self exploration and relationship formation. Unexpected responses from the clone prompted self reflection and identity questioning. Overall, this paper explores the motivations for creating these clones, the strategies participants use to build and refine them, and the moments of emotional connection and break out experiences that emerge during the crafting process, along with key design implications, challenges, and ethical considerations in developing AI self clones.
人工智能克隆正在进化,包括现实世界中个人的数字表示,如聊天机器人。虽然这种技术经常被用来复制名人,但随着技术变得越来越容易获得,了解日常用户是否会创建自己的克隆以及他们如何与之互动是至关重要的。在本研究中,在人工智能生成的人物角色及其在代表用户需求和身份方面的作用范围内,我们关注直接反映真实人类品质的人物角色。我们将其定义为人工智能的自我克隆——反映其人类创造者的对话式人工智能代表——并研究创造者如何构建和与它们互动。我们进行了一项为期7天的研究,其中参与者(N=12)使用CloneBuilder(用于配置和调整AI自克隆的基于web的创作界面)创建并与基于文本的AI自克隆进行交互。该系统使个人能够创建包含其独特个性、价值观和交互风格的AI表示。我们的研究结果表明,每个参与者都根据自己的个人情况定制了一个克隆体。随着参与者不断完善和测试他们的克隆体,他们对人工智能克隆体的方向和期望也从执行特定角色演变为成为促进自我探索和关系形成的实体。来自克隆人的意外反应引发了自我反思和身份质疑。总体而言,本文探讨了创造这些克隆的动机,参与者用于构建和完善它们的策略,以及在制作过程中出现的情感联系和突破体验,以及开发AI自我克隆的关键设计含义,挑战和道德考虑。
{"title":"Creating text-based AI clones of myself: Exploring perceptions, development strategies, and challenges","authors":"Donggun Lee ,&nbsp;Suyoun Lee ,&nbsp;Hyunseung Lim,&nbsp;Hwajung Hong","doi":"10.1016/j.ijhcs.2025.103692","DOIUrl":"10.1016/j.ijhcs.2025.103692","url":null,"abstract":"<div><div>AI clones are evolving to include digital representations of real world individuals as chatbots. While often used to replicate famous figures, as the technology becomes more accessible, it is crucial to understand whether everyday users would create their own clones and how they interact with them. In this study, within the scope of AI-generated personas and their role in representing users’ needs and identities, we focus on personas that directly reflect the qualities of real humans. We define this as AI self clones—conversational AI representations that reflect their human creators—and examine how creators construct and engage with them. We conducted a 7-day study in which participants (N=12) created and interacted with their text based AI self clones using <span>CloneBuilder</span>, a web-based authoring interface for configuring and tuning AI self clones. The system enables individuals to create AI representations that encapsulate their unique personality, values, and interaction style. Our findings reveal that each participant developed a clone tailored to their personal circumstances. As the participants iteratively refined and tested their clone, their direction and expectations of AI clones evolved from performing specific roles to becoming entities that facilitated self exploration and relationship formation. Unexpected responses from the clone prompted self reflection and identity questioning. Overall, this paper explores the motivations for creating these clones, the strategies participants use to build and refine them, and the moments of emotional connection and break out experiences that emerge during the crafting process, along with key design implications, challenges, and ethical considerations in developing AI self clones.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103692"},"PeriodicalIF":5.1,"publicationDate":"2025-11-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145624449","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Players’ museum authoring game experience based on art expertise level: Case study of Occupy White Walls 基于美术专业水平的玩家博物馆创作游戏体验:以《占领白墙》为例
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-22 DOI: 10.1016/j.ijhcs.2025.103698
Joosun Yum , Yong Won Choi , Seoyoung Kang , Young Yim Doh
This study explores differences in the virtual museum authoring game Occupy White Walls based on players’ art expertise levels. We identified key distinctions between novice and expert players through thematic analysis of behavior observation, think-aloud, and semi-structured interviews with 12 players. Four themes emerged: authoring focus, authoring autonomy, asset recommendations, and asset manipulation. Experts spent more time on exhibition planning, emphasizing storytelling and autonomy in displaying artwork. In contrast, novices focused more on constructing virtual museum spaces, facing challenges in planning and curation while investing significant effort in spatial design. These differences highlight the role of art expertise in shaping gameplay experiences. The study underscores the need for expertise-sensitive game design in virtual museum-authoring environments. By analyzing player interactions in OWW, we propose recommendations for adaptive design strategies to foster engagement and personalization, ensuring a more inclusive and rewarding experience for players of varying expertise levels.
本研究探讨了虚拟博物馆创作游戏《占领白墙》中基于玩家艺术专业水平的差异。我们通过对12名玩家的行为观察、大声思考和半结构化访谈,确定了新手和专家玩家之间的关键区别。出现了四个主题:创作焦点、创作自主权、资产建议和资产操作。专家们把更多的时间花在展览策划上,强调展示艺术品的故事性和自主性。相比之下,新手更注重构建虚拟博物馆空间,在空间设计上投入大量精力的同时,也面临着规划和策展方面的挑战。这些差异突出了美术专业知识在塑造游戏体验中的作用。这项研究强调了在虚拟博物馆创作环境中对专业知识敏感的游戏设计的必要性。通过分析《OWW》中的玩家互动,我们提出了适应性设计策略的建议,以促进用户粘性和个性化,确保为不同专业水平的玩家提供更具包容性和奖励性的体验。
{"title":"Players’ museum authoring game experience based on art expertise level: Case study of Occupy White Walls","authors":"Joosun Yum ,&nbsp;Yong Won Choi ,&nbsp;Seoyoung Kang ,&nbsp;Young Yim Doh","doi":"10.1016/j.ijhcs.2025.103698","DOIUrl":"10.1016/j.ijhcs.2025.103698","url":null,"abstract":"<div><div>This study explores differences in the virtual museum authoring game Occupy White Walls based on players’ art expertise levels. We identified key distinctions between novice and expert players through thematic analysis of behavior observation, think-aloud, and semi-structured interviews with 12 players. Four themes emerged: authoring focus, authoring autonomy, asset recommendations, and asset manipulation. Experts spent more time on exhibition planning, emphasizing storytelling and autonomy in displaying artwork. In contrast, novices focused more on constructing virtual museum spaces, facing challenges in planning and curation while investing significant effort in spatial design. These differences highlight the role of art expertise in shaping gameplay experiences. The study underscores the need for expertise-sensitive game design in virtual museum-authoring environments. By analyzing player interactions in OWW, we propose recommendations for adaptive design strategies to foster engagement and personalization, ensuring a more inclusive and rewarding experience for players of varying expertise levels.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103698"},"PeriodicalIF":5.1,"publicationDate":"2025-11-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145624451","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
Who has your back? Countering dark patterns in online shopping using interpersonal and AI-delivered support 谁会支持你?利用人际关系和人工智能提供的支持,打击网上购物中的黑暗模式
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-20 DOI: 10.1016/j.ijhcs.2025.103697
Chia-Hsin Lee , Hsuen-Chi Chiu , Tzu-Ching Lai , Chien Wen Yuan
Online shopping interfaces often employ dark patterns to influence user behavior, leading to impulsive buying decisions. This study aims to enhance consumer protection by exploring how interventions incorporating various support sources (interpersonal, AI-delivered, or self) with message types (cognitive vs. affective) can mitigate the impact of dark patterns on impulsive buying behavior. Grounded in the Stimulus-Organism-Response (S-O-R) framework, this study theorizes intervention designs through a 3 × 2 between-subjects experiment (n = 363), examining how different sources and formats of support influence user responses to manipulative design. Mediators like emotional state, argument quality, and image appeal were included in the model. The findings indicate that AI-delivered support can reduce impulsive buying intentions, particularly when persuasive content and appealing visuals are integrated, highlighting the potential of well-designed machine-mediated interventions. Practically, the findings inform the development of AI-driven interventions that can be embedded into shopping platforms to promote more ethical consumer experiences. This research advances theory by demonstrating that AI outperforms interpersonal supports in reducing shopping impulses, offering insights for interface design for addressing dark pattern influences.
在线购物界面通常采用暗模式来影响用户行为,导致冲动购买决策。本研究旨在通过探索将各种支持来源(人际、人工智能交付或自我)与信息类型(认知与情感)相结合的干预措施如何减轻黑暗模式对冲动购买行为的影响,从而加强消费者保护。本研究以刺激-有机体-反应(S-O-R)框架为基础,通过363个被试之间的3 × 2实验(n = 363)将干预设计理论化,考察不同来源和形式的支持如何影响用户对操纵性设计的反应。模型中包括情绪状态、争论质量和形象吸引力等中介因素。研究结果表明,人工智能提供的支持可以减少冲动的购买意愿,特别是当有说服力的内容和吸引人的视觉效果相结合时,这突出了精心设计的机器介导干预的潜力。实际上,研究结果为人工智能驱动的干预措施的发展提供了信息,这些干预措施可以嵌入到购物平台中,以促进更合乎道德的消费者体验。这项研究通过证明人工智能在减少购物冲动方面优于人际支持来推进理论,为解决黑暗模式影响的界面设计提供了见解。
{"title":"Who has your back? Countering dark patterns in online shopping using interpersonal and AI-delivered support","authors":"Chia-Hsin Lee ,&nbsp;Hsuen-Chi Chiu ,&nbsp;Tzu-Ching Lai ,&nbsp;Chien Wen Yuan","doi":"10.1016/j.ijhcs.2025.103697","DOIUrl":"10.1016/j.ijhcs.2025.103697","url":null,"abstract":"<div><div>Online shopping interfaces often employ dark patterns to influence user behavior, leading to impulsive buying decisions. This study aims to enhance consumer protection by exploring how interventions incorporating various support sources (interpersonal, AI-delivered, or self) with message types (cognitive vs. affective) can mitigate the impact of dark patterns on impulsive buying behavior. Grounded in the Stimulus-Organism-Response (S-O-R) framework, this study theorizes intervention designs through a 3 × 2 between-subjects experiment (<em>n</em> = 363), examining how different sources and formats of support influence user responses to manipulative design. Mediators like emotional state, argument quality, and image appeal were included in the model. The findings indicate that AI-delivered support can reduce impulsive buying intentions, particularly when persuasive content and appealing visuals are integrated, highlighting the potential of well-designed machine-mediated interventions. Practically, the findings inform the development of AI-driven interventions that can be embedded into shopping platforms to promote more ethical consumer experiences. This research advances theory by demonstrating that AI outperforms interpersonal supports in reducing shopping impulses, offering insights for interface design for addressing dark pattern influences.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103697"},"PeriodicalIF":5.1,"publicationDate":"2025-11-20","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145693559","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
User judgment of an AI model is biased by its description: A study in a job interview training context 用户对人工智能模型的判断会因其描述而产生偏差
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-19 DOI: 10.1016/j.ijhcs.2025.103691
Sharon Lynn Chu , Marcin Karcz , Amal Hashky , Neha Rani , Theodora Chaspari , Winfred Arthur Jr. , Eric D. Ragan
The growth of artificial intelligence (AI) has introduced new AI-powered systems into many aspects of everyday life. Although many such systems may be embedded in contexts where long-term use is justified, there are also many cases where usage of such systems can be brief or limited to a single session. In those cases, initial information provided to the user about the AI model is important since users may not have enough engagement with the system to develop a mental model over time through use. Instead, users may simply rely on first impressions. However, little is known about how given information about the AI model in a system affects user judgment of the system. This work investigates this question within the context of job interview training. We conducted a controlled experiment where the description of the AI model within a simulated job interview training system was manipulated to describe the model as being either basic or more advanced. Participants in the condition where the AI model was described as more sophisticated and advanced reported significantly higher levels of agreement with the model outputs, more favorable ratings, and a greater willingness to use the system output.
人工智能(AI)的发展将新的人工智能驱动系统引入了日常生活的许多方面。尽管许多这样的系统可能嵌入在需要长期使用的环境中,但也有许多情况下,这些系统的使用可能是短暂的或仅限于一次会话。在这些情况下,提供给用户关于AI模型的初始信息是很重要的,因为用户可能没有足够的参与系统,无法通过使用一段时间来开发心理模型。相反,用户可能仅仅依赖于第一印象。然而,关于系统中关于人工智能模型的给定信息如何影响用户对系统的判断,人们知之甚少。这项工作在面试培训的背景下调查了这个问题。我们进行了一项对照实验,在模拟工作面试培训系统中对人工智能模型的描述被操纵,将模型描述为基本或更高级。在人工智能模型被描述为更复杂和先进的情况下,参与者报告了与模型输出显著更高的一致性,更有利的评级,以及更大的使用系统输出的意愿。
{"title":"User judgment of an AI model is biased by its description: A study in a job interview training context","authors":"Sharon Lynn Chu ,&nbsp;Marcin Karcz ,&nbsp;Amal Hashky ,&nbsp;Neha Rani ,&nbsp;Theodora Chaspari ,&nbsp;Winfred Arthur Jr. ,&nbsp;Eric D. Ragan","doi":"10.1016/j.ijhcs.2025.103691","DOIUrl":"10.1016/j.ijhcs.2025.103691","url":null,"abstract":"<div><div>The growth of artificial intelligence (AI) has introduced new AI-powered systems into many aspects of everyday life. Although many such systems may be embedded in contexts where long-term use is justified, there are also many cases where usage of such systems can be brief or limited to a single session. In those cases, initial information provided to the user about the AI model is important since users may not have enough engagement with the system to develop a mental model over time through use. Instead, users may simply rely on first impressions. However, little is known about how given information about the AI model in a system affects user judgment of the system. This work investigates this question within the context of job interview training. We conducted a controlled experiment where the description of the AI model within a simulated job interview training system was manipulated to describe the model as being either basic or more advanced. Participants in the condition where the AI model was described as more sophisticated and advanced reported significantly higher levels of agreement with the model outputs, more favorable ratings, and a greater willingness to use the system output.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103691"},"PeriodicalIF":5.1,"publicationDate":"2025-11-19","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145693558","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
User personas, ideation and large language models: A post-hoc study 用户角色、构思和大型语言模型:一项事后研究
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-17 DOI: 10.1016/j.ijhcs.2025.103690
Stefano De Paoli
Covering the full ideation of design with Large Language Models (LLMs) and user interview data remains an underexplored area in the current scholarship. This paper begins to address this gap and investigates the integration of LLMs in a user-centered design process, creating user personas based on qualitative interview data. This work further explores using these personas for deriving scenarios, and functionality requirements, also with LLMs. First, LLMs are used to identify key themes of users from interviews, subsequently synthesising these into personas. Second, personas are expanded into scenarios and associated functionalities for a digital platform, simulating the ideation phase of a design process. The findings illustrate how LLMs can potentially streamline these early design stages. An evaluation shows that the process discovers a list of functionalities which are, to a reasonable extent, comparable to those that human researchers have produced separately.
The study proposes a practical procedure for integrating LLMs into qualitative design ideation workflows. The dataset used comprises 26 Open Access interviews from a previous Horizon project, from which eight personas and related scenarios are derived. To support further experimentation and practical applications, several computational resources used in performing analysis and generating LLM-based personas are shared. This enables reproducibility and encourages broader exploration of LLM-assisted design ideation.
用大型语言模型(llm)和用户访谈数据覆盖设计的完整构思,在当前的学术研究中仍然是一个未被充分探索的领域。本文开始解决这一差距,并调查法学硕士在以用户为中心的设计过程中的集成,基于定性访谈数据创建用户角色。这项工作进一步探索了使用这些角色来派生场景和功能需求,也与llm一起。首先,法学硕士被用来从访谈中识别用户的关键主题,随后将这些主题合成为人物角色。其次,人物角色被扩展为数字平台的场景和相关功能,模拟设计过程的构思阶段。这些发现说明了法学硕士如何有可能简化这些早期设计阶段。评估表明,该过程发现了一系列功能,这些功能在一定程度上可与人类研究人员单独产生的功能相媲美。该研究提出了一个将法学硕士整合到定性设计构思工作流程中的实用程序。使用的数据集包括来自先前Horizon项目的26个开放获取访谈,从中衍生出8个人物角色和相关场景。为了支持进一步的实验和实际应用,在执行分析和生成基于llm的角色时使用的几个计算资源被共享。这使得可重复性和鼓励法学硕士辅助设计思想的更广泛的探索。
{"title":"User personas, ideation and large language models: A post-hoc study","authors":"Stefano De Paoli","doi":"10.1016/j.ijhcs.2025.103690","DOIUrl":"10.1016/j.ijhcs.2025.103690","url":null,"abstract":"<div><div>Covering the full ideation of design with Large Language Models (LLMs) and user interview data remains an underexplored area in the current scholarship. This paper begins to address this gap and investigates the integration of LLMs in a user-centered design process, creating user personas based on qualitative interview data. This work further explores using these personas for deriving scenarios, and functionality requirements, also with LLMs. First, LLMs are used to identify key themes of users from interviews, subsequently synthesising these into personas. Second, personas are expanded into scenarios and associated functionalities for a digital platform, simulating the ideation phase of a design process. The findings illustrate how LLMs can potentially streamline these early design stages. An evaluation shows that the process discovers a list of functionalities which are, to a reasonable extent, comparable to those that human researchers have produced separately.</div><div>The study proposes a practical procedure for integrating LLMs into qualitative design ideation workflows. The dataset used comprises 26 Open Access interviews from a previous Horizon project, from which eight personas and related scenarios are derived. To support further experimentation and practical applications, several computational resources used in performing analysis and generating LLM-based personas are shared. This enables reproducibility and encourages broader exploration of LLM-assisted design ideation.</div></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"208 ","pages":"Article 103690"},"PeriodicalIF":5.1,"publicationDate":"2025-11-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"145555375","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"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
International Journal of Human-Computer Studies
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:604180095
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