Oliver S. Schneider, H. Seifi, S. Kashani, Matthew Chun, Karon E Maclean
Vibrotactile (VT) display is becoming a standard component of informative user experience, where notifications and feedback must convey information eyes-free. However, effective design is hindered by incomplete understanding of relevant perceptual qualities, together with the need for user feedback to be accessed in-situ. To access evaluation streamlining now common in visual design, we introduce proxy modalities as a way to crowdsource VT sensations by reliably communicating high-level features through a crowd-accessible channel. We investigate two proxy modalities to represent a high-fidelity tactor: a new VT visualization, and low-fidelity vibratory translations playable on commodity smartphones. We translated 10 high-fidelity vibrations into both modalities, and in two user studies found that both proxy modalities can communicate affective features, and are consistent when deployed remotely over Mechanical Turk. We analyze fit of features to modalities, and suggest future improvements.
{"title":"HapTurk: Crowdsourcing Affective Ratings of Vibrotactile Icons","authors":"Oliver S. Schneider, H. Seifi, S. Kashani, Matthew Chun, Karon E Maclean","doi":"10.1145/2858036.2858279","DOIUrl":"https://doi.org/10.1145/2858036.2858279","url":null,"abstract":"Vibrotactile (VT) display is becoming a standard component of informative user experience, where notifications and feedback must convey information eyes-free. However, effective design is hindered by incomplete understanding of relevant perceptual qualities, together with the need for user feedback to be accessed in-situ. To access evaluation streamlining now common in visual design, we introduce proxy modalities as a way to crowdsource VT sensations by reliably communicating high-level features through a crowd-accessible channel. We investigate two proxy modalities to represent a high-fidelity tactor: a new VT visualization, and low-fidelity vibratory translations playable on commodity smartphones. We translated 10 high-fidelity vibrations into both modalities, and in two user studies found that both proxy modalities can communicate affective features, and are consistent when deployed remotely over Mechanical Turk. We analyze fit of features to modalities, and suggest future improvements.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"1 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":"131046460","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}
Ian Oakley, Carina Lindahl, Khanh Le, Doyoung Lee, Md. Rasel Islam
Smartwatches are emerging device category that feature highly limited input and display surfaces. We explore how touch contact areas, such as lines generated by flat fingers, can be used to increase input expressivity in these diminutive systems in three ways. Firstly, we present four design themes that emerged from an ideation workshop in which five designers proposed concepts for smartwatch touch area interaction. Secondly, we describe a sensor unit and study that captured user performance with 31 area touches and contrasted this against standard targeting performance. Finally, we describe three demonstration applications that instantiate ideas from the workshop and deploy the most reliably and rapidly produced area touches. We report generally positive user reactions to these demonstrators: the area touch interactions were perceived as quick, convenient and easy to learn and remember. Together this work characterizes how designers can use area touches in watch UIs, which area touches are most appropriate and how users respond to this interaction style.
{"title":"The Flat Finger: Exploring Area Touches on Smartwatches","authors":"Ian Oakley, Carina Lindahl, Khanh Le, Doyoung Lee, Md. Rasel Islam","doi":"10.1145/2858036.2858179","DOIUrl":"https://doi.org/10.1145/2858036.2858179","url":null,"abstract":"Smartwatches are emerging device category that feature highly limited input and display surfaces. We explore how touch contact areas, such as lines generated by flat fingers, can be used to increase input expressivity in these diminutive systems in three ways. Firstly, we present four design themes that emerged from an ideation workshop in which five designers proposed concepts for smartwatch touch area interaction. Secondly, we describe a sensor unit and study that captured user performance with 31 area touches and contrasted this against standard targeting performance. Finally, we describe three demonstration applications that instantiate ideas from the workshop and deploy the most reliably and rapidly produced area touches. We report generally positive user reactions to these demonstrators: the area touch interactions were perceived as quick, convenient and easy to learn and remember. Together this work characterizes how designers can use area touches in watch UIs, which area touches are most appropriate and how users respond to this interaction style.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"7 6 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":"133593357","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}
Roisin Mcnaney, Mohammad Othman, D. Richardson, Paul Dunphy, Telmo Amaral, N. Miller, Helen Stringer, P. Olivier, John Vines
We present Speeching, a mobile application that uses crowdsourcing to support the self-monitoring and management of speech and voice issues for people with Parkinson's (PwP). The application allows participants to audio record short voice tasks, which are then rated and assessed by crowd workers. Speeching then feeds these results back to provide users with examples of how they were perceived by listeners unconnected to them (thus not used to their speech patterns). We conducted our study in two phases. First we assessed the feasibility of utilising the crowd to provide ratings of speech and voice that are comparable to those of experts. We then conducted a trial to evaluate how the provision of feedback, using Speeching, was valued by PwP. Our study highlights how applications like Speeching open up new opportunities for self-monitoring in digital health and wellbeing, and provide a means for those without regular access to clinical assessment services to practice and get meaningful feedback on their speech.
{"title":"Speeching: Mobile Crowdsourced Speech Assessment to Support Self-Monitoring and Management for People with Parkinson's","authors":"Roisin Mcnaney, Mohammad Othman, D. Richardson, Paul Dunphy, Telmo Amaral, N. Miller, Helen Stringer, P. Olivier, John Vines","doi":"10.1145/2858036.2858321","DOIUrl":"https://doi.org/10.1145/2858036.2858321","url":null,"abstract":"We present Speeching, a mobile application that uses crowdsourcing to support the self-monitoring and management of speech and voice issues for people with Parkinson's (PwP). The application allows participants to audio record short voice tasks, which are then rated and assessed by crowd workers. Speeching then feeds these results back to provide users with examples of how they were perceived by listeners unconnected to them (thus not used to their speech patterns). We conducted our study in two phases. First we assessed the feasibility of utilising the crowd to provide ratings of speech and voice that are comparable to those of experts. We then conducted a trial to evaluate how the provision of feedback, using Speeching, was valued by PwP. Our study highlights how applications like Speeching open up new opportunities for self-monitoring in digital health and wellbeing, and provide a means for those without regular access to clinical assessment services to practice and get meaningful feedback on their speech.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"39 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":"132200801","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}
Johannes Sänger, Norman Hänsch, B. Glass, Z. Benenson, Robert Landwirth, M. Sasse
Reputation systems in current electronic marketplaces can easily be manipulated by malicious sellers in order to appear more reputable than appropriate. We conducted a controlled experiment with 40 UK and 41 German participants on their ability to detect malicious behavior by means of an eBay-like feedback profile versus a novel interface involving an interactive visualization of reputation data. The results show that participants using the new interface could better detect and understand malicious behavior in three out of four attacks (the overall detection accuracy 77% in the new vs. 56% in the old interface). Moreover, with the new interface, only 7% of the users decided to buy from the malicious seller (the options being to buy from one of the available sellers or to abstain from buying), as opposed to 30% in the old interface condition.
{"title":"Look Before You Leap: Improving the Users' Ability to Detect Fraud in Electronic Marketplaces","authors":"Johannes Sänger, Norman Hänsch, B. Glass, Z. Benenson, Robert Landwirth, M. Sasse","doi":"10.1145/2858036.2858555","DOIUrl":"https://doi.org/10.1145/2858036.2858555","url":null,"abstract":"Reputation systems in current electronic marketplaces can easily be manipulated by malicious sellers in order to appear more reputable than appropriate. We conducted a controlled experiment with 40 UK and 41 German participants on their ability to detect malicious behavior by means of an eBay-like feedback profile versus a novel interface involving an interactive visualization of reputation data. The results show that participants using the new interface could better detect and understand malicious behavior in three out of four attacks (the overall detection accuracy 77% in the new vs. 56% in the old interface). Moreover, with the new interface, only 7% of the users decided to buy from the malicious seller (the options being to buy from one of the available sellers or to abstain from buying), as opposed to 30% in the old interface condition.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"27 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":"133191900","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 present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous "Eternal September" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations.
{"title":"Surviving an \"Eternal September\": How an Online Community Managed a Surge of Newcomers","authors":"C. Kiene, A. Monroy-Hernández, Benjamin Mako Hill","doi":"10.1145/2858036.2858356","DOIUrl":"https://doi.org/10.1145/2858036.2858356","url":null,"abstract":"We present a qualitative analysis of interviews with participants in the NoSleep community within Reddit where millions of fans and writers of horror fiction congregate. We explore how the community handled a massive, sudden, and sustained increase in new members. Although existing theory and stories like Usenet's infamous \"Eternal September\" suggest that large influxes of newcomers can hurt online communities, our interviews suggest that NoSleep survived without major incident. We propose that three features of NoSleep allowed it to manage the rapid influx of newcomers gracefully: (1) an active and well-coordinated group of administrators, (2) a shared sense of community which facilitated community moderation, and (3) technological systems that mitigated norm violations. We also point to several important trade-offs and limitations.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"1 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":"128905164","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}
B. Chaudhry, Christopher L. Schaefbauer, Ben Jelen, K. Siek, Kay Connelly
Portion size estimation is important for managing dietary intake in many chronic conditions. We conducted a 6-week field study with nine varying literacy dialysis patients to explore the usability and feasibility of a dietary intake mobile application that emphasizes portion size estimation. Seven participants demonstrated sustained use of the application and improved their self-efficacy, knowledge, and ability to estimate portion sizes in pre- and post-study assessments. Participants reported moments when portion size information in the application differed from their prior understanding, challenging them to reconcile dissonant information. Although participants acquired new knowledge about portion sizes, they struggled to accurately estimate portion sizes in situ for most foods. Despite using the application consistently, rating it highly, and exhibiting learning, we found that self-efficacy and knowledge are not sufficient to support improved behaviors in everyday life.
{"title":"Evaluation of a Food Portion Size Estimation Interface for a Varying Literacy Population","authors":"B. Chaudhry, Christopher L. Schaefbauer, Ben Jelen, K. Siek, Kay Connelly","doi":"10.1145/2858036.2858554","DOIUrl":"https://doi.org/10.1145/2858036.2858554","url":null,"abstract":"Portion size estimation is important for managing dietary intake in many chronic conditions. We conducted a 6-week field study with nine varying literacy dialysis patients to explore the usability and feasibility of a dietary intake mobile application that emphasizes portion size estimation. Seven participants demonstrated sustained use of the application and improved their self-efficacy, knowledge, and ability to estimate portion sizes in pre- and post-study assessments. Participants reported moments when portion size information in the application differed from their prior understanding, challenging them to reconcile dissonant information. Although participants acquired new knowledge about portion sizes, they struggled to accurately estimate portion sizes in situ for most foods. Despite using the application consistently, rating it highly, and exhibiting learning, we found that self-efficacy and knowledge are not sufficient to support improved behaviors in everyday life.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"51 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":"128913835","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}
Maria I. Gorinova, Advait Sarkar, A. Blackwell, Don Syme
We present a live, multiple-representation novice environment for probabilistic programming based on the Infer.NET language. When compared to a text-only editor in a controlled experiment on 16 participants, our system showed a significant reduction in keystrokes during introductory probabilistic programming exercises, and subsequently, a significant improvement in program description and debugging tasks as measured by task time, keystrokes and deletions.
{"title":"A Live, Multiple-Representation Probabilistic Programming Environment for Novices","authors":"Maria I. Gorinova, Advait Sarkar, A. Blackwell, Don Syme","doi":"10.1145/2858036.2858221","DOIUrl":"https://doi.org/10.1145/2858036.2858221","url":null,"abstract":"We present a live, multiple-representation novice environment for probabilistic programming based on the Infer.NET language. When compared to a text-only editor in a controlled experiment on 16 participants, our system showed a significant reduction in keystrokes during introductory probabilistic programming exercises, and subsequently, a significant improvement in program description and debugging tasks as measured by task time, keystrokes and deletions.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"73 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":"134639806","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}
Johannes Zagermann, Ulrike Pfeil, Roman Rädle, Hans-Christian Jetter, C. Klokmose, Harald Reiterer
Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces really pays off. In order to analyse the suitability of smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied the effect of the size of a shared horizontal interactive workspace on users' attention, awareness, and efficiency during cross-device collaboration. In our study, 15 groups of two users executed a sensemaking task with two personal tablets (9.7") and a horizontal shared display of varying sizes (10.6", 27", and 55"). Our findings show that different sizes lead to differences in participants' interaction with the tabletop and in the groups' communication styles. To our own surprise we found that larger tabletops do not necessarily improve collaboration or sensemaking results, because they can divert users' attention away from their collaborators and towards the shared display.
{"title":"When Tablets meet Tabletops: The Effect of Tabletop Size on Around-the-Table Collaboration with Personal Tablets","authors":"Johannes Zagermann, Ulrike Pfeil, Roman Rädle, Hans-Christian Jetter, C. Klokmose, Harald Reiterer","doi":"10.1145/2858036.2858224","DOIUrl":"https://doi.org/10.1145/2858036.2858224","url":null,"abstract":"Cross-device collaboration with tablets is an increasingly popular topic in HCI. Previous work has shown that tablet-only collaboration can be improved by an additional shared workspace on an interactive tabletop. However, large tabletops are costly and need space, raising the question to what extent the physical size of shared horizontal surfaces really pays off. In order to analyse the suitability of smaller-than-tabletop devices (e.g. tablets) as a low-cost alternative, we studied the effect of the size of a shared horizontal interactive workspace on users' attention, awareness, and efficiency during cross-device collaboration. In our study, 15 groups of two users executed a sensemaking task with two personal tablets (9.7\") and a horizontal shared display of varying sizes (10.6\", 27\", and 55\"). Our findings show that different sizes lead to differences in participants' interaction with the tabletop and in the groups' communication styles. To our own surprise we found that larger tabletops do not necessarily improve collaboration or sensemaking results, because they can divert users' attention away from their collaborators and towards the shared display.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"115 3 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":"127418727","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}
Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known about the role of the social context of play. Particularly, engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease out contextual factors that affect autonomy, we conducted a qualitative interview study that compared game-play experience in leisure and work contexts. We found that leisure contexts, particularly solitary play, support autonomy through a time and space shielded from outer demands, the license to (dis)engage with and configure the situation to fit one's spontaneous interests, and a lack of social and material consequence. Thwarted autonomy occurs both in leisure and work contexts when players' spontaneous interests mismatch socially demanded gameplay. We discuss implications for entertainment and applied gaming.
{"title":"Contextual Autonomy Support in Video Game Play: A Grounded Theory","authors":"Sebastian Deterding","doi":"10.1145/2858036.2858395","DOIUrl":"https://doi.org/10.1145/2858036.2858395","url":null,"abstract":"Autonomy experience constitutes a core part of the intrinsic motivation of playing games. While research has explored how autonomy is afforded by a game's design, little is known about the role of the social context of play. Particularly, engaging with serious games or gamified applications is often obligatory, which may thwart autonomy. To tease out contextual factors that affect autonomy, we conducted a qualitative interview study that compared game-play experience in leisure and work contexts. We found that leisure contexts, particularly solitary play, support autonomy through a time and space shielded from outer demands, the license to (dis)engage with and configure the situation to fit one's spontaneous interests, and a lack of social and material consequence. Thwarted autonomy occurs both in leisure and work contexts when players' spontaneous interests mismatch socially demanded gameplay. We discuss implications for entertainment and applied gaming.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"12 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":"115187737","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}
Post-mortem profiles on social network sites serve as both an archive of the deceased person's life and a gathering place for friends and loved ones. Many existing systems utilize inheritance as a model for post-mortem data management. However, the social and networked nature of personal data on social media, as well as the memorializing practices in which friends engage, indicate that other approaches are necessary. In this paper, we articulate the design choices made throughout the development of Legacy Contact, a post-mortem data management solution designed and deployed at Facebook. Building on the duties and responsibilities identified by Brubaker et al., we describe how Legacy Contact was designed to honor last requests, provide information surrounding death, preserve the memory of the deceased, and facilitate memorializing practices. We provide details around the design of the Legacy Contact selection process, the functionality provided to legacy contacts after accounts have been memorialized, and changes made to post-mortem profiles.
{"title":"Legacy Contact: Designing and Implementing Post-mortem Stewardship at Facebook","authors":"Jed R. Brubaker, Vanessa Callison-Burch","doi":"10.1145/2858036.2858254","DOIUrl":"https://doi.org/10.1145/2858036.2858254","url":null,"abstract":"Post-mortem profiles on social network sites serve as both an archive of the deceased person's life and a gathering place for friends and loved ones. Many existing systems utilize inheritance as a model for post-mortem data management. However, the social and networked nature of personal data on social media, as well as the memorializing practices in which friends engage, indicate that other approaches are necessary. In this paper, we articulate the design choices made throughout the development of Legacy Contact, a post-mortem data management solution designed and deployed at Facebook. Building on the duties and responsibilities identified by Brubaker et al., we describe how Legacy Contact was designed to honor last requests, provide information surrounding death, preserve the memory of the deceased, and facilitate memorializing practices. We provide details around the design of the Legacy Contact selection process, the functionality provided to legacy contacts after accounts have been memorialized, and changes made to post-mortem profiles.","PeriodicalId":169608,"journal":{"name":"Proceedings of the 2016 CHI Conference on Human Factors in Computing Systems","volume":"41 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":"115765479","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}