Felipe Lopes de Melo Faria, D. M. B. Paiva, Álvaro R. Pereira
The phonographic scenario has changed the way of measuring the artist's popularity. The measurement of an artist's popularity by selling discs or plays on radios was replaced by the artist's dissemination in digital media. Magazines such as Billboard and Rolling Stone build artists rankings, and we may observe that, despite producing many different results, they are accepted in the phonographic scenario. However, they do not have a totally open methodology. In this context, this work aims to apply a methodology for the construction of rankings of artists considering data coming from digital media and TV in the national phonographic scenario. We concluded that the methodology presents satisfactory results and important insights, consistent with the reality of the Brazilian phonographic scenario.
{"title":"ArtistRank: an Analysis for the Brazilian Phonographic Scenario","authors":"Felipe Lopes de Melo Faria, D. M. B. Paiva, Álvaro R. Pereira","doi":"10.1145/3126858.3126872","DOIUrl":"https://doi.org/10.1145/3126858.3126872","url":null,"abstract":"The phonographic scenario has changed the way of measuring the artist's popularity. The measurement of an artist's popularity by selling discs or plays on radios was replaced by the artist's dissemination in digital media. Magazines such as Billboard and Rolling Stone build artists rankings, and we may observe that, despite producing many different results, they are accepted in the phonographic scenario. However, they do not have a totally open methodology. In this context, this work aims to apply a methodology for the construction of rankings of artists considering data coming from digital media and TV in the national phonographic scenario. We concluded that the methodology presents satisfactory results and important insights, consistent with the reality of the Brazilian phonographic scenario.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115510943","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}
Renato Dilli, Huberto Kaiser Filho, A. Pernas, A. Yamin
Currently, a lot of resources are connected to the Internet, many simultaneously requesting and providing services. The adequate selection of resources that best meet the demands of users with a broad range of options has been a relevant and current research challenge. Based on the non-functional parameters of QoS play a significant role in the ranking of these resources according to the services they offer. This paper aims to aggregate machine learning in the pre-classification of EXEHDA middleware resources, to reduce the computational cost generated by MCDA algorithms. We presented the proposed software architecture (EXEHDA-RR), and the obtained results with the integration of machine learning in the classification process are promissing, and indicate to the research continuation.
{"title":"EXEHDA-RR: Machine Learning and MCDA with Semantic Web in IoT Resources Classification","authors":"Renato Dilli, Huberto Kaiser Filho, A. Pernas, A. Yamin","doi":"10.1145/3126858.3126880","DOIUrl":"https://doi.org/10.1145/3126858.3126880","url":null,"abstract":"Currently, a lot of resources are connected to the Internet, many simultaneously requesting and providing services. The adequate selection of resources that best meet the demands of users with a broad range of options has been a relevant and current research challenge. Based on the non-functional parameters of QoS play a significant role in the ranking of these resources according to the services they offer. This paper aims to aggregate machine learning in the pre-classification of EXEHDA middleware resources, to reduce the computational cost generated by MCDA algorithms. We presented the proposed software architecture (EXEHDA-RR), and the obtained results with the integration of machine learning in the classification process are promissing, and indicate to the research continuation.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127836175","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}
Bruno Bandeira Fernandes, Juarez A. P. Sacenti, Roberto Willrich
The most popular Recommender systems (RSs) employ Collaborative Filtering (CF) algorithms where users explicitly rate items. Based on these ratings, a user-item rating matrix is generated and used to select the items to be recommended for a target user. An important step in this process is to determine the neighborhood of a target user, i.e. a set of users who rate items similarly to this user. One of the limitations of CF is precisely the need of rating data provided voluntarily by users. The lack of interest of users to provide this kind of information increases the sparsity problem of the ratings matrix. In this paper, we propose the use of implicit feedback for neighbors selection to alleviate the sparsity problem in CF-based RSs. In this proposal, user profiles are built based on the characteristics of items that have been accessed or purchased, and not necessarily rated by the users. This user profile is used exclusively to the neighborhoods formation, which considers not how they have rated items, but by the characteristics of the items that they have accessed or purchased. Our technique was implemented with Apache Mahout Framework and evaluated across experiments in the domain of movies by using a dataset from Movielens project. The results demonstrated that our technique produces better quality recommendations when compared to the classic CF mainly in presence of sparsity of rating data.
{"title":"Using Implicit Feedback for Neighbors Selection: Alleviating the Sparsity Problem in Collaborative Recommendation Systems","authors":"Bruno Bandeira Fernandes, Juarez A. P. Sacenti, Roberto Willrich","doi":"10.1145/3126858.3126896","DOIUrl":"https://doi.org/10.1145/3126858.3126896","url":null,"abstract":"The most popular Recommender systems (RSs) employ Collaborative Filtering (CF) algorithms where users explicitly rate items. Based on these ratings, a user-item rating matrix is generated and used to select the items to be recommended for a target user. An important step in this process is to determine the neighborhood of a target user, i.e. a set of users who rate items similarly to this user. One of the limitations of CF is precisely the need of rating data provided voluntarily by users. The lack of interest of users to provide this kind of information increases the sparsity problem of the ratings matrix. In this paper, we propose the use of implicit feedback for neighbors selection to alleviate the sparsity problem in CF-based RSs. In this proposal, user profiles are built based on the characteristics of items that have been accessed or purchased, and not necessarily rated by the users. This user profile is used exclusively to the neighborhoods formation, which considers not how they have rated items, but by the characteristics of the items that they have accessed or purchased. Our technique was implemented with Apache Mahout Framework and evaluated across experiments in the domain of movies by using a dataset from Movielens project. The results demonstrated that our technique produces better quality recommendations when compared to the classic CF mainly in presence of sparsity of rating data.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124620058","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}
Search strategies for Learning Objects (LOs) in repositories, by using purely syntactic structures, can make that task of searching and retrieval become time-consuming and unproductive, and consequently can decrease the possibilities for reuse of these resources. The present work has as its main goal to use generic-purpose thesauri of the Portuguese language to establish semantic structures in the search for LOs. For this purpose, an architecture proposal is presented, as well as the development of a semantic search tool based on thesauri and federated search at three distinct repositories with Portuguese language support. The results show improvements in the search and the increase of the quantities of the recovered LOs. The semantic search tool is available for download under GNU 3 license.
{"title":"getOA 1.2: A Semantic Search Tool for Learning Objects in Repositories with Portuguese Language Support","authors":"J. P. Silva, I. Silveira","doi":"10.1145/3126858.3131589","DOIUrl":"https://doi.org/10.1145/3126858.3131589","url":null,"abstract":"Search strategies for Learning Objects (LOs) in repositories, by using purely syntactic structures, can make that task of searching and retrieval become time-consuming and unproductive, and consequently can decrease the possibilities for reuse of these resources. The present work has as its main goal to use generic-purpose thesauri of the Portuguese language to establish semantic structures in the search for LOs. For this purpose, an architecture proposal is presented, as well as the development of a semantic search tool based on thesauri and federated search at three distinct repositories with Portuguese language support. The results show improvements in the search and the increase of the quantities of the recovered LOs. The semantic search tool is available for download under GNU 3 license.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"34 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121508341","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}
Namedin Junior, E. Souto, Wesllen Sousa, R. Nascimento, R. Aschoff
Internet of Things (IoT) describes how the world, where daily-live objects are connected to the Internet, is increasingly present in people's lives. However, actual solutions that enable the IoT are designed to be used only by IT experts. This article proposes a Behavior Definition Model for IoT EcoSystems (BDM4IoT), a model designed to enable non-IT experts to easily design and configure the behavior of their own environments for IoT according to their needs. The validation of the proposed model is carried out through a graphical modeling tool called Êxodo GUI, which allows users to easily configure, manipulate and create behavioral models using BDM4IoT. The obtained results prove the viability of this approach for the inclusion of non-IT experts in the creative and managerial IoT process.
{"title":"A Visual Approach for the Definition of Behavior in Environments for Internet of Things","authors":"Namedin Junior, E. Souto, Wesllen Sousa, R. Nascimento, R. Aschoff","doi":"10.1145/3126858.3126867","DOIUrl":"https://doi.org/10.1145/3126858.3126867","url":null,"abstract":"Internet of Things (IoT) describes how the world, where daily-live objects are connected to the Internet, is increasingly present in people's lives. However, actual solutions that enable the IoT are designed to be used only by IT experts. This article proposes a Behavior Definition Model for IoT EcoSystems (BDM4IoT), a model designed to enable non-IT experts to easily design and configure the behavior of their own environments for IoT according to their needs. The validation of the proposed model is carried out through a graphical modeling tool called Êxodo GUI, which allows users to easily configure, manipulate and create behavioral models using BDM4IoT. The obtained results prove the viability of this approach for the inclusion of non-IT experts in the creative and managerial IoT process.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124127884","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}
Fernando Felix do Nascimento Junior, A. S. C. Melo, Igor Barbosa da Costa, L. Marinho
Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this paper, we identify and characterize team behavior patterns based on historical matches from the very popular eSpor League of Legends web API. By applying machine learning and statistical analysis, we clustered teams' performance and investigate for each cluster how and to what extent these features have an influence on teams' success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to model performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four levels in terms of winning team proportion: very low, moderate, high and very high.
{"title":"Profiling Successful Team Behaviors in League of Legends","authors":"Fernando Felix do Nascimento Junior, A. S. C. Melo, Igor Barbosa da Costa, L. Marinho","doi":"10.1145/3126858.3126886","DOIUrl":"https://doi.org/10.1145/3126858.3126886","url":null,"abstract":"Despite the increasing popularity of electronic sports (eSports), there is still a scarcity of academic works exploring the playing behavior of teams. Understanding the features that help to discriminate between successful and unsuccessful teams would help teams improving their strategies, such as determine performance metrics to reach. In this paper, we identify and characterize team behavior patterns based on historical matches from the very popular eSpor League of Legends web API. By applying machine learning and statistical analysis, we clustered teams' performance and investigate for each cluster how and to what extent these features have an influence on teams' success and failure. Some clusters are more likely to have winning teams than others, the results of our study helped to discover the characteristics that are associated with this predisposition and allowed us to model performance metrics of successful and unsuccessful team profiles. At all, we found 7 profiles in which were categorized into four levels in terms of winning team proportion: very low, moderate, high and very high.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"4 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128101356","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}
Bruno Guilherme Gomes, Pedro Holanda, Luciana Fujii Pontelho, Ana Paula Couto da Silva, Olga Goussevskaia
In a previous work, we proposed a direction-based navigation framework for large media collections. We implemented Mixtape (www.projectmixtape.org), a web application with a simple interface that allows users to navigate in a large music collection using online feedback and a geometric similarity space. In this work, we analyze user-generated data during an experiment on Mixtape. We collected all user actions on Mixtape over a course of two weeks, resulting in the participation of 800 users, generating a total of over 2 000 navigation sessions. We analyzed the trajectories that users followed within the music similarity space, and collected implicit and explicit feedback about user satisfaction. In particular, we compared geometric relationships, such as distance and direction similarity, between consecutive songs within individual and between different navigation trajectories. The navigation technique called Vector, which uses the concept of directions in this space of similarities, was able to keep the analyzed users for a longer time in the application. This may indicate a preference among users for navigating in their songs using the concept of directions.
{"title":"Characterizing User Behavior in a Music Navigation Application with Real-time Feedback","authors":"Bruno Guilherme Gomes, Pedro Holanda, Luciana Fujii Pontelho, Ana Paula Couto da Silva, Olga Goussevskaia","doi":"10.1145/3126858.3126875","DOIUrl":"https://doi.org/10.1145/3126858.3126875","url":null,"abstract":"In a previous work, we proposed a direction-based navigation framework for large media collections. We implemented Mixtape (www.projectmixtape.org), a web application with a simple interface that allows users to navigate in a large music collection using online feedback and a geometric similarity space. In this work, we analyze user-generated data during an experiment on Mixtape. We collected all user actions on Mixtape over a course of two weeks, resulting in the participation of 800 users, generating a total of over 2 000 navigation sessions. We analyzed the trajectories that users followed within the music similarity space, and collected implicit and explicit feedback about user satisfaction. In particular, we compared geometric relationships, such as distance and direction similarity, between consecutive songs within individual and between different navigation trajectories. The navigation technique called Vector, which uses the concept of directions in this space of similarities, was able to keep the analyzed users for a longer time in the application. This may indicate a preference among users for navigating in their songs using the concept of directions.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115713535","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
A. C. Domingues, Fabrício A. Silva, T. R. Silva, Luis G. A. Diniz
Understanding how users consume mobile services during large events is a key factor in the improvement of the provided services. In 2014, Brazil hosted the FIFA World Cup, one of the biggest events in the world. The objective of this work is to exploit mobile data to discover important insights on how Brazilians accessed mobile applications during this event. The dataset studied here is composed of mobile application usage records collected during 2014 by a software agent installed on smartphones of 5,342 Brazilians. The results reveal interesting findings regarding how mobile accesses differ during the matches in comparison with ordinary days.
{"title":"Understanding Mobile Application Usage During the 2014 FIFA World Cup","authors":"A. C. Domingues, Fabrício A. Silva, T. R. Silva, Luis G. A. Diniz","doi":"10.1145/3126858.3131603","DOIUrl":"https://doi.org/10.1145/3126858.3131603","url":null,"abstract":"Understanding how users consume mobile services during large events is a key factor in the improvement of the provided services. In 2014, Brazil hosted the FIFA World Cup, one of the biggest events in the world. The objective of this work is to exploit mobile data to discover important insights on how Brazilians accessed mobile applications during this event. The dataset studied here is composed of mobile application usage records collected during 2014 by a software agent installed on smartphones of 5,342 Brazilians. The results reveal interesting findings regarding how mobile accesses differ during the matches in comparison with ordinary days.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"5 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124220584","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}
Marcelo Fernandes de Sousa, C. Ferraz, R. Kulesza, Italo Ayres, Matheus Lima
MulSeMedia applications aim to stimulate other human sensory receptors such as mechanoreceptors, chemoreceptors and thermoreceptors. They increase the degree of immersion of users as well as improve the Quality of Experience and are standardized by MPEG-V. It is currently possible to identify a gap in the definition of processes, methods and tools to support the systematic development of MulSeMedia applications. This paper presents a tool called MulSeMaker for the development of MulSeMedia applications in the Web domain. It was developed based on the application family concept from the Generative Software Development. In order to investigate evidence to confirm the benefits of the proposed tool, empirical studies were carried out to collect and analyze qualitative and quantitative data.
{"title":"MulSeMaker: An MDD Tool for MulSeMedia Web Application Development","authors":"Marcelo Fernandes de Sousa, C. Ferraz, R. Kulesza, Italo Ayres, Matheus Lima","doi":"10.1145/3126858.3126883","DOIUrl":"https://doi.org/10.1145/3126858.3126883","url":null,"abstract":"MulSeMedia applications aim to stimulate other human sensory receptors such as mechanoreceptors, chemoreceptors and thermoreceptors. They increase the degree of immersion of users as well as improve the Quality of Experience and are standardized by MPEG-V. It is currently possible to identify a gap in the definition of processes, methods and tools to support the systematic development of MulSeMedia applications. This paper presents a tool called MulSeMaker for the development of MulSeMedia applications in the Web domain. It was developed based on the application family concept from the Generative Software Development. In order to investigate evidence to confirm the benefits of the proposed tool, empirical studies were carried out to collect and analyze qualitative and quantitative data.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125129861","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}
Emerson Barbosa da Cunha, D. D. C. D. Silva, C. R. Vasconcelos
Mobile devices, such as smartphones and tablets, have become almost indispensable items in people's daily lives. The interaction via touches on screen has been consolidated in these devices, being quite efficient, for the majority of the cases. However, this type of interaction can be limiting, or even make impossible the use of the device, for a person with busy hands or some kind of motor difficulty. In such cases, the possibility of using voice commands to control the device may be a more attractive solution. Although some devices already offer this kind of feature, it is restricted to some features pre-determined by the system. The main goal of this work was to develop an application that allows full interaction with the device via voice commands using the speech recognition API of the Android operating system. Recognition tests were performed with the developed application, whose results demonstrated a 95% efficiency, making possible a full interaction with any application installed in the device.
{"title":"Enabling Full Interaction with the Android System and Applications through Speech Recognition","authors":"Emerson Barbosa da Cunha, D. D. C. D. Silva, C. R. Vasconcelos","doi":"10.1145/3126858.3131581","DOIUrl":"https://doi.org/10.1145/3126858.3131581","url":null,"abstract":"Mobile devices, such as smartphones and tablets, have become almost indispensable items in people's daily lives. The interaction via touches on screen has been consolidated in these devices, being quite efficient, for the majority of the cases. However, this type of interaction can be limiting, or even make impossible the use of the device, for a person with busy hands or some kind of motor difficulty. In such cases, the possibility of using voice commands to control the device may be a more attractive solution. Although some devices already offer this kind of feature, it is restricted to some features pre-determined by the system. The main goal of this work was to develop an application that allows full interaction with the device via voice commands using the speech recognition API of the Android operating system. Recognition tests were performed with the developed application, whose results demonstrated a 95% efficiency, making possible a full interaction with any application installed in the device.","PeriodicalId":338362,"journal":{"name":"Proceedings of the 23rd Brazillian Symposium on Multimedia and the Web","volume":"6 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2017-10-17","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114771340","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}