Pub Date : 2020-06-10DOI: 10.24167/SISFORMA.V7I1.2620
Ferdian Aditya Pratama, R. Magdalena, S. Dias, Davin Jeremiah Alamsyah
The concept of playing and learning in the classroom has begun to change from playing using physical toys to playing using a computer such as games. The use of serious games as a learning media can help the improvement of dopamine hormones in human body, which is responsible for bringing pleasure and joy to our mind. When that hormone is triggered, the children will be easier to understand the information provided through the game. TKK Mitra has several problems, such as (1) The old computer with a low spec that they had, so it would be difficult for them to download or to install the new game. (2) The lack of games that can be used for teaching the children, so they often get bored quickly. The purpose of this research is to design an educational PC game. The result of this research is an education game for color and object recognition in English for early childhood education.
{"title":"Serious Game Development for Color and Object Name Recognition in Early Childhood Education (Case Study: TKK Mitra)","authors":"Ferdian Aditya Pratama, R. Magdalena, S. Dias, Davin Jeremiah Alamsyah","doi":"10.24167/SISFORMA.V7I1.2620","DOIUrl":"https://doi.org/10.24167/SISFORMA.V7I1.2620","url":null,"abstract":"The concept of playing and learning in the classroom has begun to change from playing using physical toys to playing using a computer such as games. The use of serious games as a learning media can help the improvement of dopamine hormones in human body, which is responsible for bringing pleasure and joy to our mind. When that hormone is triggered, the children will be easier to understand the information provided through the game. TKK Mitra has several problems, such as (1) The old computer with a low spec that they had, so it would be difficult for them to download or to install the new game. (2) The lack of games that can be used for teaching the children, so they often get bored quickly. The purpose of this research is to design an educational PC game. The result of this research is an education game for color and object recognition in English for early childhood education.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45007943","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 : 2020-06-10DOI: 10.24167/SISFORMA.V7I1.2520
Fania Cecillia, Rinabi Tanamal
The use of electronic devices such as smartphones has become a part of daily activities, it also led to the growing number of smartphones users as well as brands emerged. Smartphones can help humans, but it also can endanger the environment and living things, because electronic waste contains hazardous materials that can harm the environment. The implementation of green computing in IT companies can be one of the solutions for facing the electronic waste that keeps growing and one of the IT companies that already implemented it was Apple. This study aims to examine whether there is a positive influence of environmental friendliness created in the implementation of green computing to green satisfaction, green perceived quality, and green trust. The results showed that there is an influence given by the friendliness of the environment from the implementation of green computing on green satisfaction, green perceived quality and green trust with the highest correlation value, environmental friendliness towards green trust with a value of 0.644 which can be a consideration for IT companies.
{"title":"Analysis The Effect of Green Computing on Green Satisfaction, Green Perceived Quality, and Green Trust on The Apple Consumer in Surabaya","authors":"Fania Cecillia, Rinabi Tanamal","doi":"10.24167/SISFORMA.V7I1.2520","DOIUrl":"https://doi.org/10.24167/SISFORMA.V7I1.2520","url":null,"abstract":"The use of electronic devices such as smartphones has become a part of daily activities, it also led to the growing number of smartphones users as well as brands emerged. Smartphones can help humans, but it also can endanger the environment and living things, because electronic waste contains hazardous materials that can harm the environment. The implementation of green computing in IT companies can be one of the solutions for facing the electronic waste that keeps growing and one of the IT companies that already implemented it was Apple. This study aims to examine whether there is a positive influence of environmental friendliness created in the implementation of green computing to green satisfaction, green perceived quality, and green trust. The results showed that there is an influence given by the friendliness of the environment from the implementation of green computing on green satisfaction, green perceived quality and green trust with the highest correlation value, environmental friendliness towards green trust with a value of 0.644 which can be a consideration for IT companies.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-06-10","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"45890748","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 : 2020-02-02DOI: 10.24167/SISFORMA.V6I2.2156
Daniel Aditama Somatdie, Erdhi Widyarto, Albertus Dwiyoga Widiantoro
Using a manual system in the companies or organizations today, has many disadvantages like inefficient, wasting time, require a lot of costs, and make work difficult. By integrating a DISC personality analytical psychological test with information system, the tests are carried out with computers initially using paper, so it more economical for using less paper. More than that, the test results are done automatically check by the computer, no need to manually check by the psychologist. In addition to being effective in examining, the validation of examinations is very high because it can recover human errors.
{"title":"Designing Web-Based DISC Psychology Personality Analysis Tests","authors":"Daniel Aditama Somatdie, Erdhi Widyarto, Albertus Dwiyoga Widiantoro","doi":"10.24167/SISFORMA.V6I2.2156","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I2.2156","url":null,"abstract":"Using a manual system in the companies or organizations today, has many disadvantages like inefficient, wasting time, require a lot of costs, and make work difficult. By integrating a DISC personality analytical psychological test with information system, the tests are carried out with computers initially using paper, so it more economical for using less paper. More than that, the test results are done automatically check by the computer, no need to manually check by the psychologist. In addition to being effective in examining, the validation of examinations is very high because it can recover human errors.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":"179 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2020-02-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"80012541","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.2274
Shinta Estri Wahyuningrum, A. Sulastri, Ridwan Sanjaya
In the field of psychology, determining the psychological condition of a person’s can be done using various types of tests. Neuropsychology test is a battery test that means every person should be taken 11 test in a moment. Each test has a different objective, as an example, The Boston Naming test is used to measure a person's ability in the language domain. The data stored for each data in the Boston Naming Test (BNT) is around 130 fields. Each test has different specific data. This makes the data grow rapidly and requires a database design that can accommodate this need.There are many approaches can be done to store the database such a relational database and NoSQL database. When the data are stored using relational methods and amount of data are large, there can be a lack of time in both processing and tracking. This article proposes a system to store the result of the neuropsychological test using the NoSQL database approach with sample data in subtest BNT.
{"title":"Information System databases for Neuropsychology Tests: case study in Boston Naming Test","authors":"Shinta Estri Wahyuningrum, A. Sulastri, Ridwan Sanjaya","doi":"10.24167/SISFORMA.V6I1.2274","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.2274","url":null,"abstract":"In the field of psychology, determining the psychological condition of a person’s can be done using various types of tests. Neuropsychology test is a battery test that means every person should be taken 11 test in a moment. Each test has a different objective, as an example, The Boston Naming test is used to measure a person's ability in the language domain. The data stored for each data in the Boston Naming Test (BNT) is around 130 fields. Each test has different specific data. This makes the data grow rapidly and requires a database design that can accommodate this need.There are many approaches can be done to store the database such a relational database and NoSQL database. When the data are stored using relational methods and amount of data are large, there can be a lack of time in both processing and tracking. This article proposes a system to store the result of the neuropsychological test using the NoSQL database approach with sample data in subtest BNT.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"43333291","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.2210
Agustinus Fritz Wijaya, Maylani Indah Rakhmawati
This research was done with the aim of facilitating the Admin access to process raw material inventory data which outlets and warehouses are located in different cities. The method used is the SDLC method, which is a method that uses several stages in system development ranging from System Planning, System Analyst, System Design, System Implementation, System Implementation, and System Maintenance. The result of this research is a system that can be accessed by admins to facilitate the work process.
{"title":"Analysis and Design of Restaurant Information System using Unified Modeling Language","authors":"Agustinus Fritz Wijaya, Maylani Indah Rakhmawati","doi":"10.24167/SISFORMA.V6I1.2210","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.2210","url":null,"abstract":"This research was done with the aim of facilitating the Admin access to process raw material inventory data which outlets and warehouses are located in different cities. The method used is the SDLC method, which is a method that uses several stages in system development ranging from System Planning, System Analyst, System Design, System Implementation, System Implementation, and System Maintenance. The result of this research is a system that can be accessed by admins to facilitate the work process.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49360838","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.1368
Pieter Santoso Hadi, Albertus Dwiyoga Widiantoro, Hendra Prasetya
The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education in behavior of university students. Education materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education
{"title":"Augmented Reality Game for Anti Corruption Education in Behavior of Students of University","authors":"Pieter Santoso Hadi, Albertus Dwiyoga Widiantoro, Hendra Prasetya","doi":"10.24167/SISFORMA.V6I1.1368","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.1368","url":null,"abstract":"The behavior of students of university in their study have an effect in their character toward corruption. As motivation effects the behavior and the behavior effects the character of person [1]. Game is one of interactive digital media that can be used as educational tools. Game education is a digital game which structured for educational purpose [2]. Augmented Reality game is a live direct or indirect view from real word perspective whose elements are augmented by computer-generated in which a view of reality is modified even diminished by a computer [3]. This Journal contains the result of using Augmented Reality game as education media for anti corruption education in behavior of university students. Education materials consist of bad behavior of university students that appear on their study and their relation with corruption.Keywords – Augmented Reality, Game, Behavior, University, Student, Education","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"47387924","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.1927
A. Prawoto
The object of this research is PT KMN which is one of the largest media companies in Indonesia that focuses on reporting or providing the latest information on a national scale. The problem that occurs in this company is the difficulty of grouping complaints to the helpdesk and supporting divisions through the application and the success rate in returning data that does not reach 50% which makes all data that is backed up and carried out regularly becomes useless. The author conducted an audit on the Microsoft System Center 2012 R2 application to find out whether it was in accordance with business process procedures, data accuracy, and problem management. The author analyzes and chooses to use the COBIT 5 Framework in this study. The research methods carried out are interviews and direct observation in the part of the company concerned. The chosen domain is Deliver, Service and Support (DSS) which focuses on the IT process DSS01 had an average value of 2.6 and DSS02 had an average value of 2.43.
这项研究的对象是PT KMN,它是印度尼西亚最大的媒体公司之一,专注于在全国范围内报道或提供最新信息。该公司存在的问题是,很难通过应用程序将投诉分组到服务台和支持部门,并且返回数据的成功率没有达到50%,这使得所有定期备份和执行的数据都变得毫无用处。作者对Microsoft System Center 2012 R2应用程序进行了审计,以了解它是否符合业务流程程序、数据准确性和问题管理。作者分析并选择在本研究中使用COBIT 5框架。所进行的研究方法是在相关公司进行访谈和直接观察。选择的领域是交付、服务和支持(DSS),它专注于IT流程DSS01的平均值为2.6,DSS02的平均值是2.43。
{"title":"It Governance in News Company Using Cobit 5 Frameworks","authors":"A. Prawoto","doi":"10.24167/SISFORMA.V6I1.1927","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.1927","url":null,"abstract":"The object of this research is PT KMN which is one of the largest media companies in Indonesia that focuses on reporting or providing the latest information on a national scale. The problem that occurs in this company is the difficulty of grouping complaints to the helpdesk and supporting divisions through the application and the success rate in returning data that does not reach 50% which makes all data that is backed up and carried out regularly becomes useless. The author conducted an audit on the Microsoft System Center 2012 R2 application to find out whether it was in accordance with business process procedures, data accuracy, and problem management. The author analyzes and chooses to use the COBIT 5 Framework in this study. The research methods carried out are interviews and direct observation in the part of the company concerned. The chosen domain is Deliver, Service and Support (DSS) which focuses on the IT process DSS01 had an average value of 2.6 and DSS02 had an average value of 2.43.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"41788376","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.2002
Shmasuddin Mohammed Taiser, Md. Tarequl Islam, Muhammad Kamrul Hossain Patwary, Md. Sabir Hossain
This paper presents a noble approach to develop a digital healthcare system for Bangladesh, a country which is soon going to become a developing country. We made an online application to help the masses to get access to healthcare easily and effectively. The application consists of two modules, doctor/hospital information system and emergency services. It has user-friendly features for doctor appointment making. Also, it has a blood donor search option, ambulance calling option, patient’s report view option, doctors ranking options etc. The doctors ranking is a special feature which was calculated based on doctor’s educational qualification, experience, average count of appointments made by patients and patient’s feedback. Feedback form real users showed that this information system was very helpful for them. If implemented countrywide, this system of digital healthcare may pave the way for an effective healthcare service in Bangladesh.
{"title":"A Doctor Patient Portal for Effective Healthcare","authors":"Shmasuddin Mohammed Taiser, Md. Tarequl Islam, Muhammad Kamrul Hossain Patwary, Md. Sabir Hossain","doi":"10.24167/SISFORMA.V6I1.2002","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.2002","url":null,"abstract":"This paper presents a noble approach to develop a digital healthcare system for Bangladesh, a country which is soon going to become a developing country. We made an online application to help the masses to get access to healthcare easily and effectively. The application consists of two modules, doctor/hospital information system and emergency services. It has user-friendly features for doctor appointment making. Also, it has a blood donor search option, ambulance calling option, patient’s report view option, doctors ranking options etc. The doctors ranking is a special feature which was calculated based on doctor’s educational qualification, experience, average count of appointments made by patients and patient’s feedback. Feedback form real users showed that this information system was very helpful for them. If implemented countrywide, this system of digital healthcare may pave the way for an effective healthcare service in Bangladesh.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":"1 1","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"69151671","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 : 2019-09-18DOI: 10.24167/SISFORMA.V6I1.1930
Khoirul Fikri Shona, Albertus Dwiyoga Widiantoro, Bernardinus Harnadi
Learning about fruit crops can be done by utilizing the gaming media. The purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. This game is packaged in an attractive appearance and resembleing the state of the garden. The game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game
{"title":"Designing Horticulture Education Game","authors":"Khoirul Fikri Shona, Albertus Dwiyoga Widiantoro, Bernardinus Harnadi","doi":"10.24167/SISFORMA.V6I1.1930","DOIUrl":"https://doi.org/10.24167/SISFORMA.V6I1.1930","url":null,"abstract":"Learning about fruit crops can be done by utilizing the gaming media. The purpose of this research is to design a game with a concept of horticulture including planting, caring for, and maintaining fruit trees. This game is packaged in an attractive appearance and resembleing the state of the garden. The game was tested by 43 hortimart visitors the result shows that the game is easy and fun to play so that users will continue to use it but it isn’t influence by age, gender, and usefulness of the game","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-09-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"46789376","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 : 2019-01-21DOI: 10.24167/SISFORMA.V5I2.1727
Maria Veronika Dhianita Oktavia Indratno
In dynamic technology era, a company should use a new innovation.This innovation can improve the competitive advantage, expand the market reach, and also have a new source income. Phoenix Dancer which is already spend 10 years of operation, should take a new innovation in their company. Their old way through participating in the IKAPESTA exhibition is doesn’t bring a good impact anymore. Phoenix Dancer Semarang need a new way so that they can improve their competitive advantage, expand the market reach, and also have a new source income, and all that goal can be reach using YouTube Channel. YouTube Channel is suitable for Phoenix Dancer Semarang because they are a services company that provides dancing in their customer wedding, gathering, or birthday. This research also take feasibility analysis to knowing that the innovation is feasible or not. This research is using mix-method, and use YouTube Analytic review data to answer the question research, and also observation and further analysis. The conclusion in this research is through YouTube Channel Phoenix Dancer Semarang can improve their competitive advantage in terms of originality content, but not in communication and creativity. They also succeed expand their market reach, but didn’t succeed in making a new source income from YouTube Partner. The feasibility analysis result tells that this innovation is feasible enough to improve and developed more in terms of financial income and operational activity, but not feasible in making new source income for their company.
{"title":"Business Innovation in Phoenix Dancer Company Semarang through YouTube Channel","authors":"Maria Veronika Dhianita Oktavia Indratno","doi":"10.24167/SISFORMA.V5I2.1727","DOIUrl":"https://doi.org/10.24167/SISFORMA.V5I2.1727","url":null,"abstract":"In dynamic technology era, a company should use a new innovation.This innovation can improve the competitive advantage, expand the market reach, and also have a new source income. Phoenix Dancer which is already spend 10 years of operation, should take a new innovation in their company. Their old way through participating in the IKAPESTA exhibition is doesn’t bring a good impact anymore. Phoenix Dancer Semarang need a new way so that they can improve their competitive advantage, expand the market reach, and also have a new source income, and all that goal can be reach using YouTube Channel. YouTube Channel is suitable for Phoenix Dancer Semarang because they are a services company that provides dancing in their customer wedding, gathering, or birthday. This research also take feasibility analysis to knowing that the innovation is feasible or not. This research is using mix-method, and use YouTube Analytic review data to answer the question research, and also observation and further analysis. The conclusion in this research is through YouTube Channel Phoenix Dancer Semarang can improve their competitive advantage in terms of originality content, but not in communication and creativity. They also succeed expand their market reach, but didn’t succeed in making a new source income from YouTube Partner. The feasibility analysis result tells that this innovation is feasible enough to improve and developed more in terms of financial income and operational activity, but not feasible in making new source income for their company.","PeriodicalId":30939,"journal":{"name":"SISFORMA","volume":" ","pages":""},"PeriodicalIF":0.0,"publicationDate":"2019-01-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"49067593","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}