Sungjune Jang, Lawrence H. Kim, Kesler W. Tanner, H. Ishii, Sean Follmer
Current mobile devices do not leverage the rich haptic channel of information that our hands can sense, and instead focus primarily on touch based graphical interfaces. Our goal is to enrich the user experience of these devices through bi-directional haptic and tactile interactions (display and control) around the edge of hand-held devices. We propose a novel type of haptic interface, a Haptic Edge Display, consisting of actuated pins on the side of a display, to form a linear array of tactile pixels (taxels). These taxels are implemented using small piezoelectric actuators, which can be made cheaply and have ideal characteristics for mobile devices. We developed two prototype Haptic Edge Displays, one with 24 actuated pins (3.75mm in pitch) and a second with 40 pins (2.5mm in pitch). This paper describes several novel haptic interactions for the Haptic Edge Display including dynamic physical affordances, shape display, non-dominant hand interactions, and also in-pocket ``pull' style haptic notifications. In a laboratory experiment we investigated the limits of human perception for Haptic Edge Displays, measuring the just-noticeable difference for pin width and height changes for both in-hand and simulated in-pocket conditions.
{"title":"Haptic Edge Display for Mobile Tactile Interaction","authors":"Sungjune Jang, Lawrence H. Kim, Kesler W. Tanner, H. Ishii, Sean Follmer","doi":"10.1145/2858036.2858264","DOIUrl":"https://doi.org/10.1145/2858036.2858264","url":null,"abstract":"Current mobile devices do not leverage the rich haptic channel of information that our hands can sense, and instead focus primarily on touch based graphical interfaces. Our goal is to enrich the user experience of these devices through bi-directional haptic and tactile interactions (display and control) around the edge of hand-held devices. We propose a novel type of haptic interface, a Haptic Edge Display, consisting of actuated pins on the side of a display, to form a linear array of tactile pixels (taxels). These taxels are implemented using small piezoelectric actuators, which can be made cheaply and have ideal characteristics for mobile devices. We developed two prototype Haptic Edge Displays, one with 24 actuated pins (3.75mm in pitch) and a second with 40 pins (2.5mm in pitch). This paper describes several novel haptic interactions for the Haptic Edge Display including dynamic physical affordances, shape display, non-dominant hand interactions, and also in-pocket ``pull' style haptic notifications. In a laboratory experiment we investigated the limits of human perception for Haptic Edge Displays, measuring the just-noticeable difference for pin width and height changes for both in-hand and simulated in-pocket conditions.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116014292","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 is an increasing demand to encourage inclusivity in the design of digital services. In response to this issue we have created App Movement, a platform that enables the promotion, collaborative design, and deployment of community-commissioned mobile applications. The platform facilitates collaborative customization of a common app template, for which the development and deployment of the app is fully automated. We describe the motivation, design and implementation of App Movement, and report the findings from an 8 month deployment wherein 27 campaigns were created, 11 of which have been successful, and over 1,600 users pledged their support using the platform. We present three case studies to demonstrate its use and adoption in successful and unsuccessful campaigns. We discuss the implications of these studies, including questions of governance (ownership of content, liability of user generated content and moderation), sustainability and the potential to extend App Movement beyond location-based review apps.
{"title":"App Movement: A Platform for Community Commissioning of Mobile Applications","authors":"A. Garbett, R. Comber, E. Jenkins, P. Olivier","doi":"10.1145/2858036.2858094","DOIUrl":"https://doi.org/10.1145/2858036.2858094","url":null,"abstract":"There is an increasing demand to encourage inclusivity in the design of digital services. In response to this issue we have created App Movement, a platform that enables the promotion, collaborative design, and deployment of community-commissioned mobile applications. The platform facilitates collaborative customization of a common app template, for which the development and deployment of the app is fully automated. We describe the motivation, design and implementation of App Movement, and report the findings from an 8 month deployment wherein 27 campaigns were created, 11 of which have been successful, and over 1,600 users pledged their support using the platform. We present three case studies to demonstrate its use and adoption in successful and unsuccessful campaigns. We discuss the implications of these studies, including questions of governance (ownership of content, liability of user generated content and moderation), sustainability and the potential to extend App Movement beyond location-based review apps.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"47 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116444776","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}
Civic technology, or civic tech, encompasses a rich body of work, inside and outside HCI, around how we shape technology for, and in turn how technology shapes, how we govern, organize, serve, and identify matters of concern for communities. This study builds on previous work by investigating how civic leaders in a large US city conceptualize civic tech, in particular, how they approach the intersection of data, design and civics. We encountered a range of overlapping voices, from providers, to connectors, to volunteers of civic services and resources. Through this account, we identified different conceptions and expectation of data, design and civics, as well as several shared issues around pressing problems and strategic aspirations. Reflecting on this set of issues produced guiding questions, in particular about the current and possible roles for design, to advance civic tech.
{"title":"Data, Design and Civics: An Exploratory Study of Civic Tech","authors":"Kirsten Boehner, C. Disalvo","doi":"10.1145/2858036.2858326","DOIUrl":"https://doi.org/10.1145/2858036.2858326","url":null,"abstract":"Civic technology, or civic tech, encompasses a rich body of work, inside and outside HCI, around how we shape technology for, and in turn how technology shapes, how we govern, organize, serve, and identify matters of concern for communities. This study builds on previous work by investigating how civic leaders in a large US city conceptualize civic tech, in particular, how they approach the intersection of data, design and civics. We encountered a range of overlapping voices, from providers, to connectors, to volunteers of civic services and resources. Through this account, we identified different conceptions and expectation of data, design and civics, as well as several shared issues around pressing problems and strategic aspirations. Reflecting on this set of issues produced guiding questions, in particular about the current and possible roles for design, to advance civic tech.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"141 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116555766","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}
This paper revisits the present understanding of typing, which originates mostly from studies of trained typists using the ten-finger touch typing system. Our goal is to characterise the majority of present-day users who are untrained and employ diverse, self-taught techniques. In a transcription task, we compare self-taught typists and those that took a touch typing course. We report several differences in performance, gaze deployment and movement strategies. The most surprising finding is that self-taught typists can achieve performance levels comparable with touch typists, even when using fewer fingers. Motion capture data exposes 3 predictors of high performance: 1) unambiguous mapping (a letter is consistently pressed by the same finger), 2) active preparation of upcoming keystrokes, and 3) minimal global hand motion. We release an extensive dataset on everyday typing behavior.
{"title":"How We Type: Movement Strategies and Performance in Everyday Typing","authors":"A. Feit, Daryl Weir, Antti Oulasvirta","doi":"10.1145/2858036.2858233","DOIUrl":"https://doi.org/10.1145/2858036.2858233","url":null,"abstract":"This paper revisits the present understanding of typing, which originates mostly from studies of trained typists using the ten-finger touch typing system. Our goal is to characterise the majority of present-day users who are untrained and employ diverse, self-taught techniques. In a transcription task, we compare self-taught typists and those that took a touch typing course. We report several differences in performance, gaze deployment and movement strategies. The most surprising finding is that self-taught typists can achieve performance levels comparable with touch typists, even when using fewer fingers. Motion capture data exposes 3 predictors of high performance: 1) unambiguous mapping (a letter is consistently pressed by the same finger), 2) active preparation of upcoming keystrokes, and 3) minimal global hand motion. We release an extensive dataset on everyday typing behavior.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122469965","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}
Daniel Buschek, F. Hartmann, E. V. Zezschwitz, A. D. Luca, Florian Alt
We present SnapApp, a novel unlock concept for mobile devices that reduces authentication overhead with a time-constrained quick-access option. SnapApp provides two unlock methods at once: While PIN entry enables full access to the device, users can also bypass authentication with a short sliding gesture ("Snap"). This grants access for a limited amount of time (e.g. 30 seconds). The device then automatically locks itself upon expiration. Our concept further explores limiting the possible number of Snaps in a row, and configuring blacklists for app use during short access (e.g. to exclude banking apps). We discuss opportunities and challenges of this concept based on a 30-day field study with 18 participants, including data logging and experience sampling methods. Snaps significantly reduced unlock times, and our app was perceived to offer a good tradeoff. Conceptual challenges include, for example, supporting users in configuring their blacklists.
{"title":"SnapApp: Reducing Authentication Overhead with a Time-Constrained Fast Unlock Option","authors":"Daniel Buschek, F. Hartmann, E. V. Zezschwitz, A. D. Luca, Florian Alt","doi":"10.1145/2858036.2858164","DOIUrl":"https://doi.org/10.1145/2858036.2858164","url":null,"abstract":"We present SnapApp, a novel unlock concept for mobile devices that reduces authentication overhead with a time-constrained quick-access option. SnapApp provides two unlock methods at once: While PIN entry enables full access to the device, users can also bypass authentication with a short sliding gesture (\"Snap\"). This grants access for a limited amount of time (e.g. 30 seconds). The device then automatically locks itself upon expiration. Our concept further explores limiting the possible number of Snaps in a row, and configuring blacklists for app use during short access (e.g. to exclude banking apps). We discuss opportunities and challenges of this concept based on a 30-day field study with 18 participants, including data logging and experience sampling methods. Snaps significantly reduced unlock times, and our app was perceived to offer a good tradeoff. Conceptual challenges include, for example, supporting users in configuring their blacklists.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"716 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122993514","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}
Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff, A. Krüger
In this paper we investigate "bottom-up" gamification, i.e. providing users with the option to gamify an experience on their own. To this end, we review commonly used gamification elements in terms of their suitability for such an approach and present the results of an online questionnaire (N=75) complemented by semi-structured interviews with employees of a manufacturing company (N=8). In a twelve-day-long study (N=20) we investigated the usefulness of a task managing app implementing a "bottom-up" gamification concept. With these studies, we derived requirements "bottom-up" applications should fulfill. The study results reveal that people want to use such an approach and are open to the creation of their own gamified experience, thus suggesting that "bottom-up" can be an alternative to "top-down" gamification often used today.
{"title":"\"Don't Whip Me With Your Games\": Investigating \"Bottom-Up\" Gamification","authors":"Pascal Lessel, Maximilian Altmeyer, Marc Müller, Christian Wolff, A. Krüger","doi":"10.1145/2858036.2858463","DOIUrl":"https://doi.org/10.1145/2858036.2858463","url":null,"abstract":"In this paper we investigate \"bottom-up\" gamification, i.e. providing users with the option to gamify an experience on their own. To this end, we review commonly used gamification elements in terms of their suitability for such an approach and present the results of an online questionnaire (N=75) complemented by semi-structured interviews with employees of a manufacturing company (N=8). In a twelve-day-long study (N=20) we investigated the usefulness of a task managing app implementing a \"bottom-up\" gamification concept. With these studies, we derived requirements \"bottom-up\" applications should fulfill. The study results reveal that people want to use such an approach and are open to the creation of their own gamified experience, thus suggesting that \"bottom-up\" can be an alternative to \"top-down\" gamification often used today.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114545497","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}
Mayank Goel, Elliot Saba, Maia Stiber, Eric Whitmire, Josh Fromm, Eric C. Larson, G. Borriello, Shwetak N. Patel
Cost and accessibility have impeded the adoption of spirometers (devices that measure lung function) outside clinical settings, especially in low-resource environments. Prior work, called SpiroSmart, used a smartphone's built-in microphone as a spirometer. However, individuals in low- or middle-income countries do not typically have access to the latest smartphones. In this paper, we investigate how spirometry can be performed from any phone-using the standard telephony voice channel to transmit the sound of the spirometry effort. We also investigate how using a 3D printed vortex whistle can affect the accuracy of common spirometry measures and mitigate usability challenges. Our system, coined SpiroCall, was evaluated with 50 participants against two gold standard medical spirometers. We conclude that SpiroCall has an acceptable mean error with or without a whistle for performing spirometry, and advantages of each are discussed.
{"title":"SpiroCall: Measuring Lung Function over a Phone Call","authors":"Mayank Goel, Elliot Saba, Maia Stiber, Eric Whitmire, Josh Fromm, Eric C. Larson, G. Borriello, Shwetak N. Patel","doi":"10.1145/2858036.2858401","DOIUrl":"https://doi.org/10.1145/2858036.2858401","url":null,"abstract":"Cost and accessibility have impeded the adoption of spirometers (devices that measure lung function) outside clinical settings, especially in low-resource environments. Prior work, called SpiroSmart, used a smartphone's built-in microphone as a spirometer. However, individuals in low- or middle-income countries do not typically have access to the latest smartphones. In this paper, we investigate how spirometry can be performed from any phone-using the standard telephony voice channel to transmit the sound of the spirometry effort. We also investigate how using a 3D printed vortex whistle can affect the accuracy of common spirometry measures and mitigate usability challenges. Our system, coined SpiroCall, was evaluated with 50 participants against two gold standard medical spirometers. We conclude that SpiroCall has an acceptable mean error with or without a whistle for performing spirometry, and advantages of each are discussed.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"94 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114571142","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}
Awareness of the huge amount of work faced by relatives in caring for a person suffering from a loss of autonomy has led to research focusing on ways to ease the burden on informal caregivers. Among them, services and devices aimed at providing social support and fighting the isolation that may be caused by the caregiving tasks appear important. However, little is known about the social support informal caregivers actually value and look for in practice. To fill this gap, we conducted a multi-sited study, focusing on older informal caregivers, because they are numerous and have lower experience with technology. Our study highlights that being part of a group is a key element in helping informal caregivers to feel that they are not alone, continue leisure activities, learn from others and sustain participation in organized activities. Through this understanding, we discuss design opportunities in a sociotechnical approach complementing online and offline social support.
{"title":"\"Counting on the Group\": Reconciling Online and Offline Social Support among Older Informal Caregivers","authors":"M. Tixier, M. Lewkowicz","doi":"10.1145/2858036.2858477","DOIUrl":"https://doi.org/10.1145/2858036.2858477","url":null,"abstract":"Awareness of the huge amount of work faced by relatives in caring for a person suffering from a loss of autonomy has led to research focusing on ways to ease the burden on informal caregivers. Among them, services and devices aimed at providing social support and fighting the isolation that may be caused by the caregiving tasks appear important. However, little is known about the social support informal caregivers actually value and look for in practice. To fill this gap, we conducted a multi-sited study, focusing on older informal caregivers, because they are numerous and have lower experience with technology. Our study highlights that being part of a group is a key element in helping informal caregivers to feel that they are not alone, continue leisure activities, learn from others and sustain participation in organized activities. Through this understanding, we discuss design opportunities in a sociotechnical approach complementing online and offline social support.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116814563","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}
Designing to support memory for older individuals is a complex challenge in human-computer interaction (HCI) research. Past literature on human memory has mapped processes for recalling past experiences, learning new things, remembering to carry out future intentions and the importance of attention. However, the understanding of how older adults perceive forgetting in daily life remains limited. This paper narrows this gap through a study with older persons (n=18) living independently using self-reporting and semi-structured focus groups to explore what they forget, how they react, and what mechanisms they put in place to recover from and avoid forgetting. Findings include occurrences of prospective and retrospective memory lapses, conflicting negative and neutral perceptions, and techniques to manage forgetting. Participant responses indicate that an awareness of forgetting fosters internal tensions among older adults, thereby creating opportunities for further design research, e.g., to defuse and normalise these reactions.
{"title":"Designing for the Other 'Hereafter': When Older Adults Remember about Forgetting","authors":"L. Ramos, E. V. D. Hoven, L. Miller","doi":"10.1145/2858036.2858162","DOIUrl":"https://doi.org/10.1145/2858036.2858162","url":null,"abstract":"Designing to support memory for older individuals is a complex challenge in human-computer interaction (HCI) research. Past literature on human memory has mapped processes for recalling past experiences, learning new things, remembering to carry out future intentions and the importance of attention. However, the understanding of how older adults perceive forgetting in daily life remains limited. This paper narrows this gap through a study with older persons (n=18) living independently using self-reporting and semi-structured focus groups to explore what they forget, how they react, and what mechanisms they put in place to recover from and avoid forgetting. Findings include occurrences of prospective and retrospective memory lapses, conflicting negative and neutral perceptions, and techniques to manage forgetting. Participant responses indicate that an awareness of forgetting fosters internal tensions among older adults, thereby creating opportunities for further design research, e.g., to defuse and normalise these reactions.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129695133","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}
Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, G. Fitzmaurice
We present a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. The system provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. By leveraging the freeform nature of sketching, our system allows users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations. Practical results confirm that users with no prior experience in animation can produce expressive animated illustrations quickly and easily.
{"title":"Motion Amplifiers: Sketching Dynamic Illustrations Using the Principles of 2D Animation","authors":"Rubaiat Habib Kazi, Tovi Grossman, Nobuyuki Umetani, G. Fitzmaurice","doi":"10.1145/2858036.2858386","DOIUrl":"https://doi.org/10.1145/2858036.2858386","url":null,"abstract":"We present a sketching tool for crafting animated illustrations that contain the exaggerated dynamics of stylized 2D animations. The system provides a set of motion amplifiers which implement a set of established principles of 2D animation. These amplifiers break down a complex animation effect into independent, understandable chunks. Each amplifier imposes deformations to an underlying grid, which in turn updates the corresponding strokes. Users can combine these amplifiers at will when applying them to an existing animation, promoting rapid experimentation. By leveraging the freeform nature of sketching, our system allows users to rapidly sketch, record motion, explore exaggerated dynamics using the amplifiers, and fine-tune their animations. Practical results confirm that users with no prior experience in animation can produce expressive animated illustrations quickly and easily.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"64 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2016-05-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128311913","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}