簡易檢索 / 詳目顯示

研究生: 陳芷瑩
Chen, Chih-Ying
論文名稱: 虛擬替身容貌影響線上公開演說焦慮感及持續使用意願之研究
The Effects of Avatar Appearance on Online Public‑Speaking Anxiety and Continued Intention
指導教授: 王健華
Wang, Chang-Hwa
口試委員: 陳宥瑄
Chen, Yu-Hsuan
周遵儒
Chou, Tzren-Ru
王健華
Wang, Chang-Hwa
口試日期: 2023/02/06
學位類別: 碩士
Master
系所名稱: 圖文傳播學系碩士在職專班
Department of Graphic Arts and Communications_Continuing Education Master's Program of Graphic Arts and Communications
論文出版年: 2023
畢業學年度: 111
語文別: 中文
論文頁數: 88
中文關鍵詞: 公開演說焦慮虛擬實境虛擬替身持續使用意願
英文關鍵詞: public‑speaking anxiety, virtual reality, virtual avatars, continued Intention
研究方法: 調查研究
DOI URL: http://doi.org/10.6345/NTNU202300182
論文種類: 學術論文
相關次數: 點閱:227下載:33
分享至:
查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報
  • 公開演說焦慮是常見且普遍的心理障礙,即便在線上的環境中仍然存在。自全球嚴重特殊傳染性肺炎爆發以來,越來越多的活動都逐漸轉以線上方式進行,同時受到正在發展的虛擬實境技術影響,來自VR的活動有越來越多的趨勢,且在諸多發展及應用當中其中一種應用便是可以治療公開演說焦慮。但在相關研究中卻鮮少關注VR線上活動中的虛擬替身如何影響使用者決策,及其容貌能對於後續行為可能產生的預測力及解釋力。據此,本研究以VR會議平台為研究工具,採取便利抽樣共招募了37名受測者以呈現不同容貌的虛擬替身進入VR會議平台環境進行公開演說。並參照資訊系統接受後持續使用模式之路徑,撤除中介影響路徑後以「虛擬替身容貌」為自變項,進一步探討「感知有用性」、「公開演說焦慮程度」、「滿意度」及「持續使用的意願」彼此之間的預測力及解釋力,及其在使用這項技術時可能的行為路徑。研究結果以多元迴歸路徑分析發現,「虛擬替身容貌」對「感知有用性」無顯著影響,但對「公開演說焦慮程度」有顯著影響;「感知有用性」及「公開演說焦慮程度」兩者皆對「滿意度」有顯著影響;「滿意度」對「持續使用的意願」有顯著影響。盼本研究結果所提供的綿薄之貢獻,有機會作為正在打造虛擬環境、虛擬替身及正在發展虛擬實境企業的參考依據,藉由了解使用者需求及行為以打造更好的服務及體驗。

    It is common to see people anxious when they deliver speeches in public. Even online, people still have public speaking anxiety. Many activities have been switched online since COVID-19 broke out. And in recent years there is a growing trend of activities from virtual reality. Virtual reality has many applications. One of these applications can treat people from public speaking anxiety. However, in related studies little research have examined how avatars appearance in virtual reality activities how it affects decision making, and how much prediction and explanation from virtual avatars appearance can provide. Based on the description above, this research was done on a virtual reality conferencing software, there were 37 people recruited to give public speeches in virtual reality, and presented in different virtual avatars appearance. This research reference Post-Acceptance Model of Information System Continuance. And removal of mediating effect, used “virtual avatars appearance” as the Independent Variable, explored the relations beween “perceived usefulness”, “public speaking anxiety”, “satisfaction” and “continued Intention”. The probable behavior of the users using this technique also can be seen in the research. The results told that “virtual avatars appearance” has no significant effect on the “perceived usefulness”, but on the “public speaking anxiety”. Both “perceived usefulness” and “public speaking anxiety” have a significant effect on the “satisfaction degree”. “Satisfaction degree” has a significant effect on the “continued Intention”. I hope that the results will serve as a reference for companies that are developing virtual reality, and understanding people's needs, can create a better service and experience.

    第一章 緒論 1  第一節 研究背景與動機 1  第二節 研究目的與假設 4  第三節 研究範圍與限制 5  第四節 研究流程 6  第五節 名詞釋義 7 第二章 文獻探討 9  第一節 公開演說焦慮 9  第二節 虛擬實境 12  第三節 虛擬替身 17  第四節 IS接受後持續使用模式 23  第五節 小結 28 第三章 研究設計 30  第一節 研究架構 30  第二節 研究對象 33  第三節 研究工具 33  第四節 研究方法及實施 39  第五節 資料處理與分析 47 第四章 研究結果 48  第一節 比較平均數統計 48  第二節 虛擬替身容貌對感知有用性的預測及解釋力 49  第三節 虛擬替身容貌對公開演說焦慮程度的預測及解釋力 50  第四節 感知有用性及公開演說焦慮程度對滿意度的預測及解釋力 51  第五節 滿意度對持續使用意願的預測及解釋力52  第六節 小結 53 第五章 結論與建議 54  第一節 研究結論 54  第二節 研究建議 58 參考文獻 60 附錄一 網路調查問卷 71 附錄二 建置虛擬替身及進入實驗環境教學 74

    一、中文文獻
    衡書鵬、趙換方、范翠英、周宗奎(2020)。視頻遊戲虛擬化身對自我概念的影響。 心理科学进展,28(5), 810–823。
    趙爽英、堯望(2013)。表情、情緒、情節:網路表情符號的發展與演變。新聞與傳播,(20),29–33。
    Ray wang. (2018, December 15). 剖析ZEPETO,3D角色與使用者的互動關係. Retrieved June 5, 2021, from https://medium.com/@wangjui/剖析zepeto-3d角色與使用者的互動關係-253e8e3bb296
    林沛穎(2018, December 6). 捏人遊戲不吃,怎麼捏人社交應用就“真香”了?. Retrieved June 5, 2021, from https://www.gushiciku.cn/dc_tw/109713948

    二、英文文獻
    Breakey, L. K. (2005, May). Fear of public speaking-the role of the SLP. In Seminars in speech and language (Vol. 26, No. 02, pp. 107-117). Copyright© 2005 by Thieme Medical Publishers, Inc., 333 Seventh Avenue, New York, NY 10001, USA..
    Gupta, A., Makhiboroda, Y., & Story, B. H. (2019). U.S. Patent No. 10,446,055. Washington, DC: U.S. Patent and Trademark Office.
    Pandey, M., & Pandey, P. (2014). Better English for better employment opportunities. International journal of multidisciplinary approach and studies, 1(4), 93-100.
    Van Niekerk, R. E., Klein, A. M., Allart-van Dam, E., Hudson, J. L., Rinck, M., Hutschemaekers, G. J., & Becker, E. S. (2017). The role of cognitive factors in childhood social anxiety: Social threat thoughts and social skills perception. Cognitive therapy and research, 41(3), 489-497.
    Johnson, J. R., & Szczupakiewicz, N. (1987). The public speaking course: Is it preparing students with work related public speaking skills?. Communication Education, 36(2), 131-137.
    Ivanova, T., Gubanova, N., Shakirova, I., & Masitoh, F. (2020). Educational technology as one of the terms for enhancing public speaking skills. Universidad y Sociedad, 12(2), 154-159.
    Ruscio, A. M., Brown, T. A., Chiu, W. T., Sareen, J., Stein, M. B., & Kessler, R. C. (2008). Social fears and social phobia in the USA: results from the National Comorbidity Survey Replication. Psychological medicine, 38(1), 15-28.
    Brown Douglas, H. (2004). Language Assessment: Principles and Classroom Practice. New York: Pearson Education, Inc.
    Hasibuan, S. H., Manurung, I. D., & Ekayati, R. (2022). Investigating Public Speaking Anxiety Factors among EFL University Students through Online Learning. Applied Research on English Language, 11(1), 21-38.
    Behnke, R. R., & Sawyer, C. R. (2001). Patterns of psychological state anxiety in public speaking as a function of anxiety sensitivity. Communication Quarterly, 49(1), 84-94.
    Raja, F. (2017). Anxiety level in students of public speaking: Causes and remedies. Journal of education and educational development, 4(1).
    Bartholomay, E. M., & Houlihan, D. D. (2016). Public Speaking Anxiety Scale: Preliminary psychometric data and scale validation. Personality and Individual Differences, 94, 211-215.
    Finn, A. N., Sawyer, C. R., & Schrodt, P. (2009). Examining the effect of exposure therapy on public speaking state anxiety. Communication Education, 58(1), 92-109.
    Westenberg, P. M., Bokhorst, C. L., Miers, A. C., Sumter, S. R., Kallen, V. L., van Pelt, J., & Blöte, A. W. (2009). A prepared speech in front of a pre-recorded audience: Subjective, physiological, and neuroendocrine responses to the Leiden Public Speaking Task. Biological psychology, 82(2), 116-124.
    Heeren, A., Ceschi, G., Valentiner, D. P., Dethier, V., & Philippot, P. (2013). Assessing public speaking fear with the short form of the Personal Report of Confidence as a Speaker scale: confirmatory factor analyses among a French-speaking community sample. Neuropsychiatric Disease and Treatment, 9, 609.
    Paul, G. L. (1966). Insight vs. desensitization in psychotherapy: An experiment in anxiety reduction. Stanford University Press.
    Jones, G. E., Phillips, G. C., & Rieger, E. J. (1995). Effects of cardiac awareness, public speaking anxiety, and physiological priming on state-trait anxiety (state) and feelings of apprehension. Psychophysiology, 32, S43.
    Altmaier, E. M., Ross, S. L., Leary, M. R., & Thornbrough, M. (1982). Matching stress inoculation's treatment components to client's anxiety mode. Journal of Counseling Psychology, 29(3), 331.
    Lent, R. W., Russell, R. K., & Zamostny, K. P. (1981). Comparison of cue-controlled desensitization, rational restructuring, and a credible placebo in the treatment of speech anxiety. Journal of Consulting and Clinical Psychology, 49(4), 608.
    Lu, Y., Sheng, Y., & Zhang, G. (2015, October). Instant Messenger with Personalized 3D Avatar. In 2015 International Conference on Cyberworlds (CW) (pp. 325-331). IEEE.
    Newton, casey . (2021, July 22). Mark in the Metaverse. Retrieved October 28, 2022, from https://www.theverge.com/22588022/mark-zuckerberg-facebook-ceo-metaverse-interview
    Gomes de Siqueira, A., Feijóo-García, P. G., Stuart, J., & Lok, B. (2021). Toward facilitating team formation and communication through avatar based interaction in desktop-based immersive virtual environments. Frontiers in Virtual Reality, 2, 647801.
    Mishra, A., Shukla, A., Rana, N. P., & Dwivedi, Y. K. (2021). From “touch” to a “multisensory” experience: The impact of technology interface and product type on consumer responses. Psychology & Marketing, 38(3), 385-396.
    Lan, Y. J. (2020). Immersion, interaction, and experience-oriented learning: Bringing virtual reality into FL learning. Language Learning and Technology, 24(1), 1-15. 10125/44704.
    Han, D. I. D., Bergs, Y., & Moorhouse, N. (2022). Virtual reality consumer experience escapes: preparing for the metaverse. Virtual Reality, 1-16.
    Farah, M. F., Ramadan, Z. B., & Harb, D. H. (2019). The examination of virtual reality at the intersection of consumer experience, shopping journey and physical retailing. Journal of Retailing and Consumer Services, 48, 136-143.
    Moorhouse, N., Jung, T., Shi, X., Amin, F., Newsham, J., & McCall, S. (2019). Pulmonary rehabilitation in virtual reality for copd patients. In Augmented Reality and Virtual Reality (pp. 277-290). Springer, Cham.
    Degli Innocenti, E., Geronazzo, M., Vescovi, D., Nordahl, R., Serafin, S., Ludovico, L. A., & Avanzini, F. (2019). Mobile virtual reality for musical genre learning in primary education. Computers & Education, 139, 102-117.
    Han, D. I. D. (2019). Calling for user-centric VR design research in hospitality and tourism. Hospitality & Society, 9(2), 237-246.
    Lin, J. H. T., Wu, D. Y., & Tao, C. C. (2018). So scary, yet so fun: The role of self-efficacy in enjoyment of a virtual reality horror game. New Media & Society, 20(9), 3223-3242.
    Lavoie, R., & King, C. (2020). The virtual takeover: the influence of virtual reality on consumption. Canadian Journal of Administrative Sciences/Revue Canadienne des Sciences de l'Administration, 37(1), 9-12.
    Violante, M. G., Vezzetti, E., & Piazzolla, P. (2019). How to design a virtual reality experience that impacts the consumer engagement: the case of the virtual supermarket. International Journal on Interactive Design and Manufacturing (IJIDeM), 13(1), 243-262.
    Kimani, E., & Bickmore, T. (2019) Addressing public speaking anxiety in real-time using a virtual public speaking coach and physiological sensors. Proceedings of the 19th ACM International Conference on Intelligent Virtual Agents, 260-263.
    Bowman, D. A., & Hodges, L. F. (1999). Formalizing the design, evaluation, and application of interaction techniques for immersive virtual environments. Journal of Visual Languages & Computing, 10(1), 37-53.
    Palmas, F., Reinelt, R., Cichor, J. E., Plecher, D. A., & Klinker, G. (2021, March). Virtual reality public speaking training: Experimental evaluation of direct feedback technology acceptance. In 2021 IEEE Virtual Reality and 3D User Interfaces (VR) (pp. 463-472). IEEE.
    Zacarin, M. R. J., Borloti, E., & Haydu, V. B. (2019). Behavioral therapy and virtual reality exposure for public speaking anxiety. Trends in Psychology, 27, 491-507.
    Šalkevicius, J., Damaševičius, R., Maskeliunas, R., & Laukienė, I. (2019). Anxiety level recognition for virtual reality therapy system using physiological signals. Electronics, 8(9), 1039.
    Yuen, E. K., Goetter, E. M., Stasio, M. J., Ash, P., Mansour, B., McNally, E., ... & Watkins, J. (2019). A pilot of acceptance and commitment therapy for public speaking anxiety delivered with group videoconferencing and virtual reality exposure. Journal of Contextual Behavioral Science, 12, 47-54.
    Lim, M. H., Aryadoust, V., & Esposito, G. (2022). A meta-analysis of the effect of virtual reality on reducing public speaking anxiety. Current Psychology, 1-17.
    Mostajeran, F., Balci, M. B., Steinicke, F., Kühn, S., & Gallinat, J. (2020, March). The effects of virtual audience size on social anxiety during public speaking. In 2020 IEEE conference on virtual reality and 3D user interfaces (VR) (pp. 303-312). IEEE.
    Kahlon, S., Lindner, P., & Nordgreen, T. (2019). Virtual reality exposure therapy for adolescents with fear of public speaking: a non-randomized feasibility and pilot study. Child and adolescent psychiatry and mental health, 13(1), 1-10.
    Lindner, P., Miloff, A., Fagernäs, S., Andersen, J., Sigeman, M., Andersson, G., ... & Carlbring, P. (2019). Therapist-led and self-led one-session virtual reality exposure therapy for public speaking anxiety with consumer hardware and software: A randomized controlled trial. Journal of anxiety disorders, 61, 45-54.
    Owens, M. E., & Beidel, D. C. (2015). Can virtual reality effectively elicit distress associated with social anxiety disorder?. Journal of Psychopathology and Behavioral Assessment, 37(2), 296-305.
    Slater, M., Pertaub, D. P., Barker, C., & Clark, D. M. (2006). An experimental study on fear of public speaking using a virtual environment. CyberPsychology & Behavior, 9(5), 627-633.
    Pertaub, D. P., Slater, M., & Barker, C. (2001). An experiment on fear of public speaking in virtual reality. Studies in health technology and informatics, 372-378.
    Kleinlogel, E. P., Curdy, M., Rodrigues, J., Sandi, C., & Schmid Mast, M. (2021). Doppelganger-based training: Imitating our virtual self to accelerate interpersonal skills learning. PloS one, 16(2), e0245960.
    Zhou, H., Fujimoto, Y., Kanbara, M., & Kato, H. (2021). Virtual Reality as a Reflection Technique for Public Speaking Training. Applied Sciences, 11(9), 3988.
    Sülter, R. E., Ketelaar, P. E., & Lange, W. G. (2022). SpeakApp-Kids! Virtual reality training to reduce fear of public speaking in children–A proof of concept. Computers & Education, 178, 104384.
    Aymerich-Franch, L., Kizilcec, R. F., & Bailenson, J. N. (2014). The relationship between virtual self similarity and social anxiety. Frontiers in human neuroscience, 8, 944.
    Fox, J., Bailenson, J. N., & Ricciardi, T. (2012). Physiological responses to virtual selves and virtual others. Journal of CyberTherapy & Rehabilitation, 5(1), 69-72.
    Ratan, R. A., & Dawson, M. (2016). When Mii is me: A psychophysiological examination of avatar self-relevance. Communication Research, 43(8), 1065-1093.
    Rospigliosi, P. A. (2022). Metaverse or Simulacra? Roblox, Minecraft, Meta and the turn to virtual reality for education, socialisation and work. Interactive Learning Environments, 30(1), 1-3.
    Zdanowicz, C. (2021, February 10). Lawyer Tells Judge ‘I’m Not a Cat’ after a Zoom Filter Mishap in Virtual Court Hearing. Retrieved October 28, 2022, from https://edition.cnn.com/2021/02/09/us/cat-filter-lawyer-zoom-court-trnd
    Golf-Papez, M., Heller, J., Hilken, T., Chylinski, M., de Ruyter, K., Keeling, D. I., & Mahr, D. (2022). Embracing falsity through the metaverse: The case of synthetic customer experiences. Business Horizons.
    Castronova, E. (2004). The Price of Bodies: A Hedonic Pricing Model of Avatar Attributes in a Synthetic World. KYKLOS, 57(2), 173–196.
    Nowak, K. L., & Rauh, C. (2005). The Influence of the Avatar on Online Perceptions of Anthropomorphism, Androgyny, Credibility, Homophily, and Attraction. Journal of Computer-Mediated Communication, 11(1), 153–178.
    Behm-Morawitz, E. (2013). Mirrored selves: The influence of self-presence in a virtual world on health, appearance, and well-being. Computers in human Behavior, 29(1), 119-128.
    Banks, J., & Bowman, N. D. (2016). Avatars Are (Sometimes) People Too: Linguistic Indicators of Parasocial and Social Ties in Player–Avatar Relationships. New Media & Society, 18(7), 1257–1276.
    Yee, N., & Bailenson, J. (2007). The Proteus Effect: The Effect of Transformed Self- Representation on Behavior. Human Communication Research, 33(3), 271–290.
    Zlatev, J. (2018). Meaning making from life to language: The semiotic hierarchy and phenomenology. Cognitive Semiotics, 11(1).
    Schroeder, R. (2002). Social Interaction in Virtual Environments: Key Issues, Common Themes, and a Framework for Research. In R. Schroeder. The Social Life of Avatars, 1–18.
    Procter, L. (2014). A Mirror without a tain: Personae, Avatars, and Selves in a multi-user virtual environment. M/C Journal, 17(3).
    Ball, M. (2021, June 29). Framework for the Metaverse. Retrieved October 28, 2022, from https://www.matthewball.vc/all/forwardtothemetaverseprimer
    Cheng, R., Wu, N., Chen, S., & Han, B. (2022). Will metaverse be nextg internet? vision, hype, and reality. arXiv preprint arXiv:2201.12894.
    Baía Reis, A., & Ashmore, M. (2022). From video streaming to virtual reality worlds: an academic, reflective, and creative study on live theatre and performance in the metaverse. International Journal of Performance Arts and Digital Media, 18(1), 7-28.
    Han, E., Miller, M. R., Ram, N., Nowak, K. L., & Bailenson, J. N. (2022, May). Understanding Group Behavior in Virtual Reality: A Large-Scale, Longitudinal Study in the Metaverse. In 72nd Annual International Communication Association Conference, Paris, France.
    Tayal, S., Rajagopal, K., & Mahajan, V. (2022, March). Virtual Reality based Metaverse of Gamification. In 2022 6th International Conference on Computing Methodologies and Communication (ICCMC) (pp. 1597-1604). IEEE.
    Hooi, R., & Cho, H. (2017). Virtual world continuance intention. Telematics and Informatics, 34(8), 1454-1464.
    Praetorius, A. S., & Görlich, D. (2020). How Avatars Influence User Behavior: A Review on the Proteus Effect in Virtual Environments and Video Games. International Conference on the Foundations of Digital Games, 1–9.
    Snyder, M., Tanke, E.D., &Bersheid, E. (1977). Social perception and interpersonal behavior: On the self-fulfilling nature of social stereotypes. Journal of Personality and Social Psychology, 35, 656-666.
    Peña, J., Hancock, jeffrey T, & Merola, N. A. (2009). The Priming Effects of Avatars in Virtual Settings. Communication Research, 36(6), 838–856.
    Yee, nick , Bailenson, J. N., & Ducheneaut, N. (2009). The Proteus Effect: Implications of Transformed Digital Self-Representation on Online and Offline Behavior. Communication Research, 36(2), 285–312.
    Bélisle, J. F., & Bodur, H. O. (2010). Avatars as Information: Perception of Consumers Based on Their Avatars in Virtual Worlds. Psychology & Marketing, 27(8), 741–765.
    Yoon, G., & Vargas, P. T. (2014). Know Thy Avatar: The Unintended Effect of Virtual-Self Representation on Behavior. Psychological Science, 25(4), 1043–1045.
    Loewen, M. G., Burris, C. T., & Nacke, L. E. (2021). Me, Myself, and Not-I: self-discrepancy type predicts avatar creation style. Frontiers in Psychology, 11, 1902.
    Brien, L. O., & Murnane, J. (2010). An Investigation into How Avatar Appearance Can Affect Interactions in a Virtual World. International Journal of Social and Humanistic Computing, 1(2), 192–200.
    Robinson, L. (2007). The Cyberself: The Self-Ing Project Goes Online, Symbolic Interaction in the Digital Age. New Media & Society, 9(1), 93–110.
    Messinger, P. R., Ge, X., Stroulia, E., Lyons, K., Smirnov, K., & Bone, M. (2008). On the relationship between my avatar and myself. Journal For Virtual Worlds Research, 1(2).
    Williams, K. d. (2011). The Effects of Homophily, Identification, and Violent Video Games on Players. Mass Communication and Society, 14(1), 3–24.
    Soutter, A. R. B., & Hitchens, M. (2016). The Relationship between Character Identification and Flow State within Video Games. Computers in Human Behavior, 55(Part B), 1030–1038.
    Takano, M., & Taka, F. (2022). Fancy avatar identification and behaviors in the virtual world: Preceding avatar customization and succeeding communication. Computers in Human Behavior Reports, 100176.
    Hooi, R., & Cho, H. (2014). Avatar-Driven Self-Disclosure: The Virtual Me Is the Actual Me. Computers in Human Behavior, 39, 20–28.
    Bailenson, J. N., Yee, N., Merget, D., & Schroeder, R. (2006). The effect of behavioral realism and form realism of real-time avatar faces on verbal disclosure, nonverbal disclosure, emotion recognition, and copresence in dyadic interaction. Presence: Teleoperators and Virtual Environments, 15(4), 359-372.
    Jahn, K., Kordyaka, B., Machulska, A., Eiler, T. J., Gruenewald, A., Klucken, T., … Niehaves , B. (2021). Individualized Gamification Elements: The Impact of Avatar and Feedback Design on Reuse Intention. Computers in Human Behavior, 119, 1–13.
    Bhattacherjee, A. (2001). Understanding Information Systems Continuance: An Expectation-Confirmation Model. MIS Quarterly, 25(3), 351–370.
    Bhattacherjee, A. (2001). An Empirical Analysis of the Antecedents of Electronic Commerce Service Continuance. Decision Support Systems, 32(2), 201–214.
    Oliver, R. L. (1980). A Cognitive Model of the Antecedents and Consequences of Satisfaction Decisions. Journal of Marketing Research, 17(4), 460–469.
    Davis, F. D., Bagozzi, R. P., & Warshaw, P. R. (1989). User Acceptance of Computer Technology: A Comparison of Two Theoretical Models. Management Science, 35(8), 903–1028.
    Karahanna, E., Straub, D. W., & Chervany, N. L. (1999). Information Technology Adoption across Time: A Cross-Sectional Comparison of Pre-Adoption and Post-Adoption Beliefs. MIS Quarterly, 23(2), 183–213.
    Teng, C. (2010). Customization, Immersion Satisfaction, and Online Gamer Loyalty. Computers in Human Behavior, 26(6), 1547–1554.
    Higgins, D., & McDonnell, R. (2021, March). A preliminary investigation of avatar use in video-conferencing. In 2021 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW) (pp. 540-541). IEEE.

    下載圖示
    QR CODE