People with physical disabilities have to handle obstacles to conduct their lives. In Digital Games Development and Natural User Interface (NUI), researchers have shown interest in overcoming these obstacles. In this study, we collected data to evaluate how they are conducting their studies. We gathered 1485 articles from scientific databases and selected 93, from which we extracted information regarding the contribution of each study, the users responses to each approach, intervention tools and other topics. Our conclusion presents a perspective of studies of games focusing on the rehabilitation and accessibility of people with physical disabilities, a guideline with considerations of the researchers in the field and our suggested directions for new studies.
{"title":"A Perspective of Games for People with Physical Disabilities","authors":"Alexandre G. Szykman, J. P. Gois, A. Brandão","doi":"10.1145/2838739.2838765","DOIUrl":"https://doi.org/10.1145/2838739.2838765","url":null,"abstract":"People with physical disabilities have to handle obstacles to conduct their lives. In Digital Games Development and Natural User Interface (NUI), researchers have shown interest in overcoming these obstacles. In this study, we collected data to evaluate how they are conducting their studies. We gathered 1485 articles from scientific databases and selected 93, from which we extracted information regarding the contribution of each study, the users responses to each approach, intervention tools and other topics. Our conclusion presents a perspective of studies of games focusing on the rehabilitation and accessibility of people with physical disabilities, a guideline with considerations of the researchers in the field and our suggested directions for new studies.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121215077","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}
Deepti Aggarwal, R. Garnett, Bernd Ploderer, F. Vetere, P. Eadie, B. Davidson
This paper investigates the challenges of delivering parent training intervention for autism over video. We conducted a qualitative field study of an intervention, which is based on a well-established training program for parents of children with autism, called Hanen More Than Words. The study was conducted with a Hanen Certified speech pathologist who delivered video based training to two mothers, each with a son having autism. We conducted observations of 14 sessions of the intervention spanning 3 months along with 3 semi-structured interviews with each participant. We identified different activities that participants performed across different sessions and analysed them based upon their implications on technology. We found that all the participants welcomed video based training but they also faced several difficulties, particularly in establishing rapport with other participants, inviting equal participation, and in observing and providing feedback on parent-child interactions. Finally, we reflect on our findings and motivate further investigations by defining three design sensitivities of Adaptation, Group Participation, and Physical Setup.
本文探讨了通过视频进行自闭症家长培训干预的挑战。我们对一项干预措施进行了定性的实地研究,该研究基于一项完善的针对自闭症儿童父母的培训计划,名为Hanen More Than Words。这项研究是由一位Hanen认证的语言病理学家进行的,他向两位母亲提供了基于视频的培训,每位母亲都有一个患有自闭症的儿子。我们对干预的14个疗程进行了为期3个月的观察,并对每位参与者进行了3次半结构化访谈。我们确定了参与者在不同会议期间进行的不同活动,并根据其对技术的影响对其进行了分析。我们发现所有的参与者都欢迎视频培训,但他们也面临着一些困难,特别是在与其他参与者建立融洽关系,邀请平等参与以及观察和提供亲子互动反馈方面。最后,我们通过定义适应性、群体参与和物理设置这三个设计敏感性来反思我们的发现并激励进一步的研究。
{"title":"Understanding Video based Parent Training Intervention for Children with Autism","authors":"Deepti Aggarwal, R. Garnett, Bernd Ploderer, F. Vetere, P. Eadie, B. Davidson","doi":"10.1145/2838739.2838770","DOIUrl":"https://doi.org/10.1145/2838739.2838770","url":null,"abstract":"This paper investigates the challenges of delivering parent training intervention for autism over video. We conducted a qualitative field study of an intervention, which is based on a well-established training program for parents of children with autism, called Hanen More Than Words. The study was conducted with a Hanen Certified speech pathologist who delivered video based training to two mothers, each with a son having autism. We conducted observations of 14 sessions of the intervention spanning 3 months along with 3 semi-structured interviews with each participant. We identified different activities that participants performed across different sessions and analysed them based upon their implications on technology. We found that all the participants welcomed video based training but they also faced several difficulties, particularly in establishing rapport with other participants, inviting equal participation, and in observing and providing feedback on parent-child interactions. Finally, we reflect on our findings and motivate further investigations by defining three design sensitivities of Adaptation, Group Participation, and Physical Setup.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"37 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115487849","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}
Different graph layouts can affect a user's ability to complete both passive understanding and active interaction tasks. While most research exploring the effects of graph layout looks at a user's ability to accomplish a passive understanding task, this paper's novel contribution is looking at their ability to complete a selection task. Specifically we compare two graph layout algorithms with respect to their suitability for free-form multi-selection. The two layout algorithms are drawn from our previous work which established that they have significantly different understandability metric scores. A motivation for this choice was to explore whether graphs with significantly different metric scores will also have significantly different performance for selection tasks. We carried out our comparison by means of a user experiment that followed a within-subjects design, where 74 users were given a PlayStation Move controller to select vertices in 20 pairs of graphs. We found that while there was no difference in the speed of interaction there was a difference in the number of errors users made between the two layout algorithms.
{"title":"Comparing Graph Layouts for Vertex Selection Tasks","authors":"R. Klapaukh, David J. Pearce, S. Marshall","doi":"10.1145/2838739.2838740","DOIUrl":"https://doi.org/10.1145/2838739.2838740","url":null,"abstract":"Different graph layouts can affect a user's ability to complete both passive understanding and active interaction tasks. While most research exploring the effects of graph layout looks at a user's ability to accomplish a passive understanding task, this paper's novel contribution is looking at their ability to complete a selection task. Specifically we compare two graph layout algorithms with respect to their suitability for free-form multi-selection. The two layout algorithms are drawn from our previous work which established that they have significantly different understandability metric scores. A motivation for this choice was to explore whether graphs with significantly different metric scores will also have significantly different performance for selection tasks. We carried out our comparison by means of a user experiment that followed a within-subjects design, where 74 users were given a PlayStation Move controller to select vertices in 20 pairs of graphs. We found that while there was no difference in the speed of interaction there was a difference in the number of errors users made between the two layout algorithms.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128455073","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}
We introduce here the FaceSwitch, an accessibility software system designed to facilitate computer interaction for users who are challenged in the mobility of their upper limbs. The FaceSwitch software tracks landmark features in a user's face using a deformable face tracker. The system lets the user map specific facial gestures to customized computer control commands such as left click, right-click, page down or escape through a convenient GUI. Hence, facial gestures act as substitutes of traditional mechanical switches. When combining facial gestures with gaze interaction, the emergent multimodal interaction paradigm improves the degrees of freedom offered by alternative accessibility software such as gaze only interaction, speech interaction or mechanical single-switch assisted gaze interaction. Furthermore, the FaceSwitch software improves the efficacy of traditional gaze interaction which has been traditionally limited by a high rate of false positives due to its dependence on target acquisition via dwell time activation. The FaceSwitch also reduces the latency to achieve a computer control task when compared to traditional accessibility software. We have made the FaceSwitch widely available in order for those in need to use it without restrictions and also to allow those with the right technical skills to potentially improve the software further.
{"title":"FaceSwitch - Low-Cost Accessibility Software for Computer Control Combining Gaze Interaction and Face Gestures","authors":"D. Fernandez, Jason Niu, Andreas Duenser","doi":"10.1145/2838739.2838809","DOIUrl":"https://doi.org/10.1145/2838739.2838809","url":null,"abstract":"We introduce here the FaceSwitch, an accessibility software system designed to facilitate computer interaction for users who are challenged in the mobility of their upper limbs. The FaceSwitch software tracks landmark features in a user's face using a deformable face tracker. The system lets the user map specific facial gestures to customized computer control commands such as left click, right-click, page down or escape through a convenient GUI. Hence, facial gestures act as substitutes of traditional mechanical switches. When combining facial gestures with gaze interaction, the emergent multimodal interaction paradigm improves the degrees of freedom offered by alternative accessibility software such as gaze only interaction, speech interaction or mechanical single-switch assisted gaze interaction. Furthermore, the FaceSwitch software improves the efficacy of traditional gaze interaction which has been traditionally limited by a high rate of false positives due to its dependence on target acquisition via dwell time activation. The FaceSwitch also reduces the latency to achieve a computer control task when compared to traditional accessibility software. We have made the FaceSwitch widely available in order for those in need to use it without restrictions and also to allow those with the right technical skills to potentially improve the software further.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"40 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"115536030","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}
Participatory Design (PD) is inherently concerned with inquiring into and supporting human values when designing IT. We argue that a PD approach that is led by a focus upon participants' values can allow participants to discover meaningful alternatives -- alternative uses and alternative conceptualizations for IT that are particularly meaningful to them. However, how PD works with values in the design process has not been made explicit. In this paper, we aim to (i) explicate this values-led PD approach, (ii) illustrate how this approach can lead to outcomes that are meaningful alternatives, and (iii) explain the nature of meaningful alternatives. We use a PD case study to illustrate how we work with participants in a values-led PD approach towards meaningful alternatives.
{"title":"Values-led Participatory Design as a Pursuit of Meaningful Alternatives","authors":"T. Leong, O. Iversen","doi":"10.1145/2838739.2838784","DOIUrl":"https://doi.org/10.1145/2838739.2838784","url":null,"abstract":"Participatory Design (PD) is inherently concerned with inquiring into and supporting human values when designing IT. We argue that a PD approach that is led by a focus upon participants' values can allow participants to discover meaningful alternatives -- alternative uses and alternative conceptualizations for IT that are particularly meaningful to them. However, how PD works with values in the design process has not been made explicit. In this paper, we aim to (i) explicate this values-led PD approach, (ii) illustrate how this approach can lead to outcomes that are meaningful alternatives, and (iii) explain the nature of meaningful alternatives. We use a PD case study to illustrate how we work with participants in a values-led PD approach towards meaningful alternatives.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"23 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129795329","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}
Good UX design is becoming important within the industry when developing new products. This entails that UX skills have to be available in the development processes. This paper investigates the opportunities of using software developers as a UX work resource in the day-to-day working practice. This is done via an action research study where the developers were provided with material concerning a modified AB usability test, by training them in performing this type of work, and by using their feedback to improve the method and the material. The overall result of the study is positive and it is found that by using the developers' feedback in the modification process, the method has truly become applicable within an agile, industrial setting. In combination with a guideline and template this has induced the developers to feel confident in independently performing this type of work.
{"title":"Teaching Software Developers to Perform UX Tasks","authors":"Tina Øvad, Nis Bornoe, L. B. Larsen, J. Stage","doi":"10.1145/2838739.2838764","DOIUrl":"https://doi.org/10.1145/2838739.2838764","url":null,"abstract":"Good UX design is becoming important within the industry when developing new products. This entails that UX skills have to be available in the development processes. This paper investigates the opportunities of using software developers as a UX work resource in the day-to-day working practice. This is done via an action research study where the developers were provided with material concerning a modified AB usability test, by training them in performing this type of work, and by using their feedback to improve the method and the material. The overall result of the study is positive and it is found that by using the developers' feedback in the modification process, the method has truly become applicable within an agile, industrial setting. In combination with a guideline and template this has induced the developers to feel confident in independently performing this type of work.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"28 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132276188","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 Estrada Martinez de Alva, G. Wadley, Reeva M. Lederman
Mobile applications for mental health are being used by people suffering from mental health disorders. However, there is a paucity of knowledge in relation to their opinions about such applications. The aim of this study is to understand users' needs and expectations to self-manage their mental health through the use of mobile apps for mental health and to highlight possible design opportunities. We collected and analysed comments and reviews of users on a community forum, Reddit, and Apple's iTunes and Google's Google Play stores. We identified four requirements of technology related to: emotional use, real life context, users' interpretation about themselves and social aspects. Based upon our findings we proposed further exploration of two design sensitivities: Self-reflection and Co-experience.
{"title":"It feels different from real life: Users' Opinions of Mobile Applications for Mental Health","authors":"Fernando Estrada Martinez de Alva, G. Wadley, Reeva M. Lederman","doi":"10.1145/2838739.2838806","DOIUrl":"https://doi.org/10.1145/2838739.2838806","url":null,"abstract":"Mobile applications for mental health are being used by people suffering from mental health disorders. However, there is a paucity of knowledge in relation to their opinions about such applications. The aim of this study is to understand users' needs and expectations to self-manage their mental health through the use of mobile apps for mental health and to highlight possible design opportunities. We collected and analysed comments and reviews of users on a community forum, Reddit, and Apple's iTunes and Google's Google Play stores. We identified four requirements of technology related to: emotional use, real life context, users' interpretation about themselves and social aspects. Based upon our findings we proposed further exploration of two design sensitivities: Self-reflection and Co-experience.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"43 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124142364","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}
In recent years, smartphone and tablet ownership has shown continued growth; however, there is a lack of research thoroughly investigating the use of these devices within the general public. This paper describes a large-scale diary study with U. S. mobile device owners, examining details of smartphone and tablet use. Results provide a comprehensive breakdown of frequent activities and contexts of use, highlighting key differences in smartphone and tablet use. Activities on smartphones were found to be dominated by communication needs, while tablets were frequently used for consumption and entertainment. Both devices were most often used at home, with tablets rarely leaving the home. Within the home, smartphones were used mostly in the bedroom, and tablets in the living room. Both devices were used frequently while doing something else, such as using tablets primarily while watching TV. Conclusions discuss implications for enriching the experience of mobile devices and opportunities for future research.
{"title":"Understanding and Comparing Smartphone and Tablet Use: Insights from a Large-Scale Diary Study","authors":"Hendrik Müller, J. Gove, J. S. Webb, Aaron Cheang","doi":"10.1145/2838739.2838748","DOIUrl":"https://doi.org/10.1145/2838739.2838748","url":null,"abstract":"In recent years, smartphone and tablet ownership has shown continued growth; however, there is a lack of research thoroughly investigating the use of these devices within the general public. This paper describes a large-scale diary study with U. S. mobile device owners, examining details of smartphone and tablet use. Results provide a comprehensive breakdown of frequent activities and contexts of use, highlighting key differences in smartphone and tablet use. Activities on smartphones were found to be dominated by communication needs, while tablets were frequently used for consumption and entertainment. Both devices were most often used at home, with tablets rarely leaving the home. Within the home, smartphones were used mostly in the bedroom, and tablets in the living room. Both devices were used frequently while doing something else, such as using tablets primarily while watching TV. Conclusions discuss implications for enriching the experience of mobile devices and opportunities for future research.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"24 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117031205","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}
In many gestural interfaces, the gesture set is developed or trained by real users, but many use gestures with unchanging definition that do not account for variation between different users or performances. Over time, if the user performs gestures different, the definition should evolve to accommodate these changes. We performed a Wizard-of-Oz experiment with a user-defined gesture system to determine if participant's gestures changed over repeated performances, and when and why these changes occurred. The results showed that although the definitions provided changed in a unique way for each participant, most reported their gestures as becoming simpler and less difficult to perform over time.
{"title":"Touchless Gestural Interaction with Wizard-of-Oz: Analysing User Behaviour","authors":"M. Henschke, Tom Gedeon, Richard Jones","doi":"10.1145/2838739.2838792","DOIUrl":"https://doi.org/10.1145/2838739.2838792","url":null,"abstract":"In many gestural interfaces, the gesture set is developed or trained by real users, but many use gestures with unchanging definition that do not account for variation between different users or performances. Over time, if the user performs gestures different, the definition should evolve to accommodate these changes. We performed a Wizard-of-Oz experiment with a user-defined gesture system to determine if participant's gestures changed over repeated performances, and when and why these changes occurred. The results showed that although the definitions provided changed in a unique way for each participant, most reported their gestures as becoming simpler and less difficult to perform over time.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"109 4","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"113944874","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}
J. Kjeldskov, M. Skov, J. Paay, D. Lund, T. Madsen, Michael Nielsen
Over the last decade there has been an increased focus on changing domestic electricity consumption behaviors. While the usual approach has been to facilitate reduced consumption, recent work has started looking at facilitating more flexible electricity use as a means of shifting consumption to more favorable times. This approach means that people may behave more sustainably without necessarily using less electricity. Exploring this emerging approach, this paper presents a study of flexibility in domestic electricity use as facilitated by an eco-feedback system with forecast information about price, availability of green energy, and grid demand. The prototype system was deployed in three households for 22 weeks. Our findings show that flexible electricity use is far from trivial to achieve in domestic households. The details of this is relevant for understanding people's ability and willingness to shift electricity consumption, and for the design of systems that facilitate doing this.
{"title":"Facilitating Flexible Electricity Use in the Home with Eco-Feedback and Eco-Forecasting","authors":"J. Kjeldskov, M. Skov, J. Paay, D. Lund, T. Madsen, Michael Nielsen","doi":"10.1145/2838739.2838755","DOIUrl":"https://doi.org/10.1145/2838739.2838755","url":null,"abstract":"Over the last decade there has been an increased focus on changing domestic electricity consumption behaviors. While the usual approach has been to facilitate reduced consumption, recent work has started looking at facilitating more flexible electricity use as a means of shifting consumption to more favorable times. This approach means that people may behave more sustainably without necessarily using less electricity. Exploring this emerging approach, this paper presents a study of flexibility in domestic electricity use as facilitated by an eco-feedback system with forecast information about price, availability of green energy, and grid demand. The prototype system was deployed in three households for 22 weeks. Our findings show that flexible electricity use is far from trivial to achieve in domestic households. The details of this is relevant for understanding people's ability and willingness to shift electricity consumption, and for the design of systems that facilitate doing this.","PeriodicalId":364334,"journal":{"name":"Proceedings of the Annual Meeting of the Australian Special Interest Group for Computer Human Interaction","volume":"27 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"2015-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125110090","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}