B. Raghavan, B. Nardi, S. Lovell, J. Norton, Bill Tomlinson, Donald J. Patterson
We propose a new domain for sociotechnical system design: creating new ecosystems for food production that are sustainable while producing high yields. Drawing on the field of agroecology, we discuss techniques for allowing a range of users to design sustainable food ecosystems that can overcome the environmental costs of industrial agriculture. Industrial agriculture, relying on declining reserves of fossil fuels and generating increasingly costly externalities, is unsustainable. Agroecology cannot scale until practitioners have access to detailed knowledge of local conditions and appropriate agricultural strategies. This paper reviews the agricultural and sustainability challenges that motivate our research. It describes design problems that must be addressed to scale agroecology. We discuss our initial work, and sketch a program of research we believe will contribute to global food security.
{"title":"Computational Agroecology: Sustainable Food Ecosystem Design","authors":"B. Raghavan, B. Nardi, S. Lovell, J. Norton, Bill Tomlinson, Donald J. Patterson","doi":"10.1145/2851581.2892577","DOIUrl":"https://doi.org/10.1145/2851581.2892577","url":null,"abstract":"We propose a new domain for sociotechnical system design: creating new ecosystems for food production that are sustainable while producing high yields. Drawing on the field of agroecology, we discuss techniques for allowing a range of users to design sustainable food ecosystems that can overcome the environmental costs of industrial agriculture. Industrial agriculture, relying on declining reserves of fossil fuels and generating increasingly costly externalities, is unsustainable. Agroecology cannot scale until practitioners have access to detailed knowledge of local conditions and appropriate agricultural strategies. This paper reviews the agricultural and sustainability challenges that motivate our research. It describes design problems that must be addressed to scale agroecology. We discuss our initial work, and sketch a program of research we believe will contribute to global food security.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"7 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":"128486726","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}
Veronika Domova, Saad Azhar, Maria Ralph, Jonas Brönmark
Within industrial domains there is a need for control room operators to be in constant contact with the different processes they are responsible for controlling. With this responsibility comes the need to constantly be near their workstations in order to monitor, diagnose and quickly troubleshoot issues presented. These workstations, however, restrict operators in control rooms from moving freely within the control room itself, such as between their own and their colleague's workstations since they cannot interact with the system from a distance. These systems also restrict those operators who need to continuously enter the control room from the plant/factory floor since interacting with process graphics requires them to remove all of their specialized equipment every time (e.g. large bulky safety gloves). We therefore present a concept for control room operators that supports their untethering from dedicated workstations, providing them with the ability to interact in a more flexible way.
{"title":"Untethered Workspaces: A Zones Concept Towards Supporting Operator Movements in Control Rooms","authors":"Veronika Domova, Saad Azhar, Maria Ralph, Jonas Brönmark","doi":"10.1145/2851581.2851583","DOIUrl":"https://doi.org/10.1145/2851581.2851583","url":null,"abstract":"Within industrial domains there is a need for control room operators to be in constant contact with the different processes they are responsible for controlling. With this responsibility comes the need to constantly be near their workstations in order to monitor, diagnose and quickly troubleshoot issues presented. These workstations, however, restrict operators in control rooms from moving freely within the control room itself, such as between their own and their colleague's workstations since they cannot interact with the system from a distance. These systems also restrict those operators who need to continuously enter the control room from the plant/factory floor since interacting with process graphics requires them to remove all of their specialized equipment every time (e.g. large bulky safety gloves). We therefore present a concept for control room operators that supports their untethering from dedicated workstations, providing them with the ability to interact in a more flexible way.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts 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":"128787272","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}
In the majority of cases our experiences of artworks in galleries and museums is as passive observers. While this is widely accepted practice in terms artwork preservation it limits the engagement potential with younger visitors. In this paper, we present the results of a focus group with nine K-6 children revealing their opinions about (i) art, (ii) museums and galleries, and (iii) standard engagement practices in these venues. Participants stressed the importance of art and museums, showed a high respect for artworks and artists, depicted interactive activities they liked at museums, and described how they would liven up art venues. In addition, we explored a way of using augmented reality (AR) technology to create an engaging and personal art experience for a young audience. To achieve this, we built a prototype for a treasure hunt style game where participants coloured a contour drawing not knowing what exactly they are colouring. However, they were told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery.
{"title":"Playing with the Artworks: Engaging with Art through an Augmented Reality Game","authors":"Klen Copic Pucihar, M. Kljun, P. Coulton","doi":"10.1145/2851581.2892322","DOIUrl":"https://doi.org/10.1145/2851581.2892322","url":null,"abstract":"In the majority of cases our experiences of artworks in galleries and museums is as passive observers. While this is widely accepted practice in terms artwork preservation it limits the engagement potential with younger visitors. In this paper, we present the results of a focus group with nine K-6 children revealing their opinions about (i) art, (ii) museums and galleries, and (iii) standard engagement practices in these venues. Participants stressed the importance of art and museums, showed a high respect for artworks and artists, depicted interactive activities they liked at museums, and described how they would liven up art venues. In addition, we explored a way of using augmented reality (AR) technology to create an engaging and personal art experience for a young audience. To achieve this, we built a prototype for a treasure hunt style game where participants coloured a contour drawing not knowing what exactly they are colouring. However, they were told that if this coloured drawing is placed correctly, it should wrap around a 3D object (statue) or overlay a 2D canvas (picture) somewhere in the gallery.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts 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":"129023561","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}
Lars Lischke, V. Schwind, Kai Friedrich, A. Schmidt, N. Henze
Display space in offices constantly increased in the last decades. We believe that this trend will continue and ultimately result in the use of wall-sized displays in the future office. One of the most challenging tasks while interacting with large high-resolution displays is target acquisition. The most important challenges reported in previous work are the long distances that need to be traveled with the pointer while still enabling precise selection as well as seeking for the pointer on the large display. In this paper, we investigate if MAGIC-Pointing, controlling the pointer through eye gaze, can help overcome both challenges. We implemented MAGIC-Pointing for a 2.85m x 1.13m large display. Using this system we conducted a target selection study. The results show that using MAGIC-Pointing for selecting targets on wall-sized displays decreases the task completion time significantly and it also decreases the users' task load. We therefore argue that MAGIC-Pointing can help to make interaction with wall-sized displays usable.
{"title":"MAGIC-Pointing on Large High-Resolution Displays","authors":"Lars Lischke, V. Schwind, Kai Friedrich, A. Schmidt, N. Henze","doi":"10.1145/2851581.2892479","DOIUrl":"https://doi.org/10.1145/2851581.2892479","url":null,"abstract":"Display space in offices constantly increased in the last decades. We believe that this trend will continue and ultimately result in the use of wall-sized displays in the future office. One of the most challenging tasks while interacting with large high-resolution displays is target acquisition. The most important challenges reported in previous work are the long distances that need to be traveled with the pointer while still enabling precise selection as well as seeking for the pointer on the large display. In this paper, we investigate if MAGIC-Pointing, controlling the pointer through eye gaze, can help overcome both challenges. We implemented MAGIC-Pointing for a 2.85m x 1.13m large display. Using this system we conducted a target selection study. The results show that using MAGIC-Pointing for selecting targets on wall-sized displays decreases the task completion time significantly and it also decreases the users' task load. We therefore argue that MAGIC-Pointing can help to make interaction with wall-sized displays usable.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"19 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":"129043247","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}
Weaving is a traditional technology for making everyday products by hand that involves interlacing planar pieces to endow tough and pliable properties, (e.g., bamboo and stiff paper) to create 3D shapes. The technique has been extensively applied throughout history by various means, and is favored due to its low cost, accessibility, and environmental friendliness. Traditional weaving technology, however, requires accumulated craft expertise and actual production through numerous iterations, which is generally very time-consuming -- this limits its design aesthetic and ubiquitous use. Inspired by these problems, we present a novel hand-woven fabrication approach called CompuWoven to customize and weave 3D objects from planar pieces. The key idea is to establish an approach for producing 3D objects that is similar to weaving tradition, but without the need for manual experience. In addition, CompuWoven eliminates the former need for supporting structures, reduces actual physical material waste and allows for more complicated and irregular designs.
{"title":"CompuWoven: A Computer-Aided Fabrication Approach to Hand-Woven Craft","authors":"Ye Tao, Nannan Lu, Caowei Zhang, Guanyun Wang, Cheng Yao, Fangtian Ying","doi":"10.1145/2851581.2892293","DOIUrl":"https://doi.org/10.1145/2851581.2892293","url":null,"abstract":"Weaving is a traditional technology for making everyday products by hand that involves interlacing planar pieces to endow tough and pliable properties, (e.g., bamboo and stiff paper) to create 3D shapes. The technique has been extensively applied throughout history by various means, and is favored due to its low cost, accessibility, and environmental friendliness. Traditional weaving technology, however, requires accumulated craft expertise and actual production through numerous iterations, which is generally very time-consuming -- this limits its design aesthetic and ubiquitous use. Inspired by these problems, we present a novel hand-woven fabrication approach called CompuWoven to customize and weave 3D objects from planar pieces. The key idea is to establish an approach for producing 3D objects that is similar to weaving tradition, but without the need for manual experience. In addition, CompuWoven eliminates the former need for supporting structures, reduces actual physical material waste and allows for more complicated and irregular designs.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"75 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":"129312950","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The paper discusses some of the key HCI studies dealing with mortality and death and concludes that the overall research perspective, adopted in most of the studies -- namely, conducting empirical analyses of user practices and trying to improve the practices through iterative cycles of design and evaluation -- is not fully appropriate for understanding the impact of technology on how people experience their own mortality. The paper discusses an alternative research perspective, existential HCI, and argues that adopting that perspective can usefully complement existing studies related to mortality and death. A tentative analysis of "digital afterlife", understood as the persistence of a person's digital possessions and traces beyond the person's life span, from an existential HCI perspective, is presented. Prospects and challenges for future development of an existential perspective in HCI research are discussed.
{"title":"Making the Case for an Existential Perspective in HCI Research on Mortality and Death","authors":"V. Kaptelinin","doi":"10.1145/2851581.2892585","DOIUrl":"https://doi.org/10.1145/2851581.2892585","url":null,"abstract":"The paper discusses some of the key HCI studies dealing with mortality and death and concludes that the overall research perspective, adopted in most of the studies -- namely, conducting empirical analyses of user practices and trying to improve the practices through iterative cycles of design and evaluation -- is not fully appropriate for understanding the impact of technology on how people experience their own mortality. The paper discusses an alternative research perspective, existential HCI, and argues that adopting that perspective can usefully complement existing studies related to mortality and death. A tentative analysis of \"digital afterlife\", understood as the persistence of a person's digital possessions and traces beyond the person's life span, from an existential HCI perspective, is presented. Prospects and challenges for future development of an existential perspective in HCI research are discussed.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts 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":"129442407","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of "coding" and "decoding", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik.
{"title":"3D Printing and Camera Mapping - Artwork: Digital Buddha","authors":"He-Lin Luo, I-Chun Chen, Y. Hung","doi":"10.1145/2851581.2891102","DOIUrl":"https://doi.org/10.1145/2851581.2891102","url":null,"abstract":"The new media artwork Digital Buddha combines 3D Printing and camera mapping. The creative plan for Digital Buddha applies industrial design concepts and methods that utilize multiple complex digital tools in order to achieve effects of precision sculpting computations. In this work, a pre-constructed abstract sculpture is decoded and transformed into a figurative statue of Buddha when it is drawn by a motor into the image. The work takes concepts of \"coding\" and \"decoding\", allowing a sculpture in reality to apply a self-defined coding method to create an abstract sculpture in which certain messages have been hidden in reality. Through computations and decoding by the camera and by computer programs, the Buddha is restored to its figurative form in the virtual world. this piece of work pays homage to the work TV Buddha produced by video art master Nam June Paik.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts 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":"130500750","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}
Agile development practice breaks requirements down into small building blocks that are used to steer development and product progress. However, with this pile of small blocks it can be challenging to keep the big picture of what the product should provide and what is needed for users to conduct their task flows. User story mapping [1] addresses this challenge. It is a method and a visual representation that further helps building a bridge between scenario oriented usability methods and the fragmentation of requirements. This hands-on course introduces user story mapping with a balanced combination of up front presentation and group exercises.
{"title":"User Story Mapping: The Hands-on Course","authors":"Stephanie Foehrenbach, Christian Heldstab","doi":"10.1145/2851581.2856670","DOIUrl":"https://doi.org/10.1145/2851581.2856670","url":null,"abstract":"Agile development practice breaks requirements down into small building blocks that are used to steer development and product progress. However, with this pile of small blocks it can be challenging to keep the big picture of what the product should provide and what is needed for users to conduct their task flows. User story mapping [1] addresses this challenge. It is a method and a visual representation that further helps building a bridge between scenario oriented usability methods and the fragmentation of requirements. This hands-on course introduces user story mapping with a balanced combination of up front presentation and group exercises.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"397 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":"120892135","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}
Avian Attractor is a gestural projection combining depth images of viewers and pre-captured shots of birds in natural and architectural environment. Surface impressions of viewers merge with those of urban birds and procedural agents that extend their flight paths and trajectories. These moving images are both seen and seen through -- motionscapes that combine figurative elements with cross-hatchings, tendrils and flocking agents. The Avian Attractor installation is supported by other art research activity that aims to provide tools for a diversity of users without programming skills or collaborators. This includes development of a point cloud camera-recorder and interface for non-programmers. Inspired by a bird feeder in a cold city, Avian Attractor uses off-the-shelf depth cameras and projection to generate a hybrid form of space where post-human embodiment can be explored and expanded.
{"title":"Avian Attractor","authors":"J. Doyle, Naoto Hieda","doi":"10.1145/2851581.2891093","DOIUrl":"https://doi.org/10.1145/2851581.2891093","url":null,"abstract":"Avian Attractor is a gestural projection combining depth images of viewers and pre-captured shots of birds in natural and architectural environment. Surface impressions of viewers merge with those of urban birds and procedural agents that extend their flight paths and trajectories. These moving images are both seen and seen through -- motionscapes that combine figurative elements with cross-hatchings, tendrils and flocking agents. The Avian Attractor installation is supported by other art research activity that aims to provide tools for a diversity of users without programming skills or collaborators. This includes development of a point cloud camera-recorder and interface for non-programmers. Inspired by a bird feeder in a cold city, Avian Attractor uses off-the-shelf depth cameras and projection to generate a hybrid form of space where post-human embodiment can be explored and expanded.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"286 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":"116327993","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}
Kimberly Bryant Kimberly Bryant is the Founder and Executive Director of Black Girls CODE, a non-profit organization dedicated to--changing the face of technology? by introducing girls of color (ages 7-17) to the field of technology and computer science with a concentration on entrepreneurial concepts. Kimberly has enjoyed a successful 25+ year professional career in the pharmaceutical and biotech industries as an Engineering Manager in a series of technical leadership roles for various Fortune 100 companies such as Genentech, Merck, and Pfizer. Since 2011 Kimberly has helped Black Girls CODE grow from a local organization serving only the Bay Area, to an international organization with seven chapters across the U.S. and in Johannesburg, South Africa. Sarah Guthals Sarah Guthals received her PhD from UCSD in Computer Science specializing in CS Education in 2014. During graduate school she built the beta version of CodeSpells, a 3D immersive video game designed to teach children to code through playing a wizard and writing "spells". She went on to co-found ThoughtSTEM, a company that builds software (e.g. LearnToMod), curriculum, and pedagogies for teaching children to code and empowering K-12 teachers to teach their students. She has written two books around modding Minecraft, launched a Coursera course for teachers interested in teaching coding and was recently named Forbes 30 under 30 in Science. Her passion is making coding accessible to everyone, with the goal of making it a basic literacy.
{"title":"Plenary: Kimberly Bryant & Sarah Guthals in Conversation","authors":"Kimberly Bryant, Sarah Guthals","doi":"10.1145/2851581.2912559","DOIUrl":"https://doi.org/10.1145/2851581.2912559","url":null,"abstract":"Kimberly Bryant Kimberly Bryant is the Founder and Executive Director of Black Girls CODE, a non-profit organization dedicated to--changing the face of technology? by introducing girls of color (ages 7-17) to the field of technology and computer science with a concentration on entrepreneurial concepts. Kimberly has enjoyed a successful 25+ year professional career in the pharmaceutical and biotech industries as an Engineering Manager in a series of technical leadership roles for various Fortune 100 companies such as Genentech, Merck, and Pfizer. Since 2011 Kimberly has helped Black Girls CODE grow from a local organization serving only the Bay Area, to an international organization with seven chapters across the U.S. and in Johannesburg, South Africa. Sarah Guthals Sarah Guthals received her PhD from UCSD in Computer Science specializing in CS Education in 2014. During graduate school she built the beta version of CodeSpells, a 3D immersive video game designed to teach children to code through playing a wizard and writing \"spells\". She went on to co-found ThoughtSTEM, a company that builds software (e.g. LearnToMod), curriculum, and pedagogies for teaching children to code and empowering K-12 teachers to teach their students. She has written two books around modding Minecraft, launched a Coursera course for teachers interested in teaching coding and was recently named Forbes 30 under 30 in Science. Her passion is making coding accessible to everyone, with the goal of making it a basic literacy.","PeriodicalId":285547,"journal":{"name":"Proceedings of the 2016 CHI Conference Extended Abstracts on Human Factors in Computing Systems","volume":"57 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":"116470694","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}