Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994505
Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão
The use of novel technologies for rehabilitation has been intensely researched in the last decades. As technology evolved, it has become usual to exploit virtual reality and serious games as tools for motor and cognitive rehabilitation. However, despite the increasing use of games in rehabilitation, evidence of the impact of their use in multi user settings remains scarce. To our knowledge, there are no comparative studies on stroke patients assessing the specific benefits of Competitive, Cooperative and Collaborative gaming modes for motor rehabilitation. In this study we propose to use a multiplayer motor rehabilitation gaming system, and evaluate the impact that these different game modes can have on patient’s engagement and social involvement, and also to research the influence that different motor and cognitive skill levels can produce in those three different multiplayer settings. To that end, we developed a multiplayer setup – using tangible objects and a large screen interactive table – for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played on the three different multiplayer modes (Competitive, Cooperative and Collaborative). We performed a preliminary study with 11 stroke patients, and results show that behavioral involvement and positive affect is promoted more effectively with the Collaborative mode, specifically with participants with less motor and cognitive difficulties.
{"title":"Impact of Game Mode on Engagement and Social Involvement in Multi-User Serious Games with Stroke Patients","authors":"Fábio Pereira, S. Bermúdez i Badia, C. Jorge, Mónica da Silva Cameirão","doi":"10.1109/ICVR46560.2019.8994505","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994505","url":null,"abstract":"The use of novel technologies for rehabilitation has been intensely researched in the last decades. As technology evolved, it has become usual to exploit virtual reality and serious games as tools for motor and cognitive rehabilitation. However, despite the increasing use of games in rehabilitation, evidence of the impact of their use in multi user settings remains scarce. To our knowledge, there are no comparative studies on stroke patients assessing the specific benefits of Competitive, Cooperative and Collaborative gaming modes for motor rehabilitation. In this study we propose to use a multiplayer motor rehabilitation gaming system, and evaluate the impact that these different game modes can have on patient’s engagement and social involvement, and also to research the influence that different motor and cognitive skill levels can produce in those three different multiplayer settings. To that end, we developed a multiplayer setup – using tangible objects and a large screen interactive table – for upper limb rehabilitation purposes. We implemented a game that, while keeping the same basic mechanics, can be played on the three different multiplayer modes (Competitive, Cooperative and Collaborative). We performed a preliminary study with 11 stroke patients, and results show that behavioral involvement and positive affect is promoted more effectively with the Collaborative mode, specifically with participants with less motor and cognitive difficulties.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126662129","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}
Pub Date : 2019-07-01DOI: 10.1109/icvr46560.2019.8994396
Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson
Stroke is a leading cause of death and disability in Canada. Community-based training programs are a frequently used means of rehabilitation in stroke. Eight participants were recruited (three female) aged between 55 and 82 (M=69.38, SD=9.75), with a length of time post stroke between 5 and 120 months (M=27.67). All participants completed a 6-week hand training program using a novel haptic indirect-feedback hand function device. Individual interviews with the participants were conducted following the completion of the program. A qualitative analysis of individual interviews determined that there are several components of participants’ perceived benefits. These components include a sense of community, companionship, functional improvements, and motivation. This is reflective of past research in the area of community training programs, and the results from this study support this approach.
{"title":"The Impact of a Hand Training Programme in Chronic Stroke Survivors: A Qualitative Analysis of Participant Perceived Benefits","authors":"Brontë Vollebregt, K. Reinikka, Daniela Vasiliu, Andrea Pepe, S. Prasanna, Anshul Jain, Jane M. Lawrence‐Dewar, Vineet B.K. Johnson","doi":"10.1109/icvr46560.2019.8994396","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994396","url":null,"abstract":"Stroke is a leading cause of death and disability in Canada. Community-based training programs are a frequently used means of rehabilitation in stroke. Eight participants were recruited (three female) aged between 55 and 82 (M=69.38, SD=9.75), with a length of time post stroke between 5 and 120 months (M=27.67). All participants completed a 6-week hand training program using a novel haptic indirect-feedback hand function device. Individual interviews with the participants were conducted following the completion of the program. A qualitative analysis of individual interviews determined that there are several components of participants’ perceived benefits. These components include a sense of community, companionship, functional improvements, and motivation. This is reflective of past research in the area of community training programs, and the results from this study support this approach.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132589978","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994724
Sandeep K Subramanian, Sheena M Caramba
We appraised the quality of the Randomized Controlled Trials using virtual reality technology for post-stroke upper limb rehabilitation. We used the Downs and Black scale and PEDRo scales used for study quality appraisal. Correlation analyses revealed that the total scores of the two scales were moderately correlated. When only the items that were similar between two scales were considered, the correlation was high. Preliminary results suggest that the Downs and Black checklist may be a better option to assess quality of studies that use virtual reality technology for post-stroke upper limb rehabilitation.
{"title":"Is the Downs and Black scale a better tool to appraise the quality of the studies using virtual rehabilitation for post-stroke upper limb rehabilitation?","authors":"Sandeep K Subramanian, Sheena M Caramba","doi":"10.1109/ICVR46560.2019.8994724","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994724","url":null,"abstract":"We appraised the quality of the Randomized Controlled Trials using virtual reality technology for post-stroke upper limb rehabilitation. We used the Downs and Black scale and PEDRo scales used for study quality appraisal. Correlation analyses revealed that the total scores of the two scales were moderately correlated. When only the items that were similar between two scales were considered, the correlation was high. Preliminary results suggest that the Downs and Black checklist may be a better option to assess quality of studies that use virtual reality technology for post-stroke upper limb rehabilitation.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"19 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133617345","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}
Pub Date : 2019-07-01DOI: 10.1109/icvr46560.2019.8994694
{"title":"ICVR 2019 Table of Contents","authors":"","doi":"10.1109/icvr46560.2019.8994694","DOIUrl":"https://doi.org/10.1109/icvr46560.2019.8994694","url":null,"abstract":"","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130120781","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994662
Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi
One of the main bottlenecks to the adoption of Sensory Substitution Devices (SSDs) in everyday life by blind users is the difficulty in learning to interpret their algorithms and the consequent dependency on sighted instructors throughout the learning-process. Here we test the efficacy of a virtual online self-training program we developed for learning the basics of the EyeMusic, a visual-to-auditory SSD. Furthermore, to better understand the properties of self-training we tested the intuitiveness of the device, based on performance after a brief explanation but no exposure, and tested several variations on feedback during self-training.We tested the performance of two groups of sighted participants via pre-post identical exams, with intermediate training lessons. These groups were offered different feedback after experiencing the auditory stimuli – either a visual version of the stimuli or a textual description.After a brief explanation of the EyeMusic algorithm, and before training, participants scored 41±10.6% in the exam, significantly above chance. Self-training led to a highly significant improvement with a 59±12% score in the post-exam. No significant difference was found between the post-exam results of the two different feedback groups.These results demonstrate the possibility to self-train on the basics of a whole-scene visual-to-auditory SSD. Furthermore, visual access to the images during training did not seem to improve the final score, demonstrating the potential efficacy of such self-training method also for blind users.
{"title":"Virtual Self-Training of a Sensory Substitution Device for Blind Individuals","authors":"Galit Buchs, Benedetta Heimler, Menachem Kerem, S. Maidenbaum, Liraz Braun, A. Amedi","doi":"10.1109/ICVR46560.2019.8994662","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994662","url":null,"abstract":"One of the main bottlenecks to the adoption of Sensory Substitution Devices (SSDs) in everyday life by blind users is the difficulty in learning to interpret their algorithms and the consequent dependency on sighted instructors throughout the learning-process. Here we test the efficacy of a virtual online self-training program we developed for learning the basics of the EyeMusic, a visual-to-auditory SSD. Furthermore, to better understand the properties of self-training we tested the intuitiveness of the device, based on performance after a brief explanation but no exposure, and tested several variations on feedback during self-training.We tested the performance of two groups of sighted participants via pre-post identical exams, with intermediate training lessons. These groups were offered different feedback after experiencing the auditory stimuli – either a visual version of the stimuli or a textual description.After a brief explanation of the EyeMusic algorithm, and before training, participants scored 41±10.6% in the exam, significantly above chance. Self-training led to a highly significant improvement with a 59±12% score in the post-exam. No significant difference was found between the post-exam results of the two different feedback groups.These results demonstrate the possibility to self-train on the basics of a whole-scene visual-to-auditory SSD. Furthermore, visual access to the images during training did not seem to improve the final score, demonstrating the potential efficacy of such self-training method also for blind users.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130893515","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994419
M. Demers, Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael J. Rubino, M. Levin, F. Kaizer, P. Archambault
This study aimed to understand the perspectives of clinicians regarding an exergaming program to supplement stroke rehabilitation care, one year after its implementation. Semi-structured interviews were conducted with occupational and physical therapists who had referred their clients to an exergaming program. Transcribed verbatims were analyzed using inductive content analysis. Individual, organizational and technological factors influencing implementation and sustained use of an exergaming program were identified. The results stressed the need to target the key implementation factors.
{"title":"Exergaming for stroke rehabilitation: Lessons learned for future implementation strategies","authors":"M. Demers, Ai-Vi Nguyen, Yau-Lok Austin Ong, Cindy Xin Luo, Thiviya Thuraisingam, Michael J. Rubino, M. Levin, F. Kaizer, P. Archambault","doi":"10.1109/ICVR46560.2019.8994419","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994419","url":null,"abstract":"This study aimed to understand the perspectives of clinicians regarding an exergaming program to supplement stroke rehabilitation care, one year after its implementation. Semi-structured interviews were conducted with occupational and physical therapists who had referred their clients to an exergaming program. Transcribed verbatims were analyzed using inductive content analysis. Individual, organizational and technological factors influencing implementation and sustained use of an exergaming program were identified. The results stressed the need to target the key implementation factors.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"13 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134380732","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994333
K. Sonkin, Yoav Zamir, J. Friedman
This paper describes a work in process of developing a solution for quality of life improvement for people with severe movement deficit after stroke and brain injuries. The solution is a multimodal brain-computer interface system for motor rehabilitation, which performs real-time decoding of brain and body signals using artificial intelligence methods. The project aims to develop a safe, affordable and portable system, which has the potential to become the key technology for neuro-rehabilitation of patients with severe movement disorders.
{"title":"Multimodal Brain-Computer Interface Based on Artificial Intelligence for Rehabilitation of People with Motor Disorders","authors":"K. Sonkin, Yoav Zamir, J. Friedman","doi":"10.1109/ICVR46560.2019.8994333","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994333","url":null,"abstract":"This paper describes a work in process of developing a solution for quality of life improvement for people with severe movement deficit after stroke and brain injuries. The solution is a multimodal brain-computer interface system for motor rehabilitation, which performs real-time decoding of brain and body signals using artificial intelligence methods. The project aims to develop a safe, affordable and portable system, which has the potential to become the key technology for neuro-rehabilitation of patients with severe movement disorders.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134045277","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994478
N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung
This novel study explores language processing in a real-world context, namely walking in a street. It combines performing lexicality judgments while walking on a self-paced treadmill in a virtual environment that simulates the real world to create a dual-task paradigm to evaluate cognitive-motor interference in older adults and healthy young individuals.
{"title":"Processing words in the real world: A protocol for investigating the dual-task costs of making lexicality judgements while walking in young and older adults","authors":"N. Azevedo, G. Sorrento, E. Kehayia, G. Jarema, R. Kizony, J. Fung","doi":"10.1109/ICVR46560.2019.8994478","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994478","url":null,"abstract":"This novel study explores language processing in a real-world context, namely walking in a street. It combines performing lexicality judgments while walking on a self-paced treadmill in a virtual environment that simulates the real world to create a dual-task paradigm to evaluate cognitive-motor interference in older adults and healthy young individuals.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"81 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116128497","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994562
S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian
We examined the effectiveness of virtual reality (VR) platforms in the rehabilitation of common musculoskeletal conditions such as arthritis, shoulder pain, low back pain, ankle and wrist injuries. A systematic review was conducted using standard methodology. The Downs and Black Questionnaire helped assess study quality. Effect sizes helped quantify intervention effectiveness. Seven studies met the inclusion criteria. The studies described VR interventions in a variety of conditions such as low back pain, ankle sprains, post total knee replacement, carpal tunnel syndrome and shoulder pain. The quality of retrieved studies ranged from poor to good. Effect sizes ranged from 0.15 to 0.9. Despite limited evidence, use of VR in musculoskeletal conditions looks promising.
{"title":"Use of virtual reality in musculoskeletal conditions – Examining the evidence","authors":"S. Prasanna, Christopher J Pate, Christopher A Goodart, Sandeep K Subramanian","doi":"10.1109/ICVR46560.2019.8994562","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994562","url":null,"abstract":"We examined the effectiveness of virtual reality (VR) platforms in the rehabilitation of common musculoskeletal conditions such as arthritis, shoulder pain, low back pain, ankle and wrist injuries. A systematic review was conducted using standard methodology. The Downs and Black Questionnaire helped assess study quality. Effect sizes helped quantify intervention effectiveness. Seven studies met the inclusion criteria. The studies described VR interventions in a variety of conditions such as low back pain, ankle sprains, post total knee replacement, carpal tunnel syndrome and shoulder pain. The quality of retrieved studies ranged from poor to good. Effect sizes ranged from 0.15 to 0.9. Despite limited evidence, use of VR in musculoskeletal conditions looks promising.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"44 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124910294","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}
Pub Date : 2019-07-01DOI: 10.1109/ICVR46560.2019.8994646
Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch
The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.
{"title":"Playing self-paced video games requires the same energy expenditure but is more enjoyable and less effortful than standard of care activities","authors":"Aurora James-Palmer, U. Puh, H. Damodaran, Essie Kim, P. Bowlby, J. Deutsch","doi":"10.1109/ICVR46560.2019.8994646","DOIUrl":"https://doi.org/10.1109/ICVR46560.2019.8994646","url":null,"abstract":"The purpose of this study was to determine if a custom self-paced video game promoted intense training without compromising movement symmetry, while being perceived as less effortful and more enjoyable than a comparable standard of care activity. Fifteen participants (38–72 years old) in the chronic phase post-stroke participated in this study. They played a custom self-paced stepping video game (VSTEP) and a comparable standard of care stepping activity (SOC). Data collected for each activity included, stepping frequency and accuracy, kinematics, exercise intensity, perceived effort, and enjoyment. There were no significant differences in repetitions or exercise intensity between conditions. The difference of the maximum side step length between the unaffected and affected lower extremity (LE) was significant in SOC, but not in the VSTEP condition. Maximum marching height of the affected limb and symmetry of marching was significantly greater for VSTEP compared to SOC. Perceived effort was statistically significantly lower and enjoyment was statistically significantly higher for VSTEP compared to SOC. In conclusion, playing custom self-paced video games required the same energy expenditure but was more enjoyable, promoted movement symmetry and was less effortful than SOC.","PeriodicalId":179905,"journal":{"name":"2019 International Conference on Virtual Rehabilitation (ICVR)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2019-07-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130347557","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}