Michail Schwab, Sicheng Hao, O. Vitek, J. Tompkin, Jeff Huang, M. Borkin
Pan and zoom timelines and sliders help us navigate large time series data. However, designing efficient interactions can be difficult. We study pan and zoom methods via crowd-sourced experiments on mobile and computer devices, asking which designs and interactions provide faster target acquisition. We find that visual context should be limited for low-distance navigation, but added for far-distance navigation; that timelines should be oriented along the longer axis, especially on mobile; and that, as compared to default techniques, double click, hold, and rub zoom appear to scale worse with task difficulty, whereas brush and especially ortho zoom seem to scale better. Software and data used in this research are available as open source.
{"title":"Evaluating Pan and Zoom Timelines and Sliders","authors":"Michail Schwab, Sicheng Hao, O. Vitek, J. Tompkin, Jeff Huang, M. Borkin","doi":"10.1145/3290605.3300786","DOIUrl":"https://doi.org/10.1145/3290605.3300786","url":null,"abstract":"Pan and zoom timelines and sliders help us navigate large time series data. However, designing efficient interactions can be difficult. We study pan and zoom methods via crowd-sourced experiments on mobile and computer devices, asking which designs and interactions provide faster target acquisition. We find that visual context should be limited for low-distance navigation, but added for far-distance navigation; that timelines should be oriented along the longer axis, especially on mobile; and that, as compared to default techniques, double click, hold, and rub zoom appear to scale worse with task difficulty, whereas brush and especially ortho zoom seem to scale better. Software and data used in this research are available as open source.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85226864","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 presents an algorithm audit of the Google Top Stories box, a prominent component of search engine results and powerful driver of traffic to news publishers. As such, it is important in shaping user attention towards news outlets and topics. By analyzing the number of appearances of news article links we contribute a series of novel analyses that provide an in-depth characterization of news source diversity and its implications for attention via Google search. We present results indicating a considerable degree of source concentration (with variation among search terms), a slight exaggeration in the ideological skew of news in comparison to a baseline, and a quantification of how the presentation of items translates into traffic and attention for publishers. We contribute insights that underscore the power that Google wields in exposing users to diverse news information, and raise important questions and opportunities for future work on algorithmic news curation.
{"title":"Search as News Curator: The Role of Google in Shaping Attention to News Information","authors":"Daniel Trielli, N. Diakopoulos","doi":"10.1145/3290605.3300683","DOIUrl":"https://doi.org/10.1145/3290605.3300683","url":null,"abstract":"This paper presents an algorithm audit of the Google Top Stories box, a prominent component of search engine results and powerful driver of traffic to news publishers. As such, it is important in shaping user attention towards news outlets and topics. By analyzing the number of appearances of news article links we contribute a series of novel analyses that provide an in-depth characterization of news source diversity and its implications for attention via Google search. We present results indicating a considerable degree of source concentration (with variation among search terms), a slight exaggeration in the ideological skew of news in comparison to a baseline, and a quantification of how the presentation of items translates into traffic and attention for publishers. We contribute insights that underscore the power that Google wields in exposing users to diverse news information, and raise important questions and opportunities for future work on algorithmic news curation.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85113467","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}
Ryan Wedoff, Lindsay E Ball, Amelia Wang, Yi Xuan Khoo, L. Lieberman, Kyle Rector
Virtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.
{"title":"Virtual Showdown: An Accessible Virtual Reality Game with Scaffolds for Youth with Visual Impairments","authors":"Ryan Wedoff, Lindsay E Ball, Amelia Wang, Yi Xuan Khoo, L. Lieberman, Kyle Rector","doi":"10.1145/3290605.3300371","DOIUrl":"https://doi.org/10.1145/3290605.3300371","url":null,"abstract":"Virtual Reality (VR) is a growing source of entertainment, but people who are visually impaired have not been effectively included. Audio cues are motivated as a complement to visuals, making experiences more immersive, but are not a primary cue. To address this, we implemented a VR game called Virtual Showdown. We based Virtual Showdown on an accessible real-world game called Showdown, where people use their hearing to locate and hit a ball against an opponent. Further, we developed Verbal and Verbal/Vibration Scaffolds to teach people how to play Virtual Showdown. We assessed the acceptability of Virtual Showdown and compared our scaffolds in an empirical study with 34 youth who are visually impaired. Thirty-three participants wanted to play Virtual Showdown again, and we learned that participants scored higher with the Verbal Scaffold or if they had prior Showdown experience. Our empirical findings inform the design of future accessible VR experiences.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"85146901","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}
Brooke E. Auxier, C. Buntain, Paul T. Jaeger, J. Golbeck, Hernisa Kacorri
Twitter continues to be used increasingly for communication related advocacy, activism, and social change. This is also the case for the disability community. In light of the recently proposed ADA Education and Reform in the United States, we investigate factors for effectiveness of sharing or retweeting messages about topics affecting the rights of people with disabilities. We perform a multifaceted study of the #HandsOffMyADA campaign against the proposed H.R.620 bill to: (1) explore how communication via Twitter compares to previous disability rights movements; (2) characterize the campaign in terms of hashtags, user groups, and content such as accessible multimedia that contribute to dissemination of campaign messages; (3) identify major themes in tweets and responses, and their variation among user groups; and (4) understand how the disability community mobilized for this campaign compared to previous Twitter initiatives.
{"title":"#HandsOffMyADA","authors":"Brooke E. Auxier, C. Buntain, Paul T. Jaeger, J. Golbeck, Hernisa Kacorri","doi":"10.1145/3290605.3300757","DOIUrl":"https://doi.org/10.1145/3290605.3300757","url":null,"abstract":"Twitter continues to be used increasingly for communication related advocacy, activism, and social change. This is also the case for the disability community. In light of the recently proposed ADA Education and Reform in the United States, we investigate factors for effectiveness of sharing or retweeting messages about topics affecting the rights of people with disabilities. We perform a multifaceted study of the #HandsOffMyADA campaign against the proposed H.R.620 bill to: (1) explore how communication via Twitter compares to previous disability rights movements; (2) characterize the campaign in terms of hashtags, user groups, and content such as accessible multimedia that contribute to dissemination of campaign messages; (3) identify major themes in tweets and responses, and their variation among user groups; and (4) understand how the disability community mobilized for this campaign compared to previous Twitter initiatives.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"81685052","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}
Data science has been growing in prominence across both academia and industry, but there is still little formal consensus about how to teach it. Many people who currently teach data science are practitioners such as computational researchers in academia or data scientists in industry. To understand how these practitioner-instructors pass their knowledge onto novices and how that contrasts with teaching more traditional forms of programming, we interviewed 20 data scientists who teach in settings ranging from small-group workshops to large online courses. We found that: 1) they must empathize with a diverse array of student backgrounds and expectations, 2) they teach technical workflows that integrate authentic practices surrounding code, data, and communication, 3) they face challenges involving authenticity versus abstraction in software setup, finding and curating pedagogically-relevant datasets, and acclimating students to live with uncertainty in data analysis. These findings can point the way toward better tools for data science education and help bring data literacy to more people around the world.
{"title":"Practitioners Teaching Data Science in Industry and Academia: Expectations, Workflows, and Challenges","authors":"Sean Kross, Philip J. Guo","doi":"10.1145/3290605.3300493","DOIUrl":"https://doi.org/10.1145/3290605.3300493","url":null,"abstract":"Data science has been growing in prominence across both academia and industry, but there is still little formal consensus about how to teach it. Many people who currently teach data science are practitioners such as computational researchers in academia or data scientists in industry. To understand how these practitioner-instructors pass their knowledge onto novices and how that contrasts with teaching more traditional forms of programming, we interviewed 20 data scientists who teach in settings ranging from small-group workshops to large online courses. We found that: 1) they must empathize with a diverse array of student backgrounds and expectations, 2) they teach technical workflows that integrate authentic practices surrounding code, data, and communication, 3) they face challenges involving authenticity versus abstraction in software setup, finding and curating pedagogically-relevant datasets, and acclimating students to live with uncertainty in data analysis. These findings can point the way toward better tools for data science education and help bring data literacy to more people around the world.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"83863616","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. Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura
Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.
{"title":"ExerCube vs. Personal Trainer: Evaluating a Holistic, Immersive, and Adaptive Fitness Game Setup","authors":"A. Martin-Niedecken, Katja Rogers, Laia Turmo Vidal, Elisa D. Mekler, Elena Márquez Segura","doi":"10.1145/3290605.3300318","DOIUrl":"https://doi.org/10.1145/3290605.3300318","url":null,"abstract":"Today's spectrum of playful fitness solutions features systems that are clearly game-first or fitness-first in design; hardly any sufficiently incorporate both areas. Consequently, existing applications and evaluations often lack in focus on attractiveness and effectiveness, which should be addressed on the levels of body, controller, and game scenario following a holistic design approach. To contribute to this topic and as a proof-of-concept, we designed the ExerCube, an adaptive fitness game setup. We evaluated participants' multi-sensory and bodily experiences with a non-adaptive and an adaptive ExerCube version and compared them with personal training to reveal insights to inform the next iteration of the ExerCube. Regarding flow, enjoyment and motivation, the ExerCube is on par with personal training. Results further reveal differences in perception of exertion, types and quality of movement, social factors, feedback, and audio experiences. Finally, we derive considerations for future research and development directions in holistic fitness game setups.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"82260344","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}
David T. Lee, Emily S. Hamedian, G. Wolff, Amy Liu
While educational technologies such as MOOCs have helped scale content-based learning, scaling situated learning is still challenging. The time it takes to define a real-world project and to mentor learners is often prohibitive, especially given the limited contributions that novices are able to make. This paper introduces micro-role hierarchies, a form of coordination that integrates workflows and hierarchies to help short-term novices predictably contribute to complex projects. Individuals contribute through micro-roles, small experiential assignments taking roughly 2 hours. These micro-roles support execution of the desired work process, but also sequence into learning pathways, resulting in a learning dynamic similar to moving up an organizational hierarchy. We demonstrate micro-role hierarchies through Causeway, a platform for learning web development while building websites for nonprofits. We carry out a proof-of-concept study in which learners built static websites for refugee resettlement agencies in 2 hour long roles.
{"title":"Causeway: Scaling Situated Learning with Micro-Role Hierarchies","authors":"David T. Lee, Emily S. Hamedian, G. Wolff, Amy Liu","doi":"10.1145/3290605.3300304","DOIUrl":"https://doi.org/10.1145/3290605.3300304","url":null,"abstract":"While educational technologies such as MOOCs have helped scale content-based learning, scaling situated learning is still challenging. The time it takes to define a real-world project and to mentor learners is often prohibitive, especially given the limited contributions that novices are able to make. This paper introduces micro-role hierarchies, a form of coordination that integrates workflows and hierarchies to help short-term novices predictably contribute to complex projects. Individuals contribute through micro-roles, small experiential assignments taking roughly 2 hours. These micro-roles support execution of the desired work process, but also sequence into learning pathways, resulting in a learning dynamic similar to moving up an organizational hierarchy. We demonstrate micro-role hierarchies through Causeway, a platform for learning web development while building websites for nonprofits. We carry out a proof-of-concept study in which learners built static websites for refugee resettlement agencies in 2 hour long roles.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80595574","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}
Participant engagement in online studies is key to collecting reliable data, yet achieving it remains an often discussed challenge in the research community. One factor that might impact engagement is the formality of language used to communicate with participants throughout the study. Prior work has found that language formality can convey social cues and power hierarchies, affecting people's responses and actions. We explore how formality influences engagement, measured by attention, dropout, time spent on the study and participant performance, in an online study with 369 participants on Mechanical Turk (paid) and LabintheWild (volunteer). Formal language improves participant attention compared to using casual language in both paid and volunteer conditions, but does not affect dropout, time spent, or participant performance. We suggest using more formal language in studies containing complex tasks where fully reading instructions is especially important. We also highlight trade-offs that different recruitment incentives provide in online experimentation.
{"title":"Pay Attention, Please: Formal Language Improves Attention in Volunteer and Paid Online Experiments","authors":"Tal August, Katharina Reinecke","doi":"10.1145/3290605.3300478","DOIUrl":"https://doi.org/10.1145/3290605.3300478","url":null,"abstract":"Participant engagement in online studies is key to collecting reliable data, yet achieving it remains an often discussed challenge in the research community. One factor that might impact engagement is the formality of language used to communicate with participants throughout the study. Prior work has found that language formality can convey social cues and power hierarchies, affecting people's responses and actions. We explore how formality influences engagement, measured by attention, dropout, time spent on the study and participant performance, in an online study with 369 participants on Mechanical Turk (paid) and LabintheWild (volunteer). Formal language improves participant attention compared to using casual language in both paid and volunteer conditions, but does not affect dropout, time spent, or participant performance. We suggest using more formal language in studies containing complex tasks where fully reading instructions is especially important. We also highlight trade-offs that different recruitment incentives provide in online experimentation.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80150911","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}
Meng Xia, Mingfei Sun, Huan Wei, Qing Chen, Yong Wang, Lei Shi, Huamin Qu, Xiaojuan Ma
Online question pools like LeetCode provide hands-on exercises of skills and knowledge. However, due to the large volume of questions and the intent of hiding the tested knowledge behind them, many users find it hard to decide where to start or how to proceed based on their goals and performance. To overcome these limitations, we present PeerLens, an interactive visual analysis system that enables peer-inspired learning path planning. PeerLens can recommend a customized, adaptable sequence of practice questions to individual learners, based on the exercise history of other users in a similar learning scenario. We propose a new way to model the learning path by submission types and a novel visual design to facilitate the understanding and planning of the learning path. We conducted a within-subject experiment to assess the efficacy and usefulness of PeerLens in comparison with two baseline systems. Experiment results show that users are more confident in arranging their learning path via PeerLens and find it more informative and intuitive.
{"title":"PeerLens","authors":"Meng Xia, Mingfei Sun, Huan Wei, Qing Chen, Yong Wang, Lei Shi, Huamin Qu, Xiaojuan Ma","doi":"10.1145/3290605.3300864","DOIUrl":"https://doi.org/10.1145/3290605.3300864","url":null,"abstract":"Online question pools like LeetCode provide hands-on exercises of skills and knowledge. However, due to the large volume of questions and the intent of hiding the tested knowledge behind them, many users find it hard to decide where to start or how to proceed based on their goals and performance. To overcome these limitations, we present PeerLens, an interactive visual analysis system that enables peer-inspired learning path planning. PeerLens can recommend a customized, adaptable sequence of practice questions to individual learners, based on the exercise history of other users in a similar learning scenario. We propose a new way to model the learning path by submission types and a novel visual design to facilitate the understanding and planning of the learning path. We conducted a within-subject experiment to assess the efficacy and usefulness of PeerLens in comparison with two baseline systems. Experiment results show that users are more confident in arranging their learning path via PeerLens and find it more informative and intuitive.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80312261","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}
Zhuying Li, Yan Wang, Wei Wang, Weikang Chen, Ti Hoang, S. Greuter, F. Mueller
Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present "HeatCraft", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.
{"title":"HeatCraft: Designing Playful Experiences with Ingestible Sensors via Localized Thermal Stimuli","authors":"Zhuying Li, Yan Wang, Wei Wang, Weikang Chen, Ti Hoang, S. Greuter, F. Mueller","doi":"10.1145/3290605.3300806","DOIUrl":"https://doi.org/10.1145/3290605.3300806","url":null,"abstract":"Ingestible sensors are pill-like sensors that people swallow mainly for medical purposes. We propose that ingestible sensors also offer unique opportunities to facilitate intriguing bodily experiences in a playful manner. To explore this, we present \"HeatCraft\", a two-player system that translates the user's body temperature measured by an ingestible sensor to localized thermal stimuli delivered through a waist belt equipped with heating pads. We conducted a study with 16 participants. The study revealed three design themes (Integration of body and technology, Integration of internal body and outside world, and Integration of play and life) along with some open challenges. In summary, this work contributes knowledge to the future design of playful experiences with ingestible sensors.","PeriodicalId":20454,"journal":{"name":"Proceedings of the 2019 CHI Conference on Human Factors in Computing Systems","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-05-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80755331","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}