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LLM-powered assistant with electrotactile feedback to assist blind and low vision people with maps and routes preview llm驱动的电子触觉反馈助手,帮助盲人和弱视人士预览地图和路线
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-08 DOI: 10.1016/j.ijhcs.2025.103682
Chutian Jiang , Yinan Fan , Junan Xie , Emily Kuang , Kaihao Zhang , Mingming Fan
Previewing routes to unfamiliar destinations is a crucial task for many blind and low vision (BLV) individuals to ensure safety and confidence before their journey. While prior work has primarily supported navigation during travel, less research has focused on how best to assist BLV people in previewing routes on a map. We designed a novel electrotactile system around the fingertip and the Trip Preview Assistant (TPA) to convey map elements, route conditions, and trajectories. TPA harnesses large language models (LLMs) to dynamically control and personalize electrotactile feedback, enhancing the interpretability of complex spatial map data for BLV users. In a user study with twelve BLV participants, our system demonstrated improvements in efficiency and user experience for previewing maps and routes. This work contributes to advancing the accessibility of visual map information for BLV users when previewing trips.
对于许多盲人和弱视人士来说,在旅行前预先查看通往陌生目的地的路线是一项至关重要的任务,以确保他们的安全和信心。虽然之前的工作主要是支持旅行中的导航,但很少有研究关注如何最好地帮助BLV用户在地图上预览路线。我们设计了一种新颖的指尖电触觉系统和旅行预览助手(TPA)来传达地图元素、路线条件和轨迹。TPA利用大型语言模型(llm)来动态控制和个性化电触觉反馈,增强了BLV用户对复杂空间地图数据的可解释性。在一项有12名BLV参与者的用户研究中,我们的系统证明了在预览地图和路线的效率和用户体验方面的改进。这项工作有助于提高BLV用户在预览行程时可视化地图信息的可访问性。
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引用次数: 0
MusicTraces: Combining music and painting to support adults with neurodevelopmental conditions and intellectual disabilities MusicTraces:结合音乐和绘画来帮助有神经发育障碍和智力障碍的成年人
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-07 DOI: 10.1016/j.ijhcs.2025.103675
Valentin Bauer , Giacomo Caslini , Marco Mores , Mattia Gianotti , Franca Garzotto
People with NeuroDevelopmental Conditions (NDC) and associated Intellectual Disability (ID) often face social and emotional issues affecting their well-being. Although art therapies like music-making or painting can be beneficial, they often lack adaptability for those with moderate-to-severe ID or limited language abilities. Multisensory creative technologies combining art practices offer promising solutions but remain under-explored. This research investigates the impact of integrating music-making and painting within an interactive multisensory environment to support social communication, emotional regulation, and well-being in adults with moderate-to-severe NDCs and ID. The two-player music and painting activity called MusicTraces was first created through co-design process involving caregivers and people with NDCs and ID. Two field studies were conducted. The first study compared MusicTraces with traditional group painting with music for ten adults, while the second examined its impact over two sessions on eight adults with more severe conditions. Both studies showed improved social communication, social regulation and well-being. Insights are discussed to enhance collaboration between people with NDCs and ID through interactive creative technologies.
患有神经发育疾病(NDC)和相关智力残疾(ID)的人经常面临影响其福祉的社会和情感问题。尽管音乐创作或绘画等艺术疗法可能是有益的,但对于中度至重度ID或语言能力有限的人来说,它们往往缺乏适应性。结合艺术实践的多感官创意技术提供了有希望的解决方案,但仍未得到充分探索。本研究调查了在互动多感官环境中整合音乐制作和绘画对中重度ndc和ID成人的社会沟通、情绪调节和幸福感的影响。这款名为“MusicTraces”的双人音乐和绘画活动最初是由护理人员和拥有ndc和ID的人共同设计的。进行了两次实地研究。第一项研究比较了10名成年人的MusicTraces与传统集体绘画的音乐,而第二项研究则对8名病情更严重的成年人进行了为期两次的研究。两项研究都显示了社交沟通、社会调节和幸福感的提高。讨论了通过互动创意技术加强国家自主贡献中心和ID之间的协作的见解。
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引用次数: 0
Designing mediated social touch for mobile communication: From hand gestures to touch signals 为移动通信设计媒介社交触摸:从手势到触摸信号
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-07 DOI: 10.1016/j.ijhcs.2025.103684
Qianhui Wei , Jun Hu , Min Li
The advanced haptic technology in smartphones makes mediated social touch (MST) possible and provides rich mobile communication between people. This paper presents a generation method for MST signals on smartphones. We translate MST gesture pressure to MST signal intensity, specifically by varying frequency through a function that maps pressure to frequency. We set the duration and provide different compound waveform compositions for MST signals. We conducted two user studies, each with 20 participants. The pilot study explored how likely the designed MST signals could be understood as intended MST gestures. We screened 23 MST signals that were suitable for intended MST gestures. Then, we conducted a recognition task in the main study to explore to which extent the designed MST signals could be recognized as intended MST gestures. The recall results exhibited a range of 13.3–71.7 %, while the precision results varied from 15.1 to 55.1 %. These results can be referenced when designing MST signals. Our design implications include adjusting signal parameters to better match MST gestures and creating context-specific signals for different expressions. We suggest controlling the number of signals, using varied compound waveform composition forms, and adding visual stickers with vibrotactile stimuli. MST signals should also be evaluated in specific contexts, especially for mobile communication.
智能手机先进的触觉技术使媒介社交触摸(MST)成为可能,为人们之间丰富的移动通信提供了可能。本文提出了一种智能手机上MST信号的生成方法。我们将MST手势压力转换为MST信号强度,特别是通过将压力映射到频率的函数来改变频率。我们设置了持续时间,并为MST信号提供了不同的复合波形组成。我们进行了两项用户研究,每项研究有20名参与者。试点研究探讨了设计的MST信号如何可能被理解为预定的MST手势。我们筛选了23个MST信号,适合预定的MST手势。然后,我们在主研究中进行了识别任务,以探索设计的MST信号在多大程度上可以被识别为预定的MST手势。召回率为13.3% ~ 71.7%,精密度为15.1% ~ 55.1%。这些结果可供设计MST信号时参考。我们的设计含义包括调整信号参数以更好地匹配MST手势,并为不同的表情创建特定于上下文的信号。我们建议控制信号的数量,使用不同的复合波形组成形式,并添加带有振动触觉刺激的视觉贴纸。MST信号也应在特定情况下进行评估,特别是在移动通信中。
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引用次数: 0
Do voice agents affect people’s gender stereotypes? Quantitative investigation of stereotype spillover effects from interacting with gendered voice agents 语音代理会影响人们对性别的刻板印象吗?与性别语音代理互动的刻板印象溢出效应的定量研究
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-07 DOI: 10.1016/j.ijhcs.2025.103683
Madeleine Steeds , Marius Claudy , Benjamin R. Cowan , Anshu Suri
A 2019 UNESCO report raised concerns that female gendered voice assistants (VAs) may be perpetuating gender stereotypical views. Subsequent research has investigated remedies for this harm, but there is little research into the potential spillover effect of using gendered VAs onto stereotypical views of gender. We take a quantitative approach to address this gap. Over two studies (n = 235, 351), we find little predictive or causational evidence of gendered VAs relating to gender stereotypical views, despite stereotypes being ascribed to VAs. This implies that, while we should continue to strive for equality and equity in technological design, everyday VA use may not be perpetuating gender stereotypes to the extent expected. We highlight the need for longitudinal research studying gendered technology use, and into problematic use cases such as technology use to simulate harassment. Further we suggest the need for work understanding common stereotypes held about diverse gender identities.
2019年联合国教科文组织的一份报告对女性性别语音助手可能会延续性别陈规定型观念表示担忧。随后的研究对这种伤害的补救措施进行了调查,但很少有研究表明使用性别VAs对性别刻板印象的潜在溢出效应。我们采取定量方法来解决这一差距。在两项研究中(n = 235, 351),我们发现性别VAs与性别刻板印象有关的预测性或因果性证据很少,尽管刻板印象归因于VAs。这意味着,虽然我们应该继续为技术设计的平等和公平而努力,但日常的VA使用可能不会像预期的那样延续性别刻板印象。我们强调需要对性别技术使用进行纵向研究,并研究有问题的用例,如技术用于模拟骚扰。此外,我们建议需要努力了解人们对不同性别认同的普遍刻板印象。
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引用次数: 0
To ‘errr’ is robot: How humans interpret hesitations in the speech of a humanoid robot “errr”是机器人:人类如何解释人形机器人说话时的犹豫
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-07 DOI: 10.1016/j.ijhcs.2025.103681
Xinyi Chen , Yao Yao
In human-to-human conversations, people sometimes interpret hesitations from their conversational partners as a clue for rejection (e.g., “um I’ll tell you later if I could come to the party” may be interpreted as “I won’t come to the party”). This type of interpretation is deeply embedded in human talkers’ understanding of social etiquette and modeling of the state of mind of the interlocutors. In this study, we examine how human listeners interpret hesitations in robot speech in a human-robot interactive context, as compared to how they interpret human-produced hesitations. In Experiment 1, participants (N = 63) watched videos of conversations between a humanoid robot talker and a human talker, where the robot talker would give responses, with or without hesitations, to the human talker’s requests or inquiries. The participants then completed a memory test of what they remembered from the conversations. The memory test results showed that participants were significantly more likely to interpret hesitant responses from the robot as rejections compared to completely fluent robot responses. The hesitation-triggered bias toward negative interpretations was replicated in Experiment 2 with a separate group of participants (N = 59), who listened to the same conversations but as human-to-human interactions. Combined analysis found no difference in the magnitude of the hesitation bias between the two conditions. These results provide evidence that human listeners draw similar inferences from hesitant speech produced by robots and those by human talkers. This study offers valuable insights for the future design of conversational AI agents, highlighting the importance of subtle speech cues in human-machine interaction.
在人与人之间的对话中,人们有时会把谈话对象的犹豫理解为拒绝的暗示(例如,“嗯,我以后再告诉你我是否能来参加聚会”可能被理解为“我不会来参加聚会”)。这种类型的解释深深植根于人类说话者对社会礼仪的理解和对对话者心理状态的模拟。在这项研究中,我们研究了人类听众如何在人机交互环境中解释机器人语音中的犹豫,以及他们如何解释人类产生的犹豫。在实验1中,参与者(N = 63)观看了人形说话机器人和人类说话机器人之间的对话视频,在视频中,说话机器人会对人类说话者的请求或询问做出回应,有或没有犹豫。然后,参与者完成了一项记忆测试,测试他们从对话中记住了什么。记忆测试结果显示,与完全流畅的机器人反应相比,参与者更有可能将机器人的犹豫反应解释为拒绝。在实验2中,另一组参与者(N = 59)重复了由犹豫引发的对负面解释的偏见,他们听的是同样的对话,但是人与人之间的互动。综合分析发现,在两种情况下,犹豫偏差的程度没有差异。这些结果提供了证据,表明人类听者从机器人和人类说话者发出的犹豫话语中得出类似的推论。这项研究为未来的会话AI代理设计提供了有价值的见解,强调了人机交互中微妙的语音线索的重要性。
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引用次数: 0
SnapSound: Empowering everyone to customize sound experience with Generative AI SnapSound:让每个人都能通过生成式AI定制声音体验
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-06 DOI: 10.1016/j.ijhcs.2025.103673
Jiyeon Oh, Jin-Woo Jeong
The rise of user-centric experiences in the digital landscape has led to a surge in demand for personalized multimedia content. Users now seek to customize not only visual but also auditory components to suit their preferences. In this context, sound design plays a crucial role, enabling users to tailor audio experiences accordingly. However, its inherent complexity poses various challenges, particularly for non-expert users. To address this challenge, we introduce SnapSound, a novel assistive system designed specifically for non-experts in sound design for video content. Our system leverages generative AI to streamline the sound design process and offers intuitive tools for sound selection, synchronization, and seamless integration with visuals. Through a user study, we evaluate SnapSound’s usability and effectiveness compared to manual editing. Furthermore, our study provides valuable insights and design recommendations for enhancing user experience of future AI-based sound design systems. This work represents a significant step forward in empowering non-experts to easily customize their auditory experiences.
以用户为中心的体验在数字领域的兴起导致了对个性化多媒体内容需求的激增。用户现在不仅寻求自定义视觉组件,还寻求自定义听觉组件,以满足他们的偏好。在这种情况下,声音设计起着至关重要的作用,使用户能够相应地定制音频体验。然而,其固有的复杂性带来了各种挑战,特别是对于非专业用户。为了应对这一挑战,我们引入了SnapSound,这是一种专门为非视频内容声音设计专家设计的新型辅助系统。我们的系统利用生成式人工智能来简化声音设计过程,并为声音选择、同步和视觉无缝集成提供直观的工具。通过用户研究,我们评估了SnapSound的可用性和有效性,与手动编辑相比。此外,我们的研究为增强未来基于人工智能的声音设计系统的用户体验提供了宝贵的见解和设计建议。这项工作代表了一个重要的一步,使非专家能够轻松地定制他们的听觉体验。
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引用次数: 0
3D timelines in VR: Adaptive speed for 3D data navigation on a concave timeline VR中的3D时间轴:凹时间轴上3D数据导航的自适应速度
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-06 DOI: 10.1016/j.ijhcs.2025.103672
Gary Perelman, Marcos Serrano, Aurélien Marchal, Emmanuel Dubois
Timelines involving 3D objects can be rendered in VR to facilitate their visualization and various forms of data analysis, such as object location or pattern detection. While different timeline shapes have been proposed in 3D, such as convex or linear, the input interaction is usually based on inherited UIs (e.g. sliders), leaving the rich VR controllers unexploited. Hence, there is still room for more efficient interaction with 3D timelines in VR. Our first contribution is the experimental comparison of a concave timeline shape against other existing shapes. We demonstrate that users prefer the concave shape, which allows for faster object selection and pattern detection. Our second contribution is the design of four controller-based navigation techniques using adaptive speed, i.e. allowing the users to instantly adjust the panning speed in the timeline. We experimentally compared their performance to two baselines: a slider widget and a dual-speed navigation technique. We demonstrate that users prefer the techniques based on adaptive speed, which allow for faster object selection and pattern detection. Finally, in a third experiment we assess the scalability of the best techniques with a timeline containing a large number of elements. Our results show that the adaptive speed technique remains the most efficient with timelines containing thousands of elements.
CCS CONCEPTS • Human-centered computing ∼ Human computer interaction (HCI) ∼ Interaction techniques
涉及3D对象的时间轴可以在VR中渲染,以方便其可视化和各种形式的数据分析,例如对象定位或模式检测。虽然在3D中提出了不同的时间线形状,如凸形或线性,但输入交互通常基于继承的ui(如滑块),使丰富的VR控制器未被利用。因此,在VR中与3D时间轴进行更有效的交互仍然有空间。我们的第一个贡献是凹时间线形状与其他现有形状的实验比较。我们证明了用户更喜欢凹形,这允许更快的对象选择和模式检测。我们的第二个贡献是使用自适应速度的四种基于控制器的导航技术的设计,即允许用户在时间轴上立即调整平移速度。我们通过实验将它们的性能与两个基线进行了比较:一个滑块部件和双速导航技术。我们证明了用户更喜欢基于自适应速度的技术,它允许更快的对象选择和模式检测。最后,在第三个实验中,我们用包含大量元素的时间轴来评估最佳技术的可扩展性。结果表明,对于包含数千个元素的时间线,自适应速度技术仍然是最有效的。CCS概念•以人为中心的计算~人机交互(HCI) ~交互技术
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引用次数: 0
Toward AI-driven UI transition intuitiveness inspection for smartphone apps 面向智能手机应用的ai驱动UI过渡直观性检查
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-01 DOI: 10.1016/j.ijhcs.2025.103661
Xiaozhu Hu , Xiaoyu Mo , Xiaofu Jin , Yuan Chai , Yongquan Hu , Mingming Fan , Tristan Braud
Participant-involved formative evaluations is necessary to ensure the intuitiveness of UI transition in mobile apps, but they are neither scalable nor immediate. Recent advances in AI-driven user simulation show promise, but they have not specifically targeted this scenario. This work introduces UTP (UI Transition Predictor), a tool designed to facilitate formative evaluations of UI transitions through two key user simulation models: 1. Predicting and explaining potential user uncertainty during navigation. 2. Predicting the UI element users would most likely select to transition between screens and explaining the corresponding reasons. These models are built on a human-annotated dataset of UI transitions, comprising 140 UI screen pairs and encompassing both high-fidelity and low-fidelity counterparts of UI screen pairs. Technical evaluation indicates that the models outperform GPT-4o in predicting user uncertainty and achieve comparable performance in predicting users’ selection of UI elements for transitions using a lighter, open-weight model. The tool has been validated to support the rapid screening of design flaws, and the confirmation of UI transitions appears to be intuitive.
参与者参与的形成性评估对于确保移动应用中UI转换的直观性是必要的,但它们既不具有可扩展性,也不具有即时性。人工智能驱动的用户模拟的最新进展显示出了希望,但它们并没有专门针对这种情况。这项工作介绍了UTP (UI过渡预测器),这是一个工具,旨在通过两个关键的用户模拟模型促进UI过渡的形成性评估:1。预测和解释导航过程中潜在的用户不确定性。2. 预测用户最有可能在屏幕之间切换时选择的UI元素,并解释相应的原因。这些模型建立在一个人工注释的UI转换数据集上,包括140个UI屏幕对,包括UI屏幕对的高保真和低保真对应。技术评估表明,该模型在预测用户不确定性方面优于gpt - 40,并在使用更轻的开放权重模型预测用户选择UI元素进行过渡方面取得了相当的性能。该工具已被验证支持快速筛选设计缺陷,并且UI转换的确认似乎是直观的。
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引用次数: 0
Does the peak-end rule apply to judgments of body ownership in virtual reality? 在虚拟现实中,对身体所有权的判断是否也适用“峰端规则”?
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-11-01 DOI: 10.1016/j.ijhcs.2025.103662
Wen-Jie Tseng , Kasper Hornbæk
While body ownership is central to research in virtual reality (VR), it remains unclear how experiencing an avatar over time shapes a person’s summary judgment of it. Such a judgment could be a simple average of the bodily experience, or it could follow the peak-end rule, which suggests that people’s retrospective judgment correlates with the most intense and recent moments in their experiencing. We systematically manipulate body ownership over a three-minute avatar embodiment using visuomotor asynchrony. Asynchrony here serves to negatively influence body ownership. We conducted one lab study (N=28) and two online studies (pilot: N=97 and formal: N=128) to investigate the influence of visuomotor asynchrony given (1) order, meaning early or late, (2) duration and magnitude while controlling the order, and (3) the interaction between order and magnitude. Our results indicate a significant order effect — later visuomotor asynchrony decreased the rating of body-ownership judgments more — but no convergent evidence on magnitude. We discuss how body-ownership judgments may be formed sensorily or affectively.
虽然身体所有权是虚拟现实(VR)研究的核心,但人们仍不清楚随着时间的推移,对虚拟形象的体验是如何影响一个人对它的总体性判断的。这样的判断可以是对身体体验的简单平均,也可以遵循峰值结束规则,这表明人们的回顾性判断与他们经历中最激烈和最近的时刻相关。我们系统地操纵身体所有权超过三分钟的化身使用视觉运动异步。这里的异步会对身体所有权产生负面影响。我们进行了一项实验室研究(N=28)和两项在线研究(先导研究:N=97和正式研究:N=128),以研究在以下条件下视觉运动异步的影响:(1)顺序,即早或晚,(2)控制顺序时的持续时间和大小,以及(3)顺序和大小之间的相互作用。我们的研究结果显示了显著的顺序效应——后期的视觉运动不同步更能降低身体所有权判断的评级——但在量级上没有趋同的证据。我们讨论如何身体所有权判断可能形成感官或情感。
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引用次数: 0
Designwise: Design principles for multimodal interfaces with augmented reality in internet of things-enabled smart regions Designwise:在支持物联网的智能区域中具有增强现实的多模式界面的设计原则
IF 5.1 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2025-10-30 DOI: 10.1016/j.ijhcs.2025.103663
Joo Chan Kim , Karan Mitra , Saguna Saguna , Christer Åhlund , Teemu H. Laine
Technological developments, such as mobile augmented reality (MAR) and Internet of Things (IoT) devices, have expanded available data and interaction modalities for mobile applications. This development enables intuitive data presentation and provides real-time insights into the user’s context. Due to the proliferation of available IoT data sources, user interfaces (UIs) have become complex and diversified, while mobile devices have limited screen spaces. This state increases the necessity of design principles that help to secure sufficient user experience (UX). We found that studies of design principles for IoT-enabled MAR applications are limited. Therefore, we conducted a systematic literature review to identify existing design principles applicable to IoT-enabled MAR applications. From the state-of-the-art research, we compiled and categorized 26 existing design principles into seven categories. We analyzed the UIs of three IoT-enabled MAR applications with the identified design principles and user feedback gathered from each application’s evaluation to understand what design principles can be considered in designing these applications. Among the 26 principles, we find eight principles that are commonly identified as possible improvements for the applications based on their purposes. We demonstrate the practical use of the identified principles by redesigning the UIs, and we propose five new design principles derived from the application analysis. As a result, we summarized a total of 31 design principles, including the five new ones. We expect that our findings will give insight into the UX/UI design of IoT-enabled MAR applications for researchers, educators, and practitioners interested in UX/UI development.
移动增强现实(MAR)和物联网(IoT)设备等技术发展,扩大了移动应用程序的可用数据和交互方式。这种开发支持直观的数据表示,并提供对用户上下文的实时洞察。由于可用物联网数据源的激增,用户界面(ui)变得复杂和多样化,而移动设备的屏幕空间有限。这种状态增加了帮助确保足够的用户体验(UX)的设计原则的必要性。我们发现,对支持物联网的MAR应用的设计原则的研究是有限的。因此,我们进行了系统的文献综述,以确定适用于支持物联网的MAR应用的现有设计原则。根据最先进的研究,我们将现有的26条设计原则整理为7类。我们分析了三个支持物联网的MAR应用程序的ui,并根据确定的设计原则和从每个应用程序的评估中收集的用户反馈,以了解在设计这些应用程序时可以考虑哪些设计原则。在这26条原则中,我们发现有8条原则通常被认为是基于应用程序目的的可能改进。我们通过重新设计ui来演示确定的原则的实际应用,并从应用程序分析中提出了五个新的设计原则。因此,我们总结了31个设计原则,其中包括5个新的设计原则。我们希望我们的研究结果能够为对UX/UI开发感兴趣的研究人员、教育工作者和从业人员提供对物联网支持的MAR应用程序的UX/UI设计的见解。
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引用次数: 0
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International Journal of Human-Computer Studies
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