Understanding learner's emotions within virtual worlds enables more effective learning solutions to be developed. Spatial presence as a 'feeling of being there' has a significant impact upon this effectiveness within immersive learning environments. This paper argues that spatial presence is a perceptual emotion and that such a view can be related to theories of affective emotion as a perception. It argues that existing models of spatial presence as cognitive feeling can be modified and related to perceptual theories of emotion such as Prinz's embodied appraisal theory and Deonna's perspectival view of emotion as perception. This supports the approach that spacial presence is better understood as an affective emotion. Applying embodied appraisal theory to the activation of motor areas and aspects of embodied cognition underlying Schubert's model highlights the perceptual nature of this emotion. Applying situated affordances and action potentials, as expressed in Deonna's model of emotion, as perception to frames of reference within a virtual world supports arguments for spatial presence as a perceptual emotion similar to Schubert's use of Wirth et al's model of spatial presence. This model may be useful when considering the learner scaffolding of games such as the Alice Civil Emergency game.
{"title":"Spatial Presence in Virtual Worlds as a Perceptual Emotion: An Expansion on Cognitive Feeling?","authors":"Tom Willans","doi":"10.1109/CISIS.2012.209","DOIUrl":"https://doi.org/10.1109/CISIS.2012.209","url":null,"abstract":"Understanding learner's emotions within virtual worlds enables more effective learning solutions to be developed. Spatial presence as a 'feeling of being there' has a significant impact upon this effectiveness within immersive learning environments. This paper argues that spatial presence is a perceptual emotion and that such a view can be related to theories of affective emotion as a perception. It argues that existing models of spatial presence as cognitive feeling can be modified and related to perceptual theories of emotion such as Prinz's embodied appraisal theory and Deonna's perspectival view of emotion as perception. This supports the approach that spacial presence is better understood as an affective emotion. Applying embodied appraisal theory to the activation of motor areas and aspects of embodied cognition underlying Schubert's model highlights the perceptual nature of this emotion. Applying situated affordances and action potentials, as expressed in Deonna's model of emotion, as perception to frames of reference within a virtual world supports arguments for spatial presence as a perceptual emotion similar to Schubert's use of Wirth et al's model of spatial presence. This model may be useful when considering the learner scaffolding of games such as the Alice Civil Emergency game.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"54 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128134763","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
T. Krupa, P. Majewski, Bartosz Kowalczyk, Wojciech Turek
Current solutions to the problem of finding valuable information on the Web suffer from several limitations, including inconvenient query languages, arbitrary sorting or results and out-of-date information. In this paper a different solution to this problem is described. It is based on the idea of distributed processing of web pages in real-time. To provide sufficient performance, the approach of volunteer computing is utilized. It is based on using web browsers of users visiting particular web pages. The browsers perform necessary computation in background, executing programs written in JavaScript. In this paper the architecture of the on-demand web crawling system is presented and details concerning implementation are provided.
{"title":"On-Demand Web Search Using Browser-Based Volunteer Computing","authors":"T. Krupa, P. Majewski, Bartosz Kowalczyk, Wojciech Turek","doi":"10.1109/CISIS.2012.79","DOIUrl":"https://doi.org/10.1109/CISIS.2012.79","url":null,"abstract":"Current solutions to the problem of finding valuable information on the Web suffer from several limitations, including inconvenient query languages, arbitrary sorting or results and out-of-date information. In this paper a different solution to this problem is described. It is based on the idea of distributed processing of web pages in real-time. To provide sufficient performance, the approach of volunteer computing is utilized. It is based on using web browsers of users visiting particular web pages. The browsers perform necessary computation in background, executing programs written in JavaScript. In this paper the architecture of the on-demand web crawling system is presented and details concerning implementation are provided.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128312510","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
JXTA is an open peer-to-peer (P2P) protocols specification that, in its about 10 years of history, has slowly evolved to appeal to a broad set of applications. As part of this process, some long awaited security improvements have been included in the latest versions. However, under some contexts, even more advanced security requirements should be met, such as anonymity. Several approaches exist to deploy anonymity in P2P networks, but no perfect solution exists. Even though path-based approaches are quite popular, it is considered that, in dynamic groups, using a split message-based one is better. In this work, we propose ananonymity service for JXTA using such approach. The proposal takes advantage JXTA's core services, in a manner so that it can be easily integrated to existing end applications and services.
{"title":"Split Message-Based Anonymity for JXTA Applications","authors":"J. Arnedo-Moreno, Noemi Perez-Gilabert","doi":"10.1109/CISIS.2012.14","DOIUrl":"https://doi.org/10.1109/CISIS.2012.14","url":null,"abstract":"JXTA is an open peer-to-peer (P2P) protocols specification that, in its about 10 years of history, has slowly evolved to appeal to a broad set of applications. As part of this process, some long awaited security improvements have been included in the latest versions. However, under some contexts, even more advanced security requirements should be met, such as anonymity. Several approaches exist to deploy anonymity in P2P networks, but no perfect solution exists. Even though path-based approaches are quite popular, it is considered that, in dynamic groups, using a split message-based one is better. In this work, we propose ananonymity service for JXTA using such approach. The proposal takes advantage JXTA's core services, in a manner so that it can be easily integrated to existing end applications and services.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"8 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128071190","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Several studies have been done measuring preferred hand grip strength, but none of them has measured preferred hand strength on a PDA or similar device when it is held and used. We measured dominant hand strength in two conditions similar to real PDA use, resting fore-arms on a table and holding the PDA without table support. We found that adult participants squeeze the device with their preferred hand significantly more than with their nonpreferred hand while holding. In addition, we examined users' hand strength while they were tapping on the back of the device with their right and left index fingers. Our results were different than expected from previous studies, as we found that there was no significant difference in dominant and non dominant hand strength during back tapping. Also participants' non preferred hand strength was not significantly different with their preferred hand when they tap on the back of the device. The results show that in such functional use during tapping, the dominant and non-dominant hands are used similarly which will contribute to future designs for PDAs and their interfaces. Our results may also contribute to design for more comfortable devices for users with hand disabilities.
{"title":"Hand Grip Strength on a Large PDA: Holding While Reading Is Different from a Functional Task","authors":"F. Rajabiyazdi, Tom Gedeon","doi":"10.1109/CISIS.2012.110","DOIUrl":"https://doi.org/10.1109/CISIS.2012.110","url":null,"abstract":"Several studies have been done measuring preferred hand grip strength, but none of them has measured preferred hand strength on a PDA or similar device when it is held and used. We measured dominant hand strength in two conditions similar to real PDA use, resting fore-arms on a table and holding the PDA without table support. We found that adult participants squeeze the device with their preferred hand significantly more than with their nonpreferred hand while holding. In addition, we examined users' hand strength while they were tapping on the back of the device with their right and left index fingers. Our results were different than expected from previous studies, as we found that there was no significant difference in dominant and non dominant hand strength during back tapping. Also participants' non preferred hand strength was not significantly different with their preferred hand when they tap on the back of the device. The results show that in such functional use during tapping, the dominant and non-dominant hands are used similarly which will contribute to future designs for PDAs and their interfaces. Our results may also contribute to design for more comfortable devices for users with hand disabilities.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128157012","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
R. Akase, Hiroaki Nishino, Tsuneo Kagawa, K. Utsumiya, Y. Okada
This paper presents an automatic animation generation method for 3DCG humanoid avatars. We can create 3DCG animation even at the level of individuals by using commercially available software tools. Creating 3DCG animation, however, demands a variety of expertise and a mastery of 3DCG authoring tools. Therefore, people may easily be bothered for creating 3DCG animation contents. To solve the problem, we designed and developed a system allowing even novices to create 3DCG animation contents without special knowledge and programming skills. The proposed method uses Inverse Kinematics (IK) and Interactive Evolutionary Computation (IEC) for readily designing and generating avatar motions. The system only requires users to indicate some evaluation values and creates their preferable avatar motions based on the specified values. Additionally, we propose a new operation method to reduce the users' burden in an IEC-based 3DCG contents generation.
{"title":"An Avatar Motion Generation Method Based on Inverse Kinematics and Interactive Evolutionary Computation","authors":"R. Akase, Hiroaki Nishino, Tsuneo Kagawa, K. Utsumiya, Y. Okada","doi":"10.1109/CISIS.2012.124","DOIUrl":"https://doi.org/10.1109/CISIS.2012.124","url":null,"abstract":"This paper presents an automatic animation generation method for 3DCG humanoid avatars. We can create 3DCG animation even at the level of individuals by using commercially available software tools. Creating 3DCG animation, however, demands a variety of expertise and a mastery of 3DCG authoring tools. Therefore, people may easily be bothered for creating 3DCG animation contents. To solve the problem, we designed and developed a system allowing even novices to create 3DCG animation contents without special knowledge and programming skills. The proposed method uses Inverse Kinematics (IK) and Interactive Evolutionary Computation (IEC) for readily designing and generating avatar motions. The system only requires users to indicate some evaluation values and creates their preferable avatar motions based on the specified values. Additionally, we propose a new operation method to reduce the users' burden in an IEC-based 3DCG contents generation.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"91 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129435884","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Commercial voice analysis systems are expensive and complicated. These equipments are only available at medical centers and need to be operated by well trained physicians. Thus the treatment costs of speech disorders are usually high. To improve this situation, we develop a software system dedicated to the assessment of human voice qualities. Our system is implemented in an ordinary personal computer. High precision electronic devices are not required for acquiring and analyzing voices. Therefore, the installation costs are low. Our system relies on four voice parameters to evaluate the qualities of voice signals. These parameters are fundamental frequency, jitter, shimmer, and harmonic-to-noise ratio. These measurements are widely used in otolaryngology to assess the pitch, variation of frequency, perturbation of amplitude, and harmony of human voice. Our system extracts these information from voice data and displays them by using graphical media. Consequently, the qualities of voice are more comprehensible. Users with little training and background knowledge can operate this system in their living rooms to assess their voices.
{"title":"Voice Quality Assessment and Visualization","authors":"S. Ueng, C. Luo, T. Tsai, H. Chang","doi":"10.1109/CISIS.2012.62","DOIUrl":"https://doi.org/10.1109/CISIS.2012.62","url":null,"abstract":"Commercial voice analysis systems are expensive and complicated. These equipments are only available at medical centers and need to be operated by well trained physicians. Thus the treatment costs of speech disorders are usually high. To improve this situation, we develop a software system dedicated to the assessment of human voice qualities. Our system is implemented in an ordinary personal computer. High precision electronic devices are not required for acquiring and analyzing voices. Therefore, the installation costs are low. Our system relies on four voice parameters to evaluate the qualities of voice signals. These parameters are fundamental frequency, jitter, shimmer, and harmonic-to-noise ratio. These measurements are widely used in otolaryngology to assess the pitch, variation of frequency, perturbation of amplitude, and harmony of human voice. Our system extracts these information from voice data and displays them by using graphical media. Consequently, the qualities of voice are more comprehensible. Users with little training and background knowledge can operate this system in their living rooms to assess their voices.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128029934","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Cloud computing represents an opportunity for IT users to reduce costs and increase efficiency providing an alternative way of using IT services. In this scenario value added services for dynamic and elastic provisioning play an important role, by giving the possibility to get the best resources configuration that satisfies the application requirements. Agent technology provides asynchronous mechanisms that could represent the best choice for effective programming of Cloud, due to the unpredictable behaviour of the network. Cloud Agency is a collection of agent based services for provisioning, monitoring and autonomic reconfiguration of Cloud resources at infrastructure level, which go beyond the common offer by commercial providers and by open Cloud technologies. In this work we describe how Cloud Agency extends the Open Cloud Computing Interface (OCCI[1]) proposal of standard for the Cloud infrastructures level. We present the Cloud agency design and the implementation of an RESTfull to/from ACL gateway that allows for the communication between the Cloud world and the agents' one, being compliant with OCCI and extending its model and services.
{"title":"Agents Based Cloud Computing Interface for Resource Provisioning and Management","authors":"S. Venticinque, Luca Tasquier, B. D. Martino","doi":"10.1109/CISIS.2012.139","DOIUrl":"https://doi.org/10.1109/CISIS.2012.139","url":null,"abstract":"Cloud computing represents an opportunity for IT users to reduce costs and increase efficiency providing an alternative way of using IT services. In this scenario value added services for dynamic and elastic provisioning play an important role, by giving the possibility to get the best resources configuration that satisfies the application requirements. Agent technology provides asynchronous mechanisms that could represent the best choice for effective programming of Cloud, due to the unpredictable behaviour of the network. Cloud Agency is a collection of agent based services for provisioning, monitoring and autonomic reconfiguration of Cloud resources at infrastructure level, which go beyond the common offer by commercial providers and by open Cloud technologies. In this work we describe how Cloud Agency extends the Open Cloud Computing Interface (OCCI[1]) proposal of standard for the Cloud infrastructures level. We present the Cloud agency design and the implementation of an RESTfull to/from ACL gateway that allows for the communication between the Cloud world and the agents' one, being compliant with OCCI and extending its model and services.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"172 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125788562","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
There have been great efforts in the semantic web community so far in order to provide specifications, standards and ontologies to facilitate semantic processes in the web. Our aim is to take advantage of these works as much as possible for the purpose of modelling and representing information and knowledge of collaborative learning in the context of online web forums. To this end, an ontological framework that allows for representing information about collaborative activities realized using online web forums has been created and used to support the virtualization of collaborative sessions, creating animated storyboards that reproduce collaborative sessions from the web forums of virtual classrooms. Even though the information from the framework has proven to be enough to create animated storyboards, we realized that certain emotional information about the opinion (or the sentiment) of each user would be very useful in improving the final representation of the information. This paper presents an extension of a previous ontological framework to include emotional information about the sentiment and opinion of students when collaborating. The research reported in this paper is currently undertaken within a FP7 European project called ALICE.
{"title":"Towards the Representation of Emotional Information from On-Line Collaborative Learning Sessions","authors":"J. Conesa, S. Caballé, D. Gañán, Josep Prieto","doi":"10.1109/CISIS.2012.191","DOIUrl":"https://doi.org/10.1109/CISIS.2012.191","url":null,"abstract":"There have been great efforts in the semantic web community so far in order to provide specifications, standards and ontologies to facilitate semantic processes in the web. Our aim is to take advantage of these works as much as possible for the purpose of modelling and representing information and knowledge of collaborative learning in the context of online web forums. To this end, an ontological framework that allows for representing information about collaborative activities realized using online web forums has been created and used to support the virtualization of collaborative sessions, creating animated storyboards that reproduce collaborative sessions from the web forums of virtual classrooms. Even though the information from the framework has proven to be enough to create animated storyboards, we realized that certain emotional information about the opinion (or the sentiment) of each user would be very useful in improving the final representation of the information. This paper presents an extension of a previous ontological framework to include emotional information about the sentiment and opinion of students when collaborating. The research reported in this paper is currently undertaken within a FP7 European project called ALICE.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"42 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126283709","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
In this paper we present a security protocol to be used in inter-vehicle communication. We propose an architecture for inter-vehicle networks along with protocols that can be used to establish security. In our architecture we use cellular networks to enhance the security of inter-vehicle networks.
{"title":"Secure Inter Vehicle Communications","authors":"M. Durresi, A. Durresi, L. Barolli","doi":"10.1109/CISIS.2012.145","DOIUrl":"https://doi.org/10.1109/CISIS.2012.145","url":null,"abstract":"In this paper we present a security protocol to be used in inter-vehicle communication. We propose an architecture for inter-vehicle networks along with protocols that can be used to establish security. In our architecture we use cellular networks to enhance the security of inter-vehicle networks.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"307 1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114278670","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
Noriki Uchida, Kazuo Takahata, Y. Shibata, N. Shiratori
About 80 percent of Japan is located in the mountain or coast sides, and so most cities should be concerned to be isolated when a ultra large disaster happens such as Japan Earthquake and Tsunami on March 11th, 2011. In fact, in the earthquake, there were many areas in the coast side of northern Japan where is isolated because of the damages, blackouts, and congestions of network information systems. In case of such a large-scale disaster, it is important to keep connectivity to avoid the isolation from other areas, and to reactivate network connections quickly within disaster areas such as between evacuation shelters and disaster headquarter. In this paper, Never Die Network consisted of cognitive wireless networks and satellite system that we have proposed is introduced, and the evaluations are held in assumptions of rural areas such as the coast cities of Iwate Prefecture where heavily disaster by Japan Earthquake and Tsunami on March 11th, 2011. The results shows that the proposed system is quickly recovered than other traditional network systems such as wired, wireless, and cognitive wireless network systems, and it is considered to be useful for the isolation by a ultra large scale disaster.
{"title":"Evaluation of Never Die Network for a Rural Area in an Ultra Large Scale Disaster","authors":"Noriki Uchida, Kazuo Takahata, Y. Shibata, N. Shiratori","doi":"10.1109/CISIS.2012.212","DOIUrl":"https://doi.org/10.1109/CISIS.2012.212","url":null,"abstract":"About 80 percent of Japan is located in the mountain or coast sides, and so most cities should be concerned to be isolated when a ultra large disaster happens such as Japan Earthquake and Tsunami on March 11th, 2011. In fact, in the earthquake, there were many areas in the coast side of northern Japan where is isolated because of the damages, blackouts, and congestions of network information systems. In case of such a large-scale disaster, it is important to keep connectivity to avoid the isolation from other areas, and to reactivate network connections quickly within disaster areas such as between evacuation shelters and disaster headquarter. In this paper, Never Die Network consisted of cognitive wireless networks and satellite system that we have proposed is introduced, and the evaluations are held in assumptions of rural areas such as the coast cities of Iwate Prefecture where heavily disaster by Japan Earthquake and Tsunami on March 11th, 2011. The results shows that the proposed system is quickly recovered than other traditional network systems such as wired, wireless, and cognitive wireless network systems, and it is considered to be useful for the isolation by a ultra large scale disaster.","PeriodicalId":158978,"journal":{"name":"2012 Sixth International Conference on Complex, Intelligent, and Software Intensive Systems","volume":"75 10","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2012-07-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114040163","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}