Interaction with nature in virtual reality has been shown to induce similar restorative benefits as interaction with real-life nature. Drawing from Attention restoration theory, restorative benefits from being in virtual nature are likely to be improved through greater active engagement techniques with specific virtual natural features. Gamification is the process of adding game design elements in non-game scenarios in order to improve engagement and motivation. In the present pilot study, six participants completed either a gamified interaction with virtual nature, one where game design elements had been added in order to improve engagement with specific virtual nature features and thus possibly further facilitating sustained attention and self-reported restoration, having them pick plants and gain rewards such as a higher level in return, or a non-gamified task, one where they explored the virtual nature environment and looked at plants at their own pace without any game design elements. Gamified interaction improved sustained attention restoration more than non-gamified interaction. Additionally, gamified interaction was also shown to have reduced negative effect in self-reported restoration more than non-gamified interaction. While there are still several limitations, gamified interaction with virtual nature seems to offer vast potential as an engagement technique in improving sustained attention and self-reported restoration.
{"title":"Impact of Gamified Interaction with Virtual Nature on Sustained Attention and Self-Reported Restoration — A Pilot Study","authors":"O. Patil, Heng Yao, Benjamin C. Lok","doi":"10.1145/3359996.3364708","DOIUrl":"https://doi.org/10.1145/3359996.3364708","url":null,"abstract":"Interaction with nature in virtual reality has been shown to induce similar restorative benefits as interaction with real-life nature. Drawing from Attention restoration theory, restorative benefits from being in virtual nature are likely to be improved through greater active engagement techniques with specific virtual natural features. Gamification is the process of adding game design elements in non-game scenarios in order to improve engagement and motivation. In the present pilot study, six participants completed either a gamified interaction with virtual nature, one where game design elements had been added in order to improve engagement with specific virtual nature features and thus possibly further facilitating sustained attention and self-reported restoration, having them pick plants and gain rewards such as a higher level in return, or a non-gamified task, one where they explored the virtual nature environment and looked at plants at their own pace without any game design elements. Gamified interaction improved sustained attention restoration more than non-gamified interaction. Additionally, gamified interaction was also shown to have reduced negative effect in self-reported restoration more than non-gamified interaction. While there are still several limitations, gamified interaction with virtual nature seems to offer vast potential as an engagement technique in improving sustained attention and self-reported restoration.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124308688","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}
Martin Mišiak, Niko Wissmann, Arnulph Fuhrmann, Marc Erich Latoschik
This paper investigates the effects of normal mapping on the perception of geometric depth between stereoscopic and non-stereoscopic views. Results show, that in a head-tracked environment, the addition of binocular disparity has no impact on the error rate in the detection of normal-mapped geometry. It does however significantly shorten the detection time.
{"title":"The Impact of Stereo Rendering on the Perception of Normal Mapped Geometry in Virtual Reality","authors":"Martin Mišiak, Niko Wissmann, Arnulph Fuhrmann, Marc Erich Latoschik","doi":"10.1145/3359996.3364811","DOIUrl":"https://doi.org/10.1145/3359996.3364811","url":null,"abstract":"This paper investigates the effects of normal mapping on the perception of geometric depth between stereoscopic and non-stereoscopic views. Results show, that in a head-tracked environment, the addition of binocular disparity has no impact on the error rate in the detection of normal-mapped geometry. It does however significantly shorten the detection time.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124716925","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 this paper, we report on a work in progress project that aims to understand affordances and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to review and analyse VR and non-VR versions of the same games to identify differences in enjoyment. Our approach includes conducting expert reviews using the GameFlow model, as well as conducting qualitative analysis on video game reviews, using GameFlow as a conceptual foundation. In this paper, we report our initial findings for the game Superhot. Our ongoing work evaluates a selection of games to map opportunities and pitfalls when designing games for VR.
{"title":"Understanding Enjoyment in VR Games with GameFlow","authors":"P. Sweetser, Zane Rogalewicz, Qingyang Li","doi":"10.1145/3359996.3364800","DOIUrl":"https://doi.org/10.1145/3359996.3364800","url":null,"abstract":"In this paper, we report on a work in progress project that aims to understand affordances and inhibiters of enjoyment in virtual reality (VR) video games. We apply the GameFlow model to review and analyse VR and non-VR versions of the same games to identify differences in enjoyment. Our approach includes conducting expert reviews using the GameFlow model, as well as conducting qualitative analysis on video game reviews, using GameFlow as a conceptual foundation. In this paper, we report our initial findings for the game Superhot. Our ongoing work evaluates a selection of games to map opportunities and pitfalls when designing games for VR.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"128496123","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}
H. Bannister, Ben Selwyn-Smith, C. Anslow, Brian Robinson, R. K. D. Anjos, Daniel Pires, P. Kane, A. Leong
A clear and well-documented LaTeX document is presented as an article formatted for publication by ACM in a conference proceedings or journal publication. Based on the “acmart” document class, this article presents and explains many of the common variations, as well as many of the formatting elements an author may use in the preparation of the documentation of their work.
{"title":"LINACVR: VR Simulation for Radiation Therapy Education","authors":"H. Bannister, Ben Selwyn-Smith, C. Anslow, Brian Robinson, R. K. D. Anjos, Daniel Pires, P. Kane, A. Leong","doi":"10.1145/3359996.3364772","DOIUrl":"https://doi.org/10.1145/3359996.3364772","url":null,"abstract":"A clear and well-documented LaTeX document is presented as an article formatted for publication by ACM in a conference proceedings or journal publication. Based on the “acmart” document class, this article presents and explains many of the common variations, as well as many of the formatting elements an author may use in the preparation of the documentation of their work.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"117043625","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}
Abraham Glasser, E. Riley, Kaitlyn Weeks, R. Kushalnagar
People who are Deaf or Hard of Hearing (DHH) benefit from text captioning to understand audio, yet captions alone are often insufficient for the complex environment of a panel presentation, with rapid and unpredictable turn-taking among multiple speakers. It is challenging and tiring for DHH individuals to view captioned panel presentations, leading to feelings of misunderstanding and exclusion. In this work, we investigate the potential of Mixed Reality (MR) head-mounted displays for providing captioning with visual cues to indicate which person on the panel is speaking. For consistency in our experimental study, we simulate a panel presentation in virtual reality (VR) with various types of MR visual cues; in a study with 18 DHH participants, visual cues made it easier to identify speakers.
{"title":"Mixed Reality Speaker Identification as an Accessibility Tool for Deaf and Hard of Hearing Users","authors":"Abraham Glasser, E. Riley, Kaitlyn Weeks, R. Kushalnagar","doi":"10.1145/3359996.3364720","DOIUrl":"https://doi.org/10.1145/3359996.3364720","url":null,"abstract":"People who are Deaf or Hard of Hearing (DHH) benefit from text captioning to understand audio, yet captions alone are often insufficient for the complex environment of a panel presentation, with rapid and unpredictable turn-taking among multiple speakers. It is challenging and tiring for DHH individuals to view captioned panel presentations, leading to feelings of misunderstanding and exclusion. In this work, we investigate the potential of Mixed Reality (MR) head-mounted displays for providing captioning with visual cues to indicate which person on the panel is speaking. For consistency in our experimental study, we simulate a panel presentation in virtual reality (VR) with various types of MR visual cues; in a study with 18 DHH participants, visual cues made it easier to identify speakers.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114740054","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}
Stefan Gradl, M. Wirth, Nico Mächtlinger, Romina Poguntke, Andrea Wonner, N. Rohleder, B. Eskofier
The Stroop Test is a well known and regularly employed stressor in laboratory research. In contrast to other methods, it is not based on fear of physical harm or social shame. Consequently, it is more likely accepted by a wide population. In our always-on, technology-driven, social-media centered world, large-scale in-field stress research will need adequate experimental tools to explore the increasing prevalence of stress-related diseases without bringing subjects into laboratories. This is why we designed the Stroop Room: A virtual reality-based adaptation of the Stroop Test using elements of the virtual world to extend the demands of the original test and at the same time make it easily accessible. It is open source and can be used and improved by anyone as an in-the-wild, repeatable, laboratory-quality stressor. In this work, the method is presented and an evaluation study described, to demonstrate its effectiveness in provoking cognitive stress. 16 male and 16 female subjects were tested in the Stroop Room while recording the electrocardiogram, electrodermal activity, saliva based cortisol and alpha-amylase, performance metrics and an array of questionnaire-based assessments regarding psychological confounders, stress state and likability of the simulation. Our results show that the Stroop Room increases heart rate on average by 19%, other heart rate variability time-domain parameters (RMSSD, pNN50) decrease by 24%-47%, and its most stress-correlated frequency-parameter (LF/HF) increases by 107%. Skin conductance (SC) level increases by 63% and non-specific SC responses by 135% on average. Salivary cortisol and alpha-amylase concentrations increase significantly in some specific conditions. Compared to related work using the Stroop Test, this is an improvement for some metrics by around 30%-40%. Questionnaire evaluation show a strong engagement of users with the simulation and some aspects of a flow-induction. These findings support the effectiveness of a Stroop Test involving 3-dimensional interactivity and thus the Stroop Room demonstrates how this can be applied in a playful interaction that could be used pervasively.
{"title":"The Stroop Room: A Virtual Reality-Enhanced Stroop Test","authors":"Stefan Gradl, M. Wirth, Nico Mächtlinger, Romina Poguntke, Andrea Wonner, N. Rohleder, B. Eskofier","doi":"10.1145/3359996.3364247","DOIUrl":"https://doi.org/10.1145/3359996.3364247","url":null,"abstract":"The Stroop Test is a well known and regularly employed stressor in laboratory research. In contrast to other methods, it is not based on fear of physical harm or social shame. Consequently, it is more likely accepted by a wide population. In our always-on, technology-driven, social-media centered world, large-scale in-field stress research will need adequate experimental tools to explore the increasing prevalence of stress-related diseases without bringing subjects into laboratories. This is why we designed the Stroop Room: A virtual reality-based adaptation of the Stroop Test using elements of the virtual world to extend the demands of the original test and at the same time make it easily accessible. It is open source and can be used and improved by anyone as an in-the-wild, repeatable, laboratory-quality stressor. In this work, the method is presented and an evaluation study described, to demonstrate its effectiveness in provoking cognitive stress. 16 male and 16 female subjects were tested in the Stroop Room while recording the electrocardiogram, electrodermal activity, saliva based cortisol and alpha-amylase, performance metrics and an array of questionnaire-based assessments regarding psychological confounders, stress state and likability of the simulation. Our results show that the Stroop Room increases heart rate on average by 19%, other heart rate variability time-domain parameters (RMSSD, pNN50) decrease by 24%-47%, and its most stress-correlated frequency-parameter (LF/HF) increases by 107%. Skin conductance (SC) level increases by 63% and non-specific SC responses by 135% on average. Salivary cortisol and alpha-amylase concentrations increase significantly in some specific conditions. Compared to related work using the Stroop Test, this is an improvement for some metrics by around 30%-40%. Questionnaire evaluation show a strong engagement of users with the simulation and some aspects of a flow-induction. These findings support the effectiveness of a Stroop Test involving 3-dimensional interactivity and thus the Stroop Room demonstrates how this can be applied in a playful interaction that could be used pervasively.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126715548","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}
Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská
In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.
{"title":"Juggling in VR: Advantages of Immersive Virtual Reality in Juggling Learning","authors":"Jindrich Adolf, Peter Kán, B. Outram, H. Kaufmann, J. Dolezal, L. Lhotská","doi":"10.1145/3359996.3364246","DOIUrl":"https://doi.org/10.1145/3359996.3364246","url":null,"abstract":"In this paper, we follow up on research dealing with motion learning in Virtual Reality (VR). We investigate the impact of VR motion learning on motion performance, motivation for motion learning and willingness to continue with the motion learning. In our research, we used three ball juggling as a subject of learning. We performed a user study with 30 participants. A VR application was used in our study which allows setting up lower gravity and thus slowing down the motion for learning purposes. The results were statistically evaluated and we comment on the positive influence of virtual reality on motivation and possibilities of using VR in the motion learning process.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124586712","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}
Recent experiments in semi-automatically generating ambient music have yielded emotionally affecting results, leading scientists and musicians alike to develop and experiment with computational systems for creating audible art with varying degrees of success. Most of these systems are based either in analogue technology such as classic tape-reel recording systems or digital systems like virtual synthesizers triggered by a combination of developer-defined values and random number generation. In this paper, I outline the conceptual reasoning behind and development of one such generative music system which uses a simple but versatile virtual synthesizer to generate sound and sequences of repeating randomly generated notes drawn by the user in augmented reality to formulate the patterns and spatial origin of each sound contributing to the entire generative piece.
{"title":"Spatially Accurate Generative Music with AR Drawing","authors":"Kyungjin Yoo, Elijah Schwelling","doi":"10.1145/3359996.3365048","DOIUrl":"https://doi.org/10.1145/3359996.3365048","url":null,"abstract":"Recent experiments in semi-automatically generating ambient music have yielded emotionally affecting results, leading scientists and musicians alike to develop and experiment with computational systems for creating audible art with varying degrees of success. Most of these systems are based either in analogue technology such as classic tape-reel recording systems or digital systems like virtual synthesizers triggered by a combination of developer-defined values and random number generation. In this paper, I outline the conceptual reasoning behind and development of one such generative music system which uses a simple but versatile virtual synthesizer to generate sound and sequences of repeating randomly generated notes drawn by the user in augmented reality to formulate the patterns and spatial origin of each sound contributing to the entire generative piece.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133744767","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}
Cinematic Virtual Reality’s (CVR) inherent feature of allowing the user to choose their Point of View (POV) within a 360° space brings forth new challenges to storytelling. The approaches used in traditional films do not translate directly to this medium, as it is uncertain if the user would follow all the Points of Interest (POIs) consistently. Our framework, Cinévoqué, aims to address this issue by using the real-time data generated during a VR film to passively alter the narrative and parts of the experience to suit the user’s viewing behavior. In this poster, we discuss the technical approaches used to implement this framework and create responsive live-action CVR.
{"title":"Cinévoqué: Development of a Passively Responsive Framework for Seamless Evolution of Experiences in Immersive Live-Action Movies","authors":"Amarnath Murugan, Jayesh S. Pillai, Amal Dev","doi":"10.1145/3359996.3364791","DOIUrl":"https://doi.org/10.1145/3359996.3364791","url":null,"abstract":"Cinematic Virtual Reality’s (CVR) inherent feature of allowing the user to choose their Point of View (POV) within a 360° space brings forth new challenges to storytelling. The approaches used in traditional films do not translate directly to this medium, as it is uncertain if the user would follow all the Points of Interest (POIs) consistently. Our framework, Cinévoqué, aims to address this issue by using the real-time data generated during a VR film to passively alter the narrative and parts of the experience to suit the user’s viewing behavior. In this poster, we discuss the technical approaches used to implement this framework and create responsive live-action CVR.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"130168534","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}
Currently, smartwatches are equipped with Photoplethysmography (PPG) sensors to measure Heart Rate (HR) and Heart Rate Variability (HRV). However, PPG sensors consume considerably high energy, making it impractical to monitor HR & HRV continuously for an extended period. Utilising low power accelerometers to estimate HR has been broadly discussed in previous decades. Inspired by prior work, we introduce CompRate, an alternative method to measure HR continuously for an extended period in low-intensity physical activities. CompRate model calibrated for individual users only has an average performance of Root Mean Squared Error (RMSE) 1.58 Beats Per Minute (BPM). Further, CompRate used 3.75 times less energy compared to the built-in PPG sensor. We also demonstrate that CompRate model can be extended to predict HRV. We will demonstrate CompRate in several application scenarios: self-awareness of fatigue and just-in-time interruption while driving; enabling teachers to be aware of students’ mental effort during a learning activity; and the broadcasting of the location of live victims in a disaster situation.
{"title":"CompRate: Power Efficient Heart Rate and Heart Rate Variability Monitoring on Smart Wearables","authors":"Vipula Dissanayake, Don Samitha Elvitigala, Haimo Zhang, Chamod Weerasinghe, Suranga Nanayakkara","doi":"10.1145/3359996.3364239","DOIUrl":"https://doi.org/10.1145/3359996.3364239","url":null,"abstract":"Currently, smartwatches are equipped with Photoplethysmography (PPG) sensors to measure Heart Rate (HR) and Heart Rate Variability (HRV). However, PPG sensors consume considerably high energy, making it impractical to monitor HR & HRV continuously for an extended period. Utilising low power accelerometers to estimate HR has been broadly discussed in previous decades. Inspired by prior work, we introduce CompRate, an alternative method to measure HR continuously for an extended period in low-intensity physical activities. CompRate model calibrated for individual users only has an average performance of Root Mean Squared Error (RMSE) 1.58 Beats Per Minute (BPM). Further, CompRate used 3.75 times less energy compared to the built-in PPG sensor. We also demonstrate that CompRate model can be extended to predict HRV. We will demonstrate CompRate in several application scenarios: self-awareness of fatigue and just-in-time interruption while driving; enabling teachers to be aware of students’ mental effort during a learning activity; and the broadcasting of the location of live victims in a disaster situation.","PeriodicalId":393864,"journal":{"name":"Proceedings of the 25th ACM Symposium on Virtual Reality Software and Technology","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2019-11-12","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"131482642","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}