Pub Date : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111221
Aleksander Radovan, I. O. Biskupic, Josip Lopatič
In this paper, the authors strive to set out a methodology for the learning outcomes revaluation using object-oriented programming higher education courses regarding JAVA™ programming language as a pilot sample in the evaluation and adjustment process that needs to be done periodically. For that purpose, authors analyze learning outcomes and hourly rate of the teaching subjects in the JAVA™ courses (EQF/CROQF level 6 and 7) at different higher education institutions with an aim to set out a solid base for employers in the IT industry to provide feedback from the labor market and suggest the segments for further improvement. Employers were asked to fill out a survey in which they needed to assess (on a scale from 1 to 5) how much their employees knew about each of the segments, i.e., for each learning outcome or content topic that was covered by the JAVA™ programming language in the class. According to the employers and in relation to the defined learning outcomes, their employees needed additional education in almost all segments of object-oriented JAVA programming, especially in two segments. In this paper, the authors present in detail the obtained analysis and the results of the conducted survey regarding IT employees with guidelines that should be considered in the revision of existing syllabuses and curriculums.
{"title":"IT Employers’ Expectations from their Employees Regarding Java Programming Language","authors":"Aleksander Radovan, I. O. Biskupic, Josip Lopatič","doi":"10.1109/ICIET56899.2023.10111221","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111221","url":null,"abstract":"In this paper, the authors strive to set out a methodology for the learning outcomes revaluation using object-oriented programming higher education courses regarding JAVA™ programming language as a pilot sample in the evaluation and adjustment process that needs to be done periodically. For that purpose, authors analyze learning outcomes and hourly rate of the teaching subjects in the JAVA™ courses (EQF/CROQF level 6 and 7) at different higher education institutions with an aim to set out a solid base for employers in the IT industry to provide feedback from the labor market and suggest the segments for further improvement. Employers were asked to fill out a survey in which they needed to assess (on a scale from 1 to 5) how much their employees knew about each of the segments, i.e., for each learning outcome or content topic that was covered by the JAVA™ programming language in the class. According to the employers and in relation to the defined learning outcomes, their employees needed additional education in almost all segments of object-oriented JAVA programming, especially in two segments. In this paper, the authors present in detail the obtained analysis and the results of the conducted survey regarding IT employees with guidelines that should be considered in the revision of existing syllabuses and curriculums.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"38 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125204298","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111186
Cinta Attaya Khulwa, A. Luthfia
The progressiveness of information and communication technology (ICT) affects the greater possibilities of online learning. Online learning is an effort by HEIs students to achieve their learning goals on campus by using devices and the internet to become the medium of study. This research aim is to measure the effect of digital literacy on students’ online learning readiness. This research uses a quantitative approach with a survey method. Using a stratified random sampling technique, data was collected from 412 respondents from an Indonesian university, with a fair distribution of students per faculty. The data show that students’ existing digital literacy affect their learning online readiness, particularly critical thinking and information literacy. Still, there is no significant effect from technology and communication literacy. This finding indicates that improving students’ digital literacy can optimize online learning readiness.
{"title":"Generation Z Students’ Digital Literacy on Online Learning Readiness","authors":"Cinta Attaya Khulwa, A. Luthfia","doi":"10.1109/ICIET56899.2023.10111186","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111186","url":null,"abstract":"The progressiveness of information and communication technology (ICT) affects the greater possibilities of online learning. Online learning is an effort by HEIs students to achieve their learning goals on campus by using devices and the internet to become the medium of study. This research aim is to measure the effect of digital literacy on students’ online learning readiness. This research uses a quantitative approach with a survey method. Using a stratified random sampling technique, data was collected from 412 respondents from an Indonesian university, with a fair distribution of students per faculty. The data show that students’ existing digital literacy affect their learning online readiness, particularly critical thinking and information literacy. Still, there is no significant effect from technology and communication literacy. This finding indicates that improving students’ digital literacy can optimize online learning readiness.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117241084","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111319
Jairo A. Navarrete‐Ulloa, Llery Ponce Pradenas, Christopher A. Flores, Rodrigo Verschae
The literature has been consistent in highlighting the central role of mathematics during the early years. However, assessing mathematical learning in childhood represents a task that requires time and resources not always available in the early childhood classroom. This paper presents the development and results of the application of the Mathematical Thinking Test (TPM), an automated digital instrument based on games to measure early mathematical skills according to the Chilean curriculum. The results show good psychometric behavior of the instrument, which can be administered to large groups of childred in a quick and simple manner. These results allow us to conclude that the TPM is an efficient and effective solution to inform children’s mathematical learning.
{"title":"An Automated Assessment of Early Math Abilities Based on Digital Games","authors":"Jairo A. Navarrete‐Ulloa, Llery Ponce Pradenas, Christopher A. Flores, Rodrigo Verschae","doi":"10.1109/ICIET56899.2023.10111319","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111319","url":null,"abstract":"The literature has been consistent in highlighting the central role of mathematics during the early years. However, assessing mathematical learning in childhood represents a task that requires time and resources not always available in the early childhood classroom. This paper presents the development and results of the application of the Mathematical Thinking Test (TPM), an automated digital instrument based on games to measure early mathematical skills according to the Chilean curriculum. The results show good psychometric behavior of the instrument, which can be administered to large groups of childred in a quick and simple manner. These results allow us to conclude that the TPM is an efficient and effective solution to inform children’s mathematical learning.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"86 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115661962","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111215
Toru Goto, T. Fujinaka
This study aims to create a visual web page editor that addresses the limitation imposed by the same-origin policy on web page editors written in JavaScript when trying to load local image files. Recently, visual web page editors that automatically refresh the web page have been proposed, but they are hindered by this limitation. In this work, we design and implement a new visual web page editor that solves this problem and evaluate its effectiveness.
{"title":"Visual Web Page Editor with Local Image Display Function","authors":"Toru Goto, T. Fujinaka","doi":"10.1109/ICIET56899.2023.10111215","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111215","url":null,"abstract":"This study aims to create a visual web page editor that addresses the limitation imposed by the same-origin policy on web page editors written in JavaScript when trying to load local image files. Recently, visual web page editors that automatically refresh the web page have been proposed, but they are hindered by this limitation. In this work, we design and implement a new visual web page editor that solves this problem and evaluate its effectiveness.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"356 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116240644","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111380
Gang Li, Jialing Xu
This paper introduces a study conducted by Shenyang Jianzhu University (SJZU). The study investigated the virtual learning environment (VLE) based on these three questions: first, whether VLE helps students learn independently; second, whether VLE can increase learning motivation; third, whether VLE has a positive impact on performance. The experiment was conducted with 476 students as interviewees. Moreover, the data of this paper are collected with questionnaires, content analysis, and unstructured interviews. The research results show that the use of MOODLE (modular object-oriented dynamic learning environment) can improve the enthusiasm for learning, and the research and application of MOODLE have a positive guiding effect on students' independent learning.
{"title":"The Explore of Virtual Learning Environment: A Study of Higher Education","authors":"Gang Li, Jialing Xu","doi":"10.1109/ICIET56899.2023.10111380","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111380","url":null,"abstract":"This paper introduces a study conducted by Shenyang Jianzhu University (SJZU). The study investigated the virtual learning environment (VLE) based on these three questions: first, whether VLE helps students learn independently; second, whether VLE can increase learning motivation; third, whether VLE has a positive impact on performance. The experiment was conducted with 476 students as interviewees. Moreover, the data of this paper are collected with questionnaires, content analysis, and unstructured interviews. The research results show that the use of MOODLE (modular object-oriented dynamic learning environment) can improve the enthusiasm for learning, and the research and application of MOODLE have a positive guiding effect on students' independent learning.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116195802","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111442
P. Luik, M. Taimalu
Many countries face a situation where candidates with different backgrounds are being attracted to teacher education. Therefore, groups of student teachers have become heterogeneous. They may differ in terms of background including age, previous experience, attitudes, but also might vary in terms of professional knowledge. The aim of this study was to describe the clusters of student teachers according to the TPACK framework and compare how these clusters differ according to the background data. The sample consisted of 232 student teachers and K-means cluster analysis identified five clusters according to the TPACK framework. The clusters differed in strong and weak areas of TPACK and differences in student teachers’ background data were identified between the clusters. The results indicated student teachers as a heterogeneous group. Therefore, flexible learning pathways are needed in teacher education.
{"title":"Professional Knowledge Clusters of Student Teachers Based on the TPACK Framework","authors":"P. Luik, M. Taimalu","doi":"10.1109/ICIET56899.2023.10111442","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111442","url":null,"abstract":"Many countries face a situation where candidates with different backgrounds are being attracted to teacher education. Therefore, groups of student teachers have become heterogeneous. They may differ in terms of background including age, previous experience, attitudes, but also might vary in terms of professional knowledge. The aim of this study was to describe the clusters of student teachers according to the TPACK framework and compare how these clusters differ according to the background data. The sample consisted of 232 student teachers and K-means cluster analysis identified five clusters according to the TPACK framework. The clusters differed in strong and weak areas of TPACK and differences in student teachers’ background data were identified between the clusters. The results indicated student teachers as a heterogeneous group. Therefore, flexible learning pathways are needed in teacher education.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"49 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126956281","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111422
Xiqin Lu, N. Funabiki, Soe Thandar Aung, Yanhui Jing, Shingo Yamaguchi
Nowadays, Java programming is used in a variety of application systems as a highly portable object-oriented programming language. To assist its self-studies by novice students, we have developed the Java programming learning assistant system (JPLAS), and implemented the personal answer platform on Node.js. JPLAS offers several types of exercise problems at different learning levels, including the grammar-concept understanding problem (GUP), the value trace problem (VTP), the mistake correction problem (MCP), the element fill-in-blank problem (EFP), the code completion problem (CCP), and the phase fill-in-blank problem (PFP). Any answer is automatically marked by string matching with the correct one on the platform. In this paper, we present an implementation of the six problem types in a Java programming course in Okayama University. We generated 109 problem instances by following its curriculum and assigned them to 58 third-year students as homework before the final examination. Their solution results reveal the difficulty difference among the problem types and confirm the validity in the Java programming course.
{"title":"An Implementation of Java Programming Learning Assistant System in University Course","authors":"Xiqin Lu, N. Funabiki, Soe Thandar Aung, Yanhui Jing, Shingo Yamaguchi","doi":"10.1109/ICIET56899.2023.10111422","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111422","url":null,"abstract":"Nowadays, Java programming is used in a variety of application systems as a highly portable object-oriented programming language. To assist its self-studies by novice students, we have developed the Java programming learning assistant system (JPLAS), and implemented the personal answer platform on Node.js. JPLAS offers several types of exercise problems at different learning levels, including the grammar-concept understanding problem (GUP), the value trace problem (VTP), the mistake correction problem (MCP), the element fill-in-blank problem (EFP), the code completion problem (CCP), and the phase fill-in-blank problem (PFP). Any answer is automatically marked by string matching with the correct one on the platform. In this paper, we present an implementation of the six problem types in a Java programming course in Okayama University. We generated 109 problem instances by following its curriculum and assigned them to 58 third-year students as homework before the final examination. Their solution results reveal the difficulty difference among the problem types and confirm the validity in the Java programming course.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121279925","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111156
Mario Konecki, Mladen Konecki, Darjan Vlahov
In modern world programming has become a critical profession and skill that is necessary in order to ensure the proper function of business, social, health and other systems. Emerging artificial intelligence technology and its role in optimizing systems makes the role of programmer even more important since even a slight mistake in these kind of systems could be critical. In order to support rapid development of technology and its practical usage there is a constant need for skilled and well-educated programming professionals. However, the history and current situation in the field of education has shown that programming is hard to learn and that programming courses constantly report rather high failure rates. There are many possible reasons for this kind of situation, and many different approaches that have been used more or less successfully. However, since the mentioned problem of programming courses has persisted to this day, new efforts are needed to help students with their programming efforts. One of possible approaches is using virtual reality as a tool to make programming concepts more understandable to students, and to increase their motivation to spend more time in their programming activities. In this paper, a concise overview of programming education challenges is given, and research results about the potential use and acceptance of virtual reality in student educational activities are given and elaborated. New research approaches and efforts are also stated and discussed.
{"title":"Using Virtual Reality in Education of Programming","authors":"Mario Konecki, Mladen Konecki, Darjan Vlahov","doi":"10.1109/ICIET56899.2023.10111156","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111156","url":null,"abstract":"In modern world programming has become a critical profession and skill that is necessary in order to ensure the proper function of business, social, health and other systems. Emerging artificial intelligence technology and its role in optimizing systems makes the role of programmer even more important since even a slight mistake in these kind of systems could be critical. In order to support rapid development of technology and its practical usage there is a constant need for skilled and well-educated programming professionals. However, the history and current situation in the field of education has shown that programming is hard to learn and that programming courses constantly report rather high failure rates. There are many possible reasons for this kind of situation, and many different approaches that have been used more or less successfully. However, since the mentioned problem of programming courses has persisted to this day, new efforts are needed to help students with their programming efforts. One of possible approaches is using virtual reality as a tool to make programming concepts more understandable to students, and to increase their motivation to spend more time in their programming activities. In this paper, a concise overview of programming education challenges is given, and research results about the potential use and acceptance of virtual reality in student educational activities are given and elaborated. New research approaches and efforts are also stated and discussed.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"62 2 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124856298","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111309
Y. Yamato
In order to make full use of heterogeneous hardware, it is necessary to have a technical skill of hardware such as CUDA, and the current situation is that the barrier is high. Based on this background, I have proposed environment-adaptive software that enables high-performance operation by automatically converting application code written for normal CPUs by engineers according to the deployed environment and setting appropriate amount of resources. Until now, I only considered conversions and settings before operation. In this paper, I verify that the logic is reconfigured according to the usage characteristics during operation. I confirm that the application running on the GPU is reconfigured into other loops or applications offloading according to the usage trends.
{"title":"Evaluation of GPU Logic Reconfiguration after Service Start","authors":"Y. Yamato","doi":"10.1109/ICIET56899.2023.10111309","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111309","url":null,"abstract":"In order to make full use of heterogeneous hardware, it is necessary to have a technical skill of hardware such as CUDA, and the current situation is that the barrier is high. Based on this background, I have proposed environment-adaptive software that enables high-performance operation by automatically converting application code written for normal CPUs by engineers according to the deployed environment and setting appropriate amount of resources. Until now, I only considered conversions and settings before operation. In this paper, I verify that the logic is reconfigured according to the usage characteristics during operation. I confirm that the application running on the GPU is reconfigured into other loops or applications offloading according to the usage trends.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"63 2","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132830751","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 : 2023-03-18DOI: 10.1109/ICIET56899.2023.10111426
M. J. Gumasing, Eunice Kaye Endozo, Jun Carl Ceasar Laingo, William Henry Tapucar
A learning management system (LMS) is a software program or web-based technology that is used to design, implement, and evaluate a learning process. Also, this allows an instructor to generate and distribute curriculum, track student involvement, and evaluate student performance These platforms had extended a great help especially now that students are in the mode of online education. The objective of this study is to assess the usability of Blackboard, Canvas and Google Classroom as an LMS based on the user’s satisfaction. Also, to know if there is a significant difference with these LMS in terms of usability. This study utilized a system usability scale questionnaire to determine the usability of Blackboard, Canvas and Google Classroom through online survey. One-way Anova is used to analyze the System Usability Rating and with the p-value of 0.054 which is greater than the alpha value 0.5, it is concluded that there is no significant difference between the usability and satisfaction of blackboard, Canvas and Google Classroom based on a usability criterion given.
{"title":"Usability Evaluation of Online Learning Management System: Blackboard, Google Classroom and Canvas","authors":"M. J. Gumasing, Eunice Kaye Endozo, Jun Carl Ceasar Laingo, William Henry Tapucar","doi":"10.1109/ICIET56899.2023.10111426","DOIUrl":"https://doi.org/10.1109/ICIET56899.2023.10111426","url":null,"abstract":"A learning management system (LMS) is a software program or web-based technology that is used to design, implement, and evaluate a learning process. Also, this allows an instructor to generate and distribute curriculum, track student involvement, and evaluate student performance These platforms had extended a great help especially now that students are in the mode of online education. The objective of this study is to assess the usability of Blackboard, Canvas and Google Classroom as an LMS based on the user’s satisfaction. Also, to know if there is a significant difference with these LMS in terms of usability. This study utilized a system usability scale questionnaire to determine the usability of Blackboard, Canvas and Google Classroom through online survey. One-way Anova is used to analyze the System Usability Rating and with the p-value of 0.054 which is greater than the alpha value 0.5, it is concluded that there is no significant difference between the usability and satisfaction of blackboard, Canvas and Google Classroom based on a usability criterion given.","PeriodicalId":332586,"journal":{"name":"2023 11th International Conference on Information and Education Technology (ICIET)","volume":"36 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2023-03-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"134301245","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}