Pub Date : 2022-03-01DOI: 10.1109/VRW55335.2022.00083
S. Tadeja, Diana Janik, Przemysław Stachura, Maciej Tomecki, Karol Książczak, K. Walas
This paper describes a multi-user, mobile, cross-platform AR system that allows real-time remote collaboration utilizing the digital twinning concept. Thanks to cloud services, the users can collab-oratively manipulate and exchange information using digital twin realized as detailed multi-part 3D models. We also discuss design requirements and task analysis captured using engineering design methodology and the usability verification of our system using a heuristical approach.
{"title":"MARS: A Cross-Platform Mobile AR System for Remote Collaborative Instruction and Installation Support using Digital Twins","authors":"S. Tadeja, Diana Janik, Przemysław Stachura, Maciej Tomecki, Karol Książczak, K. Walas","doi":"10.1109/VRW55335.2022.00083","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00083","url":null,"abstract":"This paper describes a multi-user, mobile, cross-platform AR system that allows real-time remote collaboration utilizing the digital twinning concept. Thanks to cloud services, the users can collab-oratively manipulate and exchange information using digital twin realized as detailed multi-part 3D models. We also discuss design requirements and task analysis captured using engineering design methodology and the usability verification of our system using a heuristical approach.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123378023","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00212
Tomoyo Kikuchi, Yuchi Yahagi, S. Fukushima, Saki Sakaguchi, T. Naemura
We propose “AIR-range”- a system that seamlessly connects mid-air images from the surface of a table to mid-air space. This system can display tall mid-air images in the three-dimensional (3D) space beyond the screen. AIR-range is implemented using a symmetrical mirror structure that displays a large image by integrating multiple imaging paths. The mirror arrangement in previous research had a problem in that the luminance was discontinuous. In this study, we theorize the relationship between the parameters of optical elements and the appearance of mid-air images and optimize an optical system to minimize the difference in luminance between image paths.
{"title":"AIR-range: Arranging optical systems to present mid-AIR images with continuous luminance on and above a tabletop","authors":"Tomoyo Kikuchi, Yuchi Yahagi, S. Fukushima, Saki Sakaguchi, T. Naemura","doi":"10.1109/VRW55335.2022.00212","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00212","url":null,"abstract":"We propose “AIR-range”- a system that seamlessly connects mid-air images from the surface of a table to mid-air space. This system can display tall mid-air images in the three-dimensional (3D) space beyond the screen. AIR-range is implemented using a symmetrical mirror structure that displays a large image by integrating multiple imaging paths. The mirror arrangement in previous research had a problem in that the luminance was discontinuous. In this study, we theorize the relationship between the parameters of optical elements and the appearance of mid-air images and optimize an optical system to minimize the difference in luminance between image paths.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"45 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124012087","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00108
Allison Bayro, Yalda Ghasemi, Heejin Jeong
Remote collaboration in virtual reality has gained attention and proved to be a viable solution for providing effective collaboration environments for physically distant collaborators. This study compares head-mounted display (HMD)- and computer-based remote collaboration solutions that allow users to interact with each other through immersive environments. Analyzing remote collaboration in immersive environments requires understanding group interactions and personal experiences. For this purpose, a 3D object assembly task was performed by 10 participants using self-reported surveys and physiological measures to investigate the effectiveness of collaboration from the users' perspective. The results showed that the HMD-based remote collaboration in a virtual reality environment increased the sense of co-presence among the users.
{"title":"Subjective and Objective Analyses of Collaboration and Co-Presence in a Virtual Reality Remote Environment","authors":"Allison Bayro, Yalda Ghasemi, Heejin Jeong","doi":"10.1109/VRW55335.2022.00108","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00108","url":null,"abstract":"Remote collaboration in virtual reality has gained attention and proved to be a viable solution for providing effective collaboration environments for physically distant collaborators. This study compares head-mounted display (HMD)- and computer-based remote collaboration solutions that allow users to interact with each other through immersive environments. Analyzing remote collaboration in immersive environments requires understanding group interactions and personal experiences. For this purpose, a 3D object assembly task was performed by 10 participants using self-reported surveys and physiological measures to investigate the effectiveness of collaboration from the users' perspective. The results showed that the HMD-based remote collaboration in a virtual reality environment increased the sense of co-presence among the users.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"7 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123969711","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00169
Christian Hirt, Marco Ketzel, Philip Graf, Christian Holz, A. Kunz
Redirected Walking (RDW) shrinks large virtual environments to fit small physical tracking spaces while supporting natural locomotion. Particularly in predictive RDW, one of the core concepts of RDW, algorithms rely on predicting users' future paths to adjust the induced redirection, which manipulates users' perception to deviate their physical paths from the intended virtual paths. Current path predictions either assume drastic simplifications or build on complex human locomotion models, which are inappropriate for real-time planning and thus not usable for RDW. Further, adapting existing predictive RDW algorithms to unconstrained open space exponentially increases their computational complexity, so that they are not applicable in real-time. In this work-in-progress paper, we discuss the currently prevalent issues of path prediction in RDW and propose simple yet flexible path prediction models that support dynamic virtual open spaces. Our proposed prediction models consist of two shapes: a drop shape represented by the lemniscate of Bernoulli and a sector shape. They define an area, in which linear and clothoidic walking trajectories will be investigated.
{"title":"Heuristic Short-term Path Prediction for Spontaneous Human Locomotion in Virtual Open Spaces","authors":"Christian Hirt, Marco Ketzel, Philip Graf, Christian Holz, A. Kunz","doi":"10.1109/VRW55335.2022.00169","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00169","url":null,"abstract":"Redirected Walking (RDW) shrinks large virtual environments to fit small physical tracking spaces while supporting natural locomotion. Particularly in predictive RDW, one of the core concepts of RDW, algorithms rely on predicting users' future paths to adjust the induced redirection, which manipulates users' perception to deviate their physical paths from the intended virtual paths. Current path predictions either assume drastic simplifications or build on complex human locomotion models, which are inappropriate for real-time planning and thus not usable for RDW. Further, adapting existing predictive RDW algorithms to unconstrained open space exponentially increases their computational complexity, so that they are not applicable in real-time. In this work-in-progress paper, we discuss the currently prevalent issues of path prediction in RDW and propose simple yet flexible path prediction models that support dynamic virtual open spaces. Our proposed prediction models consist of two shapes: a drop shape represented by the lemniscate of Bernoulli and a sector shape. They define an area, in which linear and clothoidic walking trajectories will be investigated.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124379355","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00041
Mengxing Li, Ying Song, Bo Wang
In the process of metaverse construction, in order to achieve better interaction, it is necessary to provide clear semantic information for each object. Image classification technology plays a very important role in this process. Based on CMT transformer and improved Cross-Shaped Window Self-Attention, this paper presents an improved Image classification framework combining CNN and transformers, which is called CWCT transformer. Due to the high resolution of the image, vision transformers will lead to too high model complexity and too much calculation. To solve this problem, CWCT captures local features by using optimized Cross-Window Self-Attention mechanism and global features by using convolutional neural networks (CNN) stack. This structure has the flexibility to model at various scales and has linear computational complexity concerning image size. Compared with the original CMT network, the classification accuracy has been improved on ImageNet-1k and randomly screened Tiny-ImageNet dataset. Thanks to the optimized Cross-Window Self-Attention, the CWCT proposed in this paper has a significant improvement in operation speed and model complexity compared with CMT.
{"title":"CWCT: An Effective Vision Transformer using improved Cross-Window Self-Attention and CNN","authors":"Mengxing Li, Ying Song, Bo Wang","doi":"10.1109/VRW55335.2022.00041","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00041","url":null,"abstract":"In the process of metaverse construction, in order to achieve better interaction, it is necessary to provide clear semantic information for each object. Image classification technology plays a very important role in this process. Based on CMT transformer and improved Cross-Shaped Window Self-Attention, this paper presents an improved Image classification framework combining CNN and transformers, which is called CWCT transformer. Due to the high resolution of the image, vision transformers will lead to too high model complexity and too much calculation. To solve this problem, CWCT captures local features by using optimized Cross-Window Self-Attention mechanism and global features by using convolutional neural networks (CNN) stack. This structure has the flexibility to model at various scales and has linear computational complexity concerning image size. Compared with the original CMT network, the classification accuracy has been improved on ImageNet-1k and randomly screened Tiny-ImageNet dataset. Thanks to the optimized Cross-Window Self-Attention, the CWCT proposed in this paper has a significant improvement in operation speed and model complexity compared with CMT.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"31 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125391571","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00297
Paul Craig, P. Willemsen, Edward Downs, Alex Lover, William Barber
This paper presents work to examine how presentation scale and device form factor may affect learning in augmented reality (AR) en-vironments. We conducted a 2 (form factor) x 2 (scale) experiment in which 131 participants explored an AR learning environment using either tablet AR or a Hololens2 crossed with either full room scale or at table scale. Dependent variables measured participants declarative knowledge about information acquired in the environ-ment as well as their understanding of spatial layout. Initial analysis suggests comparable outcomes across all manipulations with respect to acquiring declarative and spatial knowledge.
{"title":"Learning Environments in AR: Comparing Tablet and Head-mounted Augmented Reality Devices at Room and Table Scale","authors":"Paul Craig, P. Willemsen, Edward Downs, Alex Lover, William Barber","doi":"10.1109/VRW55335.2022.00297","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00297","url":null,"abstract":"This paper presents work to examine how presentation scale and device form factor may affect learning in augmented reality (AR) en-vironments. We conducted a 2 (form factor) x 2 (scale) experiment in which 131 participants explored an AR learning environment using either tablet AR or a Hololens2 crossed with either full room scale or at table scale. Dependent variables measured participants declarative knowledge about information acquired in the environ-ment as well as their understanding of spatial layout. Initial analysis suggests comparable outcomes across all manipulations with respect to acquiring declarative and spatial knowledge.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121789911","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00194
Torin Hopkins, Suibi Che-Chuan Weng, Rishi Vanukuru, Emma Wenzel, Amy Banic, E. Do
Networked Musical Collaboration requires near-instantaneous net-work transmission for successful real-time collaboration. We studied the way changes in network latency affect participants' auditory and visual perception in latency detection, as well as latency tolerance in AR. Twenty-four participants were asked to play a hand drum with a prerecorded remote musician rendered as an avatar in AR at different levels of audio-visual latency. We analyzed the subjective responses of the participants from each session. Results suggest a minimum noticeable delay value between 160 milliseconds (ms) and 320 ms, as well as no upper limit to audio-visual delay tolerance.
{"title":"How Late is Too Late? Effects of Network Latency on Audio-Visual Perception During AR Remote Musical Collaboration","authors":"Torin Hopkins, Suibi Che-Chuan Weng, Rishi Vanukuru, Emma Wenzel, Amy Banic, E. Do","doi":"10.1109/VRW55335.2022.00194","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00194","url":null,"abstract":"Networked Musical Collaboration requires near-instantaneous net-work transmission for successful real-time collaboration. We studied the way changes in network latency affect participants' auditory and visual perception in latency detection, as well as latency tolerance in AR. Twenty-four participants were asked to play a hand drum with a prerecorded remote musician rendered as an avatar in AR at different levels of audio-visual latency. We analyzed the subjective responses of the participants from each session. Results suggest a minimum noticeable delay value between 160 milliseconds (ms) and 320 ms, as well as no upper limit to audio-visual delay tolerance.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124559952","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00238
Kota Takahashi, Y. Inoue, M. Kitazaki
It is important for us to maintain appropriate interpersonal distance depending on situations in effective and safe communications. We aimed to investigate the effects of speech loudness and clarity on the interpersonal distance towards an avatar in a virtual environment. We found that the louder speech of the avatar made the distance between the participants and the avatar larger than the quiet speech, but the clarity of the speech did not significantly affect the distance. These results suggest that the perception of loudness modulates the interpersonal distance towards the virtual avatar to maintain the intimate equilibrium.
{"title":"Interpersonal Distance to a Speaking Avatar: Loudness Matters Irrespective of Contents","authors":"Kota Takahashi, Y. Inoue, M. Kitazaki","doi":"10.1109/VRW55335.2022.00238","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00238","url":null,"abstract":"It is important for us to maintain appropriate interpersonal distance depending on situations in effective and safe communications. We aimed to investigate the effects of speech loudness and clarity on the interpersonal distance towards an avatar in a virtual environment. We found that the louder speech of the avatar made the distance between the participants and the avatar larger than the quiet speech, but the clarity of the speech did not significantly affect the distance. These results suggest that the perception of loudness modulates the interpersonal distance towards the virtual avatar to maintain the intimate equilibrium.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124962934","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00205
Keigo Matsumoto, Takuji Narumi
This study examines the relationship between sensory processing patterns and the effects of redirected walking (RDW). Research efforts have been devoted to identifying the detection threshold (DT) of the RDW techniques, and various DTs have been reported in different studies. Recently, age, sex, and spatial ability have been found to be associated with the DTs of RDW techniques. A preliminary examination was conducted on the relationship between sensory processing patterns, as measured by the Adolescents/Adult Sensory Profile, and the DT of curvature gains, one of the fundamental RDW techniques, and it was suggested that the higher sensory sensitivity tendencies were associated with lower DT, i.e., participants were more likely to notice the RDW technique.
{"title":"Relationship Between the Sensory Processing Patterns and the Detection Threshold of Curvature Gain","authors":"Keigo Matsumoto, Takuji Narumi","doi":"10.1109/VRW55335.2022.00205","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00205","url":null,"abstract":"This study examines the relationship between sensory processing patterns and the effects of redirected walking (RDW). Research efforts have been devoted to identifying the detection threshold (DT) of the RDW techniques, and various DTs have been reported in different studies. Recently, age, sex, and spatial ability have been found to be associated with the DTs of RDW techniques. A preliminary examination was conducted on the relationship between sensory processing patterns, as measured by the Adolescents/Adult Sensory Profile, and the DT of curvature gains, one of the fundamental RDW techniques, and it was suggested that the higher sensory sensitivity tendencies were associated with lower DT, i.e., participants were more likely to notice the RDW technique.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"26 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"123914853","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 : 2022-03-01DOI: 10.1109/VRW55335.2022.00161
Daniel Neves Coelho, Frank Steinicke, E. Langbehn
Redirected walking enables natural walking in virtual reality under the constraints of limited physical space by manipulating position and orientation of the user. One such manipulation method are rotation gains which decouple real and virtual head turning. When reaching a boundary of the tracking space, the user's orientation can be reset by applying a rotation gain and forcing the user to do a certain task that requires head rotations. To identify what kind of tasks are best suited to mask the redirection, four tasks were designed that differentiate in their amount of mentally and physically demand: a spatial memory task, a verbal memory task, a physically exhausting task and a task which requires physical skill. A first pilot study was conducted to evaluate the influence that the different task categories have on the redirection awareness. The results showed overall low redirection detection rates, with the physically exhausting task being the least noticeable, whilst the physical skill task was detected the most, and the mentally demanding tasks in between. Although no clear distinction regarding the redirection awareness between mentally and physically demanding tasks could be shown, the insights gained from this work and the study, can be used to improve future implementations of rotation tasks.
{"title":"Design of Mentally and Physically Demanding Tasks as Distractors of Rotation Gains","authors":"Daniel Neves Coelho, Frank Steinicke, E. Langbehn","doi":"10.1109/VRW55335.2022.00161","DOIUrl":"https://doi.org/10.1109/VRW55335.2022.00161","url":null,"abstract":"Redirected walking enables natural walking in virtual reality under the constraints of limited physical space by manipulating position and orientation of the user. One such manipulation method are rotation gains which decouple real and virtual head turning. When reaching a boundary of the tracking space, the user's orientation can be reset by applying a rotation gain and forcing the user to do a certain task that requires head rotations. To identify what kind of tasks are best suited to mask the redirection, four tasks were designed that differentiate in their amount of mentally and physically demand: a spatial memory task, a verbal memory task, a physically exhausting task and a task which requires physical skill. A first pilot study was conducted to evaluate the influence that the different task categories have on the redirection awareness. The results showed overall low redirection detection rates, with the physically exhausting task being the least noticeable, whilst the physical skill task was detected the most, and the mentally demanding tasks in between. Although no clear distinction regarding the redirection awareness between mentally and physically demanding tasks could be shown, the insights gained from this work and the study, can be used to improve future implementations of rotation tasks.","PeriodicalId":326252,"journal":{"name":"2022 IEEE Conference on Virtual Reality and 3D User Interfaces Abstracts and Workshops (VRW)","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2022-03-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128520253","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}