首页 > 最新文献

International Journal of Human-Computer Studies最新文献

英文 中文
The way you assess matters: User interaction design of survey chatbots for mental health 在心理健康调查聊天机器人中,采用封闭式问题的心理评估设计对用户回答开放式问题的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-22 DOI: 10.1016/j.ijhcs.2024.103290
Yucheng Jin, Li Chen, Xianglin Zhao, Wanling Cai

The global pandemic has pushed human society into a mental health crisis, prompting the development of various chatbots to supplement the limited mental health workforce. Several organizations have employed mental health survey chatbots for public mental status assessments. These survey chatbots typically ask closed-ended questions (Closed-EQs) to assess specific psychological issues like anxiety, depression, and loneliness, followed by open-ended questions (Open-EQs) for deeper insights. While Open-EQs are naturally presented conversationally in a survey chatbot, Closed-EQs can be delivered as embedded forms or within conversations, with the length of the questionnaire varying according to the psychological assessment. This study investigates how the interaction style of Closed-EQs and the questionnaire length affect user perceptions regarding survey credibility, enjoyment, and self-awareness, as well as their responses to Open-EQs in terms of quality and self-disclosure in a survey chatbot. We conducted a 2 (interaction style: form-based vs. conversation-based) × 3 (questionnaire length: short vs. middle vs. long) between-subjects study (N=213) with a loneliness survey chatbot. The results indicate that the form-based interaction significantly enhances the perceived credibility of the assessment, thereby improving response quality and self-disclosure in subsequent Open-EQs and fostering self-awareness. We discuss our findings for the interaction design of psychological assessment in a survey chatbot for mental health.

全球大流行将人类社会推向了心理健康危机,促使人们开发各种聊天机器人来补充有限的心理健康劳动力。一些组织已经使用心理健康调查聊天机器人进行公共心理状态评估。这些调查聊天机器人通常会提出封闭式问题(Closed-EQs)来评估特定的心理问题,如焦虑、抑郁和孤独,然后再提出开放式问题(Open-EQs)来深入了解。在调查聊天机器人中,开放式问卷是以对话形式自然呈现的,而封闭式问卷则可以嵌入表单或在对话中提供,问卷的长度根据心理评估的不同而不同。本研究调查了封闭式问卷的交互方式和问卷长度如何影响用户对调查可信度、乐趣和自我意识的看法,以及他们在调查聊天机器人中对开放式问卷在质量和自我披露方面的反应。我们使用一个孤独感调查聊天机器人进行了一项2(交互方式:基于表格的交互方式与基于对话的交互方式)×3(问卷长度:短问卷与中长问卷)的主体间研究(N=213)。结果表明,基于表单的互动能显著提高评估的可信度,从而提高后续开放式问卷的回答质量和自我披露程度,并促进自我认知。我们讨论了心理健康调查聊天机器人中心理评估互动设计的研究结果。
{"title":"The way you assess matters: User interaction design of survey chatbots for mental health","authors":"Yucheng Jin,&nbsp;Li Chen,&nbsp;Xianglin Zhao,&nbsp;Wanling Cai","doi":"10.1016/j.ijhcs.2024.103290","DOIUrl":"10.1016/j.ijhcs.2024.103290","url":null,"abstract":"<div><p>The global pandemic has pushed human society into a mental health crisis, prompting the development of various chatbots to supplement the limited mental health workforce. Several organizations have employed mental health survey chatbots for public mental status assessments. These survey chatbots typically ask closed-ended questions (Closed-EQs) to assess specific psychological issues like anxiety, depression, and loneliness, followed by open-ended questions (Open-EQs) for deeper insights. While Open-EQs are naturally presented conversationally in a survey chatbot, Closed-EQs can be delivered as embedded forms or within conversations, with the length of the questionnaire varying according to the psychological assessment. This study investigates how the <em>interaction style</em> of Closed-EQs and the <em>questionnaire length</em> affect user perceptions regarding survey credibility, enjoyment, and self-awareness, as well as their responses to Open-EQs in terms of quality and self-disclosure in a survey chatbot. We conducted a 2 (<em>interaction style</em>: form-based vs. conversation-based) <span><math><mo>×</mo></math></span> 3 (<em>questionnaire length</em>: short vs. middle vs. long) between-subjects study (N=213) with a loneliness survey chatbot. The results indicate that the form-based interaction significantly enhances the perceived credibility of the assessment, thereby improving response quality and self-disclosure in subsequent Open-EQs and fostering self-awareness. We discuss our findings for the interaction design of psychological assessment in a survey chatbot for mental health.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"189 ","pages":"Article 103290"},"PeriodicalIF":5.4,"publicationDate":"2024-05-22","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141140499","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
Effect of interface design on cognitive workload in unmanned aerial vehicle control 界面设计对无人飞行器控制中认知工作量的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-16 DOI: 10.1016/j.ijhcs.2024.103287
Wenjuan Zhang , Yunmei Liu , David B. Kaber

Unmanned Aerial Vehicle (UAV) control interfaces are critical channels for transferring information between the vehicle and an operator. Research on system performance has focused on enhancing vehicle automation and some work has evaluated cognitive workload for existing UAV interfaces. The potential for usable interface design to reduce cognitive workload during the early design phase has been largely overlooked. This study addresses these gaps by: (1) evaluating the effectiveness of a contemporary UAV interface design tool (the Modified GEDIS-UAV) to moderate user workload; (2) examining the effectiveness of various UAV interface designs for minimizing cognitive workload under different control task pacing; and (3) exploring the use of eye tracking measures, traditionally applied in other domains, as indicators of cognitive workload in UAV operations. We prototyped three different interface designs, classified as “baseline”, “enhanced” and “degraded” interfaces. Cognitive workload in UAV operation was manipulated in terms of levels of vehicle speed (“low” and “high”). Physiological and subjective measures of workload were collected for all combinations of interface design and task demand. Results revealed the “enhanced” interface to yield the lowest operator cognitive workload and supported operator resilience to increased control task demand, as compared to the “baseline” and “degraded” interfaces. In addition, task demand was found to elevate operator cognitive workload, particularly in terms of "mental" and "temporal" demands and operator perceptions of "performance". The study also demonstrated utility of eye-tracking technology for detecting cognitive workload in UAV operations. This research provides practical guidance for UAV control interface design to manage operator workload. The methods employed in the study are applicable to interface evaluation for various types of UAVs and other unmanned systems to enhance human-automation interaction.

无人飞行器(UAV)控制界面是飞行器与操作员之间传递信息的重要渠道。对系统性能的研究主要集中在提高飞行器的自动化程度上,一些研究还对现有无人飞行器界面的认知工作量进行了评估。在早期设计阶段,可用界面设计减少认知工作量的潜力在很大程度上被忽视了。本研究通过以下方法弥补了这些不足(1) 评估当代无人机界面设计工具(改良版 GEDIS-UAV)在减轻用户工作量方面的有效性;(2) 检验各种无人机界面设计在不同控制任务步调下减少认知工作量的有效性;(3) 探索使用传统上应用于其他领域的眼动跟踪测量方法作为无人机操作中认知工作量的指标。我们设计了三种不同的界面原型,分为 "基线"、"增强 "和 "退化 "界面。无人机操作中的认知工作量根据车辆速度水平("低 "和 "高")进行操控。针对界面设计和任务需求的所有组合,收集了工作量的生理和主观测量数据。结果表明,与 "基线 "和 "降级 "界面相比,"增强 "界面产生的操作员认知工作量最低,并支持操作员对控制任务需求增加的适应能力。此外,研究还发现任务需求会增加操作员的认知工作量,尤其是在 "心理 "和 "时间 "需求以及操作员对 "性能 "的感知方面。研究还证明了眼动跟踪技术在检测无人机操作认知工作量方面的实用性。这项研究为无人机控制界面设计提供了实用指导,以管理操作员的工作量。研究中采用的方法适用于各类无人机和其他无人系统的界面评估,以增强人机交互。
{"title":"Effect of interface design on cognitive workload in unmanned aerial vehicle control","authors":"Wenjuan Zhang ,&nbsp;Yunmei Liu ,&nbsp;David B. Kaber","doi":"10.1016/j.ijhcs.2024.103287","DOIUrl":"10.1016/j.ijhcs.2024.103287","url":null,"abstract":"<div><p>Unmanned Aerial Vehicle (UAV) control interfaces are critical channels for transferring information between the vehicle and an operator. Research on system performance has focused on enhancing vehicle automation and some work has evaluated cognitive workload for existing UAV interfaces. The potential for usable interface design to reduce cognitive workload during the early design phase has been largely overlooked. This study addresses these gaps by: (1) evaluating the effectiveness of a contemporary UAV interface design tool (the Modified GEDIS-UAV) to moderate user workload; (2) examining the effectiveness of various UAV interface designs for minimizing cognitive workload under different control task pacing; and (3) exploring the use of eye tracking measures, traditionally applied in other domains, as indicators of cognitive workload in UAV operations. We prototyped three different interface designs, classified as “baseline”, “enhanced” and “degraded” interfaces. Cognitive workload in UAV operation was manipulated in terms of levels of vehicle speed (“low” and “high”). Physiological and subjective measures of workload were collected for all combinations of interface design and task demand. Results revealed the “enhanced” interface to yield the lowest operator cognitive workload and supported operator resilience to increased control task demand, as compared to the “baseline” and “degraded” interfaces. In addition, task demand was found to elevate operator cognitive workload, particularly in terms of \"mental\" and \"temporal\" demands and operator perceptions of \"performance\". The study also demonstrated utility of eye-tracking technology for detecting cognitive workload in UAV operations. This research provides practical guidance for UAV control interface design to manage operator workload. The methods employed in the study are applicable to interface evaluation for various types of UAVs and other unmanned systems to enhance human-automation interaction.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"189 ","pages":"Article 103287"},"PeriodicalIF":5.4,"publicationDate":"2024-05-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141035920","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
Priming users with babies’ gestures: Investigating the influences of priming with different development origin of image schemas in gesture elicitation study 用婴儿的手势引导用户:在手势诱导研究中研究不同发展起源的图像图式对引导的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-10 DOI: 10.1016/j.ijhcs.2024.103288
Yanming He , Qizhang Sun , Peiyao Cheng , Shumeng Hou , Lei Zhou

Gesture elicitation study is an effective method to design gestures for various contexts. Through involving end-users, GES results in intuitive gestures because they directly reflect end-users’ mental models and preferences. However, limited by personal experience, end-users are not capable of taking full advantages of technology while proposing gestures, which is referred as legacy bias. To overcome this, previous studies demonstrate that users’ performance can be improved by priming, such as viewing gestures, watching fictional movies, and experiencing framed scenarios. This research extends this line of studies by considering the developmental origin of image schemas in priming. More specifically, we compared the influences of no-priming, priming with early image schemas (EIS), and priming with late image schemas (LIS) on GES. Controlled experiments were conducted (N = 120) along the three stages of GES: users’ generation of gestures (Experiment 1), final gesture sets (Experiment 2), and end-users’ learnability of gestures (Experiment 3). Results show that users are largely influenced by developmental origin of image schemas in priming. LIS-priming improve gesture proposal production in comparison to no-priming condition. As for end-users’ evaluation, EIS-priming gestures exhibit higher initial and overall learnability.

手势诱导研究是针对不同情境设计手势的有效方法。通过最终用户的参与,手势诱导研究能产生直观的手势,因为它们直接反映了最终用户的心理模型和偏好。然而,受个人经验的限制,最终用户在提出手势时并不能充分利用技术的优势,这就是所谓的传统偏见。为了克服这一问题,以往的研究表明,用户的表现可以通过观看手势、观看虚构电影和体验框架场景等引子得到改善。本研究对这一研究思路进行了扩展,考虑了图像图式在引物中的发展起源。更具体地说,我们比较了无引物、早期形象图式引物(EIS)和晚期形象图式引物(LIS)对 GES 的影响。我们在 GES 的三个阶段进行了对照实验(N = 120):用户生成手势(实验 1)、最终手势集(实验 2)和最终用户对手势的可学习性(实验 3)。结果表明,用户在初始化过程中很大程度上受到图像图式发展起源的影响。与无引物条件相比,LIS 引物提高了手势提案的生成。至于最终用户的评价,EIS-priming 手势表现出更高的初始可学性和整体可学性。
{"title":"Priming users with babies’ gestures: Investigating the influences of priming with different development origin of image schemas in gesture elicitation study","authors":"Yanming He ,&nbsp;Qizhang Sun ,&nbsp;Peiyao Cheng ,&nbsp;Shumeng Hou ,&nbsp;Lei Zhou","doi":"10.1016/j.ijhcs.2024.103288","DOIUrl":"10.1016/j.ijhcs.2024.103288","url":null,"abstract":"<div><p>Gesture elicitation study is an effective method to design gestures for various contexts. Through involving end-users, GES results in intuitive gestures because they directly reflect end-users’ mental models and preferences. However, limited by personal experience, end-users are not capable of taking full advantages of technology while proposing gestures, which is referred as legacy bias. To overcome this, previous studies demonstrate that users’ performance can be improved by priming, such as viewing gestures, watching fictional movies, and experiencing framed scenarios. This research extends this line of studies by considering the developmental origin of image schemas in priming. More specifically, we compared the influences of no-priming, priming with early image schemas (EIS), and priming with late image schemas (LIS) on GES. Controlled experiments were conducted (<em>N</em> = 120) along the three stages of GES: users’ generation of gestures (Experiment 1), final gesture sets (Experiment 2), and end-users’ learnability of gestures (Experiment 3). Results show that users are largely influenced by developmental origin of image schemas in priming. LIS-priming improve gesture proposal production in comparison to no-priming condition. As for end-users’ evaluation, EIS-priming gestures exhibit higher initial and overall learnability.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"189 ","pages":"Article 103288"},"PeriodicalIF":5.4,"publicationDate":"2024-05-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"141023630","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
The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences 游戏中的基本需求量表(BANGS):调查积极和消极电子游戏体验的新工具
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-05-06 DOI: 10.1016/j.ijhcs.2024.103289
Nick Ballou , Alena Denisova , Richard Ryan , C. Scott Rigby , Sebastian Deterding

Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, they struggle to capture feelings of relatedness in both single- and multiplayer contexts, and they often lack validity evidence for certain contexts (e.g., playtesting vs experience with games as a whole). In this paper, we report on the design and validation of a new measure, the Basic Needs in Games Scale (BANGS), whose 6 subscales cover satisfaction and frustration of each basic psychological need in gaming contexts. The scale was validated and evaluated over five studies with a total of 1246 unique participants. Results supported the theorized structure of the scale and provided evidence for discriminant, convergent and criterion validity. Results also show that the scale performs well over different contexts (including evaluating experiences in a single game session or across various sessions) and over time, supporting measurement invariance. Further improvements to the scale are warranted, as results indicated lower reliability in the autonomy frustration subscale, and a surprising non-significant correlation between relatedness satisfaction and frustration. Despite these minor limitations, BANGS is a reliable and theoretically sound tool for researchers to measure basic needs satisfaction and frustration with a degree of domain validity not previously available.

玩家对自主性、能力和相关性的基本心理需求是研究电子游戏为何如此吸引人以及它们如何支持或损害用户福祉的最常用的概念之一。然而,现有的游戏中基本心理需求的测量方法有很大的局限性--它们要么没有测量需求挫败感,要么测量的方式可能不适合电子游戏领域,它们难以捕捉单人和多人游戏情境中的关联感,而且它们往往缺乏特定情境(如游戏测试与游戏整体体验)的有效性证据。在本文中,我们报告了一种新量表--游戏中的基本需求量表(BANGS)--的设计和验证情况,该量表的 6 个分量表涵盖了游戏情境中每种基本心理需求的满足感和挫败感。该量表经过了五项研究的验证和评估,共有 1246 人参与。结果支持量表的理论结构,并提供了判别效度、收敛效度和标准效度的证据。研究结果还表明,该量表在不同情境(包括评估单次游戏体验或不同游戏体验)和不同时间内均表现良好,支持测量不变性。由于结果显示自主性挫折感子量表的可靠性较低,而且令人惊讶的是,亲缘关系满意度与挫折感之间的相关性并不显著,因此有必要进一步改进该量表。尽管存在这些小的局限性,但对于研究人员来说,BANGS 是一种可靠的、理论上合理的工具,可用于测量基本需求满意度和挫折感,其领域效度是以前所没有的。
{"title":"The Basic Needs in Games Scale (BANGS): A new tool for investigating positive and negative video game experiences","authors":"Nick Ballou ,&nbsp;Alena Denisova ,&nbsp;Richard Ryan ,&nbsp;C. Scott Rigby ,&nbsp;Sebastian Deterding","doi":"10.1016/j.ijhcs.2024.103289","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103289","url":null,"abstract":"<div><p>Players’ basic psychological needs for autonomy, competence, and relatedness are among the most commonly used constructs used in research on what makes video games so engaging, and how they might support or undermine user wellbeing. However, existing measures of basic psychological needs in games have important limitations—they either do not measure need frustration, or measure it in a way that may not be appropriate for the video games domain, they struggle to capture feelings of relatedness in both single- and multiplayer contexts, and they often lack validity evidence for certain contexts (e.g., playtesting vs experience with games as a whole). In this paper, we report on the design and validation of a new measure, the Basic Needs in Games Scale (BANGS), whose 6 subscales cover satisfaction and frustration of each basic psychological need in gaming contexts. The scale was validated and evaluated over five studies with a total of 1246 unique participants. Results supported the theorized structure of the scale and provided evidence for discriminant, convergent and criterion validity. Results also show that the scale performs well over different contexts (including evaluating experiences in a single game session or across various sessions) and over time, supporting measurement invariance. Further improvements to the scale are warranted, as results indicated lower reliability in the autonomy frustration subscale, and a surprising non-significant correlation between relatedness satisfaction and frustration. Despite these minor limitations, BANGS is a reliable and theoretically sound tool for researchers to measure basic needs satisfaction and frustration with a degree of domain validity not previously available.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103289"},"PeriodicalIF":5.4,"publicationDate":"2024-05-06","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000739/pdfft?md5=ca9ad58cbea144bfd6f26708850af19d&pid=1-s2.0-S1071581924000739-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140880663","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Virtual reality experiences for breathing and relaxation training: The effects of real vs. placebo biofeedback 用于呼吸和放松训练的虚拟现实体验:真实生物反馈与安慰剂生物反馈的效果对比
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-27 DOI: 10.1016/j.ijhcs.2024.103275
Luca Chittaro, Marta Serafini, Yvonne Vulcano

Virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single task and a biofeedback mechanism that reflects a single physiological measurement. Furthermore, user evaluations of such systems do not typically include a placebo condition, making it difficult to determine the actual contribution of biofeedback. This paper proposes a VR system for breathing and relaxation training that: (i) uses biofeedback mechanisms based on multiple physiological measurements, (ii) provides a richer user experience through a narrative that unfolds in phases where the user is the main character and controls different elements of the virtual environment through biofeedback. To evaluate the system and to assess the actual contribution of biofeedback, we compared two conditions involving 35 participants: a biofeedback condition that exploited real-time measurements of user's breathing, skin conductance, and heart rate; and a placebo control condition, in which changes in the virtual environment followed physiological values recorded from a session with another user. The results showed that the proposed virtual experience helped users relax in both conditions, but real biofeedback produced results that were superior to placebo biofeedback, in terms of both relaxation and sense of presence. These outcomes highlight the important role that biofeedback can play in virtual reality systems for relaxation training, as well as the need for researchers to consider placebo conditions in evaluating this kind of systems.

用于放松训练的虚拟现实生物反馈系统可以成为降低压力和焦虑水平的有效工具,但大多数虚拟现实生物反馈系统提供的用户体验仅限于执行单一任务和反映单一生理测量结果的生物反馈机制。此外,此类系统的用户评估通常不包括安慰剂条件,因此很难确定生物反馈的实际贡献。本文提出了一种用于呼吸和放松训练的 VR 系统,该系统具有以下特点(i) 使用基于多种生理测量的生物反馈机制,(ii) 通过分阶段展开的叙事提供更丰富的用户体验,用户是主角,通过生物反馈控制虚拟环境的不同元素。为了评估该系统和生物反馈的实际贡献,我们对 35 名参与者参与的两种情况进行了比较:一种是利用实时测量用户呼吸、皮肤电导和心率的生物反馈情况;另一种是安慰剂对照情况,其中虚拟环境的变化是根据与其他用户的会话中记录的生理值进行的。结果表明,在这两种条件下,拟议的虚拟体验都能帮助用户放松,但就放松和临场感而言,真实生物反馈产生的效果优于安慰剂生物反馈。这些结果凸显了生物反馈在虚拟现实系统放松训练中的重要作用,以及研究人员在评估此类系统时考虑安慰剂条件的必要性。
{"title":"Virtual reality experiences for breathing and relaxation training: The effects of real vs. placebo biofeedback","authors":"Luca Chittaro,&nbsp;Marta Serafini,&nbsp;Yvonne Vulcano","doi":"10.1016/j.ijhcs.2024.103275","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103275","url":null,"abstract":"<div><p>Virtual reality biofeedback systems for relaxation training can be an effective tool for reducing stress and anxiety levels, but most of them offer a limited user experience associated to the execution of a single task and a biofeedback mechanism that reflects a single physiological measurement. Furthermore, user evaluations of such systems do not typically include a placebo condition, making it difficult to determine the actual contribution of biofeedback. This paper proposes a VR system for breathing and relaxation training that: (i) uses biofeedback mechanisms based on multiple physiological measurements, (ii) provides a richer user experience through a narrative that unfolds in phases where the user is the main character and controls different elements of the virtual environment through biofeedback. To evaluate the system and to assess the actual contribution of biofeedback, we compared two conditions involving 35 participants: a biofeedback condition that exploited real-time measurements of user's breathing, skin conductance, and heart rate; and a placebo control condition, in which changes in the virtual environment followed physiological values recorded from a session with another user. The results showed that the proposed virtual experience helped users relax in both conditions, but real biofeedback produced results that were superior to placebo biofeedback, in terms of both relaxation and sense of presence. These outcomes highlight the important role that biofeedback can play in virtual reality systems for relaxation training, as well as the need for researchers to consider placebo conditions in evaluating this kind of systems.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103275"},"PeriodicalIF":5.4,"publicationDate":"2024-04-27","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000594/pdfft?md5=4535cdc0d947a4b827fb903b5c01e2d7&pid=1-s2.0-S1071581924000594-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140822608","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
EEBA: Efficient and ergonomic Big-Arm for distant object manipulation in VR EEBA:用于在 VR 中操作远处物体的高效且符合人体工学的大臂
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-25 DOI: 10.1016/j.ijhcs.2024.103273
Jian Wu , Lili Wang , Sio Kei Im , Chan Tong Lam

Object manipulation is the most common form of interaction in virtual reality. We introduced an efficient and ergonomic Big-Arm method to improve the efficiency and comfort of manipulating distant objects in virtual reality. We prolong the upper arm and forearm lengths according to the maximum distance of the manipulation space and construct the linear mapping between the real and virtual elbow angle, which makes manipulation easier to control and more efficient. We propose an optimized elbow angle mapping to further improve the efficiency and comfort of distant object manipulation. Two user studies were designed and conducted to evaluate the performance of our optimized Big-Arm method. The results show that our method achieves significant improvement in efficiency, ergonomic performance, and task load reduction for manipulating the distant object (distance 6 m) compared to the state-of-the-art methods. At the same time, our method exhibits superior usability.

物体操作是虚拟现实中最常见的交互形式。我们引入了一种高效且符合人体工程学的大臂方法,以提高在虚拟现实中操作远处物体的效率和舒适度。我们根据操纵空间的最大距离延长了上臂和前臂的长度,并构建了真实和虚拟肘部角度之间的线性映射,从而使操纵更易于控制,效率更高。我们提出了优化的肘部角度映射,以进一步提高远距离物体操作的效率和舒适度。我们设计并进行了两项用户研究,以评估我们的优化大臂方法的性能。结果表明,与最先进的方法相比,我们的方法在操作远处物体(距离≥6 米)的效率、人体工学性能和减少任务负荷方面都有显著改善。同时,我们的方法还表现出更高的可用性。
{"title":"EEBA: Efficient and ergonomic Big-Arm for distant object manipulation in VR","authors":"Jian Wu ,&nbsp;Lili Wang ,&nbsp;Sio Kei Im ,&nbsp;Chan Tong Lam","doi":"10.1016/j.ijhcs.2024.103273","DOIUrl":"10.1016/j.ijhcs.2024.103273","url":null,"abstract":"<div><p>Object manipulation is the most common form of interaction in virtual reality. We introduced an efficient and ergonomic Big-Arm method to improve the efficiency and comfort of manipulating distant objects in virtual reality. We prolong the upper arm and forearm lengths according to the maximum distance of the manipulation space and construct the linear mapping between the real and virtual elbow angle, which makes manipulation easier to control and more efficient. We propose an optimized elbow angle mapping to further improve the efficiency and comfort of distant object manipulation. Two user studies were designed and conducted to evaluate the performance of our optimized Big-Arm method. The results show that our method achieves significant improvement in efficiency, ergonomic performance, and task load reduction for manipulating the distant object (distance <span><math><mo>≥</mo></math></span>6 m) compared to the state-of-the-art methods. At the same time, our method exhibits superior usability.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103273"},"PeriodicalIF":5.4,"publicationDate":"2024-04-25","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140790634","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
“Should I Introduce myself?”: Asynchronous semi-guided professional introductions for enhanced perceived team effectiveness in new virtual dyadic teams "我应该自我介绍吗?异步半引导式专业介绍,提高新型虚拟二元团队中的团队效能感知
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-24 DOI: 10.1016/j.ijhcs.2024.103279
George Catalin Muresan , Sebastian Mititelu , Josh Andres , m.c. schraefel

Achieving effective collaboration and trust has been shown to be harder for virtual vs. in-person teams. Related work has confirmed that introductions are a key mechanism to form trust in newly-formed teams. The rise of remote work necessitated by the COVID-19 pandemic highlighted the need for accelerating the development of effective collaboration in virtual teams. In response to this need, based on the research around introductions and trust in team settings, we have developed a novel approach for virtual introductions. This is what we term as asynchronous, semi-guided, professional introductions. Participants pre-record an introduction that uses a set of professionally-focused questions and watch these introductions prior to the meeting. Our study examines the impact of these introductions on virtual teams in three conditions: video, text, and no introduction. In this study, we used the Team Diagnostic Survey post-task completion to assess team effectiveness and interpersonal processes of 28 dyads. Thematic coding was used to collect dyads’ experience and engagement. The introduction conditions demonstrated significantly improved collaboration, effectiveness, and engagement amongst participants. Notably, the video condition was particularly well-received by participants and resulted in higher levels of engagement and effectiveness compared to the text and no introduction conditions. Ultimately, the use of these introductions led to a marked increase in trust and collaboration amongst participants. We reflect on the effects of this finding in the mainstream and propose further research to support newly-formed virtual dyadic teams to increase team effectiveness. This study contributes to the existing literature by introducing a novel asynchronous, semi-guided approach to virtual dyadic team introductions, offering insights crucial for contemporary remote work dynamics.

事实证明,虚拟团队与面对面团队相比,更难实现有效的合作与信任。相关工作证实,介绍是在新组建的团队中形成信任的关键机制。COVID-19 大流行所带来的远程工作的兴起,凸显了在虚拟团队中加速发展有效协作的必要性。为了满足这一需求,我们在对团队环境中的介绍和信任进行研究的基础上,开发了一种新颖的虚拟介绍方法。这就是我们所说的异步、半引导、专业介绍。参与者预先录制使用一系列专业问题的自我介绍,并在会议前观看这些自我介绍。我们的研究在三种情况下考察了这些介绍对虚拟团队的影响:视频、文本和无介绍。在这项研究中,我们使用了任务完成后的团队诊断调查来评估 28 个小组的团队效率和人际交往过程。我们使用了主题编码来收集二人组的经验和参与度。导入条件明显改善了参与者之间的协作、有效性和参与度。值得注意的是,视频条件尤其受到参与者的欢迎,与文字和无介绍条件相比,其参与度和有效性更高。最终,使用这些介绍明显增加了参与者之间的信任和协作。我们反思了这一发现在主流中的影响,并提出了进一步研究的建议,以支持新组建的虚拟二元团队提高团队效率。本研究通过引入一种新颖的异步、半引导式虚拟二元团队介绍方法,为现有文献做出了贡献,为当代远程工作动态提供了至关重要的见解。
{"title":"“Should I Introduce myself?”: Asynchronous semi-guided professional introductions for enhanced perceived team effectiveness in new virtual dyadic teams","authors":"George Catalin Muresan ,&nbsp;Sebastian Mititelu ,&nbsp;Josh Andres ,&nbsp;m.c. schraefel","doi":"10.1016/j.ijhcs.2024.103279","DOIUrl":"10.1016/j.ijhcs.2024.103279","url":null,"abstract":"<div><p>Achieving effective collaboration and trust has been shown to be harder for virtual vs. in-person teams. Related work has confirmed that introductions are a key mechanism to form trust in newly-formed teams. The rise of remote work necessitated by the COVID-19 pandemic highlighted the need for accelerating the development of effective collaboration in virtual teams. In response to this need, based on the research around introductions and trust in team settings, we have developed a novel approach for virtual introductions. This is what we term as asynchronous, semi-guided, professional introductions. Participants pre-record an introduction that uses a set of professionally-focused questions and watch these introductions prior to the meeting. Our study examines the impact of these introductions on virtual teams in three conditions: video, text, and no introduction. In this study, we used the Team Diagnostic Survey post-task completion to assess team effectiveness and interpersonal processes of 28 dyads. Thematic coding was used to collect dyads’ experience and engagement. The introduction conditions demonstrated significantly improved collaboration, effectiveness, and engagement amongst participants. Notably, the video condition was particularly well-received by participants and resulted in higher levels of engagement and effectiveness compared to the text and no introduction conditions. Ultimately, the use of these introductions led to a marked increase in trust and collaboration amongst participants. We reflect on the effects of this finding in the mainstream and propose further research to support newly-formed virtual dyadic teams to increase team effectiveness. This study contributes to the existing literature by introducing a novel asynchronous, semi-guided approach to virtual dyadic team introductions, offering insights crucial for contemporary remote work dynamics.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103279"},"PeriodicalIF":5.4,"publicationDate":"2024-04-24","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000636/pdfft?md5=6285fc08b7e04132f0a68f3051857baa&pid=1-s2.0-S1071581924000636-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140764649","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Embedding equality, diversity and inclusion in usability testing: Recommendations and a research agenda 将平等、多样性和包容性纳入可用性测试:建议和研究议程
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-18 DOI: 10.1016/j.ijhcs.2024.103278
Sophie Rutter, Efpraxia Zamani , Jo McKenna-Aspell, Yuhua Wang

Technologies support our everyday lives, and to ensure that people are not routinely excluded they must be usable by the wider population. However, technologies are not commonly tested with participants from a range of backgrounds. This paper reports on interviews and roundtable discussions with people whose identities can be underrepresented in usability testing and usability researchers to discuss how equality, diversity and inclusion (EDI) can be embedded in usability testing.

Key findings include (1) when people participate in research they need a sense of value, trust and agency, and (2) challenges for researchers for embedding EDI in usability testing include organisational pressures, stakeholder culture, getting guidance and recruiting who you need. Recommendations are made to researchers, and to the organisations that employ them. Additionally, we propose a research agenda for a community of users, creators of services and products, usability researchers, and all those advocating for EDI in usability research.

技术为我们的日常生活提供支持,为了确保人们不会经常被排除在外,这些技术必须能够为更多人所使用。然而,由不同背景的人参与技术测试的情况并不常见。本文报告了与那些在可用性测试中身份代表性不足的人和可用性研究者进行的访谈和圆桌讨论,以讨论如何将平等、多样性和包容性(EDI)嵌入可用性测试中。主要发现包括:(1)当人们参与研究时,他们需要一种价值感、信任感和代入感;(2)研究者在可用性测试中嵌入EDI所面临的挑战包括组织压力、利益相关者文化、获得指导和招募你需要的人。我们向研究人员以及聘用他们的机构提出了建议。此外,我们还为用户、服务和产品的创造者、可用性研究者以及所有倡导在可用性研究中使用电子数据交换的人提出了一个研究议程。
{"title":"Embedding equality, diversity and inclusion in usability testing: Recommendations and a research agenda","authors":"Sophie Rutter,&nbsp;Efpraxia Zamani ,&nbsp;Jo McKenna-Aspell,&nbsp;Yuhua Wang","doi":"10.1016/j.ijhcs.2024.103278","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103278","url":null,"abstract":"<div><p>Technologies support our everyday lives, and to ensure that people are not routinely excluded they must be <em>usable</em> by the wider population. However, technologies are not commonly tested with participants from a range of backgrounds. This paper reports on interviews and roundtable discussions with people whose identities can be underrepresented in usability testing and usability researchers to discuss how equality, diversity and inclusion (EDI) can be embedded in usability testing.</p><p>Key findings include (1) when people participate in research they need a sense of value, trust and agency, and (2) challenges for researchers for embedding EDI in usability testing include organisational pressures, stakeholder culture, getting guidance and recruiting who you need. Recommendations are made to researchers, and to the organisations that employ them. Additionally, we propose a research agenda for a community of users, creators of services and products, usability researchers, and all those advocating for EDI in usability research.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103278"},"PeriodicalIF":5.4,"publicationDate":"2024-04-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000624/pdfft?md5=9c3ab5bb51f7c746d98e3bab10e6f167&pid=1-s2.0-S1071581924000624-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140645797","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Peer-supplied credibility labels as an online misinformation intervention 将同伴提供的可信度标签作为一种网络误导干预措施
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-17 DOI: 10.1016/j.ijhcs.2024.103276
Saumya Pareek, Jorge Goncalves

Misinformation is rampant on social media, and existing platform-supplied interventions offer limited effectiveness. In this study, we examine the effectiveness of credibility labels that dispute the accuracy of information when they are supplied by one’s peers at different levels of relationship closeness and political agreement. We investigate four variants of these labels using a 2 (strong vs. weak tie strength) x 2 (high vs. low political agreement) between-subjects factorial design. We find that credibility disputes raised by one’s co-partisans (peers with similar political beliefs) significantly reduced belief in misinformation, irrespective of one’s relationship closeness with the peer. Our findings also reveal that in contrast to prior literature, a peer’s knowledgeability may be more potent than trustworthiness in causing belief change, and that trust can sometimes manifest even in the credibility judgement of distant peers, when perceived to have expertise or a fact-checking tendency. We further highlight the dual nature of these credibility labels, discussing scenarios in which disputes by hyper-partisan members of the opposite party can enforce belief in misinformation. We conclude by discussing how peer-supplied credibility disputes can benefit social media, especially echo chambers with high political homophily, where disputes by a co-partisan may be met with less resistance and persuade significantly reduced belief in fake news.

在社交媒体上,错误信息比比皆是,而现有平台提供的干预措施效果有限。在本研究中,我们考察了由关系亲密程度和政治观点一致程度不同的同伴提供的对信息准确性提出质疑的可信度标签的有效性。我们采用 2(强联系强度与弱联系强度)×2(高政治协议与低政治协议)的主体间因子设计,研究了这些标签的四种变体。我们发现,无论一个人与同伴的关系密切程度如何,他的同党(具有相似政治信仰的同伴)提出的可信度争议都会显著降低对错误信息的信任。我们的研究结果还表明,与以往的文献不同,同伴的可知性可能比可信性更能引起信念的改变,而且信任有时甚至会体现在距离较远的同伴的可信度判断中,如果他们被认为具有专业知识或事实核查倾向的话。我们还进一步强调了这些可信度标签的双重性质,讨论了在哪些情况下,对立党派的超党派成员的争议会强化对错误信息的信任。最后,我们讨论了由同侪提供的可信度争议如何有利于社交媒体,尤其是具有高度政治同质性的回声室。
{"title":"Peer-supplied credibility labels as an online misinformation intervention","authors":"Saumya Pareek,&nbsp;Jorge Goncalves","doi":"10.1016/j.ijhcs.2024.103276","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103276","url":null,"abstract":"<div><p>Misinformation is rampant on social media, and existing platform-supplied interventions offer limited effectiveness. In this study, we examine the effectiveness of credibility labels that dispute the accuracy of information when they are supplied by one’s peers at different levels of relationship closeness and political agreement. We investigate four variants of these labels using a 2 (<em>strong</em> vs. <em>weak</em> tie strength) x 2 (<em>high</em> vs. <em>low</em> political agreement) between-subjects factorial design. We find that credibility disputes raised by one’s co-partisans (peers with similar political beliefs) significantly reduced belief in misinformation, irrespective of one’s relationship closeness with the peer. Our findings also reveal that in contrast to prior literature, a peer’s knowledgeability may be more potent than trustworthiness in causing belief change, and that trust can sometimes manifest even in the credibility judgement of distant peers, when perceived to have expertise or a fact-checking tendency. We further highlight the dual nature of these credibility labels, discussing scenarios in which disputes by hyper-partisan members of the opposite party can enforce belief in misinformation. We conclude by discussing how peer-supplied credibility disputes can benefit social media, especially echo chambers with high political homophily, where disputes by a co-partisan may be met with less resistance and persuade significantly reduced belief in fake news.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103276"},"PeriodicalIF":5.4,"publicationDate":"2024-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"https://www.sciencedirect.com/science/article/pii/S1071581924000600/pdfft?md5=c342a4fad488053cf8d58b2d854e07e4&pid=1-s2.0-S1071581924000600-main.pdf","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140644667","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":2,"RegionCategory":"计算机科学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"OA","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Impact of example-based XAI for neural networks on trust, understanding, and performance 基于实例的 XAI 对神经网络的信任、理解和性能的影响
IF 5.4 2区 计算机科学 Q1 COMPUTER SCIENCE, CYBERNETICS Pub Date : 2024-04-17 DOI: 10.1016/j.ijhcs.2024.103277
Maya Perlmutter, Ryan Gifford, Samantha Krening

The purpose of this study is to examine the impact of an example-based explainable artificial intelligence (XAI) interface on trust, understanding, and performance in highly-technical populations. XAI studies often focus on general users in low-risk domains. This study examined the impact of showing the closest matches from the training data from two classes on trust, understanding, and performance for highly-technical users in a high-risk domain. We found that providing example-based explanations significantly increased trust and understanding without decreasing performance. Showing the most similar examples from two classes increased trust more than showing examples from only one class. Participants did not treat different classes the same. The most important features for predicting how well an interface was understood were the helpfulness of the provided examples and the person's trust in the human-machine team. We found priming of highly-technical participants to be particularly important for running XAI studies to mitigate the fear of their jobs being impacted.

本研究旨在考察基于示例的可解释人工智能(XAI)界面对高技术人群的信任、理解和绩效的影响。XAI 研究通常侧重于低风险领域的普通用户。本研究考察了在高风险领域中,显示来自两个类别的训练数据中最接近的匹配结果对高技术用户的信任、理解和表现的影响。我们发现,提供基于示例的解释能显著提高信任度和理解力,而不会降低绩效。展示两个类别中最相似的示例比只展示一个类别的示例更能提高信任度。参与者对待不同类别的态度并不相同。预测界面理解程度的最重要特征是所提供示例的有用性和参与者对人机团队的信任度。我们发现,在进行 XAI 研究时,对高技术参与者进行引导尤其重要,这样可以减轻他们对工作受到影响的恐惧。
{"title":"Impact of example-based XAI for neural networks on trust, understanding, and performance","authors":"Maya Perlmutter,&nbsp;Ryan Gifford,&nbsp;Samantha Krening","doi":"10.1016/j.ijhcs.2024.103277","DOIUrl":"https://doi.org/10.1016/j.ijhcs.2024.103277","url":null,"abstract":"<div><p>The purpose of this study is to examine the impact of an example-based explainable artificial intelligence (XAI) interface on trust, understanding, and performance in highly-technical populations. XAI studies often focus on general users in low-risk domains. This study examined the impact of showing the closest matches from the training data from two classes on trust, understanding, and performance for highly-technical users in a high-risk domain. We found that providing example-based explanations significantly increased trust and understanding without decreasing performance. Showing the most similar examples from two classes increased trust more than showing examples from only one class. Participants did not treat different classes the same. The most important features for predicting how well an interface was understood were the helpfulness of the provided examples and the person's trust in the human-machine team. We found priming of highly-technical participants to be particularly important for running XAI studies to mitigate the fear of their jobs being impacted.</p></div>","PeriodicalId":54955,"journal":{"name":"International Journal of Human-Computer Studies","volume":"188 ","pages":"Article 103277"},"PeriodicalIF":5.4,"publicationDate":"2024-04-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"140622588","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: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