#Congratulations! Director Hsin-Chien Huang's latest VR works, Samsara and The Starry Sand Beach, were nominated for the 78th Venice International Film Festival!
The 78th Venice International Film Festival (VIFF) announced the shortlisted nominees for the category of VR Film. Taiwanese new media artist, Distinguished Professor of NTNU, Hsin-Chien Huang, winner of the BEST VR Experience in 2017 with his work La Camera Insabbiata, will again contest for the Leone d’oro this year with two of his latest, sci-fi inspired works, Samsara and The Starry Sand Beach. While the Taiwanese athletes are striving for the Gold Medals at the Tokyo Olympics as we speak, director Hsin-Chien Huang dazzles the jury of VIFF with his visually-stunning and thought-provoking works — bringing cutting-edge Taiwanese VR films onto the international stage and letting world-wide audience sees Taiwan!
Before being selected for the 78th Venice International Film Festival, Samsara episode 1. has already grabbed the Jury Award at SXSW and Best VR Story at the Cannes XR Competition. This futuristic VR experience teleports the audience onto a journey that spans millions of years. Samsara is a Sanskrit word meaning “ the world ”. In Buddhism, it means what we perceive as the world is actually an endless cycle of karma (cause and effect), a cycle of life, death and rebirth in the six realms of existence. In this fascinating VR work, the audience is reincarnated into the bodies of different persons and creatures, experiencing the universe in their new bodies and in search for the ultimate spiritual transcendence.
Samsara depicts an apocalyptical story in the near future where human greed has depleted the earth’s resource. Catastrophic wars to fight for resource resulted in global destruction. Finally, the remaining humans had to leave the Earth and go on a search in space for a new place to live.
Nevertheless, their desperate, long quest for a new homeland… could it be just a loop in space and time? The cycle of greedy domination and total destruction that then necessitates the search for a new home…. may have hopelessly repeated itself over and over again? The constant evolutionary process and so-called progress, without transformation in consciousness and spiritual advancement, is nothing more than a Möbius strip that leads nowhere, perhaps…?
Samsara is an experiment based on the theory of Embodied Cognition. Through interactivity and VR, the audience gets to live inside the bodies of different persons and creatures, experiencing their feelings from within. Perhaps It is when we can perceive the world in different bodies that we may truly appreciate the thoughts of others and empathize with them. An experience that will also help us better comprehend our own existence and learn to live in harmony with all.
Samsara explores a complex of deeply interconnected issues of ecology, technology, natural resource and war, etc. It's a story about a journey humans are forced to take on, after having destroyed the earth with nuclear disasters. The survivors seek a new planet, in the boundless, interstellar space, to carry on their lives. Gradually they evolve into a new life form artificially. Yet, many years passed and they’ve come to realize that they would never make it to the new planet they’ve been dreaming of. In fact, they have simply been returning to the Earth, in different life forms, time after time.
Director Huang applies the concepts of embodied cognition, offering a unique way to contemplate about the nature of life. As the audience are transported into different bodies each time, they gain a brand new perspective to experience the world views presented in Samsara.
Samsara was produced under the guidance of Taiwan Creative Content Agency (TAICCA) and Kaohsiung Film Archive VR(VR FILM LAB), it’s a sate-of-the-art VR production made 100% in Taiwan. In the VR experience, viewers are transformed into various kinds of animals to interact with the scenes, including species unique and indigenous to Taiwan, such as Taiwan Blue Magpie and Formosan Black Bear.
Samsara Ep.1 features the latest somatosensory technology, including 4D views shooting techniques by the Industrial Technology Research Institute and TAICCA. A digital shooting system comprised of a high-sensitivity 4 million-pixel, full-color CCD sensor and 48 4DV-EX-Z cameras made it possible for Samsara Ep.1 to be taken from an omnidirectional view and shot without any blind spots, creating the ultimate immersive experience.
THE STARRY SAND BEACH, directed by Hsin-Chien Huang and produced in cooperation with Lucid Reality (France) and Oready 瑞意創科 Oready Innovation Lab (Taiwan), is a scientific fairy tale about a unique ecological wonder in Taiwan and Japan, the shiny starry sand beaches. Foraminifera, from the Latin word “foramen” meaning hole, is a single-celled organism that builds a shell with multiple chambers which intercommunicate with one another through holes. On the Qimei Island, Taiwan and the Yaeyama Islands, Japan, beaches have been formed by a specific species of foraminifera with star-shaped shells made of calcium carbonate. Like the real stars in the legends, grains of the starry sand have also been preserving the earth’s memories for millions of years.
THE STARRY SAND BEACH is a real-time 3D interactive VR adventure into the natural and mythological landscape of the starry sand beaches on Qimei Island in Penghu Archipelago, Xing Sha Wan in Kenting National Park and Taketomi Island in the far south of Japan. The experience is full of aesthetically-amazing elements and enriched with cultural and religious significance like Shintoism in Japan. A beautiful, haunting legend tells the story of the starry sand…
The final winners will be presented at the award ceremony held on Sep11. With great anticipation and hopes, Hsin-Chien Huang is expected to bring home again the grand prize for Taiwan!
https://www.labiennale.org/en/news/selection-complete-works-venice-vr-expanded-0
#黃心健 #HsinChienHuang
#samsara #chalkroom
#LaCameraInsabbiata
#VeniceInternationalFilmFestival #VIFF
#Thestarrysandbeach
#LucidReality
#OreadyInnovationLab
同時也有20部Youtube影片,追蹤數超過1萬的網紅translation,也在其Youtube影片中提到,#ウルフチームが発売した、MD用ARPG(91.06.14)からの68移植版。アークスシリーズ派生作でもある。 2人同時プレイも可能で、キャラ4人から主人公を選択(攻撃性、OP・EDの絵が異なる)、クォータービュー画面で敵を撃破しつつステージ終盤にいるボス打倒時に出るアイテムを取ってパワーアップし次...
「selection effect」的推薦目錄:
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- 關於selection effect 在 國立故宮博物院 National Palace Museum Facebook 的最佳解答
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selection effect 在 王姿允醫師。我的無齡秘笈。 Facebook 的最佳解答
[從有氧無氧話題,談解讀論文的常見錯誤結論]
延續昨天說的,網路時代的可怕,在於沒有經過實證的東西可以被大家大量轉發跟效仿,一般人也沒有思考是否來自專業醫療人士的建議,更不懂得查證(話說沒幾個人懂得查證)。
但是更可怕的是。
其實 #連專家對某些文獻的解讀也有很多的問題,但民眾更不可能把文獻調出來看內容,也沒有能力判斷真偽,只要是專家的解讀就照單全收,這真的是很令人無奈的事。
以下列出許多專家在分析文章會犯的錯誤(這也是我每週去實驗室會議大家常拿出來討論的項目):
1️⃣只會看結論(conclusion),不去一一看研究的設計跟結果,尤其是附加的supplement詳細的內容。
就像我在「有氧運動掉肌肉?飲食背景才是重點!」
https://www.facebook.com/175089479960691/posts/942088663260765/?d=n這篇提到的,或是之前我討論「168斷食」相關研究的態度。
其實很多減重研究的結論只寫「體重下降幾%」,請問有去看「組成」嗎?我從來都不會只看結論就告訴民眾「這個減肥法可以減掉體重幾趴所以是好的減肥方式」,我一定會確認組成當中「肌肉是不是流失太多」「是不是脫水的假象」,才會給予建議。
2️⃣看結論就算了,還斷章取義,一言以蔽之的毛病
例如我常提到的,「正常人」跟「衰弱或肥胖」族群的本身的胰島素抗性跟身體條件不同,很多在正常人身上的結果,不一定適用異常的身體組成。連「男」「女」性在研究中都會出現諸多不同的結果,就是因為先天基因、荷爾蒙跟後天腸道微菌的組成都不一樣(例如:男性普遍微菌基因數量比較多,肌肉較多,沒有女性荷爾蒙週期的干擾,所以在減重效果上比女生快)
例如:延長空腹時間讓生長激素上升的現象, #只出現在正常人而肥胖者沒有,所以肥胖者168會比正常人容易掉肌肉,但現實中幾乎168的都是肥胖者。
例如:有些研究發現「老年人」做有氧短時間可以提高肌肉量,但在「年輕人」身上沒有這個現象。但是想從專家這裡獲取「增肌」建議的都是年輕人,他照著做有氧可能沒有半點肌肉肥大的效果。
例如:有氧在正常飲食的人身上不會掉肌肉,但在「低熱量飲食」的人身上掉慘了,但很多刻意去做有氧的人,她的目的可能是減肥所以搭配了低熱量,結果聽你說有氧不會掉肌肉還會增肌,她就跟著做。
3️⃣研究的族群母數(sample size)太小、時間太短
也就是所謂一個研究「質」與「量」的問題。
誠如我之前寫的有氧跟無氧的文章,裡面對於有氧運動對增肌的幫助有「特定的條件跟環境」,而且我舉例的都是「227人」這樣的數字,或是追蹤長達「三年」這樣的研究。
https://www.facebook.com/175089479960691/posts/942593756543589/?d=n
但是有些專家提出來的研究,都是只有10-20幾個人(連腸道菌這種高成本研究都最少要30人才有統計意義了),而且時間只有1-3個月,這樣短的時間跟小的人數,相較於夠長的觀察時間跟夠多的人數,統計上的結果其實較不客觀,現在的期刊太多,研究也是一堆,但如果 #每個質量差的研究結果都納入考量, #那只會被偏誤拉著走。
4️⃣研究中的各項偏誤(bias in research)
我以前在「實證醫學的陷阱—-研究結果的停看聽」
https://www.facebook.com/175089479960691/posts/384507029018934/?d=n
評論過「喝酒比運動還長壽」的研究,存在著各種偏誤,除了我文中討論的選擇性偏差(Selection bias)外,還有幾種包括:
✔️ #確認偏誤(Confirmation bias)
當人們 #本來就持有某種觀點時, #對這種觀點的感知和注意度會被放大,會 「選擇性」地回憶或收集關於它的事例。人們對於自己原本就相信的觀點會更容易接受,而把 #反面觀點擱置在一旁。
舉例來說,是附圖的研究是2015年的《Cell Metabolism》跟 2018年的 《Cell》,兩個研究者做出了完全相反的結論。
2015年的作者發現不健康的飲食會破壞腸道菌、讓腸道免疫相關的Th17細胞數量下降,導致腸道失去正常防禦能力,連帶造成系統性的肥胖跟發炎。
但2018年的作者發現吃「高脂肪生酮飲食」會讓雙歧桿菌的數量下降,讓Th17數量下降(以上都跟2015年的觀察一致),但他的結論卻是「這樣可以讓發炎下降,是好事」,整篇論文他引用了大量Th17下降有助於哪些疾病改善的文獻,卻在reference中完全沒有引用2015年這篇(太詭異!!根本刻意忽略),也沒有提到Th17對於腸道的保護重要性,可想而知,研究者一開始就認定「高脂肪生酮對身體有益」,選擇忽略好菌下降這些矛盾的發現。
即使是這麼大的期刊,也存在著這樣的確認偏誤,甚至是所謂的✔️ #觀察者期望效應(Observer-Expectancy Effect)——研究者有時可能會期望出現某種結果,他們無意識地操縱了試驗過程,或者 #錯誤地解釋實驗結果,導致 #研究結果嚴重歪曲。
這也就是為何,對於研究的結論照單全收直接告訴民眾, #是非常危險的事,你可能自己也犯了確認偏誤,或是 ✔️ #虛假一致性偏差(False consensus effect)——人們很容易認為其他人跟自己有相同的想法,從而高估這些觀點的普遍適用性。
以上,在知識越來越普及的時代,用功的人人都可能變成專家,但是身為受過 #實證醫學訓練 的專業人員,麻煩在解讀論文跟傳遞訊息時,要在更謹慎小心一點。
#實證醫學的陷阱
selection effect 在 國立故宮博物院 National Palace Museum Facebook 的最佳解答
晝夜無間 詠時辰
請您來觀賞本院典藏,繪有小天使圖案的宮廷珍寶--懷錶佩飾。 💘
👩💻
十九世紀「播喴」畫琺瑯鑲珠懷錶
長4.66公分 厚1.07公分 徑3.32公分
西洋鐘錶自明清之際傳入中國後,持續受到宮廷及仕宦工商階層的重視與喜愛,成為近代中西文化交流的重要媒介之一。設計精巧,可供隨身佩戴的懷錶,不僅具有計時功能,也是彰顯身份,可供玩賞收藏的貴重物品。
錶面採白色琺瑯地,羅馬字雙套三針式,錶殼內鑄刻皇冠形圈飾,內有中文「播喴」二字,係瑞士製錶家族Bovet 的中譯廠牌名稱。
此組對錶的琺瑯圖案,以三名模樣可愛的小愛神邱比特為主體,其中一名雙手高舉果實滿盈的花籃,身繞飄帶自天而降,另二名坐臥相依,四周環繞盛開的紅白玫瑰與姿態各異、筆觸生動的多色花卉。👨💻
來展場走一趟,親眼目睹,讓您喜逐顏開。
更多訊息:
https://theme.npm.edu.tw/selection/Article.aspx?sNo=04009166
https://theme.npm.edu.tw/exh103/a_carland_of_treasures/ch/ch02.html
👩💻
Pair of "Bovet" pocket watches with pearls and painted enamel, 19th century
Ever since they were brought to China during the Ming and Qing eras, western clocks and watches were held in high esteem and much beloved by the imperial court, government officials, and merchant class, and they eventually became an important medium for cultural interaction between China and the west during the modern era. Pocket watches, with their intricate design and wearable nature, became not only a convenient instrument for telling the time, but also a status symbol and precious collectable.
The watch face is made of white enamel, with two sets of Roman numerals and three hands. On the inner side of the watch case, a circular crown marking can be found, within which the Chinese characters “Bo Wei” spell out the Chinese translation for “Bovet”, the Swiss family of luxury watchmakers.
💘The enamel imagery of this pair of pocket watches centers on three adorable cupids, one of which holds aloft in both hands a floral basket overflowing with fruit, while a sash weaves around his body and drapes from the sky, while the other two sit nestled against each other. The cupids are surrounded by red and white roses in full bloom, as well as other vividly depicted flowers of many forms and hues. Wash techniques are employed to give an air of soft beauty to the clouds and sky in the background, and the rich light and dark contrasts lend a three-dimensional effect to the hair and skin of the cupids, as well as the surrounding flowers and leaves.👨💻
More information:
https://theme.npm.edu.tw/selection/Article.aspx?sNo=04009166&lang=2#inline_content_intro
https://theme.npm.edu.tw/exh103/a_carland_of_treasures/en/en02.html
https://theme.npm.edu.tw/exh103/a_carland_of_treasures/ja/ja02.html
#故宮典藏精選 #NPM_Selections
#NPM_Open_Data
#當期展覽_院藏珍玩精華
#Current_Exhibits_Masterpieces_of_Precious_Crafts_in_the_Museum_Collection
selection effect 在 translation Youtube 的最佳解答
#ウルフチームが発売した、MD用ARPG(91.06.14)からの68移植版。アークスシリーズ派生作でもある。
2人同時プレイも可能で、キャラ4人から主人公を選択(攻撃性、OP・EDの絵が異なる)、クォータービュー画面で敵を撃破しつつステージ終盤にいるボス打倒時に出るアイテムを取ってパワーアップし次ステージに向かう。ステージ道中では仲間が加わり援護してくれる。
各ステージの攻略パターンを構築する楽しさは時を忘れるほど。
また、ボスキャラもそれぞれが多彩な動作を持ち、試行錯誤して打開し、倒した時の達成感をしっかり感じさせてくれる。
BGMは桜庭氏が作曲、基本はFM5音とadpcmという構成であり、馴染み深いWolf音色を使用した桜庭節が"神の泣く穴"へ挑む勇者達の持つ、それぞれの想いを奏でる。
効果音:古屋亮太氏
作曲:桜庭統氏
Manufacturer: 1991.06.29 Wolf Team
Computer: X68000
Hardware: YM2151,MSM6258
Sound Effect: Ryota Furuya
Composer: Motoi Sakuraba
------------------------------------------------------------
00:00:00 01.Opening Theme (オープニングテーマ)
00:03:16 02.Password (パスワード)
00:05:45 03.Character Selection (キャラクター選択)
00:07:47 04 Intro Scene
00:11:49 05.Map (地図)
00:13:29 06.Act 1-1.Shrine Grounds (Act 1-1/神のいない神殿)
00:15:51 07.Act 1-2.The Shrine (Act 1-2/美しき魔窟)
00:18:43 08.Act 1 Boss (Act 1/ボス)
00:20:58 09.Act Clear (ステージクリア)
00:21:03 10.Act 2-1.Prison (Act 2-1/悪夢の儀式/刑務所)
00:24:03 11.Act 2-2.Reservoir (Act 2-2/貯水池)
00:26:40 12.Act 3-1.Pyramid (Act 3-1/ピラミッド)
00:28:34 13.Act 3-2.Tomb (Act 3-2/墓)
00:30:41 14.Act 3~5~6 Boss (Act 3~5~6ボス)
00:32:30 15.Act 4.The Wicked Flame (Act 4/邪悪の炎)
00:35:33 16.Act 6-1.Dark Minions (Act 6-1/魔の従者達/ダークミニオン)
00:38:29 17.Act 6-2.Monsters Inside (Act 6-2/モンスター内部)
00:41:50 18.Act 6-3.A Fight with an Ally (Act 6-3/仲間と共に戦え)
00:45:17 19.Act 6-4.Pray for Victory (Act 6-4.勝利のための祈り)
00:48:14 20.Act 7-1.Nightmare Castle (Act 7-1/醜き邪城/ナイトメア城)
00:50:20 21.Act 7 Boss (Act 7ボス)
00:53:03 22.Act 7-2.Dungeon Room (Act 7-2/ダンジョンルーム)
00:55:17 23.Act 8.The Full Moon (Act 8/血の満月)
00:58:15 24.Castomira.Sorceress (カストミラ/ソーサレス)
01:00:54 25.Castomira.Dragon (カストミラ/ドラゴン)
01:03:59 26.Castomira.Demon (カストミラ/悪魔)
01:05:59 27.Castomira.Defeated (カストミラ/敗北)
01:08:51 28.Ending Theme (エンディング)
01:12:34 29.Ending Theme [Unused]
01:18:39 30.Got Item Fanfare (アイテムファンファーレ)
01:18:44 31.Game Over (ゲームオーバー)
01:18:49 32.Continue (コンティニュー)
----------------------------------------------------------------------------------------
selection effect 在 translation Youtube 的最讚貼文
#ライジングが稼働させた、AC版縦スクロールSTG('96年)からのSS移植版。
ライジングが開発、エレクトロニック・アーツ・ビクターが発売を行った。
AC版がSS互換のST-V基板を使用していた為、移植は順調に行えた。
某アニメを比較に出される巨大な明朝体文字は市川崑監督の作風をモチーフにしている(本作のロケテストの段階ではエ○ァはまだ未公開)。条件クリアで魔法大作戦や疾風魔法大作戦、バトルガレッガのBGMも聴ける。
BGMは崎元氏が作・編曲、崎本仁氏らしいオーケストラ調の重厚なものからサイバー調のものまで、本作独自のハードSF世界に見事にマッチしている。製作時期が近い『タクティクスオウガ』や『ファイナルファンタジータクティクス』を思わせる楽曲も多い。
効果音:並木学氏
作・編曲:崎元仁氏
Manufacture: 1997.02.07 EA VICTOR / RIZING
computer: SEGA SATURN
Sound: CD-DA
Sound effect : manabu namiki
Composer & Arranger: Hitoshi Sakimoto
-----------------------------------------------------------------------------------------------
00:00 01.Crimson Squad Picture Scroll (紅蓮隊絵巻/オープニング)
00:52 02.Individual Selection (個性選択/自機選択)
01:17 03.Ignition, Start Shooting (点火発進射出/発進デモ)
01:44 04.Ootaku Sky (ステージ 1 - Skies Above Tokyo) (大田区上空/1面)
04:01 05.The Appearance of Darkness (ステージ 1 Boss - Kokubetsu) (黒瞥登場/1面ボス 全翼型爆装機「黒瞥」)
05:42 06.On a Satellite's Orbit (ステージ 2 - On Orbit) (衛星軌道上/2面)
07:53 07.This Unfathomable Volume (ステージ 2 Boss - Shinsen) (深閃之巻/2面ボス 対宙対地上攻撃衛星「深閃」)
09:33 08.Descent Into the Sea of Clouds (ステージ 3 - Ravine) (雲海降下/3面)
12:45 09.The Great Hurricane Dragon (ステージ 3 Boss - Donryuu) (疾風呑竜/3面ボス 大型戦術格闘攻撃機「呑竜」)
14:25 10.Asteroid Belt Region (ステージ 4 - Asteroid Belt) (暗礁宙域/4面)
16:39 11.Autumn Assault (ステージ 4 Boss - Akitaka) (突撃秋嵩君/4面ボス汎用戦術戦闘宇宙機「秋嵩」)
18:36 12.Arctic Oil Field Base (ステージ 5 - Maritime Oil Field) (極寒油田基地/5面)
20:27 13.Phoenix Sea Revolution (ステージ 5 Boss - Kaiou) (海鳳回転 5面ボス/極地戦略輸送攻撃機「海鳳」)
21:42 14.Mars Thrust (ステージ 6 - Rushing to Mars) (火星突入/最終面1・火星/6面)
24:21 15.Shield of Earth's Surface (ステージ 6 Midboss) (地表弾壁/最終面2/中ボス)
26:01 16.Gunpowder Warehouse Explodes (ステージ 6 Boss - Bakuzan) (6面ボス/高高度中継滞空爆撃機「爆懺」)
27:38 17.Darkness Repeated (ステージ 6 Boss 2 - Kokubetsu Kai) (黒瞥再見/最終ボス 「黒瞥改」)
29:18 18.The Beginning of the End (Ending/Staff Roll) (大団円引退序幕/エンディング)
30:43 19.Crimson Squad Funeral (Game Over) (葬式紅蓮隊/ゲームオーバー)
30:56 20.High Score Group (Ranking/Name Entry) (ネームエントリー)
32:09 21.Sound Effect Preference (Practice) (エフェクト選択/プラクティス)
34:33 22.Ignition, Start Shooting (Ship Takeoff Variation) (点火発進射出/発進デモ/別ver.)
----------------------------------------------------------------------------------------------
selection effect 在 Vania Mak Youtube 的精選貼文
YouTube was first launched in 2005, and now has become one of the most visited websites in the history of the internet.
Before 2012, YouTube paid content creators based on the number of views. Even though a 5-second video was deemed successful depending on the view count, which posed the problems of “clickbait” titles and thumbnails. Since 2012, YouTube started measuring “View Duration” and used that as the metric. For those videos being viewed longer, they were likely to be promoted in search engines and have more financial rewards to the content creators. This decision has changed how YouTube videos were recommended and rewarded.
YouTube’s recommendation algorithms connect the existing channels based on users’ watch histories, preferences and overlap. Harvard’s researchers claimed that the pre-selection factors remained unknown. With all of those suggested videos in the sidebar, people tend to click into unfamiliar topics due to curiosity. YouTube has long been criticized for spreading misinformation. Jonas Kaiser, the affiliate at the Berkman Klein Center for Internet & Society at Harvard University, described the recommendation progress as a “rabbit hole effect” in which leading viewers to more extreme contents.
selection effect 在 Day 2 - THE CHALLENGES OF THE SELECTION EFFECT ... 的推薦與評價
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