In Computer Graphics is usual the modelling of dynamic systems through particles. The simulation of liquids, cloths, gas, smoke... are highlighted examples of that modelling. In this scope, is particularly relevant the procedure of neighbour particles searching, which represents a bottleneck in terms of computational cost. One of the most used searching techniques is the cell– based spatial division by cubes, where each cell is tagged by a hash value. Thus, all particles located into each cell have the same tag and are the candidate to be neighbours. The most useful feature of this technique is that it can be easily parallelized, what reduces the computational costs. Nevertheless, the parallelizing process has some drawbacks associated with data memory management. Also, during the process of neighbour search, it is necessary to trace into the adjacent cells to find neighbour particles, as a consequence, the computational cost is increased. To solve these shortcomings, we have developed a method that reduces the search space by considering the relative position of each particle in its own cell. This method, parallelized using CUDA, shows improvements in processing time and memory management over other “standard” spatial division techniques. (see http://www.acm.org/about/class/class/2012) CCS Concepts •Computing methodologies → Distributed computing methodologies; Physical simulation;
{"title":"An Improved Parallel Technique for Neighbour Search on CUDA","authors":"J. J. Perea, Juan M. Cordero","doi":"10.2312/ceig.20171201","DOIUrl":"https://doi.org/10.2312/ceig.20171201","url":null,"abstract":"In Computer Graphics is usual the modelling of dynamic systems through particles. The simulation of liquids, cloths, gas, smoke... are highlighted examples of that modelling. In this scope, is particularly relevant the procedure of neighbour particles searching, which represents a bottleneck in terms of computational cost. One of the most used searching techniques is the cell– based spatial division by cubes, where each cell is tagged by a hash value. Thus, all particles located into each cell have the same tag and are the candidate to be neighbours. The most useful feature of this technique is that it can be easily parallelized, what reduces the computational costs. Nevertheless, the parallelizing process has some drawbacks associated with data memory management. Also, during the process of neighbour search, it is necessary to trace into the adjacent cells to find neighbour particles, as a consequence, the computational cost is increased. To solve these shortcomings, we have developed a method that reduces the search space by considering the relative position of each particle in its own cell. This method, parallelized using CUDA, shows improvements in processing time and memory management over other “standard” spatial division techniques. (see http://www.acm.org/about/class/class/2012) CCS Concepts •Computing methodologies → Distributed computing methodologies; Physical simulation;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"80 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"129180472","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}
Smoothed Particle Hydrodynamics (SPH) is a numerical method based on mutually interacting meshfree particles, and has been widely applied to fluid simulation in Computer Graphics. Originally SPH does not define the behaviour of the particle system in the contour, so the different variants of SPH have been solving this deficiency with different techniques. Some of these techniques are based on fictitious forces, specular particles or semi–analytic fields. However, all these proposals present a drawback, that are may introduce additional inaccuracy as a divergent behaviour of the particle dynamics or an artificial separation between the fluid limits and the contour. To solve these limitations at this paper presents a new technique based on contour particles that are used during simulation to model the interaction with the fluid. The use of contour particles had already been used in other works to construct the contour like a particle layer. That solution presents problems especially when increasing the complexity of the contour shape. In addition, unlike other techniques, this paper presents an additional advantage, the possibility of obtaining all the dynamic magnitudes for improving efficiency and versatility. CCS Concepts •Computing methodologies → Collision detection; Physical simulation;
{"title":"Modelling the Fluid-Boundary Interaction in SPH","authors":"J. J. Perea, Juan M. Cordero","doi":"10.2312/ceig.20181147","DOIUrl":"https://doi.org/10.2312/ceig.20181147","url":null,"abstract":"Smoothed Particle Hydrodynamics (SPH) is a numerical method based on mutually interacting meshfree particles, and has been widely applied to fluid simulation in Computer Graphics. Originally SPH does not define the behaviour of the particle system in the contour, so the different variants of SPH have been solving this deficiency with different techniques. Some of these techniques are based on fictitious forces, specular particles or semi–analytic fields. However, all these proposals present a drawback, that are may introduce additional inaccuracy as a divergent behaviour of the particle dynamics or an artificial separation between the fluid limits and the contour. To solve these limitations at this paper presents a new technique based on contour particles that are used during simulation to model the interaction with the fluid. The use of contour particles had already been used in other works to construct the contour like a particle layer. That solution presents problems especially when increasing the complexity of the contour shape. In addition, unlike other techniques, this paper presents an additional advantage, the possibility of obtaining all the dynamic magnitudes for improving efficiency and versatility. CCS Concepts •Computing methodologies → Collision detection; Physical simulation;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"1 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131279417","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 : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/161-167
Jorge López-Moreno, Sunil Hadap, E. Reinhard, D. Gutierrez
Common tasks related to image processing or augmented reality include rendering new objects into existing images, or matching objects with unknown illumination. To facilitate such algorithms, it is often necessary to infer from which directions a scene was illuminated, even if only a photograph is available. For this purpose, we present a novel light source detection algorithm that, contrary to the current state-of-the-art, is able to detect multiple light sources with sufficient accuracy. 3D measures are not required, only the input image and a very small amount of unskilled user interaction.
{"title":"Light Source Detection in Photographs","authors":"Jorge López-Moreno, Sunil Hadap, E. Reinhard, D. Gutierrez","doi":"10.2312/LocalChapterEvents/CEIG/CEIG09/161-167","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG09/161-167","url":null,"abstract":"Common tasks related to image processing or augmented reality include rendering new objects into existing images, or matching objects with unknown illumination. To facilitate such algorithms, it is often necessary to infer from which directions a scene was illuminated, even if only a photograph is available. For this purpose, we present a novel light source detection algorithm that, contrary to the current state-of-the-art, is able to detect multiple light sources with sufficient accuracy. 3D measures are not required, only the input image and a very small amount of unskilled user interaction.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"15 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133996824","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}
Diego Rojo, Laura Raya, M. Rubio-Sánchez, Alberto Sánchez
Visual representation of information remains a key part of exploratory data analysis. This is due to the high number of features in datasets and their increasing complexity, together with users’ ability to visually understand information. One of the most common operations in exploratory data analysis is the selection of relevant features in the available data. In multidimensional scenarios, this task is often done with the help of automatic dimensionality reduction algorithms from the machine learning field. In this paper we develop a visual interface where users are integrated into the feature selection process of several machine learning algorithms. Users can work interactively with the algorithms in order to explore the data, compare the results and make the appropriate decisions about the feature selection process. CCS Concepts •Human-centered computing → Visual analytics; Visualization systems and tools; •Computing methodologies → Feature selection;
{"title":"A Visual Interface for Feature Subset Selection Using Machine Learning Methods","authors":"Diego Rojo, Laura Raya, M. Rubio-Sánchez, Alberto Sánchez","doi":"10.2312/CEIG.20181165","DOIUrl":"https://doi.org/10.2312/CEIG.20181165","url":null,"abstract":"Visual representation of information remains a key part of exploratory data analysis. This is due to the high number of features in datasets and their increasing complexity, together with users’ ability to visually understand information. One of the most common operations in exploratory data analysis is the selection of relevant features in the available data. In multidimensional scenarios, this task is often done with the help of automatic dimensionality reduction algorithms from the machine learning field. In this paper we develop a visual interface where users are integrated into the feature selection process of several machine learning algorithms. Users can work interactively with the algorithms in order to explore the data, compare the results and make the appropriate decisions about the feature selection process. CCS Concepts •Human-centered computing → Visual analytics; Visualization systems and tools; •Computing methodologies → Feature selection;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"188 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122400689","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}
F. Saiz, Garazi Alfaro, I. Barandiaran, Sara García, M. P. Carretero, M. Graña
Automated visual inspection is an ongoing machine vision challenge for industry. Faced with increasingly demanding quality standards it is reasonable to address the transition from a manual inspection system to an automatic one using some advanced machine learning approaches such as deep learning models. However, the introduction of neural models in environments such as the manufacturing industry find certain impairments or limitations. Indeed, due to the harsh conditions of manufacturing environments, there is usually the limitation of collecting a high quality database for training neural models. Also, the imbalance between non-defective and defective samples is very common issue in this type of scenarios. To alleviate these problems, this work proposes a pipeline to generate rendered images from CAD models of industrial components, to subsequently feed an anomaly detection model based on Deep Learning. Our approach can simulate the potential geometric and photometric transformations in which the parts could be presented to a real camera to faithfully reproduce the image acquisition behavior of an automatic inspection system. We evaluated the accuracy of several neural models trained with different synthetically generated data set simulating different transformations such as part temperature or part position and orientation with respect to a given camera. The results shows the feasibility of the proposed approach during the design and evaluation process of the image acquisition setup and to guarantee the success of the real future application. CCS Concepts • Computing methodologies → Quality Inspection; Industrial Manufacturing; Photo-realistic Rendering; CAD Models; Anomaly Detection; Deep Learning; Generative Adversarial Networks;
{"title":"Synthetic Data Set Generation for the Evaluation of Image Acquisition Strategies Applied to Deep Learning Based Industrial Component Inspection Systems","authors":"F. Saiz, Garazi Alfaro, I. Barandiaran, Sara García, M. P. Carretero, M. Graña","doi":"10.2312/ceig.20211355","DOIUrl":"https://doi.org/10.2312/ceig.20211355","url":null,"abstract":"Automated visual inspection is an ongoing machine vision challenge for industry. Faced with increasingly demanding quality standards it is reasonable to address the transition from a manual inspection system to an automatic one using some advanced machine learning approaches such as deep learning models. However, the introduction of neural models in environments such as the manufacturing industry find certain impairments or limitations. Indeed, due to the harsh conditions of manufacturing environments, there is usually the limitation of collecting a high quality database for training neural models. Also, the imbalance between non-defective and defective samples is very common issue in this type of scenarios. To alleviate these problems, this work proposes a pipeline to generate rendered images from CAD models of industrial components, to subsequently feed an anomaly detection model based on Deep Learning. Our approach can simulate the potential geometric and photometric transformations in which the parts could be presented to a real camera to faithfully reproduce the image acquisition behavior of an automatic inspection system. We evaluated the accuracy of several neural models trained with different synthetically generated data set simulating different transformations such as part temperature or part position and orientation with respect to a given camera. The results shows the feasibility of the proposed approach during the design and evaluation process of the image acquisition setup and to guarantee the success of the real future application. CCS Concepts • Computing methodologies → Quality Inspection; Industrial Manufacturing; Photo-realistic Rendering; CAD Models; Anomaly Detection; Deep Learning; Generative Adversarial Networks;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"9 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124530133","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}
Tonny Ruiz-Gijón, Marcos Gutiérrez Cubells, Borja Holgado, Hugo Salais López, M. Vidal-González, Anna García Forner
Tanto el paleoarte como las nuevas tecnologías suponen herramientas muy útiles y visualmente atractivas para la representación de la vida extinta. En este proyecto, ambas disciplinas han sido combinadas en el desarrollo de una aplicación móvil que permite, mediante el uso de un casco de realidad virtual, asistir a la reconstrucción del pterosaurio Tropeognathus mesembrinus, paseando a través de tres niveles anatómicos: el esqueleto, la musculatura y el aspecto externo. La reconstrucción culmina con una escena de Tropeognathus sobrevolando un paisaje del Cretácico Inferior. Además, incluye un visor 3D por el que se puede navegar por la anatomía del pterosaurio, así como una opción de poder mostrarlo en realidad aumentada al encontrar el logo del museo. En conclusión, esta aplicación supone una forma novedosa y atractiva de exponer una pieza paleontológica al público general, que podrá familiarizarse no sólo con Tropeognathus y los pterosaurios, sino también con el proceso de reconstrucción de la vida extinta. CCS Concepts • Applied → Virtual Reality, Augmented Reality;
{"title":"PterosaVR MUVHN: una aplicación para la reconstrucción virtual de Tropeognathus mesembrinus","authors":"Tonny Ruiz-Gijón, Marcos Gutiérrez Cubells, Borja Holgado, Hugo Salais López, M. Vidal-González, Anna García Forner","doi":"10.2312/ceig.20181159","DOIUrl":"https://doi.org/10.2312/ceig.20181159","url":null,"abstract":"Tanto el paleoarte como las nuevas tecnologías suponen herramientas muy útiles y visualmente atractivas para la representación de la vida extinta. En este proyecto, ambas disciplinas han sido combinadas en el desarrollo de una aplicación móvil que permite, mediante el uso de un casco de realidad virtual, asistir a la reconstrucción del pterosaurio Tropeognathus mesembrinus, paseando a través de tres niveles anatómicos: el esqueleto, la musculatura y el aspecto externo. La reconstrucción culmina con una escena de Tropeognathus sobrevolando un paisaje del Cretácico Inferior. Además, incluye un visor 3D por el que se puede navegar por la anatomía del pterosaurio, así como una opción de poder mostrarlo en realidad aumentada al encontrar el logo del museo. En conclusión, esta aplicación supone una forma novedosa y atractiva de exponer una pieza paleontológica al público general, que podrá familiarizarse no sólo con Tropeognathus y los pterosaurios, sino también con el proceso de reconstrucción de la vida extinta. CCS Concepts • Applied → Virtual Reality, Augmented Reality;","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"21 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128008873","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 : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG08/249-252
David Pérez, M. C. J. Lizandra
En este artículo presentamos dos sistemas de RA para el tratamiento de la acrofobia. El primero de ellos utiliza fotos navegables como elementos virtuales. En el segundo las sensaciones acrofóbicas se producen simulando que repentinamente: se abre un agujero en el suelo o se suben las paredes. Para comprobar la sensación de presencia y grado de ansiedad producidos por estos sistemas, se han realizado dos estudios comparativos. En el primero de ellos, se ha comparado el primer sistema de RA (foto navegable) con el mismo entorno real. En el segundo, se ha comparado el segundo sistema de RA con un sistema similar de RV. Los resultados han demostrado que la RA produce suficiente sensación de presencia y ansiedad en usuarios sin fobia. Por consiguiente, a falta de hacer pruebas con pacientes reales, nos inclinamos a pensar que este tipo de sistemas puede ser una alternativa a la RV para terapia.
{"title":"Dos Sistemas de Realidad Aumentada para el Tratamiento de la Acrofobia","authors":"David Pérez, M. C. J. Lizandra","doi":"10.2312/LocalChapterEvents/CEIG/CEIG08/249-252","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG08/249-252","url":null,"abstract":"En este artículo presentamos dos sistemas de RA para el tratamiento de la acrofobia. El primero de ellos utiliza fotos navegables como elementos virtuales. En el segundo las sensaciones acrofóbicas se producen simulando que repentinamente: se abre un agujero en el suelo o se suben las paredes. Para comprobar la sensación de presencia y grado de ansiedad producidos por estos sistemas, se han realizado dos estudios comparativos. En el primero de ellos, se ha comparado el primer sistema de RA (foto navegable) con el mismo entorno real. En el segundo, se ha comparado el segundo sistema de RA con un sistema similar de RV. Los resultados han demostrado que la RA produce suficiente sensación de presencia y ansiedad en usuarios sin fobia. Por consiguiente, a falta de hacer pruebas con pacientes reales, nos inclinamos a pensar que este tipo de sistemas puede ser una alternativa a la RV para terapia.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"11 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128420568","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 : 1900-01-01DOI: 10.2312/LocalChapterEvents/CEIG/CEIG09/135-144
María Dolores Robles-Ortega, José López Expósito, Lidia M. Ortega-Alvarado, Francisco R. Feito-Higueruela
La representación virtual de entornos reales en 3 D plantea ciertos problemas de texturización cuando dichos escenarios son de grandes dimensiones. Concretamente, el modelado de un entorno urbano con miles de edificios puede suponer un enorme reto si debe respetarse la información real del plano de la ciudad con manzanas, alturas de edificios reales, así como nombres de calles u otro tipo de información relevante. El objetivo final es posibilitar la navegación libre por dicho entorno virtual ofreciendo al usuario la mayor sensación de realismo posible, independientemente del lugar exacto por donde decida moverse en la ciudad, y exista o no información de interés en dicha zona. A pesar de partir de toda la información posible disponible en un SIG urbano, éste no suele almacenar datos relativos al aspecto real de los inmuebles, lo cual resulta imprescindible para realizar un levantamiento realista de la ciudad completa. En este trabajo se propone una solución alternativa, aplicando texturas de forma automática a los edificios de los cuales no se tenga información exacta de su posible aspecto. Para ello se emplean dos algoritmos genéticos para asignar automáticamente texturas
{"title":"Texturización automática en Entornos urbanos utilizando Algoritmos Genéticos","authors":"María Dolores Robles-Ortega, José López Expósito, Lidia M. Ortega-Alvarado, Francisco R. Feito-Higueruela","doi":"10.2312/LocalChapterEvents/CEIG/CEIG09/135-144","DOIUrl":"https://doi.org/10.2312/LocalChapterEvents/CEIG/CEIG09/135-144","url":null,"abstract":"La representación virtual de entornos reales en 3 D plantea ciertos problemas de texturización cuando dichos escenarios son de grandes dimensiones. Concretamente, el modelado de un entorno urbano con miles de edificios puede suponer un enorme reto si debe respetarse la información real del plano de la ciudad con manzanas, alturas de edificios reales, así como nombres de calles u otro tipo de información relevante. El objetivo final es posibilitar la navegación libre por dicho entorno virtual ofreciendo al usuario la mayor sensación de realismo posible, independientemente del lugar exacto por donde decida moverse en la ciudad, y exista o no información de interés en dicha zona. A pesar de partir de toda la información posible disponible en un SIG urbano, éste no suele almacenar datos relativos al aspecto real de los inmuebles, lo cual resulta imprescindible para realizar un levantamiento realista de la ciudad completa. En este trabajo se propone una solución alternativa, aplicando texturas de forma automática a los edificios de los cuales no se tenga información exacta de su posible aspecto. Para ello se emplean dos algoritmos genéticos para asignar automáticamente texturas","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"20 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114164746","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}
C. Andújar, O. Argudo, I. Besora, P. Brunet, A. Chica, Marc Comino
properties surface images from we present a simple method for detecting, classifying and filling non-valid data regions in depth maps produced by dense stereo algorithms. Triangles meshes reconstructed from our repaired depth maps exhibit much higher quality than those produced by state-of-the-art reconstruction algorithms like Screened Poisson-based techniques.
{"title":"Depth Map Repairing for Building Reconstruction","authors":"C. Andújar, O. Argudo, I. Besora, P. Brunet, A. Chica, Marc Comino","doi":"10.2312/ceig.20181162","DOIUrl":"https://doi.org/10.2312/ceig.20181162","url":null,"abstract":"properties surface images from we present a simple method for detecting, classifying and filling non-valid data regions in depth maps produced by dense stereo algorithms. Triangles meshes reconstructed from our repaired depth maps exhibit much higher quality than those produced by state-of-the-art reconstruction algorithms like Screened Poisson-based techniques.","PeriodicalId":385751,"journal":{"name":"Spanish Computer Graphics Conference","volume":"32 1","pages":"0"},"PeriodicalIF":0.0,"publicationDate":"1900-01-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"125398300","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}