Pub Date : 2013-11-11DOI: 10.1109/IGIC.2013.6659154
Mikael Fridenfalk
A system was developed for the automatic generation of chess variants in a computer game. The system is able to generate 5000 relatively unique board configurations using a modular cellular automaton based on a new variation of Conway's Game of Life in combination with modular constraints.
为了在电脑游戏中自动生成象棋变体,开发了一个系统。该系统能够使用模块化元胞自动机生成5000个相对独特的棋盘配置,该自动机基于Conway's Game of Life的新变体,并结合模块化约束。
{"title":"Application of cellular automata for generation of chess variants","authors":"Mikael Fridenfalk","doi":"10.1109/IGIC.2013.6659154","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659154","url":null,"abstract":"A system was developed for the automatic generation of chess variants in a computer game. The system is able to generate 5000 relatively unique board configurations using a modular cellular automaton based on a new variation of Conway's Game of Life in combination with modular constraints.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125468550","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659131
Chermaine Li, S. Ranganathan, Sidharth Vijayachandran
Quality means very different things to different people - and when it comes to software all perceptions of quality are valid, and all approaches must be tested. So to produce high quality software in today's networked universe, you need to test all possible combinations which isn't practically feasible, or you need to test differently. When we run our tests, we essentially train the software. Traditional test strategies focus on feature or component level testing through either manual or automated means, but may not account for end-user scenario-based1 testing or usability related aspects of the product as a whole. On the Lync team, we use productivity games2 specifically designed for our features and signature scenarios as a way to complement traditional workplace testing methodologies, and to expand how we test software. This paper discuss how we used productivity games to enhance the quality of our products by improving team collaboration, employee engagement, and cost savings. We illustrate the use of productivity games in the workplace as a way to involve many faces of quality into the software development lifecycle3 by including all major stakeholders into the gaming experience and targeting multiple platforms. We also show examples of how structured productivity games improve software quality, ensure a highly productive workforce and transform an often mundane task of software testing into a fun activity. While our research shows that productivity games have improved the quality of our product, this paper does not provide actual results of the metrics on this due to proprietary concerns.
{"title":"Games in the workplace: Revolutionary or run-of-the-mill?","authors":"Chermaine Li, S. Ranganathan, Sidharth Vijayachandran","doi":"10.1109/IGIC.2013.6659131","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659131","url":null,"abstract":"Quality means very different things to different people - and when it comes to software all perceptions of quality are valid, and all approaches must be tested. So to produce high quality software in today's networked universe, you need to test all possible combinations which isn't practically feasible, or you need to test differently. When we run our tests, we essentially train the software. Traditional test strategies focus on feature or component level testing through either manual or automated means, but may not account for end-user scenario-based1 testing or usability related aspects of the product as a whole. On the Lync team, we use productivity games2 specifically designed for our features and signature scenarios as a way to complement traditional workplace testing methodologies, and to expand how we test software. This paper discuss how we used productivity games to enhance the quality of our products by improving team collaboration, employee engagement, and cost savings. We illustrate the use of productivity games in the workplace as a way to involve many faces of quality into the software development lifecycle3 by including all major stakeholders into the gaming experience and targeting multiple platforms. We also show examples of how structured productivity games improve software quality, ensure a highly productive workforce and transform an often mundane task of software testing into a fun activity. While our research shows that productivity games have improved the quality of our product, this paper does not provide actual results of the metrics on this due to proprietary concerns.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"51 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130926067","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659139
Jiyoung Lee, Albert Gea, Nathan Levin, Cheng Yang, Romain Deciron, Michael S. Lee, Pei-Lin Lu, M. Xie
Inspiring children who may be new to music composition can set them on a rewarding path of discovery and lifelong learning. Composing music however, can be daunting and challenging for anyone who has not received formal music education. TuneTrain is an app that addresses both of these concerns by aiding exploratory learning through interactive music creation. TuneTrain is an iPad game-like application for children 8-years-old and up; the goal of the application is for children to experience fun gameplay, music creation, while working within real musical harmonic structures. This paper describes the design, visual style, and technological challenges of developing TuneTrain to be interesting to play while also integrating musical rules. Playtesting with 45 children ages 8 to 12 has revealed how TuneTrain arouses curiosity and inspires through rewarding moments of self-directed creation.
{"title":"TuneTrain: Incidental learning through interactive music creation","authors":"Jiyoung Lee, Albert Gea, Nathan Levin, Cheng Yang, Romain Deciron, Michael S. Lee, Pei-Lin Lu, M. Xie","doi":"10.1109/IGIC.2013.6659139","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659139","url":null,"abstract":"Inspiring children who may be new to music composition can set them on a rewarding path of discovery and lifelong learning. Composing music however, can be daunting and challenging for anyone who has not received formal music education. TuneTrain is an app that addresses both of these concerns by aiding exploratory learning through interactive music creation. TuneTrain is an iPad game-like application for children 8-years-old and up; the goal of the application is for children to experience fun gameplay, music creation, while working within real musical harmonic structures. This paper describes the design, visual style, and technological challenges of developing TuneTrain to be interesting to play while also integrating musical rules. Playtesting with 45 children ages 8 to 12 has revealed how TuneTrain arouses curiosity and inspires through rewarding moments of self-directed creation.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124467852","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659160
Michele Pirovano, P. Lanzi, R. Mainetti, N. A. Borghese
Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in popularity over the last years. Many rehabilitation games (or exergames) have been created with the intent to promote functional rehabilitation in a highly motivational environment. However, such exergames are often created as standalone products typically designed to target a specific exercise. Accordingly, they are usually difficult to integrate in a more structured therapy and also have very different and varied features. There is therefore a need in this area for a more holistic approach with game engines specifically designed for rehabilitation that would represent the next step in this field to guarantee efficacy, accessibility and motivational factors of exergames. In this paper, we present our Intelligent Game Engine for Rehabilitation (IGER) that tries to address these issues; we highlight the features it supports, we present some of the games we created with it, and the initial results we achieved so far.
{"title":"The design of a comprehensive game engine for rehabilitation","authors":"Michele Pirovano, P. Lanzi, R. Mainetti, N. A. Borghese","doi":"10.1109/IGIC.2013.6659160","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659160","url":null,"abstract":"Physical and cognitive rehabilitation under the form of therapeutic videogames has been growing in popularity over the last years. Many rehabilitation games (or exergames) have been created with the intent to promote functional rehabilitation in a highly motivational environment. However, such exergames are often created as standalone products typically designed to target a specific exercise. Accordingly, they are usually difficult to integrate in a more structured therapy and also have very different and varied features. There is therefore a need in this area for a more holistic approach with game engines specifically designed for rehabilitation that would represent the next step in this field to guarantee efficacy, accessibility and motivational factors of exergames. In this paper, we present our Intelligent Game Engine for Rehabilitation (IGER) that tries to address these issues; we highlight the features it supports, we present some of the games we created with it, and the initial results we achieved so far.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130427619","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659125
Paul Navarro, M. L. Johns, T. Lu, Heather Martin, Vijay Poduval, Matt Robinson, Andrew Roxby, Michael G. Christel
Webz of War is a cooperative two player exergame utilizing a Microsoft Kinect, two Nintendo Wii Balance Boards, two heart rate monitors, and a controller PC. The innovative composition of the game system is discussed, emphasizing the use of heart rate to control the attack power of players as they encounter robot spider villains in the subway tunnel system. Heart rate is also used to track players' cardio workout: Webz of War is designed to be a fun experience which also delivers an effective workout. The production of the game is discussed along with playtests informing the tuning of the game to deliver an engaging experience, one that also happens to provide exercise for the player.
Webz of War是一款双人合作游戏,使用微软Kinect、两个任天堂Wii平衡板、两个心率监测器和一个控制器PC。讨论了游戏系统的创新构成,强调在地铁隧道系统中遇到机器人蜘蛛反派时,利用心率来控制玩家的攻击力。心率也用于追踪玩家的有氧运动:Webz of War的设计是一个有趣的体验,也提供了有效的锻炼。在讨论游戏制作过程的同时,还会进行游戏测试,告知玩家如何调整游戏,以提供更吸引人的体验,同时也为玩家提供锻炼。
{"title":"Webz of War: A cooperative exergame driven by the heart","authors":"Paul Navarro, M. L. Johns, T. Lu, Heather Martin, Vijay Poduval, Matt Robinson, Andrew Roxby, Michael G. Christel","doi":"10.1109/IGIC.2013.6659125","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659125","url":null,"abstract":"Webz of War is a cooperative two player exergame utilizing a Microsoft Kinect, two Nintendo Wii Balance Boards, two heart rate monitors, and a controller PC. The innovative composition of the game system is discussed, emphasizing the use of heart rate to control the attack power of players as they encounter robot spider villains in the subway tunnel system. Heart rate is also used to track players' cardio workout: Webz of War is designed to be a fun experience which also delivers an effective workout. The production of the game is discussed along with playtests informing the tuning of the game to deliver an engaging experience, one that also happens to provide exercise for the player.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"10 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131206579","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659146
P. Lanzi, D. Loiacono, Emanuele Parini, Federico Sannicoló, Davide Jones, Claudio Scamporlino
We present an application of data mining to the analysis and tuning of Bad Blood, a video game for Windows Phone developed for the 2012 Microsoft's Imagine Cup competition. The game was developed on a very short time frame (four months) by a small student team (three programmers and one designer). Because of the limited development time available the game could not undergo extensive playtest. More importantly, since the game had to be submitted to the competition we could not leverage digital distribution to update the game, identify design flaws or fix bugs. Accordingly, before submitting the game, we decided to instrument the code to collect as much information as possible about the gameplay, and performed a rather limited playtest during two public events. Then, we applied data mining both to look for peculiar characteristics of the platforms employed, to discover interesting patterns, and to identify flaws and/or opportunities in our game design. Overall, we identified at least one major design flaw regarding the pace in one specific game mode which we solved by introducing new game elements. We also discovered some design opportunities to inherently modify the game difficulty by leveraging upon the way players tend to use the devices.
{"title":"Tuning mobile game design using data mining","authors":"P. Lanzi, D. Loiacono, Emanuele Parini, Federico Sannicoló, Davide Jones, Claudio Scamporlino","doi":"10.1109/IGIC.2013.6659146","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659146","url":null,"abstract":"We present an application of data mining to the analysis and tuning of Bad Blood, a video game for Windows Phone developed for the 2012 Microsoft's Imagine Cup competition. The game was developed on a very short time frame (four months) by a small student team (three programmers and one designer). Because of the limited development time available the game could not undergo extensive playtest. More importantly, since the game had to be submitted to the competition we could not leverage digital distribution to update the game, identify design flaws or fix bugs. Accordingly, before submitting the game, we decided to instrument the code to collect as much information as possible about the gameplay, and performed a rather limited playtest during two public events. Then, we applied data mining both to look for peculiar characteristics of the platforms employed, to discover interesting patterns, and to identify flaws and/or opportunities in our game design. Overall, we identified at least one major design flaw regarding the pace in one specific game mode which we solved by introducing new game elements. We also discovered some design opportunities to inherently modify the game difficulty by leveraging upon the way players tend to use the devices.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"95 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114582566","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659138
Amber Choo, Mehdi Karamnejad, Aaron May
This paper examines the simultaneous use of Skype and Minecraft to improve long distance communications and feelings of togetherness in situations where friends and/or family maintain social communications with one another but are separated by geographical distance. Participants played Minecraft, an all-ages friendly game which relies on player creativity and curiosity, and Skype, an audio/video conferencing tool. Participants played with at least one friend or family member. The results of the study suggest that the combination of Skype and Minecraft compared to using Skype alone provides significant benefits for maintaining togetherness through casual play in both friend and family demographics for a variety of age groups.
{"title":"Maintaining long distance togetherness Synchronous communication with Minecraft and Skype","authors":"Amber Choo, Mehdi Karamnejad, Aaron May","doi":"10.1109/IGIC.2013.6659138","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659138","url":null,"abstract":"This paper examines the simultaneous use of Skype and Minecraft to improve long distance communications and feelings of togetherness in situations where friends and/or family maintain social communications with one another but are separated by geographical distance. Participants played Minecraft, an all-ages friendly game which relies on player creativity and curiosity, and Skype, an audio/video conferencing tool. Participants played with at least one friend or family member. The results of the study suggest that the combination of Skype and Minecraft compared to using Skype alone provides significant benefits for maintaining togetherness through casual play in both friend and family demographics for a variety of age groups.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"17 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116666796","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659150
Alexander Baldwin, Daniel M. Johnson, Peta Wyeth, P. Sweetser
The balance between player competence and the challenge presented by a task has been acknowledged as a major factor in providing optimal experience in video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty in real-time during singleplayer games, little research has explored its application in competitive multiplayer games where challenge is dictated by the competence of human opponents. By conducting a formal review of 180 existing competitive multiplayer games, it was found that a large number of modern games are utilizing DDA techniques to balance challenge between human opponents. From this data, we propose a preliminary framework for classifying Multiplayer Dynamic Difficulty Adjustment (mDDA) instances.
{"title":"A framework of Dynamic Difficulty Adjustment in competitive multiplayer video games","authors":"Alexander Baldwin, Daniel M. Johnson, Peta Wyeth, P. Sweetser","doi":"10.1109/IGIC.2013.6659150","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659150","url":null,"abstract":"The balance between player competence and the challenge presented by a task has been acknowledged as a major factor in providing optimal experience in video games. While Dynamic Difficulty Adjustment (DDA) presents methods for adjusting difficulty in real-time during singleplayer games, little research has explored its application in competitive multiplayer games where challenge is dictated by the competence of human opponents. By conducting a formal review of 180 existing competitive multiplayer games, it was found that a large number of modern games are utilizing DDA techniques to balance challenge between human opponents. From this data, we propose a preliminary framework for classifying Multiplayer Dynamic Difficulty Adjustment (mDDA) instances.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"25 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124498305","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659147
J. Heerema, J. Parker
An educational game was developed in which the game is controlled by the sounds produced by an acoustic instrument. In order to allow a musical signal to be used for game control, new Digital Signal Processing algorithms were developed for extracting pitch information from the musical performance of a single instrument or singer. These algorithms provide more accurate pitch determination, using fewer time-domain samples, than existing methods. They also reflect the psychoacoustics of pitch perception. The game was evaluated for its usefulness with a number of musical instruments and voice, with the help of University of Calgary student volunteers, using a qualitative case study methodology.
{"title":"Music as a game controller","authors":"J. Heerema, J. Parker","doi":"10.1109/IGIC.2013.6659147","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659147","url":null,"abstract":"An educational game was developed in which the game is controlled by the sounds produced by an acoustic instrument. In order to allow a musical signal to be used for game control, new Digital Signal Processing algorithms were developed for extracting pitch information from the musical performance of a single instrument or singer. These algorithms provide more accurate pitch determination, using fewer time-domain samples, than existing methods. They also reflect the psychoacoustics of pitch perception. The game was evaluated for its usefulness with a number of musical instruments and voice, with the help of University of Calgary student volunteers, using a qualitative case study methodology.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132269193","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 : 2013-11-11DOI: 10.1109/IGIC.2013.6659164
B. Cowan, B. Kapralos
Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments and videogame applications. Our previous work saw the development of a graphics-based processing technique to approximate acoustical occlusion effects at interactive rates. Here, we build upon our previous method and present a method that better approximates real-world acoustical diffraction effects for dynamic and interactive, videogame and virtual environments.
{"title":"GPU-based acoustical occlusion modeling for virtual environments and games","authors":"B. Cowan, B. Kapralos","doi":"10.1109/IGIC.2013.6659164","DOIUrl":"https://doi.org/10.1109/IGIC.2013.6659164","url":null,"abstract":"Although the direct path between a sound source and a listener is often occluded, through the phenomenon of diffraction sound can still reach a listener by “bending” around an obstacle that lies directly in the line of straight propagation. However, modeling occlusion/diffraction effects is a difficult and computationally intensive task and thus generally ignored altogether in virtual environments and videogame applications. Our previous work saw the development of a graphics-based processing technique to approximate acoustical occlusion effects at interactive rates. Here, we build upon our previous method and present a method that better approximates real-world acoustical diffraction effects for dynamic and interactive, videogame and virtual environments.","PeriodicalId":345745,"journal":{"name":"2013 IEEE International Games Innovation Conference (IGIC)","volume":"3 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2013-11-11","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121216319","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}