Stephen Wilson, David Backer, M. Krueger, Peter Richards, Sonia Sheridan, D. Ucko
As graphics technology and software become more mature, it is critical to examine the aesthetics of computer generated images. Effective visual communication and artistic expression are dependent on aesthetic quality. Issues that emerge for artists, designers and computer scientists include: the formal attributes of images, aesthetic evaluation criteria and the desire to detect or implement aesthetic qualities. The panelists, having studied these and other issues, will present and debate their diverse viewpoints.
{"title":"The creation of new kinds of interactive environments in art, education, and entertainment (panel session)","authors":"Stephen Wilson, David Backer, M. Krueger, Peter Richards, Sonia Sheridan, D. Ucko","doi":"10.1145/325334.325258","DOIUrl":"https://doi.org/10.1145/325334.325258","url":null,"abstract":"As graphics technology and software become more mature, it is critical to examine the aesthetics of computer generated images. Effective visual communication and artistic expression are dependent on aesthetic quality. Issues that emerge for artists, designers and computer scientists include: the formal attributes of images, aesthetic evaluation criteria and the desire to detect or implement aesthetic qualities. The panelists, having studied these and other issues, will present and debate their diverse viewpoints.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"121 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117294257","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}
H. Sato, M. Ishii, Keiji Sato, M. Ikesaka, H. Ishihata, Masanori Kakimoto, Katsuhiko Hirota, K. Inoue
A general purpose Cellular Array Processor(CAP) with distributed frame buffers for fast parallel subimage generation has been developed. CAP consists of many processor elements called cells. A cell has video memory for subimage storage, a window controller to map each subimage to an area on the monitor screen, and communication devices, in addition to ordinary microcomputer components such as MPU, RAM, and ROM. Image data in a cell is directly displayed via the video bus. The mapping pattern and the position on the screen of subimages can be changed dynamically. Various hidden surface algorithms can be implemented in CAP using mapping patterns appropriate for the algorithm.Our goal is an efficient interactive visual solid modeler. We adopted a general CSG hidden surface algorithm that enables display of both Boundary representation and Constructive Solid Geometry. A technique for hidden surface removal of general CSG models, requiring less memory space for large models in many cases, has been proposed. This technique subdivides the model into submodels by dividing the CSG tree at union nodes. Imagse of each submodel are generated by a CSG or a z-buffer algorithm. If a submodel is just a primitive, it is processed by the z-buffer algorithm, otherwise by the CSG algorithm. Hidden surface removal between submodels is done by comparing the z values for each pixel which are saved in the z-buffer.
{"title":"Fast image generation of construcitve solid geometry using a cellular array processor","authors":"H. Sato, M. Ishii, Keiji Sato, M. Ikesaka, H. Ishihata, Masanori Kakimoto, Katsuhiko Hirota, K. Inoue","doi":"10.1145/325334.325196","DOIUrl":"https://doi.org/10.1145/325334.325196","url":null,"abstract":"A general purpose Cellular Array Processor(CAP) with distributed frame buffers for fast parallel subimage generation has been developed. CAP consists of many processor elements called cells. A cell has video memory for subimage storage, a window controller to map each subimage to an area on the monitor screen, and communication devices, in addition to ordinary microcomputer components such as MPU, RAM, and ROM. Image data in a cell is directly displayed via the video bus. The mapping pattern and the position on the screen of subimages can be changed dynamically. Various hidden surface algorithms can be implemented in CAP using mapping patterns appropriate for the algorithm.Our goal is an efficient interactive visual solid modeler. We adopted a general CSG hidden surface algorithm that enables display of both Boundary representation and Constructive Solid Geometry. A technique for hidden surface removal of general CSG models, requiring less memory space for large models in many cases, has been proposed. This technique subdivides the model into submodels by dividing the CSG tree at union nodes. Imagse of each submodel are generated by a CSG or a z-buffer algorithm. If a submodel is just a primitive, it is processed by the z-buffer algorithm, otherwise by the CSG algorithm. Hidden surface removal between submodels is done by comparing the z values for each pixel which are saved in the z-buffer.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116461405","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}
Love playing with those fancy menu-based graphical user interfaces, but afraid to program one yourself for your own application? Do windows seem opaque to you? Are you scared of mice? Like what-you-see-is-what-you-get but don't know how to get what you want to see on the screen?Everyone agrees using systems like graphical document illustrators, circuit designers, and iconic file systems is fun, but programming user interfaces for these systems isn't as much fun as it should be. Systems like the Lisp Machines, Xerox D-Machines, and Apple Macintosh provide powerful graphics primitives, but the casual applications designer is often stymied by the difficulty of mastering the details of window specification, multiple processes, interpreting mouse input, etc.This paper presents a kit called EZWin, which provides many services common to implementing a wide variety of interfaces, described as generalized editors for sets of graphical objects. An individual application is programmed simply by creating objects to represent the interface itself, each kind of graphical object, and each command. A unique interaction style is established which is insensitive to whether commands are chosen before or after their arguments. The system anticipates the types of arguments needed by commands, preventing selection mistakes which are a common source of frustrating errors. Displayed objects are made "mouse-sensitive" only if selection of the object is appropriate in the current context. The implementation of a graphical interface for a computer network simulation is described to illustrate how EZWin works.
{"title":"There's more to menu systems than meets the screen","authors":"H. Lieberman","doi":"10.1145/325334.325235","DOIUrl":"https://doi.org/10.1145/325334.325235","url":null,"abstract":"Love playing with those fancy menu-based graphical user interfaces, but afraid to program one yourself for your own application? Do windows seem opaque to you? Are you scared of mice? Like what-you-see-is-what-you-get but don't know how to get what you want to see on the screen?Everyone agrees using systems like graphical document illustrators, circuit designers, and iconic file systems is fun, but programming user interfaces for these systems isn't as much fun as it should be. Systems like the Lisp Machines, Xerox D-Machines, and Apple Macintosh provide powerful graphics primitives, but the casual applications designer is often stymied by the difficulty of mastering the details of window specification, multiple processes, interpreting mouse input, etc.This paper presents a kit called EZWin, which provides many services common to implementing a wide variety of interfaces, described as generalized editors for sets of graphical objects. An individual application is programmed simply by creating objects to represent the interface itself, each kind of graphical object, and each command. A unique interaction style is established which is insensitive to whether commands are chosen before or after their arguments. The system anticipates the types of arguments needed by commands, preventing selection mistakes which are a common source of frustrating errors. Displayed objects are made \"mouse-sensitive\" only if selection of the object is appropriate in the current context. The implementation of a graphical interface for a computer network simulation is described to illustrate how EZWin works.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128319942","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}
A visible surface algorithm with integrated analytic spatial and temporal anti-aliasing is presented. This algorithm models moving polygons as four dimensional (X,Y,Z,T) image space polyhedra, where time (T) is treated as an additional spatial dimension. The linearity of these primitives allows simplification of the analytic algorithms. The algorithm is exact for non-intersecting primitives, and exact for the class of intersecting primitives generated by translation and scaling of 3-d (X,Y,Z) polygons in image space. This algorithm is an extension of Catmull's analytic visible surface algorithm for independent pixel processing, based on the outline of integrated spatial and temporal anti-aliasing given by Korien and Badler. An analytic solution requires that the visible surface calculations produce a continuous representation of visible primitives in the time and space dimensions. Visible surface algorithm, graphical primitives, and filtering algorithm, (by Feibush, Levoy and Cook) are extended to include continuous representation of the additional dimension of time. A performance analysis of the algorithm contrasted with a non-temporally anti-aliased version is given.
{"title":"Integrated analytic spatial and temporal anti-aliasing for polyhedra in 4-space","authors":"C. Grant","doi":"10.1145/325334.325184","DOIUrl":"https://doi.org/10.1145/325334.325184","url":null,"abstract":"A visible surface algorithm with integrated analytic spatial and temporal anti-aliasing is presented. This algorithm models moving polygons as four dimensional (X,Y,Z,T) image space polyhedra, where time (T) is treated as an additional spatial dimension. The linearity of these primitives allows simplification of the analytic algorithms. The algorithm is exact for non-intersecting primitives, and exact for the class of intersecting primitives generated by translation and scaling of 3-d (X,Y,Z) polygons in image space. This algorithm is an extension of Catmull's analytic visible surface algorithm for independent pixel processing, based on the outline of integrated spatial and temporal anti-aliasing given by Korien and Badler. An analytic solution requires that the visible surface calculations produce a continuous representation of visible primitives in the time and space dimensions. Visible surface algorithm, graphical primitives, and filtering algorithm, (by Feibush, Levoy and Cook) are extended to include continuous representation of the additional dimension of time. A performance analysis of the algorithm contrasted with a non-temporally anti-aliased version is given.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122118276","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}
A relational graph structure based on a boundary representation of solid objects is described. In this structure, called face adjacency graph, nodes represent object faces, whereas edges and vertices are encoded into arcs and hyperarcs. Based on the face adjacency graph, we define a set of primitive face-oriented Euler operators, and a set of macrooperators for face manipulation, which allow a compact definition and an efficient updating of solid objects. We briefly describe a hierarchical graph structure based on the face adjacency graph, which provides a representation of an object at different levels of detail. Thus it is consistent with the stepwise refinement process through which the object description is produced.
{"title":"Geometric modeling of solid objects by using a face adjacency graph representation","authors":"S. Ansaldi, L. Floriani, B. Falcidieno","doi":"10.1145/325334.325218","DOIUrl":"https://doi.org/10.1145/325334.325218","url":null,"abstract":"A relational graph structure based on a boundary representation of solid objects is described. In this structure, called face adjacency graph, nodes represent object faces, whereas edges and vertices are encoded into arcs and hyperarcs. Based on the face adjacency graph, we define a set of primitive face-oriented Euler operators, and a set of macrooperators for face manipulation, which allow a compact definition and an efficient updating of solid objects. We briefly describe a hierarchical graph structure based on the face adjacency graph, which provides a representation of an object at different levels of detail. Thus it is consistent with the stepwise refinement process through which the object description is produced.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130473818","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}
The effect of shadows and interreflection created by room obstructions is an important factor in the continuous tone representation of interiors. For indirect illumination, in most cases a uniform ambient light has been considered, even though the interreflection gives very complex effects with the shaded images.The proposed method for indirect lighting with shadows results in the following advanced points:1) The indirect illuminance caused by the surfaces of objects such as ceilings, floors, walls, desks, bookcases etc. gives added realism to images.2) The proposed method is suitable for every type of light source such as point sources, linear sources, and area sources.
{"title":"Continuous tone representation of three-dimensional objects taking account of shadows and interreflection","authors":"T. Nishita, E. Nakamae","doi":"10.1145/325334.325169","DOIUrl":"https://doi.org/10.1145/325334.325169","url":null,"abstract":"The effect of shadows and interreflection created by room obstructions is an important factor in the continuous tone representation of interiors. For indirect illumination, in most cases a uniform ambient light has been considered, even though the interreflection gives very complex effects with the shaded images.The proposed method for indirect lighting with shadows results in the following advanced points:1) The indirect illuminance caused by the surfaces of objects such as ceilings, floors, walls, desks, bookcases etc. gives added realism to images.2) The proposed method is suitable for every type of light source such as point sources, linear sources, and area sources.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129872733","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}
We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of "solid texture" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.
我们介绍了像素流编辑器的概念。这构成了设计高度逼真的计算机生成图像的交互式合成器的基础。设计师在一个交互式的Very High Level编程环境中工作,这提供了一个非常快的概念/实现/视图迭代周期。自然的视觉复杂性是通过非线性函数的组合来建立的,这与更传统的纹理映射或增长模型算法相反。包括用于创建受控随机效果的强大原语。我们将“实体纹理”的概念引入到CGI领域。我们用这个系统创造了云、火、水、星星、大理石、木头、岩石、肥皂膜和水晶的非常令人信服的表现。使用此范例创建的算法通常非常快,高度逼真,并且在像素级别上可异步并行化。
{"title":"An image synthesizer","authors":"K. Perlin","doi":"10.1145/325334.325247","DOIUrl":"https://doi.org/10.1145/325334.325247","url":null,"abstract":"We introduce the concept of a Pixel Stream Editor. This forms the basis for an interactive synthesizer for designing highly realistic Computer Generated Imagery. The designer works in an interactive Very High Level programming environment which provides a very fast concept/implement/view iteration cycle.Naturalistic visual complexity is built up by composition of non-linear functions, as opposed to the more conventional texture mapping or growth model algorithms. Powerful primitives are included for creating controlled stochastic effects. We introduce the concept of \"solid texture\" to the field of CGI.We have used this system to create very convincing representations of clouds, fire, water, stars, marble, wood, rock, soap films and crystal. The algorithms created with this paradigm are generally extremely fast, highly realistic, and asynchronously parallelizable at the pixel level.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131629135","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. Earnshaw, James H. Clark, A. R. Forrest, R. Parslow, D. F. Rogers
How can we explain this discrepancy between the micro and macro pictures? The table on page 2 sheds new light on this paradox by displaying results from a UNU/WIDER study for three countriesFinland, Singapore and South Koreaand comparing them with findings for the United States economy by Daniel Sichel (see the references at the end of this article). All these countries have invested large amounts in IT over the past two decades; computer capital (hardware etc.) has grown at annual rates ranging from 25 per cent in Finland to 40 per cent in South Korea.
{"title":"Fundamental algorithms (panel session): retrospect and prospect","authors":"R. Earnshaw, James H. Clark, A. R. Forrest, R. Parslow, D. F. Rogers","doi":"10.1145/325334.325260","DOIUrl":"https://doi.org/10.1145/325334.325260","url":null,"abstract":"How can we explain this discrepancy between the micro and macro pictures? The table on page 2 sheds new light on this paradox by displaying results from a UNU/WIDER study for three countriesFinland, Singapore and South Koreaand comparing them with findings for the United States economy by Daniel Sichel (see the references at the end of this article). All these countries have invested large amounts in IT over the past two decades; computer capital (hardware etc.) has grown at annual rates ranging from 25 per cent in Finland to 40 per cent in South Korea.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"130 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114660996","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}
We demonstrate an efficient method of rendering alias-free synthetic images using precomputed convolution integrals. The method is based on the observation that a visible polygon fragment's contribution to an image is solely a function of its position and shape, and that within a reasonable level of accuracy, a limited number of shapes represent the majority of cases encountered in images commonly rendered.The convolution integral is precomputed for all pixels affected by the polygon fragment and is stored in a table. Completely visible fragments which are either triangular or trapezoidal produce two indices into the table. Most other fragments which are represented as differences of simple fragments. The remaining cases are characterized by a bit-mask for which each bit has a corresponding set of look up tables.The basic technique has been applied to several fundamentally different rendering algorithms. In addition, we illustrate a version of the newly introduced nonuniform sampling technique implemented in the same program, but with different table values.
{"title":"Efficient alias-free rendering using bit-masks and look-up tables","authors":"G. Abram, L. Westover","doi":"10.1145/325334.325177","DOIUrl":"https://doi.org/10.1145/325334.325177","url":null,"abstract":"We demonstrate an efficient method of rendering alias-free synthetic images using precomputed convolution integrals. The method is based on the observation that a visible polygon fragment's contribution to an image is solely a function of its position and shape, and that within a reasonable level of accuracy, a limited number of shapes represent the majority of cases encountered in images commonly rendered.The convolution integral is precomputed for all pixels affected by the polygon fragment and is stored in a table. Completely visible fragments which are either triangular or trapezoidal produce two indices into the table. Most other fragments which are represented as differences of simple fragments. The remaining cases are characterized by a bit-mask for which each bit has a corresponding set of look up tables.The basic technique has been applied to several fundamentally different rendering algorithms. In addition, we illustrate a version of the newly introduced nonuniform sampling technique implemented in the same program, but with different table values.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"12 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114898567","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}
Graphical user interfaces are difficult to implement because of the essential concurrency among multiple interaction devices, such as mice, buttons, and keyboards. Squeak is a user interface implementation language that exploits this concurrency rather than hiding it, helping the programmer to express interactions using multiple devices. We present the motivation, design and semantics of squeak. The language is based on concurrent programming constructs but can be compiled into a conventional sequential language; our implementation generates C code. We discuss how squeak programs can be integrated into a graphics system written in a conventional language to implement large but regular user interfaces, and close with a description of the formal semantics.
{"title":"Squeak: a language for communicating with mice","authors":"L. Cardelli, R. Pike","doi":"10.1145/325334.325238","DOIUrl":"https://doi.org/10.1145/325334.325238","url":null,"abstract":"Graphical user interfaces are difficult to implement because of the essential concurrency among multiple interaction devices, such as mice, buttons, and keyboards. Squeak is a user interface implementation language that exploits this concurrency rather than hiding it, helping the programmer to express interactions using multiple devices. We present the motivation, design and semantics of squeak. The language is based on concurrent programming constructs but can be compiled into a conventional sequential language; our implementation generates C code. We discuss how squeak programs can be integrated into a graphics system written in a conventional language to implement large but regular user interfaces, and close with a description of the formal semantics.","PeriodicalId":163416,"journal":{"name":"Proceedings of the 12th annual conference on Computer graphics and interactive techniques","volume":"197 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1985-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121435656","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}